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IDProjectCategoryLast Update
0017730Stars Beyond ReachSuggestionOct 6, 2015 5:24 pm
Reportergnosis Assigned To 
Status newResolutionopen 
Product Version0.918 (Warn Me, Please!) 
Summary0017730: How about a supply-demand services model for income?
Descriptiontraditionaly sim games use supply-demand to determine profits from buildings.

This is why the spammage of buildings is so effective now: there's no demand from the spammed buildings produced services, yet it generates income.

A large pop should generate a large income from services or taxes. But for income to be generated the services must be consumed. If the services aren't consumed the building should generate less income and/or require less employment.
TagsNo tags attached.

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related to 0017721 new New economy model suggestions 

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Peons

Oct 6, 2015 5:03 pm

reporter   ~0043468

I put this in my writeup in mantis 17721.

gnosis

Oct 6, 2015 5:16 pm

reporter   ~0043470

If income is not generated from all citizen needs, then the player will always seek the most efficient building to spam and forget the rest effectively short circuiting building choices.

However a needs based model for generating a need/resource has both potential and actual numbers based on citizen allocation. This will require extra work.

gnosis

Oct 6, 2015 5:24 pm

reporter   ~0043471

And then you could link the events system and other modifiers:

Consider: you don't need to cover all of their needs 100% like you do now, but based on a % of total needs you generate a compounded population satisfaction index that is fed to the events system.

That index could be used to also calculate a morale bonus, either on building staffing efficiency or directly on income generated. Fall too low and a you have a rebelion on your hands or other civ wide events.

You could also have seperate satisfaction indexes for each need with effects that could be combined to create diverse effects: e.g. no water and no fire protection needs/shortage? fire events x4.

Issue History

Date Modified Username Field Change
Oct 6, 2015 5:02 pm gnosis New Issue
Oct 6, 2015 5:03 pm Peons Note Added: 0043468
Oct 6, 2015 5:04 pm Peons Relationship added related to 0017721
Oct 6, 2015 5:16 pm gnosis Note Added: 0043470
Oct 6, 2015 5:24 pm gnosis Note Added: 0043471