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Paste #ps8xl6rne

  1. Trans-Continental
  2.  
  3. Gameplay mechanics
  4.  
  5. TL;DR
  6. * connect one side of the map to the other, unlocking towns and industries one at a time, whilst maximising own net worth
  7.  
  8. Origin and Destination
  9. * companies are given an origin region
  10.     * for rectangular maps, this is the one side of the map, along the long axis
  11.     * for square maps this one side of the map, chosen randomly
  12.     *  could (optionally) be somewhere in the middle (not sure why this is better though)
  13. * companies are given a destination, this is the opposite side of the map
  14.  
  15. Town placement
  16. * most towns (and all cities) are closer to the origin side of the map
  17. * the destination side has only a small number of villages and smaller towns
  18. * GS constructs towns in response to goal completion
  19.  
  20. Industry Placement
  21. * GS controls all/most industry placement
  22. * at game start,
  23.     *  most primaries are at origin
  24.     * all secondaries are at origin
  25. * randomly during gameplay, and on completion of goals GS builds new industries
  26.     * primaries all tend to be placed towards destination side of map, and probably don't care whether there is transport service in the town
  27.     * secondaries are distributed more evenly, but favour towns that have transport service
  28. * GS ensures that tertiaries (black holes) are evenly distributed in towns
  29.  
  30. Land Grants / Rewards
  31. * there is some kind of 'land grant' or other reward mechanism
  32.     * this might be based on town rating (connecting a town increases rating in neighbouring towns?)
  33.     * this might be cash rewards
  34.     * this might be using existing subsidy mechanic
  35.     * this might be using exclusive transport rights
  36.     * this might be via favourable industry placement
  37.  
  38. Personnel
  39. * player can choose a chief engineer at game start
  40.     * this will modify building costs and town ratings (anything else we can influence?)
  41. * player can choose to replace the engineer every 5 years
  42.  
  43. Capitalism / Corruption
  44. * player gets a personal net worth (via story book)
  45. * some mechanic(s) allows player to transfer company funds to personal net worth
  46.     * legitimately via owning stock, where the value comes from company value
  47.     * legitimately via 'dividends'
  48.     * illegitimately via stealing money
  49. * player can be 'fired' by GS bankrupting the company, or using deity funds to take it over
  50.  
  51. Micro-challenges
  52. * similar to Busy Bee
  53.  
  54. Anti-trust / taxman
  55. * GS has triggers for removing excess company profit
  56.     * something like public sentiment, which is improved by completing goals
  57. * player can also 'bribe politicians' but may get caught (map-wide version of bribing towns)
  58.  
  59.  
  60. Potential implementations
  61.  
  62. * use existing subsidy mechanic to trigger and detect town connection?
  63. * divide map into bands from origin to destination, and trigger subsidies/connection goals sequentially, from one band to next, starting at origin
  64. * story book for net wealth etc?
  65. * modal prompts for choices? (personnel etc)

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