View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017730 | Stars Beyond Reach | Suggestion | Oct 6, 2015 5:02 pm | Oct 6, 2015 5:24 pm | |
Reporter | gnosis | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.918 (Warn Me, Please!) | ||||
Summary | 0017730: How about a supply-demand services model for income? | ||||
Description | traditionaly 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. | ||||
Tags | No tags attached. | ||||
related to | 0017721 | new | New economy model suggestions |
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I put this in my writeup in mantis 17721. |
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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. |
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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. |