Flammability?

Should certain techs affect it too? Like Fire Suppression decreases nation wide flammability, and Paper increases it?
 
Should certain techs affect it too? Like Fire Suppression decreases nation wide flammability, and Paper increases it?

Well i was thinking about that too. There are a lot more flammable techs than those that would help. One in particular was electricity. With electricity you do not need to use the very flammable candles. However electricity can cause fires too.

In short I think perhaps techs should not effect flammability since building do get unlocked. Such as the Fire Dock from Fire Suppression tech.

I also think that we should work on the water mod at the same time as this since there are many more possible buildings to help reduce flammability such as Fire Hydrants and Fire Hanger (for air dropping aircraft).

Water Mod
http://forums.civfanatics.com/showpost.php?p=8836521&postcount=42
 
Well, I wasn't going to say anything, because I don't want you to get your hopes up. I was thinking about the Power Mod, this mod and the Water mod. What do they all have in common....

Infrastructure. That's what the heart of these are, infrastructure.

So I was thinking that we could wrap these all into one giant mod, and add a new commerce type "Infrastructure", where you would need to get buildings, techs and spend some of your budget on infrastructure or else people would become unhealthy and unhappy, amongst other things.

Again, this is very preliminary, I have no idea how to add a new commerce type or if I could even get the AI to understand to use it well... Assume I can't, then anything I do do will be a pleasant surprise.
 
What do you mean "Infrastructure"? I do you mean like a new value similar to science or production?

I think power, water and flammability should be separate from each other. But should still be connected through related techs and buildings. Such as a water building giving a water production value as well as reducing flammability.

Between the Power, Water and Fire mods I think they would work together well the way I have proposed. Note they are not perfect but I have gone through much of their details on o whtye would work especially with the power mod.
 
Well, I wasn't going to say anything, because I don't want you to get your hopes up. I was thinking about the Power Mod, this mod and the Water mod. What do they all have in common....

Infrastructure. That's what the heart of these are, infrastructure.

So I was thinking that we could wrap these all into one giant mod, and add a new commerce type "Infrastructure", where you would need to get buildings, techs and spend some of your budget on infrastructure or else people would become unhealthy and unhappy, amongst other things.

Again, this is very preliminary, I have no idea how to add a new commerce type or if I could even get the AI to understand to use it well... Assume I can't, then anything I do do will be a pleasant surprise.
I like it. Did not the Dynamic City Development mod add a new commerce type?
 
Well, I wasn't going to say anything, because I don't want you to get your hopes up. I was thinking about the Power Mod, this mod and the Water mod. What do they all have in common....

Infrastructure. That's what the heart of these are, infrastructure.

So I was thinking that we could wrap these all into one giant mod, and add a new commerce type "Infrastructure", where you would need to get buildings, techs and spend some of your budget on infrastructure or else people would become unhealthy and unhappy, amongst other things.

Again, this is very preliminary, I have no idea how to add a new commerce type or if I could even get the AI to understand to use it well... Assume I can't, then anything I do do will be a pleasant surprise.

There are buildings in RoM which would fit into such a mod eg paved roads and sewage works.
 
So what's the difference between "infrastructure" and "maintenance".

In Civ dictionary:

Maintenance=The cost to have a building be present in the city.

Infrastructure=(guessing at Afforess' definition so don't shoot me if I'm wrong :p) The group of buildings/civics/techs that focus on an important part of historical cities' development, how the buildings are tied together to be a coherent and effective/safe/etc city.
 
I like the sounds of an Infrastructure mod, but don't make it too fearfully complicated :D
 
Things that are important in SimCity
 
Ok, my 2 cents here. I think a more simple way to condense this would be to add events similar to the banditry on farms ie: City improvements with high flammability catch on fire and burn down causing you to pay to rebuild and have them continue to burn down until you build certain improvements. Keep in mind, these inprovements should not completely eliminate the possibility as we still have fires in the present era (enviromental, criminal, accidental, industrial).

Prefecture (Classical era fire brigade, becomes obsolete in the Medieval era[Playing too much Caesar lately...])
Fire Watch (Medieval era, becomes obsolete in the Industrial era)
Fire Brigade (Industrial era, becomes obsolete in the Modern era)
Fire Station, Fire Port (Modern era, becomes obsolete in the transhuman era)
Automated Firebots (Transhuman era, doesn't become obsolete)

In addition to these buildings, their absence could also prevent a city from growing past a certain amount (Civ 1 aqueducts ring a bell?) because the bigger a city got, the more unmanageable it would be to keep from becoming kindling or the alternative could be to just keep having improvements and buildings burn to the ground until these preventative measures were met.
 
what about this: lack of infrastructure <-> penalties on food, commerce and production. since missing infrastructure will strike overall economy.... just that what came up in my mind first when i read the word infrastructure.

not quite convenient with the fire buildings though. but one could explain it the following way: no fire watch implies higher :hammers: spending for repairing damages form smaller fires (destroying only houses, no city buildings), :food: loss due to population loses from fire accidents, and of course lost time means lost :commerce:
 
what about this: lack of infrastructure <-> penalties on food, commerce and production. since missing infrastructure will strike overall economy.... just that what came up in my mind first when i read the word infrastructure.

not quite convenient with the fire buildings though. but one could explain it the following way: no fire watch implies higher :hammers: spending for repairing damages form smaller fires (destroying only houses, no city buildings), :food: loss due to population loses from fire accidents, and of course lost time means lost :commerce:
I like that idea. That was almost exactly what I was thinking to incorporate with the idea I had. We should have penalties for NOT having certain essential buildings.
 
I like that idea. That was almost exactly what I was thinking to incorporate with the idea I had. We should have penalties for NOT having certain essential buildings.

if you allow me to evaluate the idea a bit more: a city get a size dependant missing-infrastructure malus which can be minimized by infrastructure buildings. it could be done very similar to health and happiness systems.

example: a size 10 city gets 20 'needed infrastructure' and a size 3 town just 6 (so 2 needed infrastructure per city size). on the other hand there are buildings grating you infrastructure. e.g. 'paved roads' grant +5 infrastructure. in the summation each missing infrastructure (= 'needed infrastructure' - 'infrastructure') gives you a let's say 2% penalty on total food, production and commerce income. so 5 missing infrastructure = 10% penalty.

of course this could be all done with just values hidden for the player but i think a simple model that is easy to understand and has analogies to known features of Civ will suite players more than a completely new system.
 
Seems doable but have a minimum of 2-3 pop before it starts accumulating
 
I don't think I like the idea of infrastructure commerce type. That is covered by maintenance and the biggest thing I don't like it it would mess up the speed of tech progression since we will end up spending way less commerce on science.
 
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