Azurian
The Azurian
That is his list, not mine. I mentioned it was his list on the sentence above the table.
Part V
Add Base Power Consumption or Generation to Zones (my experimental values)
Here is a revised list of names ...
Ancient Era / Classical Era
- Low Density | Low Wealth = Hovels
- Low Density | Medium Wealth = Domuses
- Low Density | High Wealth = Villas
- Medium Density | Low Wealth = Slums
- Medium Density | Medium Wealth = Insulas
- Medium Density | High Wealth = Palaces
Medieval Era / Renaissance Era
- Low Density | Low Wealth = Shacks
- Low Density | Medium Wealth = Cottages
- Low Density | High Wealth = Manors
- Medium Density | Low Wealth = Shanty Town
- Medium Density | Medium Wealth = Commons
- Medium Density | High Wealth = Estates
Industrial Era / Modern Era
- Low Density | Low Wealth = Boondocks
- Low Density | Medium Wealth = Suburbs
- Low Density | High Wealth = Mansions
- Medium Density | Low Wealth = Ghettos
- Medium Density | Medium Wealth = Apartments
- Medium Density | High Wealth = Condominiums
- High Density | Low Wealth = Projects
- High Density | Medium Wealth = Highrises
- High Density | High Wealth = Penthouse Suites
Trans-Human Era / Galactic Era
- Low Density | Low Wealth = Dugouts
- Low Density | Medium Wealth = Smart Homes
- Low Density | High Wealth = Chateau
- Medium Density | Low Wealth = Refugee Camps
- Medium Density | Medium Wealth = High-Tech Appartments
- Medium Density | High Wealth = High-Tech Condominiums
- High Density | Low Wealth = Habitation Pods
- High Density | Medium Wealth = High-Tech Highrises
- High Density | High Wealth = Holo-Suites
- Super Density | Low Wealth = Arcology Slums
- Super Density | Medium Wealth = Arcology Suburbs
- Super Density | High Wealth = Arcology Upperclass
3. If it's an electricity property it should unlock in Industrial.
Bicycles can consume power when they are motorized.
And Algae etc can be used to PRODUCE electricity, that's why they are in my list.
As for the Housing, I'd too say that the higher the wealth and density the more energy is consumed. But with advanced technology (isolated windows, energy efficient Refrigerators, energy saving light bulbs and also Solar-Roofs) they consumes less energy over time.
So I was thinking that some techs (Solar Power, Ecology...) and Civics (Green) could reduce Energy per Pop, while advanced resources (Computers, Neuro Implants...) increases energy per pop. This would start at high value houses since they are the first that can afford new technologies like Solar-Roofs. I'm not sure how to determinate how big the percentage of each category is. Maybe this would work with Luxury and Entertainment. And maybe this will overcomplicate it
Energy Civic
None (Available at Start)
No Upkeep
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Private Energy (Requires: Electricity)
Low Upkeep
- -25% City Maintenance
- -25% Distance costs
- +5% Commerce output
- +2 Unhealthiness
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Public Energy (Requires: Electricity)
High Upkeep
- -25% City Maintenance
- -25% Distance costs
- +1 Healthiness
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Green Energy (Requires: Ecology)
Astronomical Upkeep
- +5 Healthiness
- +2 Happiness in largest cities
- Population is less rebellious
4. Good, but the civic need stat adjustments of course. Also, "Green" would affect it too, as well as Burn Garbage and some advanced other Civics that uses Computers a lot.
1. No they are normal bicycles that can support the bicyclist when drving up a mountain.
I will be adding this property in the late weekend or next week if there are no strong objections. I will call it Power with a lightling bolt symbol.
Gone for a few days because of Halloween parties with my fraternity. I have to keep social appearances.
Please don't call it "Power" since it will get confused with say the Power civic which is how powerful politically. Please call it "Energy" instead.
You must be carefull here, Energy is not equal electicity.