Tycoon

by gerpara

Become the transportation tycoon of Nauvis! Collect food from farms, craft delicious food and useful utilities, grow your cities, and cater to the needs of an ever-growing population.

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3 months ago
1.1
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Transportation Manufacturing

g Citizen Demands

1 year, 1 month ago
(updated 1 year, 1 month ago)

This discussion is about the bigger picture of what citizens need to achieve certain things. It's all up for discussion right now, so let me know what you think!

There would be three categories of demands:

  • Construction Material
  • Basic Needs
  • Luxury Needs

Initially all supply and demand will be calculated globally per city. In later iterations we may see for example markets that supply an area within a city.

Construction Material

In this category you can find material required to construct buildings and infrastructure, such as stone, steel, concrete, and other things.

A city needs this to add new roads and buildings, as well as to upgrade buildings.

A lack of construction materials won't lead to negative changes.

Basic Needs

In this category you would find things that you need in your life to survive, such as water, food, electricity, and others.

If the city does not have a surplus of basic need items, then it won't attract new citizens.

A lack of basic need items should lead to a decrease in citizen numbers. I'm not sure yet how this would look like. Maybe they just leave the buildings empty, because someone who moves out doesn't usually tear down the building behind them. Not deleting buildings would also be better if they are used for non-decorative purposes, such as assembling machines. Citizens will return when basic needs are met again.

All residents have the same basic needs. Gotta stay hydrated, right?

Luxury Needs

Items in this category will help your citizens help you (What do they help with?). Tasty food makes them happier, and a happy citizen is a productive worker.

Different categories of citizens will have different (and additional) luxury needs.

A lack of luxury needs will not make the citizens leave, but just not be as helpful as they could.

Alternatives considered

  • Reduce basic needs and luxury needs into consumption materials, and introduce additional sets of consumption materials per citizen level. This leads to a problem where houses may have been upgraded, and may be used for things that lower level buildings may not be usable for. For example if we put assembling machines into houses, and have them upgrade to higher tech assembling machines, then downgrading may lead to a loss of information when the player selected a higher complexity recipe.

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