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New Improvements - Residential || New Raw Material - Lumber || New Nation Menu - Countryside


Cascadia
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7th Improvement Type - Residential

This new type of improvement would be located in between civil and commerce in the city menu.
It would also introduce a new raw resource, raw resource improvement, and manufacturing improvement: lumber, forestry, and lumbermill 

There would be three different types of residential improvements: Apartment Complex, Suburbs, and Exurbs (city outskirts) 

Apartment complexes would cost 200 lumber and 20 steel each. They would add 1,500 people each and you can only have 3 per city. They would increase the efficiency of manufacturing by 10% and maximum commerce rate by 5% each. They produce 10 pollution and increase disease by .25% and cost 20 food per day to maintain each.

Suburbs would cost 100 lumber and 20 steel each. They add 1,000 people and adds 100 people every in-game year due to families, you can have 5 per city. They would increase tax revenue by 5% each and increase the maximum commerce rate by 2%. They produce 20 pollution and cost 25 food per day to maintain.

Exurbs would cost 50 lumber and 5 steel. They add 500 people, produce 2 food per turn, and increase tax revenue by 2%. They produce 15 pollution and cost 5 food to maintain per day.

Because this would add new improvements, infrastructure costs should be reduced or the infra required per improvement should be 40 instead of 50. 

The countryside nation menu is separate from cities. Farms would be moved to this menu along with 3 other new improvements: plantations, ranches, and interstates. 

I would add more detail to countryside and lumber but I can't really think of much else to add.
Some of these could be adjusted but I think this would improve the game's mechanics. 

Edited by Cascadia
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I think if these get added pollution reducers (Recycling Center, Subway) need to be buffed because this would add way more pollution into maxing cities

 

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Infrastructure go brr

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This would add a different dynamic to the game, allowing for more military while having less infrastructure. Although the separation of Farms from cities into a new page might not appeal to many people. I kind of think that lumbermills (plantations?) would require a small amount of steel to build (axes) and a small amount of gasoline (transportation).

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I simultaneously require coffee and don't. Caffeine-less me makes me tired and not willing to deal with insanity. Caffeinated me understands the insanity and regrets it.

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The funny part about this suggestion is that in the real world suburbs are a literal noose to cities.

They require more infrastructure and more upkeep for less people and less revenue, and their obsessive proliferation is responsible for the widespread bankruptcy and debt reliance of all but the largest cities in North America. 

Should make it a Re-urbanization or re-zoning thing, since medium and high density are actually better for revenue and taxes.

But that's just me rambling about appropriate human-centric, fiscally sensible city planning.

 

Also, exurbs aren't "city outskirts", Exurb is a fancy word for "rural". City outskirts go right into suburbs while exurbs are where all the farms I'd normally have would be and would sensibly add a food production bonus (as in more than they'd use) because they're generally farming communities like the Apple Town I live in outside this digital space. 

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A new menu for farms would be less Infra-Inducing I assume, so I don't think we need less infra costs since a max farm city is 20 improvements alone

It could screw food prices, and make Antarctica worse (as if it isn't garbage already)

 

But, this is just what I think and you haven't provided how Countryside would work yet, so I could be very wrong

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  • 3 months later...
On 1/10/2023 at 8:49 AM, CaffeineAddict said:

This would add a different dynamic to the game, allowing for more military while having less infrastructure. Although the separation of Farms from cities into a new page might not appeal to many people. I kind of think that lumbermills (plantations?) would require a small amount of steel to build (axes) and a small amount of gasoline (transportation).

You can't max out military at low infra due to population issues, this already isn't an issue if Improvement Slots got reduced from 50 to 40 infra required

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