I wish we could get our own forum like FfH has. Would make this so much easier.
Ok, off-topic from 1.61-izing the mod (which I'll start doing here in a moment)... Warsong and I are working on the first draft of the design doc. I thought I would share some of the models we are using to see what you all think.
First off, we've been running with.. Geomodder's? suggestion about space in the colony. Apparently, given the amazing quantity of radiation hitting the moon from the sun and the EM from the dust, most all building facilities are required to be built underground. Therein, we're going to be using some sort of concept of available space in your city, which you can expand via engineering. There is apparently quite a big deal about there being lava tubes on the moon from it's formation, and that these lava tubes make premier sites for initial colonial bases as they provide a great deal of already protected underground area.
Similar to Space requirements for buildings, we have planned to have Power requirement for buildings, based on power production of the base.
One of the things which Warsong and I have agreed on is that most of the production of lunar bases should be based on specialists more then "working the land". This is not to say that resources are not vital--they most definitely are, but it is not primarily from working them that a base produces things. Resources enable construction, specialists perform the construction. I'll have some examples in a bit.
Let's see, for modelling Lunar Dust, we have several ideas, it turning out to be a very big deal indeed, from all reports. First, I have hit upon the idea of creating "brown-outs". This would be where we would "destroy" a building and add it to a brown-out list. I'd mod the city display to show the building grey or browned out (or with an icon next ot it, etc.). While browned out the building would effectively not be present in the base anymore. Each turn it would be repaired based on techs and other buildings present, and once fully repaired it would be readded to the city and removed from the brown-out list. The Can Construct for browned out buildings would return false signifying that these buildings can not be constructed. As techs and buildings improve the damage from dust to buildings will be increasingly mitigated, making brown outs less and less likely as the ages progress.
Also, I have apparently sold Warsong on a sort of shifting sands model of dust. The idea here is that dust spread via the solar winds (which are also a lot more significant then I'd ever realized). Warsong says that in the scale of the game, it's unlikely they'd ever spread more then one square in 100 years, but it makes for a potentially fun addition to increase this slightly. The idea, basically, is to have Dust Seas randomly spread a "Dust" feature (like Jungle) to neighboring squares, requiring engineering teams to clean up the dust, or the construction of dust barricades (like sandbag walls for floods) to arrest the spread of Lunar Dust. The idea here is to further convey and represent the challenges presented to the early colonists by the environment itself.
We're also sticking with attrition from Dust. Warsong has it in his mind to have a line of promotions directly related to dust resistance, rather then a survival skill as I had thought to do early (based on tech advances). There are too lines, Reliability (which could be read redundency, I imagine) and.. Dust Proof or some such. The first is basically a mitigation against dust damage, the second basically says that a unit is immune to dust attrition until the first time it engages in combat. For units and buildings alike, btw, the main issue with Lunar Dust seems to be moving parts primarily and EM/Static Charge secondarily.
Let's see, what else...
Immigration...
Our thought here is that the primary source of most units and buildings in the first age is from Earth. Kits for prefab buildings can be bought from Earth which with some minimal construction can be turned into 1st tier buildings. Similarly kits for certain kinds of units (rovers primarily) and immigration of specialists and colonists would all be from Earth in the early ages, with "in-situ" (domestic) construction of such things requiring a great deal of bootstrapping to become feasible. We have it in mind to have a (or possibly multiple) earth faction(s) with which you have a standing based on your actions which dictates prices and availability of kits and units (in addition to techs, your faction, etc. as we discussed previously). Eventually kits will be producable on the moon. One idea which Warsong is very fond of is the idea of tiered kits, where mark 1 kits require a lot more hammers then mark 2 kits, and mark 3 kits require fiewer still, but also require access to high tech materials...
Which brings me to Resources... So...
The idea for resources is pretty new. First, Warsong is a big fan of survey idea we discussed previously, so as resource techs are discovered, survey sites requiring that tech to survey appear on the map, which, once surveyed potentially reveal that resource. This also allows us to have some resources tied to their extraction technology, as opposed to their processing technology. Like the difference between surface strip mining and shaft mining on earth.
Anyway, I'll quote Warsong a bit here...
Warsong said:
Rather than a earth-typical "vein" of ore, you are likely to find a magnesium-heavy strata of Olavine (a type of baslat) called "Forsterite". Iron can be gotten either from Ilmenite (FeTiO3) which is the earliest/easiest target for Oxygen extraction, or from iron-heavy Olavine called Fayalite. Pyroxene is the most likely source of Calcium and Sodium, but Magnesium and/or Iron heavy Pyroxene deposits are also possible. More maddening still, a single Pyroxene deposit could count as a valid high-concentration source of all four elements (Calcium, Sodium, Magnesium, Iron). Pyroxene can also have additional "bonus" elements, albeit rarely, such as Zinc, Chromium, Scandium, titanium, Vanadium, etc. What this means is that either we ignore this, because it's just a game, or we make some sort of weird resource grid mapping thingie to trying to represent base resources that get processed into multiple and different metals. It has realism and some coolness -- if you get the best Pyroxene deposit on the entire moon, you get something like 8 resources. That's a square worth fighting for! ...
This is still a subject we're debating as to how to model, but preliminarily we are looking at a tiered resource system, where in, a particularly resource deposit provides a base resource, which, if available (and potentially if worked) along with a processing building can be turned into one or more (each potentially requiring a different processing plant) different tier 1 resources. These in turn can be refined by refineries into various tier 2 resources which are required therein to building various units and buildings.
As for the Pyroxene question (and similar resources of that ilk), I'm still uncertain. Now that the SDK is out, there is really no limit, in theory, to what we /could/ do, the question is what do we want to do, and where do we draw the line between realistic and fun 8). Any suggestions?
Ok, moving on... Let's see.. Buildings...
So, I want to get to updating the mod, but I'll put some brief stuff about buildings here. The main idea with a lot of the buildings is that either they afford your colony base the opportunity to assign a certain number of specialists, or they allow you to process or refine one resource into multiple units of the next tier up resource. Or they allow you to build certain sorts of units 8). These are described as Fabrication, Processing, Refining and.. I forget atm...
So, some examples from the half finished design doc...
Fabrication Family--
The Machine Shop: Humans use simple machine tools to make a surprising number of things.
+ Allows two citizes to work as "Machinest" specialists (+3 hammers, +1 beaker)
+ Allows for the creation of many kits, but with a high hammer cost.
- Requires 1 space and 1 power.
CNC Mill: Computers are programmed to run more complex machine tools.
+ Provides +3 hammers
+ Allows for the creation of most possible kits, with a medium hammer cot
+ Allows four citizens to work as "Factory Worker" specialists (+6 hammers)
- Requires 2 space and 2 power.
Factory
+ Allows four citizens to work as "Factory Worker" specialists (+6 hammers)
+ allows the creation of all kits
- Factory requires 10 space and 8 power.
Glassworks Family
Lunar Glassworks
+ Provices "Lunar Glass" resource
+ Adds +1 beakers (People working at the glassworks will experiment with different mixtures and continue to improve the product ad infinitum)
- Requires 1 space and 2 power.
Thermal Glassworks
+ (Same as Lunar Glassworks)
- Requires Nuclear Power Plant or Solar Thermal Power Plant to already be built in the city.
- Browns out when the Nuclear Power Plant in the same city browns out.
- Requires 1 space and 0 power.
Solar Glassworks
- Requires 1 space and 0 power.
...
And so on. These are still be written up, so we haven't even done a first pass sanity check on the complete list, and as such it's not really ready for peer review, but I thought I'd post this up, as I happen to be going through responding to these ideas to Warsong as we speak.
And when I'm done, I'm going to tackle to the 1.61 issue 8).