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License Agreements, Corporate Services and Waste Messages in this topic - RSS

Rekk
Rekk
Posts: 1


7/13/2017
Rekk
Rekk
Posts: 1
Three kinda neat ideas that may or may not fit well into this brilliant game, I'll leave that decision to people who know better.

License Agreements
- A more typical idea of 'research' provided by the Ruler of each city (or Emperor of a planet etc.). These would be researched by the ruler, taking a reasonable time (1-2 weeks) and costing a decent wad of cash/resources. The amount of co-active agreements each city or planet could have would depend on its population. In turn these could be bought by regular players by paying a royalty (again, cash/resources) thereby gating them. They would provide specific bonuses that could be selected based on that cities requirements.

E.g. Molds - reduces the cost of all productions that use basic metals by 1. The Ruler of NY pays the fee (say $1,000,000,000 and 100,000,000 basic metal or whatever) and waits 1 week, that license agreement can now be bought by corporations with their HQ in NY for $50,000,000 and now that person gets a -1 to all productions that use basic metals (obviously not going less than 1). Some of that money could go back to the ruler too.

Other ideas include - decreasing the logistics costs of things, increasing the base demand rate, increasing the volume, increasing defenses, increasing the production of the local resources, decreasing overcrowding, increasing the population effect of buildings, decreasing construction times, increasing nearby vehicle speed and making everyone spontaneously disco.

Corporate Services - Like civilian services, but for corporations! These buildings could represent the tier above civilian services, and would act in a similar way, only the demand is set by the corporations using their services, and the service build could be voted upon by people who are in that city. The resource cost tokeep it running per turn could be military units, items (artifacts?) or just resources. These could work by charging corporations who want to use these services, and the more people using it, the more the demand increases. These could have similar effects to the above, increasing production, decreasing costs/time etc.
Not totally sure how to prevent demand simply skyrocketing, but just thought it could be a neat 'people powered' alternative to the license agreements.

Waste - Basically a 'negative' resource generated by increasing population. Essentially it would be 'sold' by the city, the supply set by the population level. This could then be converted at a very low ratio to resources at specific waste plants. Each civilian service would also increase it substantially. If supply is high, then negative effects could happen to the city, decreased growth etc etc.

Anyway, just came up with these daydreaming. See you out in the stars,

Rekk
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


7/14/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Rekk wrote:
Three kinda neat ideas that may or may not fit well into this brilliant game, I'll leave that decision to people who know better.

License Agreements
- A more typical idea of 'research' provided by the Ruler of each city (or Emperor of a planet etc.). These would be researched by the ruler, taking a reasonable time (1-2 weeks) and costing a decent wad of cash/resources. The amount of co-active agreements each city or planet could have would depend on its population. In turn these could be bought by regular players by paying a royalty (again, cash/resources) thereby gating them. They would provide specific bonuses that could be selected based on that cities requirements.

E.g. Molds - reduces the cost of all productions that use basic metals by 1. The Ruler of NY pays the fee (say $1,000,000,000 and 100,000,000 basic metal or whatever) and waits 1 week, that license agreement can now be bought by corporations with their HQ in NY for $50,000,000 and now that person gets a -1 to all productions that use basic metals (obviously not going less than 1). Some of that money could go back to the ruler too.

Other ideas include - decreasing the logistics costs of things, increasing the base demand rate, increasing the volume, increasing defenses, increasing the production of the local resources, decreasing overcrowding, increasing the population effect of buildings, decreasing construction times, increasing nearby vehicle speed and making everyone spontaneously disco.

Corporate Services - Like civilian services, but for corporations! These buildings could represent the tier above civilian services, and would act in a similar way, only the demand is set by the corporations using their services, and the service build could be voted upon by people who are in that city. The resource cost tokeep it running per turn could be military units, items (artifacts?) or just resources. These could work by charging corporations who want to use these services, and the more people using it, the more the demand increases. These could have similar effects to the above, increasing production, decreasing costs/time etc.
Not totally sure how to prevent demand simply skyrocketing, but just thought it could be a neat 'people powered' alternative to the license agreements.

Waste - Basically a 'negative' resource generated by increasing population. Essentially it would be 'sold' by the city, the supply set by the population level. This could then be converted at a very low ratio to resources at specific waste plants. Each civilian service would also increase it substantially. If supply is high, then negative effects could happen to the city, decreased growth etc etc.

Anyway, just came up with these daydreaming. See you out in the stars,

Rekk



I don't think the license agreements would work as you presented it but you touch on a great idea that I think it would work better like this:
Every City, Planet and even Star System has a set of "grants" or Contracts or maybe "titles" that the Ruler can assign to any corporation under his rulership. Lets say Cities have 3, One will decrease YOUR overcrowding penalty by half, another allows your military bases to operate cheaper and a third gives you a small share of the profits for all sells in that city. Call them whatever you want for flavor text. They show up as Titles under your corporation "Treasurer of New York" and you get the benefit as long as it is assigned to your corp. You can't assign them to the ruler and you can only have one of these titles or positions per corp. The rules can essentially assign titles which have perks.

To touch on the other idea where the corporations pay to use some service in the city: We were talking about having "megastructures" in orbit such as Warp Portals that others will use and pay for but we also talked about having similar structures in cities. Something like "Cybernet Market" structure which is pretty expensive to maintain, but offers a profit bonus to anyone trading there but also costs to use. Perhaps a percentage of the profits goes to the owner, there can only be one of that type per city. There would be another one that would make the upkeep of your Structures cheaper, Something like "Android Workforce".

CIties can have several different types of structures like this. On the planet (at location 12:12) there would be another set of larger structures you can make, something like Ringworld to increase the population growth of the planet. Then on a System wide scale you can put a Gigantic structure on the Systems Star like a Dyson Swarm.
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Rekkles
Rekkles
Posts: 36


7/15/2017
Rekkles
Rekkles
Posts: 36
Wow, awesome! Even better ideas, I cant wait to see how it progresses!!
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