Past, Present, and Future

Past, Present, and Future

  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

HFY

Lt. General
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May 15, 2016
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I'd like to play through different technology eras.

Taking a city from before widespread electricity availability right through the information age (and hopefully into some future age) would be very interesting. The different compromises you'd want to make regarding land use when you can't just truck in more food, when industrial pollution was fairly minor relative to the local water supply, and then how your previous decisions changed in meaning as the game progressed into the current time, and beyond.

Pre-highway, your inflow of citizens might be chunkier -- you might start with a harbor rather than an off-ramp, for example, or a wagon trail which occasionally brought you a caravan of tough-as-nails Oregon Trail survivors.

You'd need to plan for infrequent but significant increases in capacity, and without electricity your water supply might not be so easily doubled. You'd be digging crude canals for both transport and irrigation.


Historical buildings might become more valuable -- and more of a tourist attraction -- if they survive across tech eras. Each new era would therefore make you want to change things, but reward you for keeping blocks unchanged. Maybe add a policy to prevent destructive changes so you can district yourself a nice historic neighborhood and not mess it up accidentally.


Building a city in space* might use a similar chunky-flows mechanic, with a space-port instead of a harbor. The city limits might be a circle, since you're limited by your habitation dome rather than an imaginary property line, and you'd buy a neighboring hexagon for your expansion hab dome rather than a square, but otherwise the existing expansion mechanic could work fine.

You might see different happiness requirements for your city in space*, too -- like, if you're building on Titan or somewhere else far from the sun, your citizens might become unhealthy if they didn't get enough simulated sunlight. You'd build sunlight towers, which would consume a lot of energy and cover an area with light, and you'd try to get as many routes through that sunlit area as possible to ensure healthy citizens. The sunlight would also increase happiness, but too much route congestion would reduce happiness.


On that subject, even in the present day sunlight access would be a neat resource. We have shadows visible throughout the day; they could impose a mechanical effect. If seasons were added, then different sunlight access (from buildings which cast longer shadows in winter, or deciduous trees which grant shade in summer and let light through in winter) could be modeled.

And on the topic of winter, how about adding seasons? We see the date change, but we don't get much effect from it. Many temperate zones IRL would see significant temperature and weather differences throughout the year. In terms of mechanics, outdoor parks might provide more happiness in seasons where people spend more time outside; indoor amenities might provide more happiness in snow-bound winter or too-hot summer.

Snow-specific recreation facilities might do little or nothing in snowless seasons -- I know IRL there are some ski parks which let in hikers during off-season, which could increase maintenance budget but provide some (reduced) tourism and happiness off-season.



*) IN SPAAAAAAAACE!
 
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