Mechanics and Systems

Electricity

Draft

Energy will be a global resources collected and distributed to all connected components. You only have to connect all individual components with wires and power poles. Maybe this can be even further simplified by using ranges for power poles that automatically connect all components to themselfes. Early implementation: Wires and poles are skipped and energy is simply global. Producers: Energy generators Consumers: Houses, production facilities, lights etc. Energy storage: Batteries. Usually each consumer has a local energy storage as well.

Citizens

Classes / Castes

Draft

How exactly the different needs are going to be realized is still in development. How happy each individual becomes is very fluent and depends on many factors and not all of them have to be fulfilled. In order to make game design and AI easy to handle it seems to be necessary to make use of classes. Here are the current ideas and those can change during development.

Class 1

Draft

People who just migrated into the city or just on the very end of the hierarchy. They will work a lot and don?t have any alternatives. They are unlikely to leave your town even when treated badly, but then will cause many troubles. Once they get provided a Home of T2, they will become residents. If you have too many of these, nobody will come to your city. Liquid and Nutrition: Just enough to survive Shelter: T1. Even no shelter is fine for a while Outhouse: At least one

Class 2

Draft

Poor resident class. If you want a big city it is inevitable to have many poors. Unless their mood is good they will quickly start to cause trouble in their neighborhood. Poors will leave the town the latest. The children work part time labor, unless you allow them to go to school. Liquid: No thirst Nutrition: A bit more than required to survive, hunger sometimes is OK Shelter: T2 Public Outhouse: Shouldn?t be too dirty or populated Clothes A few T1 clothes Water usage: A bit to wash

Class 3

Draft

Basic resident class. To get a nice city but still a moderate number of residents, then you want the most people to be in this class. These people will probably leave the town before they die. They can have some more spare time which they will spend in bars or entertainment. One child shall go to school and one adult may work part time. Liquid: Average need / some variation Nutrition: A bit variation and no hunger Shelter: T2 Public Outhouse: Not very populated and dirty Clothes: More T1 clothes or a bit T2 clothes

Class 4

Draft

Middle class of your city. People who do more important jobs which others can?t do. They require more spare time and water usage. Only one adult is working and children must go to school. Liquid: Average and some alcohol and variation Nutrition: Some variation and enough to waste a bit Shelter: T3 Clothes: Only T2 clothes

Class 5

Draft

Highest ranking people, they still require some design work. They could provide global and permanent positive influence on your city like reputation. They will rather not even work, but provide other benefits which make themselves inevitable. They need the highest levels of entertainment and a nice neighborhood. Liquid: No restriction Nutrition: More variation and enough to waste. Shelter: T4 Clothes: Mainly T3 clothes (if we add them)

Buildings

House T1: Shelter

Included

Size: 2x3. Home for 3 people. A simple shelter made from random building materials. This is crowded and small, only a place to sleep. It will be enough for the start of the game and for people who just migrated into the city.

House T2: Shack

Included

Size: 4x3. Home for 3 people or 1 family A simple shelter made from random building materials. This is crowded and small, only a place to sleep. 2 Shelters make room for one Shack.

House T2: Stacked Shack

Draft

Size: 4x3. Home for 6 people or 2 families Same as the Shack but with two floors. This will lead to crowded areas in the city which can lead to issues such as unhappiness, garbage handling and crime.

House T3: Home

Draft

Size: A bit larger than Shack. Home for 3-4 people or 1 family A house made from nicer materials and designed in a specific way. It has more room for everyone and a bit of greenery/decoration. Has a toilet.

House T4

Draft

Size: 3-4 times of the Shack. Home for 3 people or 1 family The most advanced home, only for a few. About 50% of the area is garden. The home is mainly made out of manufactured wood. Has a toilet.

Farmland

Simplified

Maintain and grow crops. You can plant different crops in the same farmland. Each crop costs one seed of its kind and provides seeds when harvesting, usually more than 1 per crop. Often in real world farming there is a difference whether you want to harvest fruits or seeds. So I can imagine a slider which lets you define how many fruits or seeds you want to harvest. In bad times, better harvest more fruits. You can still buy seeds by trade later. In good times, maybe harvest more seeds and sell or store them.

Pasture

Sheduled

Provides space to keep and grow animals. See the Cattle tab for details. Each animal provides meat and leather when slaughtered and can provide one type of good.

Workshop

Included

At least two stages of workshops where people can produce goods and tools.

Manufacture

Pending

A place where different kind of goods can be made to be consumed by residents.

Butcher

Pending

Will slaughter cattle and produce food made from meat. E.g. ham which is durable or fresh meat which is meant for the wealthy people.

Bakery

Draft

Converts wheat into food. We might end up with one or two goods that represent bread, buns, noodles or dough for pizza and stuff. Whatever the residents want to eat. Unclear if yeast is required. This is an interesting feature but makes things more complicated.

Brewery

Draft

Converts fruits into alcohol. Maybe the production of beer produces yeast.

Tailor

Pending

Will make clothes and maybe tarp. Unclear if there are tech stages.

Windpower generators

Pending

At least two types of wind power generators

Solar power generator

Pending

Solar panels to produce energy. The idea is that you can place these on the roof of buildings, but this concept has to be evaluated further.

Water collectors

Pending

At least two sizes of water collectors which help you to catch rainwater. Especially helpful in the early days. There will also be wells for the later stages as these take a few days to be constructed. Houses will later automatically collect some of the water.

Public Outhouse

Simplified

For those who don?t have their own toilet. The more people use it the dirtier it will become.

Garbage can / Composter

Pending

Trash is still an issue in post-apocalyptic cities. There won?t be that much packaging waste but rests of food for instance. This has to be managed. A composter provides fertilizer in return.

Scrapyard

Sheduled

A place to store any kind of building material. Workers here will find rare items from time to time.

Warehouse

Simplified

A place to store nearly everything. There might be different kinds of warehouses. You will also be able to define the type of materials stored in each warehouse to organize logistics a bit.

Refrigerated Warehouse

Pending

A place to store food for a longer duration. When energy cuts off, the content is wasting within in-game hours in warm conditions.

Animals and Cattle

Here is a list of potential Animals.

Dogs

Pending

Have many facets. Wild stray dog packs attack your city, steal food and cattle. Dogs can act to protect your city from other dogs and intruders. Dogs may also be held as pets by residents, but this is rather a decorative feature. May also be hunted if you allow it.

Cow

Pending

Provides a lot of meat and milk, but also requires a lot of food and water. Depending on these aspects cows might be rather rare and expensive to keep.

Pig

Pending

Provide a good amount of meat.

Chicken

Pending

Provide eggs and a bit of meat. Don?t need much space and food.

Goat

Pending

Alternatives to cows to get milk.

Sheep

Draft

Provide wool.

Cats

Draft

Cats might only be a decorative / graphical feature. They can help to keep food storages clean from rats, like the Egyptians did. They are also held as pets.

Deer

Pending

Wild animals which provide meat when hunting.

Crops

Here is a list of potential Crops.

Vegetables

A mix of various vegetables

Wheat

Essential to make bakery products and maybe also for beer.

Potatoes

Herbs

Can be used for medicine, tea and maybe cigarettes (you must take what you get)

Fruits

Sweet fruits can be a more expensive type of food.

Ressoruces

Here is a list of potential Resources. Some might be removed, some might be added

Boards

Major building material. Contains boards which are made from wood, metal or synthetic materials.

Scrap

All kinds of smaller pieces including hinges, gears and valves.

Waste

Waste produced by citizens or which remains in the environment from the better times.

Plastic

Wood

Electronical parts

Cables, switches, lightbulbs and such. Everything you need to install electrical instruments.

Tarp

Draft

Unclear if required as a material. Would be used for structures and water collectors.

Solar panel

Consumer goods

Draft

Consumer goods are in the design stage. People of different classes require more goods to consume.

Tools

Draft

Still in design stage, there will be 2-3 stages of tools which accellerate labour and which wear after a while and need to be replaced.

Weapons

Draft

Weapons are sheduled for later in development. They can be used for huning and defence. There can be 2-3 stages of weapons.