City production

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red
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City production

Post by red »

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.
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Balthagor
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Post by Balthagor »

With the new system, cities do not have any inherent production values. Power and goods production will be generated by components in all cases (that is how the design stands as of now, I expect this won't change).
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Post by red »

Great. Now if only you made a "services" upgrade for cities... ;)
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Post by BigStone »

What do you mean with that "service" red ?
Public transport , education , benefit payments , health programs ...
It sounds to me as a awfull lot of micromanagment :-?
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Post by red »

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.
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tkobo
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Post by tkobo »

I agree with Red
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Post by BigStone »

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" :wink:
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Feltan
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Post by Feltan »

BigStone wrote: So a new component: "Social services" ?
A component to track prostitution? What a wonderful idea! I think this could go a long way to contributing to domestic approval too.

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Post by BigStone »

Hmmm .. how long have you been married Feltan .. :lol:
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red
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Post by red »

Not social services so much as just services; anything like retail, entertainment, whatever, not just healthcare.
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Post by BigStone »

Pubs !!! ... i want pubs in 2020 ... :lol:
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red
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Post by red »

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...?
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Balthagor
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Post by Balthagor »

Ack, I'm gone for the weekend and everything runs wild :)
red wrote:Great. Now if only you made a "services" upgrade for cities... ;)
Actually, we do! We also have a Tourism element that can be placed into cities :)

There is another new one also but that one's a secret ;)
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Post by red »

Balthagor wrote:Actually, we do! We also have a Tourism element that can be placed into cities :)
Tourism?! Now you've gone too far... :wink:
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Balthagor
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Post by Balthagor »

well, both had a GDP% affect in the old system, so now it can be tied something on map that can be lost/captured.
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