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11/13/2013 - New Improvments and Introduction of Food


Alex

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First off, I've added 5 new improvements to the game. You've now got the:

 

Police Station (Max 5)

Decreases crime according to the following:

(200000/Population)+5

Hospital (Max 5)

Decreases disease according to the following:

(200000/Population)+5

Recycling Center (Doesn't actually do anything yet since I haven't implemented the pollution index stuff/Max 3)

Decreases pollution index by 5 points

 

Subway (Pollution Index part not active yet/Max 1)

Increases commerce by 5% (equivalent to a $0.25 increase to average income) and decreases pollution index by 2 points

 

The above improvements require the city to be powered to work.

 

Farm (max 5)

Produces 20 tons of food per day

 

With the addition of farms we have a new resource, food. We've been discussing resources lately and I think it was decided that just having food would be the simplest/easiest way to have it as a part of the game. Currently there's no downside to not having enough food besides you won't be able to collect your revenue, but I'm thinking something like:

 

If you don't have enough food, each of your cities' average income will automatically become $2.50 (equivalent to 0% commerce) and a decent portion of the population will die (basically, a huge drop in income when you do collect). Of course, with this method, you'd still be able to collect without enough food but you'd be taking a massive hit in income.

 

Food consumption is equivalent to 1 ton per 1,000 people. Ideally, small nations will be able to create a surplus of food and export it to larger nations.

 

----

 

A little bit of a tangent here, but as for resources:

 

I think everyone agrees that a few important resources is better than a lot of useless ones. My latest idea is that we have 6 resources, and each continent gets a bonus for one of them. Here's what I had in mind:

 

North America: Bonus production in food (something like 30 food per farm instead of 20?)

 

South America: Bonus production in Lumber (I'm thinking lumber will be needed for improvements or new cities or marvels or something?)

 

Asia: Bonus production in Oil (Again, something like 1.5 or 2x more than average oil well would get)

 

Australia: Bonus production in Aluminum (Aluminum would be like lumber but more important for military)

 

Europe: Bonus production in Iron (Iron would be like lumber)

 

Africa: Uranium (again like food or oil)

 

Give me lots of feedback guys! ;)

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I think 1 food per 1000 people is a bit too much , because we will want to build cities with hundrends thousand(or even millions) of people to have a decent military , maybe 1 food per 10000 people?

Sultan of the Fartistan Sultanate , Lord of iberia

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I think it's a good amount. Here's why:

 

Max food production per city is 5 farms at 20 food each, or 100 food maximum. This is if you dedicate 5 of your precious improvement slots to farms. Because of this, you can only support a population of up to 100,000 in each city before you need to import food. This will be a great way to drive market demand and make food something highly valuable and traded. Plus, if North American nations get a food bonus then they will be able to produce more to meet everyone's needs globally. Alliances could dominate the food-trading market. There's a lot of possibilities without limiting things too much (since you won't need to important food for quite some time as a new nation).

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...I had a post about what I thought would be necessary to allow the growth of the game and food and farms and agrarianism and all sorts of stuff, and then I hit backspace and instead of deleting a letter I got teleported back a page.

 

gg, farms.

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Sour. Hopefully this system will be a good foundation and we can also build and tweak it from here.

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