MSTK
Jun 22, 2004, 06:51 PM
"Inns and Outs" (Name sucks, so if anybody could give me any ideas, it would be nice :D)
Description
The entire “world” is a hotel. You are in a group of directors working for one manager. By the end date, the person with the best service is the winner (or the person who survives the longest against other hotels’ “military”).
Changes
Cities are rooms and citizens are customers (your capital being your lobby). Certain elements of the terrain determine if that room grows, how much it produces, and how much money it costs. You use workers (room service) to customize your terrain and make the best of your chain. As well, room service can create hallways (which make you more money) and conveyer belts. Room service takes a customer out of his room and pays him to work for you.
Rooms built next to pipelines (rivers) can hold more than 6 customers, and those that do not have to have a plumbing system installed. Rooms cannot hold more than 12 unless they have a second story.
Terrain would be completely revamped, and if possible generated randomly. Plains would be a regular flooring for accommodation (food) and production (shield) but are cheap (no commerce). Desert and Tundra would be a cement floor for only production. Grassland would be comfortable carpeting for pure accommodation. Flood plains are regal carpeting for extra accommodation and accommodation alone. Hills would be a hardwood flooring for accommodation and production. Mountains are impassible walls of the hotel. Forests are parks and recreational areas that must be cleared to change and build on, but they yield accommodation and extra production (they can also be “planted”. Jungles are random shrubbery that are a burden, but do give some production points. Marshes are leaks in the plumbing that must be cleared up. Volcanoes are the energy generators and the water heaters for the hotel, but they “blow up” sometimes. Coastal squares are the sidewalks that surround the hotels. Coasts are roads that surround them and Ocean is the “outside world”. Different parts of the hotel exist in different buildings (continents).
Luxuries are what they are: luxuries. Attach rooms to it with hallways and get an approval (happiness) bonus, or else they start complaining (in disorder). Resources are used to create new units and hotel “military”.
The military of the hotel would be thieves. The defensive unit that has no movement points is the “lock”, and they are upgraded according to tech. The lock is built on the city and it stays on the city (unless you move them around using conveyor belts, but I don’t think that they can move 0-movement units…or I hope they can’t). The goal of your “thieves” is to sneak around through the other hotels and destroy their locks. Thieves have defense to a certain degree, but it is not that high. This is to prevent thieves from defending cities, but can get in the way if a thief is ambushed while attacking a city with thieves from within.
Naval units become cars that let you drive from one hotel to another. Cars are almost all transport units, but some are attacking, too.
Air units are going to be…flying thieves, maybe? I’m not sure, but they will be able to attack locks but never actually physically travel to the lock tile-by-tile. I’m thinking of something like search dog or computer program.
Technology will work like technology: you are able to research improvements to your “rooms”.
For governments, they will be management styles.
I think I covered everything. Any advice would be nice :)
(( I haven’t started yet, but I think this is a good idea. ))
Description
The entire “world” is a hotel. You are in a group of directors working for one manager. By the end date, the person with the best service is the winner (or the person who survives the longest against other hotels’ “military”).
Changes
Cities are rooms and citizens are customers (your capital being your lobby). Certain elements of the terrain determine if that room grows, how much it produces, and how much money it costs. You use workers (room service) to customize your terrain and make the best of your chain. As well, room service can create hallways (which make you more money) and conveyer belts. Room service takes a customer out of his room and pays him to work for you.
Rooms built next to pipelines (rivers) can hold more than 6 customers, and those that do not have to have a plumbing system installed. Rooms cannot hold more than 12 unless they have a second story.
Terrain would be completely revamped, and if possible generated randomly. Plains would be a regular flooring for accommodation (food) and production (shield) but are cheap (no commerce). Desert and Tundra would be a cement floor for only production. Grassland would be comfortable carpeting for pure accommodation. Flood plains are regal carpeting for extra accommodation and accommodation alone. Hills would be a hardwood flooring for accommodation and production. Mountains are impassible walls of the hotel. Forests are parks and recreational areas that must be cleared to change and build on, but they yield accommodation and extra production (they can also be “planted”. Jungles are random shrubbery that are a burden, but do give some production points. Marshes are leaks in the plumbing that must be cleared up. Volcanoes are the energy generators and the water heaters for the hotel, but they “blow up” sometimes. Coastal squares are the sidewalks that surround the hotels. Coasts are roads that surround them and Ocean is the “outside world”. Different parts of the hotel exist in different buildings (continents).
Luxuries are what they are: luxuries. Attach rooms to it with hallways and get an approval (happiness) bonus, or else they start complaining (in disorder). Resources are used to create new units and hotel “military”.
The military of the hotel would be thieves. The defensive unit that has no movement points is the “lock”, and they are upgraded according to tech. The lock is built on the city and it stays on the city (unless you move them around using conveyor belts, but I don’t think that they can move 0-movement units…or I hope they can’t). The goal of your “thieves” is to sneak around through the other hotels and destroy their locks. Thieves have defense to a certain degree, but it is not that high. This is to prevent thieves from defending cities, but can get in the way if a thief is ambushed while attacking a city with thieves from within.
Naval units become cars that let you drive from one hotel to another. Cars are almost all transport units, but some are attacking, too.
Air units are going to be…flying thieves, maybe? I’m not sure, but they will be able to attack locks but never actually physically travel to the lock tile-by-tile. I’m thinking of something like search dog or computer program.
Technology will work like technology: you are able to research improvements to your “rooms”.
For governments, they will be management styles.
I think I covered everything. Any advice would be nice :)
(( I haven’t started yet, but I think this is a good idea. ))