Mega Buildings/Structures Resource specific buildings.
#1
Posted 24 November 2007 - 11:16 PM
For Instance, if a nation has the resources of Lumber and Oil, said nation would only be capable of building a Lumber Yard and an Oil Refinery.
Or
If a nation had Furs and Marble, said nation would only be capable of building Toy Factory and a Tile Emporium and so on.
Most Mega Buildings/Structures would give a population boost since they may provide some type of job. Mega Buildings/Structures would also be capable of getting damaged in Bombing runs/Cruise Missile strikes. There would be a certain cost to repair the building to get it back to full production. (though it would be best if all improvements/wonders could be damaged since I consider it all infrastructure.)
Aluminum = Recycling Plant: Environment +1.5. Population boost +2%.
Cattle = Slaughter House: Population boost +3%. Population happiness -1. Environment -1
Coal =
Fish = Aquarium: Population happiness +3. Population boost 1%. Environment +.5
Furs = Toy Factory: Population boost +5% Population happiness +1.
Gold = Gold Refinery: Citizen income +$5.00. Population happiness +1.
Gems =
Iron =
Lead =
Lumber =
Marble = Tile Emporium: Lowers initial infrastructure purchase cost by 5%.
Oil = Oil Refinery: Improves tank efficiency by 5%. Environment -2%. Citizen income +$5.00
Pigs =
Rubber =
Silver =
Spices =
Sugar =
Uranium = Power Plants: Lowers total bills by 8%. Environment -1.5. Population boost 1%
Water = Hydraulic Power Plant:
Wheat =
Wine =
ETC. I'm sure you understand what I am suggesting. I have not thought up of all mega buildings/structures for each resources and price.
So. questions? Suggestions?
Speak.
-Infidel
#6
Posted 25 November 2007 - 02:48 AM
Aluminum:
-Recycling Plant: Environment +1.5. Population boost +2%.
-Packaging Plant: Income +$5.00 Environment -1
-Manufacturing Facility: Infra Cost -2.5% Happiness +1
-??
Cattle:
-Slaughter House: Population boost +3%. Population happiness -1. Environment -1
-Dairy Farm: Population Happiness +3
-Leather Shop: Infra upkeep -5%
-??
ect...
#7
Posted 25 November 2007 - 06:32 AM
#8
Posted 25 November 2007 - 07:43 AM
#9
Posted 25 November 2007 - 12:50 PM
#11
Posted 25 November 2007 - 01:02 PM
#12
Posted 25 November 2007 - 01:26 PM
Katsumi, on Nov 25 2007, 01:56 PM, said:
Yeah, with that you could final balance out the resources, good trades Vs good improvments. I like the options idea for the improvements too.
#13
Posted 25 November 2007 - 02:54 PM
Try making these structures do something other than the standard + population happiness, citizen count, etc.
Admin's made it clear he's more interested in additions that have different aspects from the norm, and I agree.
#14
Posted 25 November 2007 - 03:45 PM
It would mean that things like fur, gold and lead could be given better improvements, and would then be more desirable.
#15
Posted 26 November 2007 - 08:33 AM
#16
Posted 26 November 2007 - 09:24 AM
Barrmozz, on Nov 26 2007, 03:38 PM, said:
I dont think we need even MORE stuff to fasten the moneymaking process.
#17
Posted 20 February 2008 - 01:04 AM
Alot of people who play the game dislike there recourses because they either don't go well together, people rather not trade for the combo, or its hard to fine the right trades via color. This would actually put a end to that and it could give nations more of a boost when it comes to losing trades if that makes any since.
#19
Posted 21 February 2008 - 03:16 PM
On the other hand, the same would be true because people would be getting the more "favorable" resources because those would be "better" than the rest.
Like someone else said, if this was done in such a way so people with less favorable resources could benefit, that would be great.
#20
Posted 21 February 2008 - 05:36 PM
Having a choice of structures to buy is good, and only being able to build 2 is even better. But make the choices reasonably even.

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