FOCUS: Our next move

Discussion of how the economy might work in Open City Streets

Re: FOCUS: Our next move

Postby Jay » Fri Oct 30, 2009 9:09 am

Delete my earlier post please.

The relationship between buildings have not changed.

Houses have disposable income to spend.
They spend on commerce.
Support buildings such as school have an AOE effect that applies bonuses.

(to be discussed and finalized)
Desirability affects the performance of buildings.
Supply and demand is adjusted using the system of 'excess disposable income would bump up commerce, who will bump up industry"
Jay
 
Posts: 146
Joined: Tue Oct 06, 2009 8:04 am
Location: Sydney, Australia

Re: FOCUS: Our next move

Postby Aaron » Sat Oct 31, 2009 3:57 am

Jay wrote:Delete my earlier post please.
which one? there's lots

The relationship between buildings have not changed.
didn't know they were defined in the first place lol
Houses have disposable income to spend.
They spend on commerce.
Support buildings such as school have an AOE effect that applies bonuses.

so a bonus building of (School/Park/Camp) = more income for surrounding houses? is there a cap or are all bonuses cumulative?
i thought we had discussed some things being more of requirements than bonuses, but i guess it can all be merged into more bonus buildings = more income easily enough. since bonus buildings do not generate income themselves, there is a practical limit to how many bonuses could be applied to a single house anyway.

(to be discussed and finalized)
Desirability affects the performance of buildings.

what is desirability, how is it calculated? any specific example would help. by performance, we mean income generated?
Supply and demand is adjusted using the system of 'excess disposable income would bump up commerce, who will bump up industry"

do commerce and industry buildings also generate renew for owners? can residential buildings support industry directly, or strictly through commercial -> industry chain?

if I'm going to write code to do any of this, gotta understand it.
User avatar
Aaron
Site Admin
 
Posts: 186
Joined: Mon Oct 05, 2009 1:45 am

Re: FOCUS: Our next move

Postby Jay » Sat Oct 31, 2009 10:40 am

Delete the one with just the quote please.

I meant the relationships between buildings is much about the same we had been understanding these days : container system and AOE bonuses.

It would be much simpler and direct to the point if every type of effect (bonus etc) affects money. So yes, more income to what that building can affect logically ( schools -> houses). There would be a cap to all bonuses, to one that is logical to our understanding (Having more schools does not improve education quality if all schools have teachers of the same quality and operates effectively. Although as Nick says, overcrowding would limit the bonuses)

The original desirability works like this (afaik): buildings alongside buildings that they like would be happy. Presumably, happy buildings would be closer to 100% potential income. Since I opened another thread about desirability, i would hope that we replace it with the new suggestion.

We start with just that chain. I plan to add more later.
Jay
 
Posts: 146
Joined: Tue Oct 06, 2009 8:04 am
Location: Sydney, Australia

Re: FOCUS: Our next move

Postby Aaron » Sat Oct 31, 2009 6:32 pm

ok deleted the post. please see new thread 'building table schema in developers/backend. we need all the fields/elements that will be stored about a building. we don't have to have the actual math for doing the calculations, but we have to know about all the numbers that will be used in the calculations.
User avatar
Aaron
Site Admin
 
Posts: 186
Joined: Mon Oct 05, 2009 1:45 am

Re: FOCUS: Our next move

Postby Gamez7 » Sun Dec 06, 2009 2:25 pm

Gift Shop
Reference point for all other buildings
Rental Income - Minimal ($100)
Building Tier - 1
Desires - Residential, Commerce, Industry
Support buildings - House, School, Airport
AOE effect - None

Big Gift Shop
Reference point for all other buildings
Rental Income - Moderate ($500)
Building Tier - 2
Desires - Residential, Commerce, Industry
Support buildings - House, School, Airport, Bus
AOE effect - None

Huge Gift Shop
Reference point for all other buildings
Rental Income - Moderate/Maximum ($700)
Building Tier - 3
Desires - Residential, Commerce, Industry
Support buildings - House, School, Airport, Bus
AOE effect - None

Mall
Reference point for all other buildings
Rental Income - Maximum ($1000)
Building Tier - 4
Desires - Residential, Commerce
Support buildings - House, School, Landmark, Bus
AOE effect - None

Landmark
Reference point for all other buildings
Rental Income - Maximum ($1000)
Building Tier - ???
Desires - All buildings
Support buildings - All buildings
AOE effect - None

Hope this helps Jay!
Gamez7
 
Posts: 4
Joined: Sat Dec 05, 2009 1:14 pm

Re: FOCUS: Our next move

Postby Jay » Sun Jan 31, 2010 4:05 am

What we have now is pretty wide ranging enough. I'm sure as we move along, we will find some holes to fill with content.
Jay
 
Posts: 146
Joined: Tue Oct 06, 2009 8:04 am
Location: Sydney, Australia

Previous

Return to Economy: Rent / Tax / etc

Who is online

Users browsing this forum: No registered users and 1 guest

cron