Pax Posted April 15, 2015 Share Posted April 15, 2015 (edited) So, right now we have two types of 'improvements'. One is actual improvements, available 1 per 50 infrastructure in a city, and they directly affect the city. The other are National Projects, and they're government-mandated things that provide direct benefits to the government alone. I suggest something like Public Works, Public Services, etc. that are national government productions that provide some benefits to the citizens, and some tradeoffs at a midrange cost between Improvements and Projects. They won't be tied to infra amounts, but can be detrimental in some ways and are situationally effective. Upon destruction, you get no refund - you can build the service again, but it'll cost you again.Example: Public Service: National Transportation Small description: Provides free transportation to your citizens, reducing the need for pollution-producing vehicles but increasing power needs Project effect: Reduces pollution by 150 in each city, but cities require 20% more resources to maintain power. Resource cost: 500500500 Cash cost: $2,000,000 Public Service: Public Universities Small description: Provides improved education to your citizens, increasing your ability to produce materials but at a high cost. Project effect: Improves resource production by 15%, reduces income by 15%. Resource cost: 500 Cash cost: $3,000,000 Public Service: Welfare System Small description: Allows your poorer citizens and large families to cope better, increasing population growth Project effect: Increases your population growth by 50%, but citizens require 25% more food per turn. Resource cost: 3,000 Cash cost: $2,500,000 Public Service: Veteran Benefits Small description: Provides your military veterans with proper retirement, convincing more people to join your military but with high costs Project effect: Increases unit capacities by 15%, reduces citizen income by 10%. Cash cost: $3,000,000 Obviously there's a lot of things that can be done with this, but it could be interesting to see the different methods nations take towards growing. TL;DR: They're like Projects, but they aren't as good and you don't need to have ridiculous amounts of infra for them. Edited April 15, 2015 by Pax 5 Quote <+JohnHarms> We need more feminists Link to comment Share on other sites More sharing options...
Administrators Alex Posted April 15, 2015 Administrators Share Posted April 15, 2015 I like this idea, especially that this wouldn't require tangible things. They could even be more like government policies, where you enact something and it costs X and provides Y, which would be situational depending on your nation. That would add a great new element to the game, getting to decide things like Welfare Programs, Food Assistance, Veteran Benefits, Free Higher Education, Transportation Systems, Universal Basic Income, Universal Healthcare, etc. You could even throw in non economic related things, like "Gun Control" that might have some varying effect on crime based on your nation size, etc. 2 Quote Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
James Gordon Posted April 15, 2015 Share Posted April 15, 2015 Quote Link to comment Share on other sites More sharing options...
Pax Posted April 15, 2015 Author Share Posted April 15, 2015 Exactly what I was thinking of. I considered making them government policies or something, but the problem I had with that was that costs couldn't be attached to a policy, so there would be no deterrent from just using the "right" policy for the time 24/7 rather than doing what works best in your opinion and situation.For example, people would change to all military focused policies the second they got into war, and change back after war, with no consequence. When you associate a cost to changing that policy / making it a service, it actually makes things pretty interesting. 1 Quote <+JohnHarms> We need more feminists Link to comment Share on other sites More sharing options...
Pax Posted April 15, 2015 Author Share Posted April 15, 2015 Also You could even throw in non economic related things, like "Gun Control" that might have some varying effect on crime based on your nation size, etc. That could actually work with this idea from harminator: http://politicsandwar.com/forums/index.php?/topic/5721-arming-your-populance/ 1 Quote <+JohnHarms> We need more feminists Link to comment Share on other sites More sharing options...
Presidential Posted April 16, 2015 Share Posted April 16, 2015 I think it would be unique as cause and effects for government policies. Quote Link to comment Share on other sites More sharing options...
fistofdoom Posted April 16, 2015 Share Posted April 16, 2015 Seems interesting. Hope it pans out without too much trouble. Quote 01:05:55 <%fistofdoom> im out of wine 01:06:03 <%fistofdoom> i winsih i had port 01:06:39 <@JoshF{BoC}> fistofdoom: is the snowman drunk with you 01:07:32 <%fistofdoom> i knet i forgot somehnt Link to comment Share on other sites More sharing options...
Malice Posted April 16, 2015 Share Posted April 16, 2015 Would be a good way to do perks. Give them all a resource upkeep and you have constant demand for resources too. Quote Link to comment Share on other sites More sharing options...
Oppilan Posted April 16, 2015 Share Posted April 16, 2015 (edited) Public Service: National Transportation Small description: Provides free transportation to your citizens, reducing the need for pollution-producing vehicles but increasing power needs Project effect: Reduces pollution by 150 in each city, but cities require 20% more resources to maintain power. Right now do we have pollution from vehicles? How can this project reduce 150 pollution points in each city? Edited April 16, 2015 by Oppilan Quote Link to comment Share on other sites More sharing options...
Pax Posted April 17, 2015 Author Share Posted April 17, 2015 (edited) Right now do we have pollution from vehicles? How can this project reduce 150 pollution points in each city? The idea behind that one was in-character, meaning citizens that drive gas-guzzling trucks, etc. would now ride a bus, metro, or other form of public transport. I wasn't sure exactly how much pollution to suggest removing - I didn't want to reduce a tiny amount and essentially just make it into a national recycling center rehash. I eventually ended up just aiming high to see how that went. Edited April 17, 2015 by Pax Quote <+JohnHarms> We need more feminists Link to comment Share on other sites More sharing options...
Oppilan Posted April 17, 2015 Share Posted April 17, 2015 The idea behind that one was in-character, meaning citizens that drive gas-guzzling trucks, etc. would now ride a bus, metro, or other form of public transport. I wasn't sure exactly how much pollution to suggest removing - I didn't want to reduce a tiny amount and essentially just make it into a national recycling center rehash. I eventually ended up just aiming high to see how that went. I like all other projects except National Transportation. May be sheepy can add pollution (dependent on population), which can be reduced with this project. Quote Link to comment Share on other sites More sharing options...
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