City production
Moderators: Balthagor, Legend, Moderators
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City production
Does your new map thingy allow for city production to be represented as facilities and so controlled by the player? That you couldn't touch this production even though it consumed resources you might like to control was a real annoyance in 2010.
- Balthagor
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Just a commodity, like consumer goods. It would model retail, financial services, healthcare, all that doesn't deal with hard goods. That kind of economic activity is currently modeled behind-the-scenes by a multiplier in the scenario file and never changes, so bringing it to the fore as a commodity would make the economy more realistic and more user-friendly.
- tkobo
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We’re still looking for the proper terminology but for now we’re calling the two elements components and containers.
From the blog: http://www.supremeruler.com/blogs/?p=27
So a new component: "Social services" ? .... i have to agree too
But i wouldn't name it "city production"
From the blog: http://www.supremeruler.com/blogs/?p=27
So a new component: "Social services" ? .... i have to agree too
But i wouldn't name it "city production"
NO MORE NOISY FISH [unless they are green & furiously]
I HAVE STILL A FISH IN MY EAR
I HAVE STILL A FISH IN MY EAR
- Feltan
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Now it occurs to me that you can have the resource overlay for services be population, with the size of your upgrade limited by the size of the hex population. And its stockpiling etc. can be handled like electricity, but without trade. Stock would be measured in worker-days or something of that sort. And if the stats are there to do the non-commodity multiplier for 2010, surely you can make a good enough guess on their levels for 2020...?
- Balthagor
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- Balthagor
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