DESIGN: Construction Category

Creation, discussion, and balancing of game content such as techs, buildings, ship parts.

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drek
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#16 Post by drek » Sun Dec 12, 2004 4:57 am

btw,

another way of thinking of construction might be as the roads, power plants, dams, and other types of projects that generally improve a world.

But the fluff isn't as important as just coming up with the effects of the techs.

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PowerCrazy
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#17 Post by PowerCrazy » Sun Dec 12, 2004 7:41 am

Drek has a valid point. The way of thinking about a tech is most important as an effect and less about the "realistic" view of a tech. But so far so good, just come up with a little more backstory about each individual tech. Also more early game techs, and less perentage and more hard numbers.
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utilae
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#18 Post by utilae » Sun Dec 12, 2004 7:56 am

Zanzibar wrote:Shouldn't AI Theory be just that, a theory?? Anyhow...

Intelligent Robotic Workers (Application)
Requires: AI Theory
+2 Construction/Population point
+20% Max Population Cap (I know, sorta growth related... meh)
-10% Planetary Morale (More unemployment)
+5% chance per turn of "AI Revolt" event
"Why pay people to work, when machines can do it more efficiently?"
Add some unemployment increase, that would be cool.

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PowerCrazy
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#19 Post by PowerCrazy » Sun Dec 12, 2004 10:02 am

Add some unemployment increase, that would be cool.
only problem is, wtf does unemployment do?

Is it good or bad? Does it increase or decrease production, etc. etc. Right now we have no happiness or unrest or unemployment or anything defined in the effects. Now we MAY eventually, but until we do don't worry about it, we will have to balance techs differently.
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Zanzibar
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#20 Post by Zanzibar » Sun Dec 12, 2004 1:19 pm

the -10% to morale IS the unemployment thingy. You won't lose production, because the machines are doing it for you...
Image

Image

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utilae
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#21 Post by utilae » Sun Dec 12, 2004 8:26 pm

PowerCrazy wrote:
Add some unemployment increase, that would be cool.
only problem is, wtf does unemployment do?

Is it good or bad? Does it increase or decrease production, etc. etc. Right now we have no happiness or unrest or unemployment or anything defined in the effects. Now we MAY eventually, but until we do don't worry about it, we will have to balance techs differently.
I still think it would be ok to add such a thing even if it is not part of the game right now, it just tells you that this tech affects employment, so we can replace it with a real effect later or something. It would be like a reminder.

EDIT:

Vertical Construction Theory (Theory)
+2 Max Population on all worlds
"The difficulty in constructing structures that are so tall they touch the sky is ever so great. However, with new construction techniques and the idea that there is always more room in the sky then on the ground, vertical construction is one of today's greatest breakthroughs.

Underground Construction Theory (Theory)
+2 Max Population on all worlds
"Constructing buildings, housing and other structures underground was always a difficult and sometimes unimaginable task, but with new safety procedures and construction methods anything is possible these days."

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#22 Post by drek » Wed Dec 15, 2004 2:23 pm

For practice, I've made up this "easy" construction theory, and it's associated applications, using some of the ideas in this thread (such as ut's high rise buidlings, albeit renamed):

Post-Exodus Architecture (Theory)

“Building techniques have continued to progress on the ground, even as the population looks toward the stars. In addition, technology developed to facilitate the Exodus to space has been found to have many applications in architecture.”

Code: Select all

<Tech>
        <name>Con1_Architecture</name>
        <description>Con1_Architecture_Desc</description>
        <type>TT_THEORY</type>
        <category>CONSTRUCTION_CATAGORY</category>
        <research_cost>10</research_cost>
        <research_turns>5</research_turns>
</Tech>
Application—Large Scale Building Techniques
Pre: Post-Exodus Architeture (Theory)
The alloys and anti-grav tech developed for space travel has also proved a boon to the construction industry. Materials are easier to ferry across the surface of a planet, and construction equipment is generally much more powerful.”

Effect:
+1 Max Construction on all worlds.”

Code: Select all

<Tech>
        <name>Con1a_BuildingTechniques</name>
        <description>Con1a_BuildingTechniques_Desc</description>
        <type>TT_APPLICATION</type>
        <category>CONSTRUCTION_CATEGORY</category>
        <research_cost>10</research_cost>
        <research_turns>3</research_turns>
        <prerequisites>
            Con1_Architecture
        </prerequisites>
        <EffectsGroup>
          <scope> 
            <Condition::And>
              <Condition::EmpireAffiliation>
                <empire_id>Source.Owner</empire_id>
                <affiliation>AFFIL_SELF</affiliation>
                <exclusive>1</exclusive>
              </Condition::EmpireAffiliation>
              <Condition::Type>OBJ_POP_CENTER</Condition::Type>
            </Condition::And>
          </scope>
          <activation><Condition::Self/></activation>
          <effects>
            <Effect::SetMeter>
              <meter>METER_CONSTRUCTION</meter>
              <value>Target.MaxConstruction+1</value>
              <max>1</max>
            </Effect::SetMeter>
          </effects>
        </EffectsGroup>
</Tech>

Application-- Starscrappers

“Using the same anti-grav technology meant to lift a spaceship out of a gravity well, massive towers known as Starscrappers have quickly become commonplace on the homeworld and developed colonies. A Starscrapper is entire a city unto itself, often with trains and other methods of conveyance bridging the gap between towers. Going vertical has proven a great relief to the crushing populations to be found in major urban centers.

Starscrapper technology is particularly effective on worlds with low gravity or no atmosphere.”

Effect:
+2 max construction on barren, tiny, and small worlds.
+1 max population for every 30 points of current construction.”

Code: Select all

<Tech>
        <name>Con1b_Starscrappers</name>
        <description>Con1b_Starscrappers_Desc</description>
        <type>TT_APPLICATION</type>
        <category>CONSTRUCTION_CATEGORY</category>
        <research_cost>15</research_cost>
        <research_turns>3</research_turns>
        <prerequisites>
            Con1_Architecture
        </prerequisites>
        <EffectsGroup>
          <scope> 
            <Condition::And>
              <Condition::EmpireAffiliation>
                <empire_id>Source.Owner</empire_id>
                <affiliation>AFFIL_SELF</affiliation>
                <exclusive>1</exclusive>
              </Condition::EmpireAffiliation>
              <Condition::Type>OBJ_POP_CENTER</Condition::Type>
            </Condition::And>
          </scope>
          <activation><Condition::Self/></activation>
          <effects>
            <Effect::SetMeter>
              <meter>METER_POPULATION</meter>
             <value>Target.MaxPopulation+(Target.CurrentConstruction/30)</value>
              <max>1</max>
            </Effect::SetMeter>
          </effects>
        </EffectsGroup>
        <EffectsGroup>
          <scope> 
            <Condition::And>
              <Condition::EmpireAffiliation>
                <empire_id>Source.Owner</empire_id>
                <affiliation>AFFIL_SELF</affiliation>
                <exclusive>1</exclusive>
              </Condition::EmpireAffiliation>
              <Condition::Or>
                <Condition::PlanetType>
                  <PlanetType>PT_BARREN</PlanetType>
                </Condition::PlanetType>
                <Condition::PlanetSize>
                  <PlanetSize>SZ_TINY<PlanetSize>
                  <PlanetSize>SZ_SMALL<PlanetSize>
                <Condition::PlanetSize>
               </Condition::Or>
               <Condition::Type>OBJ_POP_CENTER</Condition::Type> 
             </Condition::And>
          </scope>
          <activation><Condition::Self/></activation>
          <effects>
            <Effect::SetMeter>
              <meter>METER_CONSTRUCTION</meter>
              <value>Target.MaxConstruction+1</value>
              <max>1</max>
            </Effect::SetMeter>
          </effects>
        </EffectsGroup>
</Tech>
Application—Subterranean Hives

“Starscrappers go up, the Hives go down. Entire cities are carved out from the rock…the roof of the world below supported by superstrong alloys developed originally to withstand micrometer showers in space. Most developed worlds have an extensive labyrinth of Hives, save for Ocean and Swamp worlds--providing a bit of defense in addition to living space.

+1 max population for every 30 points of current construction except on Swamp and Ocean worlds.
Defensive effect TDB in v.4.”

Code: Select all

<Tech>
        <name>Con1c_SubterraneanHives</name>
        <description>Con1b_SubterraneanHives_Desc</description>
        <type>TT_APPLICATION</type>
        <category>CONSTRUCTION_CATEGORY</category>
        <research_cost>15</research_cost>
        <research_turns>3</research_turns>
        <prerequisites>
            Con1_Architecture
        </prerequisites>
        <EffectsGroup>
          <scope> 
            <Condition::And>
              <Condition::EmpireAffiliation>
                <empire_id>Source.Owner</empire_id>
                <affiliation>AFFIL_SELF</affiliation>
                <exclusive>1</exclusive>
              </Condition::EmpireAffiliation>
              <Condition::Type>OBJ_POP_CENTER</Condition::Type>
              <Condition::Not>
                Condition::PlanetType>
                  <PlanetType>PT_SWAMP</PlanetType>
                  <PlanetType>PT_OCEAN</PlanetType>
                </Condition::PlanetType>
              </Condition::Not>
            </Condition::And>
          </scope>
          <activation><Condition::Self/></activation>
          <effects>
            <Effect::SetMeter>
              <meter>METER_POPULATION</meter>
              <value>Target.MaxPopulation+(Target.CurrentConstruction/30)</value>
              <max>1</max>
            </Effect::SetMeter>
          </effects>
        </EffectsGroup>
</Tech>


Application—Aquatic Domes

“High pressure domes designed for hostile environments can also be used to claim living space from oceans and seas. Developed Terran, Ocean, and Swamp worlds often feature aquatic cities beneath the waves.”

+2 max construction on ocean, swamp worlds
+1 max population for every 30 points of current construction on ocean, swamp, terran, and gaian worlds.”

Code: Select all

<Tech>
        <name>Con1d_AquaticDomes</name>
        <description>Con1d_AquaticDomes_Desc</description>
        <type>TT_APPLICATION</type>
        <category>CONSTRUCTION_CATEGORY</category>
        <research_cost>15</research_cost>
        <research_turns>3</research_turns>
        <prerequisites>
            Con1_Architecture
        </prerequisites>
        <EffectsGroup>
          <scope> 
            <Condition::And>
              <Condition::EmpireAffiliation>
                <empire_id>Source.Owner</empire_id>
                <affiliation>AFFIL_SELF</affiliation>
                <exclusive>1</exclusive>
              </Condition::EmpireAffiliation>
              <Condition::PlanetType>
                 <PlanetType>PT_OCEAN</PlanetType>
                 <PlanetType>PT_SWAMP</PlanetType>
                 <PlanetType>PT_TERRAN</PlanetType>
                 <PlanetType>PT_GAIA</PlanetType>
              <Condition::Type>OBJ_POP_CENTER</Condition::Type>
            </Condition::And>
          </scope>
          <activation><Condition::Self/></activation>
          <effects>
            <Effect::SetMeter>
              <meter>METER_POPULATION</meter>
              <value>Target.MaxPopulation+(Target.CurrentConstruction/30)</value>
              <max>1</max>
            </Effect::SetMeter>
          </effects>
        </EffectsGroup>
        <EffectsGroup>
          <scope> 
            <Condition::And>
              <Condition::EmpireAffiliation>
                <empire_id>Source.Owner</empire_id>
                <affiliation>AFFIL_SELF</affiliation>
                <exclusive>1</exclusive>
              </Condition::EmpireAffiliation>
              <Condition::PlanetType>
                  <PlanetType>PT_OCEAN<PlanetType>
                  <PlanetType>PT_SWAMP<PlanetType>
              </Condition::PlanetType>
               <Condition::Type>OBJ_POP_CENTER</Condition::Type> 
             </Condition::And>
          </scope>
          <activation><Condition::Self/></activation>
          <effects>
            <Effect::SetMeter>
              <meter>METER_CONSTRUCTION</meter>
              <value>Target.MaxConstruction+2</value>
              <max>1</max>
            </Effect::SetMeter>
          </effects>
        </EffectsGroup>
</Tech>

Application—Crown Jewel Starscrapper
“A marvel of Exodus-era Architecture, the Megalith is an abnormally massive Starscrapper, kilometers in diameter. The Megalith is an inspiration to architects sector-wide and is often the crown jewel of a powerful real estate mogul’s empire.

Effects:
* Unlocks Megalilth build project.”

Code: Select all

<Tech>
        <name>Con1e_Megalith</name>
        <description>Con1e_Megalith_Desc</description>
        <type>TT_APPLICATION</type>
        <category>CONSTRUCTION_CATEGORY</category>
        <research_cost>15</research_cost>
        <research_turns>3</research_turns>
        <prerequisites>
            Con1_Architecture
            Con1b_Starscrappers
        </prerequisites>
        <unlocked_items>
           Building_Megalith
        </unlocked_items>
</Tech>

Build project—Megalith
“A marvel of Exodus-era Architecture, the Megalith is an abnormally massive Starscrapper, kilometers in diameter. The Megalith is an inspiration to architects sector-wide and is often the crown jewel of a powerful real estate mogul’s empire.”
The Megalith needs to be on a developed world to function: 30 Current Construction or greater.

Effect:
* +1 Max Population/Max Trade on the Megalith’s planet.
* +3 Max Construction all worlds within 1 starlane hop.
(neither effect is stackable)”

Code: Select all

<BuildingType>
        <name>Building_Megalith</name>
        <description>Building_Megalith_Description</description>
        <build_cost>30</build_cost>
        <build_time>5</build_time>
        <maintenance_cost>10</maintenance_cost>
        <EffectsGroup>
          <scope> 
            <Condition::Self>
          </scope>
          <activation>
            <Condition::MeterValue>
            <meter>METER_CONSTRUCTION</meter>
              <low>30</low>
              <high>999</high>
              <max_meter>0</max_meter>
            </Condition::MeterValue>     
          </activation>
          <effects>
            <Effect::SetMeter>
              <meter>METER_POPULATION</meter>
              <value>MaxPopulation+1</value>
              <max>1</max>
            </Effect::SetMeter>
            <Effect::SetMeter>
              <meter>METER_TRADE</meter>
              <value>MaxTrade+1</value>
              <max>1</max>
            </Effect::SetMeter>
          </effects>
        </EffectsGroup>
        <EffectsGroup>
          <scope> 
            <Condition::And>
              <Condition::WithinStarlaneJumps>
                <jumps>1</jumps>
                <condition><Condition::Self/></condition>
              </Condition::WithinStarlaneJumps>
              <Condition::EmpireAffiliation>
                <empire_id>Source.Owner</empire_id>
                <affiliation>AFFIL_SELF</affiliation>
                <exclusive>1</exclusive>
              </Condition::EmpireAffiliation>
              <Condition::Type>OBJ_POP_CENTER</Condition::Type>
            </Condition::And>
          </scope>
          <activation>
            <Condition::MeterValue>
            <meter>METER_CONSTRUCTION</meter>
              <low>30</low>
              <high>999</high>
              <max_meter>0</max_meter>
            </Condition::MeterValue>     
          </activation>
          <effects>
            <Effect::SetMeter>
              <meter>METER_CONSTRUCTION</meter>
              <value>Target.MaxConstruction+3</value>
              <max>1</max>
            </Effect::SetMeter>
          </effects>
        </EffectsGroup>
</BuildingType>

String Table for all of the above will be assembled "later". Need some questions answered first.
Last edited by drek on Wed Dec 15, 2004 3:32 pm, edited 1 time in total.

drek
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#23 Post by drek » Wed Dec 15, 2004 3:22 pm

Concerning robot workers,

AI Theory should be in Learning, branching out to a theory in construction with applications. Maybe something like:

Learning -- Artifical Sentient (theory)
Construction -- Fully Automated Cities (theory)
--Self Assembling Buildings (adds a little tiny bit to current construction :P, adds a bit more to planets within the same system as a Central Civil Control building)
--100% Robotic Construction Crews (adds a bit to max construction)
--Central Civil Control (unlocks a building that adds to max construction and security to all planets within the same system, small random chance of throwing a Maxium Overdrive type event based on security. Also a chance of eliminating certain kinds of events, like Robot Revolt, or specials like Pollution.)

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tzlaine
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#24 Post by tzlaine » Wed Dec 15, 2004 6:21 pm

Please put your <name> and <description> fields in all caps for consistency with the rest of the strings in the language file. It was a good idea to put the category and other info in these fields, but make sure they don't get out of sync with the category the tech is in, for example when a tech gets moved to a new category.

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utilae
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#25 Post by utilae » Thu Dec 16, 2004 1:32 am

drek wrote: Concerning robot workers,

AI Theory should be in Learning, branching out to a theory in construction with applications. Maybe something like:

Learning -- Artifical Sentient (theory)
Construction -- Fully Automated Cities (theory)
--Self Assembling Buildings (adds a little tiny bit to current construction :P, adds a bit more to planets within the same system as a Central Civil Control building)
--100% Robotic Construction Crews (adds a bit to max construction)
--Central Civil Control (unlocks a building that adds to max construction and security to all planets within the same system, small random chance of throwing a Maxium Overdrive type event based on security. Also a chance of eliminating certain kinds of events, like Robot Revolt, or specials like Pollution.)
AI THEORY is now in learning:
viewtopic.php?t=971&postdays=0&postorder=asc&start=15
drek wrote: For practice, I've made up this "easy" construction theory, and it's associated applications, using some of the ideas in this thread (such as ut's high rise buidlings, albeit renamed)
That's fine. Those new techs you made are quite good. I didn't think of the water based domes, thats cool.

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Orbital habitats

#26 Post by Starforge » Fri Dec 17, 2004 1:23 am

In line with what drek was posting, perhaps:

Application - Orbital Cities

Orbital communities providing living space to support a growing space industry and economy.

+2 max construction
+1 max population for every 30 points of current construction
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Geoff the Medio
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#27 Post by Geoff the Medio » Mon Dec 20, 2004 9:27 am

As with Production and Economics, and similar to Learning, I've made up a list of Construction category main tree trunk theory techs for consideration. These are to be the main tree structure, off of which various applications and refinements would be hung.

My conception of Construction for this list includes new materials and construction techniques that allow newer and better types of buildings and infrastructure to be created, and general infrastructure-related issues.

This list does not include anything that's overly Production-specific. The distinction I make is that Construction deals (in addition to general infrastructure stuff) with new type of buildings / structures you can make, and Production deals with ways to make more of what you already can make.

:arrow: Orbital Construction (inc. microgravity architecture)
:arrow: Architectural Psychology (novel designs improve productivity)
:arrow: Organic Structures (plant-like grown buildings)
:arrow: Infrastructure Ecology (infrastructure and environment system and limits)
:arrow: Monofilment Architecture (for internal & external support structures)
:arrow: Self-Gravitating Construction (less than death star scale)
:arrow: Bioadaptive Structures (fleshy self-adjusting buildings)
:arrow: Structural-Integrity Fields (architecture free from need for supports)
:arrow: Metroplex Infrastructure (ecology gone, planet completely covered)
:arrow: Asympototic Materials (Scrith, Neutronium or other Unobtainiums)
:arrow: Controlled-Gravity Architecure (gravity inside building adjusted at will)
:arrow: Force-Energy Structures (pure energy "buildings", no matter needed)
:arrow: Transcendent Architecture (profound new mind-expanding designs)
:arrow: Galactic Infrastructure (integration of planet/space/interstellar infra.)
:arrow: N-Dimensional Structures (entrance leads to pocket dimension...)
:arrow: Artificial Heavenly Bodies (Halo, Ringworld, Dysonsphere, planet-scale)

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utilae
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#28 Post by utilae » Mon Dec 20, 2004 9:18 pm

Good, though aren't Organic Structures and Bioadaptive Structures pretty much the same thing, unless you mean that Bioadaptive Structures evolve to fit into the natural ecosystem, eg becomes more like a forest, because its in a forest.

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PowerCrazy
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#29 Post by PowerCrazy » Mon Dec 20, 2004 10:56 pm

utilae wrote:Good, though aren't Organic Structures and Bioadaptive Structures pretty much the same thing, unless you mean that Bioadaptive Structures evolve to fit into the natural ecosystem, eg becomes more like a forest, because its in a forest.
Not really that important to make a distinction as the name is just fluff anyway. We could make them a branch in the construction tree though. You can research either Bio-adaptive structures or Organic Structures. But not both.
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utilae
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#30 Post by utilae » Tue Dec 21, 2004 1:06 am

PowerCrazy wrote: Not really that important to make a distinction as the name is just fluff anyway. We could make them a branch in the construction tree though. You can research either Bio-adaptive structures or Organic Structures. But not both.
I'm talking about the meaning too, not just the name. They sound like the same thing, that's all.

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