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#8 Production And Consumption Cities

1.0
open
nobody
None
2015-04-21
2015-04-21
Lib Spit
No

So, floating this idea now even though it probably won't be around till A8 sort of time, but I wanted it out there so you guys can see what I am thinking and comment on any particular issues, ideas, etc.

Production and Consumption Cities:

So the basic idea of this is to try and create the feeling of the trading/caravan world of fallout, and the 'Trade Triangle' idea that was in F2, where Redding traded gold from the mines for medicines from Vault City and (I think) goods from Reno or the NCR, I am tired I forget...anyway unimportant!

So the premise is that having a 'locational' resource (like Gold in the Redding Mines) needs to be 'moved around' to be most effective, so in this example Redding would be a production city and the NCR would be a consumption city (for Gold).

The wider premise as it relates to us would be the trade off of yields production in exchange for bonus resource production, so Production Cities (PC) lose significant amounts of a yield in exchange for producing more Bonus Resources (BR) that when transported will boost the productive power of buildings in Consumption Cities (CC).

So PCs will be much smaller and less productive at other tasks than CCs in essence feeding their yield output to CCs in the form of BRs.

Example:
Town A has a tile of munitions, it then builds a Munitions factory (requires munitions in vicinity) which does:

-20Hammers, +5munitions.

Town B builds a weapons factory which does:

+10%Hammers and +1Hammers per munition

Or whatever the stats should be when we work out the reasonable numbers.

This process can be repeated for all manner of resources and all three types of yield.

We would probably need some specific AI as well, something like:

Resource X in city border
Build buildings with 'X in vicinity requirement' as a priority.

(as it would probably be valued as a bad build otherwise because of the great loss to th city)

Discussion


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