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Paste #pvvpwsinb

  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. Primary Goal
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  17. Town placement
  18. * most towns (and all cities) are closer to the origin side of the map
  19. * the destination side has only a small number of villages and smaller towns
  20. * GS constructs towns in response to goal completion
  21.  
  22. Industry Placement
  23. * GS controls all/most industry placement
  24. * at game start,
  25.     *  most primaries are at origin
  26.     * all secondaries are at origin
  27. * randomly during gameplay, and on completion of goals GS builds new industries
  28.     * primaries all tend to be placed towards destination side of map, and probably don't care whether there is transport service in the town
  29.     * secondaries are distributed more evenly, but favour towns that have transport service
  30. * GS ensures that tertiaries (black holes) are evenly distributed in towns
  31.  
  32. Land Grants / Rewards
  33. * there is some kind of 'land grant' or other reward mechanism
  34.     * this might be based on town rating (connecting a town increases rating in neighbouring towns?)
  35.     * this might be cash rewards
  36.     * this might be using existing subsidy mechanic
  37.     * this might be using exclusive transport rights
  38.     * this might be via favourable industry placement
  39.  
  40. Personnel
  41. * player can choose a chief engineer at game start
  42.     * this will modify building costs and town ratings (anything else we can influence?)
  43. * player can choose to replace the engineer every 5 years
  44.  
  45. Capitalism / Corruption
  46. * player gets a personal net worth (via story book)
  47. * some mechanic(s) allows player to transfer company funds to personal net worth
  48.     * legitimately via owning stock, where the value comes from company value
  49.     * legitimately via 'dividends'
  50.     * illegitimately via stealing money
  51. * player can be 'fired' by GS bankrupting the company, or using deity funds to take it over
  52.  
  53. Micro-challenges
  54. * similar to Busy Bee
  55.  
  56. Anti-trust / taxman
  57. * GS has triggers for removing excess company profit
  58.     * something like public sentiment, which is improved by completing goals
  59. * player can also 'bribe politicians' but may get caught (map-wide version of bribing towns)

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