Thunderbrd
C2C War Dog
Yes we do need this unless I somehow find its already there somehow.1) A "min value" for properties, in case of electricity: 0.
I'm pretty sure PropertyManipulators cover this. It's likely to need to go on technologies but here's an example from traits:2) A modifier/change on techs so we can say: "with the discovery of electronics, every 3 pop consume 1 Electricity." "With computers, every 2 pop consume 1 electricity" and "with Tech X total energie consumed is increased / reduced by x %"
Code:
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_CRIME</PropertyType>
<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
<RelationType>RELATION_ASSOCIATED</RelationType>
<iAmountPerTurn>9</iAmountPerTurn>
<Active>
<Greater>
<PropertyType>PROPERTY_CRIME</PropertyType>
<Constant>200</Constant>
</Greater>
</Active>
</PropertySource>
</PropertyManipulators>
imo, buildings that require power should continue to just require power to function at all. Then have them improve AND require more power as tech advancements come along. Again PropertyManipulators, hopefully on the building definition, can most likely account for the amount of power the building consumes and can be made to alter how much the building consumes as techs grow. Then Tech Commerce and Yield changes and modifiers can be triggered on the same techs that expand the building's consumption of power.3) A "with power" tag like the "Factory" has. For example: "The Building gives 3 , 2 ; +3 with power" I'm not sure if we can use the tag on the factory or if we need another one. Works probably best similar to the
"TechCommerceChange" and the respective modifier and YieldChange/Modifier.
aka: this one is already all possible I believe.
The city either generates enough to meet demand to have power or not and if not all buildings that require power go down for that round. This cannot be done gradually.4) A "iPriority" tag. If the city has not enough Power to support all buildings, this tag is used to decide what buildings has the highest priority to get power. The highest priority Buildings would be Hospitals, Waterpumps and Airports while
Accelerators would have a very low priority. If to buildings have the same priority, the building that is build earlier would get the power access.
The reason is the order of processing. The city will calculate generation - demand all at once. To change this to a system like what you're suggesting here would mean introducing some kind of delayed calculation where it steps through each building and I don't think players would appreciate the enormous turn time delay this would introduce.
Aren't there already buildings that require power? They shut down when there's no power off that boolean setting already so all we have to do here is make the condition that requires 'power' base off of the property value of power in the city being at a positive. This is easy. Have the generators provide the property based power and have an autobuilding that is added to the city when power is at 1 or higher. THAT building actually adds the power to the city. Call the building 'Charged Powerlines' or something to that extent. No further programming is needed here.5) A "only works with power tag" (boolean). If it is "1" and the city has not enough power to maintain this building, the same thing happen that happens now when you lost access to power in your city. I don't know if this will actually REMOVE the building that requires power and autobuild it when power is restored...
PropertyManipulators is already ready to go to fill these needs... just need to figure out how to work with them properly. Koshling, SgtSlick, AIAndy or DH may all be capable of that. Certainly AIAndy would if and when he stops in for a visit.6) A tag that allows us to give a building: "+2, -3 Power with tech X." Maybe also for resources.
Again... PropertyManipulators covers this too.7) A Civic modifier that allows "total energy consumed is increased / decreased by x% with civic X.
I'd rather have them just turn off if not supplied with power. That would probably take some programming yes. I'm not sure though... it may be possible that PropertyManipulators might be able to achieve something along these lines already but I doubt it.8) A tag for improvements so they will produce less or more yield depending if it has energy or not. (Or is this too complex?)
Hmm... that's where we get back to the absolute maximum and absolute minimum tags again. If it's necessary to add those then it's necessary to add modifying factors such as would come from buildings too. Thus enabling a building to add to the storage capacity for the city.9) A tag that allows buildings to store the property. Right now, 90% of energy not used in a city will be wasted since you can't really store it. But you could build a giant battery complex that would allow you to store 200 Energy for example.
Try an improvement 'Undersea Powerlines' or something - yeah this might be a little tough - I'd like to use routes but not enable any travel modifications on them - and may as well use some kind of modified tunnel graphic for it.10) A way to transfer energy from your offshore powerplants to your cites.
Certainly a last step here but I know what you mean. It may be possible to keep each property values on a given property specific to a given player - if that's the case then we have a good start to use that method. I'm hoping we do because that means we'd be closer to doing Morale as a property too. One way or another it would need to be implemented this way.11) A mechanism to keep the electricity property inside your own boarders but will also allow you to trade it to your friends.
Then trade... that would be really quite interesting to plan out from a programming perspective is all I can say right now. I'm certain AIAndy would have the best answer for that.