New Unit and Facility effects

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Jopo
Captain
Posts: 108
Joined: Sep 13 2011
Human: Yes
Location: Joensuu, Finland

New Unit and Facility effects

Post by Jopo »

Ok, I want to create new units and facilities and for this purpose I propose new effects for them.
The effects could be coded in the .units file by adding new columns to code the effects.

New facilities:

University: Increases education rating and provides a research slot.

World Wonder (like in Civilization): Like the Pyramids, Eiffel Tower or some other wondrous building. Brings in tourists A LOT. Effect should be coded in the &&RAWPROD section of the .units file or a separate &&EFFECTS section.

Cathedral/Mosque/Temple: raises prominence of the religion in question, if you want to convert your population to a certain religion.

Bank: Produces money

Stock Exchange: Produces money

Business park: A park for small businesses, raises employment and produces money. (The effect and magnitude of the employment raise should be coded in the units file)

Lots of different kinds of tourist attractions with varying kinds of effects. (the effects of the tourist attraction should be coded in the .units file)
Here´s a few tourist attractions:
Casino: Requires legalised gambling internal law. Brings in tourists and generates cash. Buildable in game.
Tourist resort: Brings in tourists. Buildable.
Medieval Castle: Brings in tourists. Not buildable.


Tree farm: produces timber in barren areas

Deep core mine/ Borehole mine: produces ore without the need for a deposit

Commercial airport: Needed for tourism. Increases tourism.

Commercial port: Increases trade and GDP.

Fishing port: Produces Agriculture without deposit, if you have access to sea.

Hospital: Increases health care rating, reduces death rate and increases birth rate.

Enrichment plant: Needed to produce nukes.

Nuclear research institute: Second facility needed to produce nukes.

Spaceport: Orbital launch pad upgrades to this. Needed for complex missions like lunar landings.

Orbital elevator: Needed for future space developments

Asteroid mining ground station: Requires space elevator. Produces Ore A LOT expensive though.

Maglev railway: future railway.

...and more facilities if I think of any.

In short there should be more lines in the &&rawprod section of the units file to code for different effects or a separate &&effects section.

At least the following effects should be available:

* tourist rating bonus (different sorts of tourist attractions)
* GDP bonus (Banks, Stock Exchanges, business sectors)
* Employment bonus (Small business park, industrial park)
* Inflation rate bonus (less inflation) (maybe Central Bank facility)
* Health care rating bonus (Hospital, Clinic)
* Law enforcement rating bonus (Police Department)
* Culture rating bonus (Opera House, Fine Arts Academy)
* All domestic ratings bonuses
* counter-intelligence bonus (the effect of security bureau)


Units should have a MORALE statistic, that is how easily they will panic and flee or surrender.
Jopo
Captain
Posts: 108
Joined: Sep 13 2011
Human: Yes
Location: Joensuu, Finland

Re: New Unit and Facility effects

Post by Jopo »

Also I think some special units like leadership units could projest an "aura" around them so that all units in neighboring hexes get some bonus.

Also Heres an idea for a new facility:

Assimilation center and Propaganda center: Build these into conquered territories and SLOOOWLY they will turn the loyalty of the territory in your favor, you just need to brainwash the entire population, especially the younger generation, so they grow up loving your benevolent rule. The facility projects an aura of propaganda around itself and begins to turn the loyalty meter towards you. Building these center will provoke armed resistance a lot, so keep your cities garrisoned.
Last edited by Jopo on Nov 24 2011, edited 1 time in total.
Jopo
Captain
Posts: 108
Joined: Sep 13 2011
Human: Yes
Location: Joensuu, Finland

Re: New Unit and Facility effects

Post by Jopo »

Facility effects should be coded in a similar way to tech effects, so that you can call on a certain effect and set its parameters in the .units file. Just add a couple of rows to the .units file designated Facility effect-1, Facility effect-2 and facility effect parameter 1 and 2 and so forth, just like in techs. With that system you could have special units and facilities with certain effects.


For example, I desire to have several different types of tourist attractions like this:

* The Pyramids: non-buildable, tourism rating up 10% (placed in Egypt of course)
* The Parthenon: non-buildable, tourism rating up 12% (placed in Athens)
* Ancient ruins: Generic ancient ruins, non-buildable, tourism rating up 5% (placed all around the map)
* Ancient Temple: Tourism rating up 10%, non-buildable

...and other ancient tourist attractions.

Casino: Buildable, tourism rating up 2%
Spa: Buildable, tourism rating up 3%
Disney World: Buildable (design limited to Americans who can sell the design), tourism rating up 5%
Virtual Reality Theme park: Future tourist attraction, buildable, tourism rating up 10%

...and so forth.

Also different kinds of GDP boosting facilities:

Wall street: non-buildable, GDP up 5% (found only in New York)
Royal Stock exchange: GDP up 5% (found in London)

Business sector: buildable, GDP up 1% (requires tech, Modern Economics)
Stock Exchange: buildable, GDP up 2%
Industrial park: buildable, GDP up 1%, Employment up 1%
Small business park: buildable, GDP up 1%, employment up 1%
Services park: buildable, GDP up 2%, employment up 2%
High-tech industry park: future economy building, buildable, GDP up 5%, employment up 5%, education cost up 1% (high tech industry demands a skilled and educated workforce)

...and so forth

Also environmental buildings could be made:

* recycling center: pollution down, environment rating up
* ecology center: same effects

Domestic approval rating could be one effect of facilities as well, like this:

* TV-station: broadcasts propaganda and ups the domestic approval rating by 1%. Build a lot of these to keep your people numb and happy.
geminif4ucorsair
General
Posts: 1286
Joined: Jun 08 2005

Re: New Unit and Facility effects

Post by geminif4ucorsair »

Several good ideas in the jopo ideas above. While several could be incorporated into SR-CW...or in some cases, they would fit an earlier period better....

the biggest limit I see is the seven slots allocated in each facility.

This would rapidly fill-up city facilities.

* Banking - produce money: there is no way to adjust the impact by the game engine for one (or every!) country
deciding to produce "more money".....

adding money to one's country tends to devalue the currency....takes more to buy good from other's (do you want this?)....
and while it might add more money to loosen credit domestically, there is no way to control Multi-Player games where everyone
decides they "need more money..."

Surely, BGs game engine cannot handle this.....if it cannot already handle several more important areas.
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