Retro Space/Retro Future age

1 and 2: Yes, this would be better indeed.

3 and 4 OK

5 that was the best thing on the powercomplex :( I'll remove it and greatly reduce it's costs then... but this will take away much of the uniqueness.

6 Ok... but again, this will take away their uniqueness. All Punk buildings are a little bit overpowered. And adding 3 plain "+5 Hammers, +15 Hammers, +30 Hammers" buildings is somewhat boring. Especially since I need to reduce their costs then, which was supposed to be the downside of Atompunk. Or I go the otherway round and say it's cheaper than normal power. But if a building costs 50 or 150 or 10 :gold: per turn won't make any difference in the modern era.
 
5. Thanks. But it would have had an insane amount of Hammers if you had a % that high. Possibly higher than a Fusion reactor.

6. Well the fact they don't explode and apparently do not need a Toxic Waste Dump is a big improvement to uniqueness.

If you wanted to add something unique too you could also ways have them improve water pollution too. Like maybe they clean the water up around the Power Plant.
 
6) Why whould they clean the water? :crazyeye:
I'm not very happy with the %:hammers: -> :hammers: change since it wouldn't give the feeling of limitless energy. An Assembly Plant give 50% :hammers: IIRC, Manufacturing Plant a lot of :hammers:.
But ok, we can keep it as you suggested. Maybe once the Electricity Property (how is the status of this project btw?) is implented there would be new ways to make them more unique again.
 
6a. It was just an idea. Nevermind. Forget the water clearning. LOL :lol:

6b. Yeah I am not as a happy with % hammers in the other buildings. But I am keeping them for now. I try to use % sparingly because with so many buildings you can build having a % on top really can skyrocket things.

6c. Electricity Property in Limbo at the moment. Same goes for the other possible new properties. I was hoping that the Disease system would have been in since that was the last property to be put in.
 
6b. Yeah I am not as a happy with % hammers in the other buildings. But I am keeping them for now. I try to use % sparingly because with so many buildings you can build having a % on top really can skyrocket things.

But that's whats happended in real life, too! Also, from a gameplay perspective, lsy's Building-Cost-table increases exponentially. So must the producition of the cities. Your high-production-uber-military city is probably able to finish buildings in a reasonable time, but smaller cities has NO chance to build even a small fraction of the incredible amound of buildings. And the buildings they build are mostly always the same: Production-booster buildings, since they need more production to build more buildings. Meaning most of the buildings are rarely built at all. This is a problem we should have a look at right after the TH era is filled up with buildings.

6c. Electricity Property in Limbo at the moment. Same goes for the other possible new properties. I was hoping that the Disease system would have been in since that was the last property to be put in.

what das "in Limbo" mean? But it sounds like it won't be implented at all? :confused:
 
Who changed my Changes of Atom-Punk back?
It must have happened a while ago...

Sadly, I don't have my original Files anymore, so if anyone have a BuildingInfo-file where the Pushbutton Automat uses manufatured food and not the raw materials and where the Powerplants produces plain + :hammers: and not + % :hammers: I'd be happy...
 
Who changed my Changes of Atom-Punk back?
It must have happened a while ago...

Sadly, I don't have my original Files anymore, so if anyone have a BuildingInfo-file where the Pushbutton Automat uses manufatured food and not the raw materials and where the Powerplants produces plain + :hammers: and not + % :hammers: I'd be happy...

I thought it was you when you were proposing it that we discussing it. If not you can check the individual file on the SVN to see who has edited it.

EDIT: The log for the Atompunk Building Info file says ...

5988 - Hydromancerx - Fixed Atompunk wonder to require Uranium in the city vicinity.
5972 - Thunderbrd - TB XML fixes.
5970 - Faustmouse -
- Added Atompunk
- Added Atompunk Buildings:

Fast Breeder Reactor
Clean Nuclear Reactor
Hi Tech Nuclear Reactor
Medium Class Skypad Apartments
Pushbutton Automat
Videophone Network
Small Reactor Factory
High Energy Lab
Nuclear Power Complex + Good (Nuclear)
Venture Industries
 
I thought it was you when you were proposing it that we discussing it. If not you can check the individual file on the SVN to see who has edited it.

EDIT: The log for the Atompunk Building Info file says ...

5988 - Hydromancerx - Fixed Atompunk wonder to require Uranium in the city vicinity.
5972 - Thunderbrd - TB XML fixes.
5970 - Faustmouse -
- Added Atompunk
- Added Atompunk Buildings:

Fast Breeder Reactor
Clean Nuclear Reactor
Hi Tech Nuclear Reactor
Medium Class Skypad Apartments
Pushbutton Automat
Videophone Network
Small Reactor Factory
High Energy Lab
Nuclear Power Complex + Good (Nuclear)
Venture Industries

Oh damn, did I forget to upload it? OK then, I guess I have to edit them again...
 
Regarding the Pushbutton Automat again, I can see it to work in several ways:

A) + 10% Maintenance, +5% :food:, +1 :food: from most manufactured food-resources,

B) -100 :gold:, +10 :food:, +1% :gold: from most manufactured food-resources

C) +10% Maintenance, +10 :food:, + 10 :gold:, +5 :yuck:, +1 :health: from some food-resources, +1 :yuck: from food-resources like Nutella or Ice-cream.

What do you like best? (You can also combine aspects from A, B and C)

Also, I was thinking that we should have a non-punk building with similar but slightly better stats at Automated Services that replace the Pushbutton Automat and both should be obsolete / replaced at Transhumanarism or somewhere else near the end of the TH era, where people rarely leave their room at all and life mostly in their cyber world.
 
1. Well first I think all the rescues getting :commerce: should be getting :gold: on the Pushbutton Automat.

2. :yuck: vs :food: is not a good combo since :yuck: reduces :food:

3. +/-:gold:, :gold:% and Maintenance all on one building can be tricky. The question is what are you trying to represent. Be it a supermarket or vending machine they both need to be stocked, and they are there to sell products. So I would think the profit would out weigh the cost, otherwise it would not be done.

Likewise with the food, it might not be as healthy but its providing a lot of food easily. So I think it should be +food. So I am thinking ...

+1 :), +10 :gold:, +10 :food: and +2%:gold: for all commerce products and +2 Food for all Food Products (and the bonus to hammers for coffee).

Thus gives you lots of food and gold, but doesn't touch health.
 
Sounds good! :goodjob:
Well, I wasn't the one who suggested that building, but I imagine it as an automat in every skyscraper for example. The automat sells usually used stuff so you don't need to go too far to get them.
I think the +10 :gold: are too much, especially if you have +2% :gold: for each commercial resource.

And yes, :commerce: will be changed to :gold: and I will use manufactured resources and not Barley and such.
 
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