Sunteți pe pagina 1din 9

City-building idle game, with Countries for MMO purposes.

Game will start with you needing to pick a country to establish your city in, or
starting your own country if there is space, and you wish to start from nothing
at all.
Limit on countries: Depends on server space. 500 to start
Limit on cities per country: 200 to start. can be upgraded

Stats for the countries(For global rankings, and feature unlocks)


-Grand Overall Country Score
-Average Individual Income
-Total gross value of all cities
-Total population
-Total Commerce
-Total Industry
-Education score
-Average Land Value
-Size of the country (Acres? Accumulative of the cities?)

UNLOCKS
Features and bonuses can be unlocked by achieving different levels of
country ranking(See Above). The thought is that unlocks will be voted on by
the mayors, and not decided by the leader of the country. Perhaps the leader
just has the power of 5 votes? As for voting, when a stat level is reached
(Example: Country Population reaches 25,000), 4 - 10 different options are
given (Examples: $25,000 for all mayors, +2% to Residential Income, +1%
Annual interest to City Savings Bonds, +500 points to residential demand, etc
etc). Each mayor is given 1 vote (Or maybe vote amount based on city size?
Very gradual increase. Have to have large city to have 2 votes) and they put
this vote towards a stat bonus. Majority wins! If there is a two-way tie, halfstats are given. If more than two-way, revoted with just those options.

SPECIFIC UNLOCKS FOR EACH COUNTRY STAT LEVEL-UP


Average Individual Income
General Monetary Bonus

"RCI" demand boosts (Residential, 5 - 200%)

COUNTRY FACTORS
Each person who starts a country has to choose 3 negative factors, 3 positive
factors, and 2 Locale Factors. This way, those who want to join a country can
study the factors and decide which play style is best for them.
LOCALE
-Flatlands (Farming bonus, Minerals impact)
-Mineral Resource (Mining bonus)
-Waterfalls (Unlocks hydro power - premium power)
-Oceanside (Unlocks Water Purification Plant)

POSITIVE
-Warm Climate (Residential bonus)
-Fair Weather (Residential bonus)
-Experienced Farmers (Farming bonus)
-Experienced Industrialists (Industry bonus)
-Experienced Businessmen (Commerce bonus)
-Experienced Construction Experts (Construction bonus)

NEGATIVE
-Notorious Flooding
-Faultline
-Cold Climate (Farming Impact)
-

THE GAME ITSELF


Original synopsis: The game itself would be played by purchasing land in a
country ($ per acre, maybe?), then building the basics such as power plants
and water supplies. After that, grow your city by allocating land as
Residential, commercial, or industrial. It'll be much like Cities:Skylines in that
sense. A balance will need to be kept between everything to make sure your
city keeps running and to contribute to the power of your country overall.

PRELIMINARY IDEAS
POWER AND WATER
Pretty standard in all city simulators. You need to build power plants of
different types, as well as water providers, to meet the demands of everyone
in your city. You need to have sufficient of both in order to establish a District.
The amount available controls limits on how big a district can be.

DISTRICTS
Districts will be the main building blocks of your city. You need to create a
district in order to build everything else in the game, such as neighborhoods,
which will build houses. The size of a district is limited to how much of your
total city size you want to allocate. You get to decide how much commerce,
how much industry, and how much residential there is in a district. This will
be relevant to the unit of measurement used to buy city land. Districts remain
the same once they are established, and their size can only be altered by
country and city policies/unlocks. See below for what will actually be inside a
district.
NEIGHBORHOODS
Neighborhoods are where the houses go! The neighborhood will be the space
allocated as Residential in the district. The amount of houses that can fit in
said neighborhood depends on the literal size (acres?) of the allocated space.
For example, 5 houses can be fit on an acre, allocated space is 12 acres,
thus, 60 houses in that neighborhood.
COMMERCIAL CENTERS
A commercial center is where the retail and offices go! It's what the user
allocates as Commercial in a district, same as above. Different sizes of
building can be built, and in a Commercial Center, all the buildings are
selectively built to meet the needs of the city-wide neighborhoods and
industry.
INDUSTRIAL PARKS
Industrial Parks are where the industries go! Same as above, it's what the
user allocates in a district. Industrial parks grow steadily, and with each
increase in their levels, the amount of jobs offered increases. Employing the
residents makes for extra revenues overall. Keep them employed.

UNSORTED IDEAS
-Levels of residential income/contributions (ie. how much they inject into the
economy, based on land values etc)
-The need to buy more land, which depends on the total area of land the
country covers and if there is available space to expand. Perhaps the country
creator is the "Leader" and needs to manage land acquisition? Shouldn't turn
into a space issue until later on. Countries can always grow, but never shrink.
Fuck this
-Adding on the last point, buying more land is easy and unlimited is available
(Maybe in future versions, there can be multiple worlds, and PVP aspects to
fight over land when it's all used up.) When buying new land, perhaps it very
slowly gets more and more expensive to buy? Not ridiculous though. Maybe
this comparision: $1 for an acre, increasing to $2 only when you have over
400 acres
-For building residential, you can select to allocate space to create a
"neighborhood". This way, you could build a few blocks of houses on a large
space, and manage those individual neighborhoods to see what they're
contributing.
-Neighborhoods could be mandatory! More dynamic attributes, such as
neighborhood max sizes, densities levels of the neighborhood, Max
neighborhoods etc. Break it up into parts for organization.
-QUESTION TBA: What benefit, other than organization and restrictions,
could neighborhoods have?
-ANSWER HERE
-What about specific districts? A district could contain 3 neighborhoods, a
"commerce parks", an Industrial Park
-QUESTION TBA: What benefit, other than organization, could districts have?
-Districts have a specific number of neighborhoods, a set of commerce,
and a set of Industry. This adds fair limitations to the game; a player needs to
work to unlock the "permission" to create another district. Each district can
be run differently, and perhaps each district can level up and provide bonuses
to that specific district.
-Why not have many, many layers of bonuses and unlocks? Hundreds of
achievements and things to work towards.
-Someone needs to build the things in your city! Perhaps the user needs to
have Construction Expertise levels in order to denote how quickly houses and
other buildings are constructed. It'll add another level of dynamics.
-How about having the ability to build buildings manually? Sort of like a Mayor
Superpower. It doesn't have to be all realistic...Let people click as fast as they
can on a picture of a house, or something, and with each click, a bit of the

house is built. This will help speed up available space for population
-Population should be on a 1 - 1 scale. A household will contain up to 6 people
(2 parents, 4 kids, assuming)
-Just for the challenge, each household could start with just the two parents?
Then the number can grow over time to contain a max total of 3 - 6
occupants (some households may only have one child, some may have 4)
-Lobbyists??? Perhaps each player can gain "lobbyist" points, and spend them
on lobbying for country policies.
-It's all capitalist democratic: The more powerful you are, the stronger your
lobbying "vote" can be.
-All policies are offered up each time a country levels up it's GOCS. In a 24
hour period, everyone is given a chance to throw in their Lobbyist vote
towards a single policy.
-A player's vote power is the corresponding amount of Lobbyist points they
have. For example, if they've accumulated 4600 Lobbyist points, then their
contribution towards lobbying a policy is worth 4600 votes.
-Lobbyist points can carry over for all except last voted policy(Which is reset
to zero). This is to help ensure policies have a difficult time being doublevoted. Though it is still possible.
-Perhaps also policies need a minimum amount of lobbyist votes to pass a
round of voting? This way, it will eventually become detrimental to keep
voting for the exact same policy. It will add a wider range of factors for new
players to look at when picking a country, too.
-Although a policy may have a majority but not reach the minimum, it's
collective lobbyist vote carries over.
-Policies can include things like "Fund Industry", which will give a 25%
country-wide boost to Industrial demand

Policies to lobby for? ("cards" that can be stacked)

Fund Industry Policy (Industrial Demand booster. +25 maximum


demand)

Fund Commerce Policy (Commercial Demand booster. +25


maximum demand)

Tourist Program Policy (Perhaps players can build attractions? Bonus


to revenues)

Construction Influx Policy (+1 to Construction Expertise Level)

Water Savings Policy (Reduction of water usage country wide)

Power Savings Policy (Reduction of power usage country wide)

Land Usage Policy (Level-relevant land bonus to all cities)

Child Benefits Policy (+1 to household max size)

Night School Policy (school capacity increase? Or bonus to education


overall?)

Investment Dividends Policy (Unlock ability to invest in country


pool using spare cash. Gain small dividends every time a part of the
country levels up. Dividends amount depends on what just leveled up,
and how much was invested. some level-ups might be worth 10%,
while others might be worth 5% or less. Basically, invest high and
profit after x amount of level-ups. Level-ups likely won't be difficult if
everyone works together)

Employment Insurance Policy (Reduced impact of unemployment)

-Country leaders can be compared to guild leaders. In effect, though the


country is mostly run by the people who inhabit said country, the country
leader can do a variety of things
-Perhaps the country leader is in control of "Country Tokens" which can
only be used by him or her? These tokens can be used towards raising
maximum cities in the country, or used as timed boosters, or perhaps to
be turned to money and shared with the mayors.
-Country leader is in charge of their own mini-community, so to speak.
They can make announcements, set the MOTD, send global messages,
and let people know when a timed booster is about to be implemented.
-Country Leaders can highlight policies that he or she believes would be
best to implement. -Country Leaders cannot detriment a country. The only
way it becomes a detriment is if the Leader abandons
-To protect from this, perhaps a country-wide vote is held after 72 hours of
Leader AFK? The vote could possibly be a way to ouster the leader and be
given freedom to relocate to another country...
-Another idea: After 72 hours, general bonuses are given instead of
ousting the leader. if s/he returns, bonus is removed.
-Another idea: Strongest city mayor is considered a deputy. If 72 hours
pass and the Leader is AFK, power is passed to the deputy. After another
72 hours, the deputy becomes permanent leader and original leader
becomes a mayor(I like this one)

Rniessius: I want to do some sort of contribution-themed multiplayer idle to


start....remember Dripstat? I want to do something where you play the game
itself, and there's a pool you can contribute whatever to, and it unlocks new
features...We could release a fun base game, and line up a shitload of new
features for each time the pool levels.
Duke: Planetary War: You fight ships, gain XP and Credits, trade resources,
build and train new units to idly fight, help your string contribute to a fleet
battle and on a greater scale, help the server contribute to a 'war.'
Duke: If goals are met by players (hard to do if everybody is just idling, but
not impossible) you get bonuses.
Rniessius: Huh...So wait, you could basically become a space base
commander sent out by the Council to establish a Space Base...You start with
your main building, and a mining ship that generates income...you can build
ships, level everything up, and with everything you do, you contribute to the
Faction's value, wealth, strength, and power. Each time you level up the
Faction's overall power, huge bonuses are unlocked for everyone.
Rniessius: There can also be multiple factions, giving a PVP aspect.

S-ar putea să vă placă și