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Multiple Project Suggestions


Grendel
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Death Star

Description: Completely obliterates a city in one hit.

Effect: Destroys an entire city's infrastructure and improvements. It can be used only in war and it takes 24 turns to charge.

Cost: Somewhere between 100 and 200 million $ and 10 000 of all manufactured resources. It should also cost $5 000 000 and 1000 uranium to use per hit.

Edited by Honu
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Honu

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National Grid

Description Allows cities to be powered by infrastructure located elsewhere.

Effect: If a city doesn't have sufficient power from its own improvements, it can draw power from other cities. Will only function if other cities have enough spare power capacity to power the city in question, for example if a city has 2k infra and no power, and the sum of all of the excess power in all of the other cities is 1,950, then the city will remain unpowered. If the excess power of the other cities is 2k or above then the city without power is fully powered.

If multiple cities are unpowered, then they will be powered in increasing order of infrastructure (lowest infra powered first) and then in decreasing order of age (oldest first) for cities with the same amount of infra.

 

Cost: Probably around 100mil, this project would be quite effective in war time in protecting cities from power plant loss, so the price should reflect that.

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National project name: Turbo Iron Mines

Small description: Turbo Iron Mines amplifies Iron mines by 36% in all cities. Created amount changes from .25 iron per turn, to .34 iron per turn (3 per day, to 4.08 per day). 

Project effect: 36% increase to the effectiveness of iron mines. 

Resource cost: 400 bauxite and 750 oil. (The raw form of the required resources for the steel project, and half of the amount).

Cash cost: $2,500,000

(Just a warning, the rest are practically the same thing for the different raw resources. It's all the same, half the price, and number of needed resources. The needed resources go into the raw form). 

 

National project name: Better Rigging 

Small description: Better Rigging enables your oil wells to operate twice their normal speed. The increase is from .25 per turn, to .50 per turn (three tons of oil per day, to six tons of oil per day, per oil well.) 

Project effect: 100% increase in speed of oil well extraction. 

Resource cost: 60 bauxite and 60 steel.

Cash cost:$2,000,000

 

National project name: The Crusts Bauxite (The name of any of these can be discarded and replaced, it's only the idea that matters... in my opinion hehe).

Small description: The Crust's Bauxite enhances benefit of bauxite mines by 36% in each city. For example, instead of .25 (3 per day) bauxite per turn, to 34 ( 4.08 per turn)bauxite per turn 

Project effect: 36% increase in Bauxite. Changing the rates by .9.

Resource cost: 400 iron and 750 oil. 

Cash cost:$2,500,000

 

National project name: The Lead on Lead

Small description: The Lead of Lead is a project that increases the production of lead by thirty-four percent. The difference being .25 to .34, or 3 per day, to 4.08 per day.

Project effect: 34% increase of lead.

Resource cost: 60 iron and 60 bauxite

Cash cost:$2,000,000

 

 

National project name: The Coal Killers

Small description: The Coal Killers increases the productivity of Coal mines by threatening the workers families. The coal productions soars from .25 per turn, to .34 per turn.

Project effect: Increase coal's productivity by 36%. 

Resource cost: 350 bauxite and 750 oil

Cash cost: $2,500,000

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National project name: Hydroelectric Dam

Small description: your chief river has a massive hydroelectric dam built across it

Project effect: Provides 5000 power (I'm thinking just to your City #1, but if you have the National Grid - see Blackatron's suggestion above - it can go where it is needed). Reduces food production 10% 

Resource cost: 2000 steel, 500 oil

Cash cost: $20 mil

 

 

(I must admit I pulled the costs out of thin air)

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Military Academies (4 projects, Army, Tank, Naval, airforce) - Increases the combat Value of the Specific Unit Type by a percentage Allowing more diversity to military builds and strategies.

Advanced Rocketry Systems - reduces the MAPs for missiles and nukes by 2

Mineral Extraction Program - Increases the production rate of Raw Resources by 36% (excluding uranium), if this is seen as OP they could be separated in to 2 projects. One for Carbons (oil & coal) and one for metal ores(lead, baux, iron) though I do not feel they merit their own separate project for each like manufactured goods and uranium do.

Central Bank System- Reduces loot Lost

Military Fortifications (Looking for name suggestions) - Reduces infra Damage (and possibly military causality rates in defensive operations if this is not too much for one project or can be balanced right)

Environmental Protection Program - (ok so I have three ideas on how this one would work)

A) Reduce the Pollution index added by buildings by 33%

B ) A flat rate or precentage Pollution Reduction in all cities

C) Double the Pollution Reduction of Recycle centers and subways

 

Edited by Princess Seshat
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Nebthet Seshat Asetneferu-Meritra Satsekhem Netjeretkhau

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