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Factory Complexes and Civilian Malls - Printable Version

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Factory Complexes and Civilian Malls - Deantwo - 06-10-2019

The current building system is a little too complicated. You need massive buildings of each building type, and you need to know the exact blueprint to know what buildings types it works as.
See: (Idea thread) Building Blueprint Simplification

But this leaves us with one big question: Why can't my gigantic super mall building contain both casinos and grocery stores? Or why can't my mega factory building have an electronics floor and a computer factory floor? Why can't I have one huge building that does everything?

If we start with just the idea of "Factory Complexes" and "Civilian Malls", since these functions aren't necessarily unique in their appearance, but are likely best to keep factory and morale functions separate.
Basically the idea would be to design a big building that is without a specific type. Once you have constructed the building, you can go to it and add functions to it. In a sense just refitting it to change the volume allocation for the building.

For example: We construct a giant super mall building and then allocate half of its volume/rooms/floors/whatever to work as casinos, and the other half as grocery stores. Then later we find out that we didn't need that many casinos, we re-allocate most of those to churches.
Same works with factories, allowing us to dynamically allocate the amount of different workshops we want and the amount of each workshops.

Re-allocating the volume/rooms/floors/whatever can cause the building to undergo re-construction. Possibly consume some tools or commodities appreciate for the types. For example allocating computer factory workshops might require some soldering tools, and allocating churches might require stone and wood.


RE: Factory Complexes and Civilian Malls - Oggal - 06-10-2019

I like the idea of 'Building Moduals' So a building blueprint has X offices and Y workshops, and the Frame requires Z time to build. First the frame in built as buildings are now, then you assign the moduals to the building, each requiring a number of offices and workshops, so the first smelter modual might take one office, but all smelter moduals after just take workshops.  Meaning adding many factory types require many offices to manage them, but can still build one office if the building has one purpose.

The idea of building moduals implies options to 'Refit' a building, and that to me implies options to find moduals from exploration besides just construction and patents.

For this to be just as easy as current construction we should be able to assign default moduals, and save modual layouts to disk as we save missions.


All in all, agree with multi-purpose buildings, and being able to refit them. Will improve city planning gameplay with both simplifying the means of correcting poorly planed cities, and allowing for more complex fine tuning.

The implications of what this could do for military buildings however is even more exciting. refitting turrets and shield gens will greatly decrease the needed number of blueprints for fine tuned defenses.


RE: Factory Complexes and Civilian Malls - Mr. Mortius - 06-10-2019

The building system does not need another change. It is no more complicated than it's ever been, and assigning volumes for each building does not simplify anything.


RE: Factory Complexes and Civilian Malls - Deantwo - 02-06-2020

(06-10-2019, 11:19 PM)Mr. Mortius Wrote: The building system does not need another change. It is no more complicated than it's ever been, and assigning volumes for each building does not simplify anything.

The fact that we can design buildings that are useless/broken for their intended purpose, and even have them be useless/broken for other purposes too, clearly shows that the current system is flawed and confusing.

Sure this idea would be an added complexity on top of the current system. But in ways it would overall simplify city management and require us to make fewer morale building blueprints with different numbers.


RE: Factory Complexes and Civilian Malls - Xantheose - 02-24-2020

I have another idea, why not create one unique building?

Then you go on a planet, add 1 building from orbit and you can leave. Oh wait, that's what you're asking for.

You really should stop asking haxus to casualise more and more the game. It already became casual af, and if it continue in this way it will not be published on steam but on playstation and xbox.


RE: Factory Complexes and Civilian Malls - Greydog - 02-25-2020

I don't get the resistance to this ..I like the idea of multi-purpose buildings. I had envisioned building a dome with all the needed stuff in it for a quick moon base. 

But if you're worried that someone will build the "one to rule them all" building there could be limits as suggested.

- Separate production from morale 
- Limit # of purposes
- One management office for every production/morale line

If you think about it ..factories and Malls "refit" all the time ..no reason we couldn't do it here.


RE: Factory Complexes and Civilian Malls - Fedorya - 02-25-2020

Hello,

First of im quite "new" to the game (played many many years ago for a short time, just restarted some days ago).
So, with this data in mind, i really wanna know the "Why" behind this post, i really and gueninly doesn't grasp it.

Im learning the game by myself, ignoring wiki or videos, cause more fun like this, and i think that i got a good grasp of the building system now.
And thats lead me to my confusion : Why ? Deantwo stated the building system is complicated, but i don't really find it complicated. A bit messy sure, but not really complicated.
Maybe there is some things i didn't experienced yet thus my confusion.

And well, mega building that do everything ? What the point to even have city planning if this is the case ?

(As from what i saw on the forums peoples tends to bash on DeanTwo for reasons i do not know, i wanna specify thats my question here is not a bashing attempt but a guenin question that would have been the same, whoever posted this.)


RE: Factory Complexes and Civilian Malls - Xantheose - 02-25-2020

(02-25-2020, 12:54 AM)Greydog Wrote: I don't get the resistance to this ..I like the idea of multi-purpose buildings. I had envisioned building a dome with all the needed stuff in it for a quick moon base. 

But if you're worried that someone will build the "one to rule them all" building there could be limits as suggested.

- Separate production from morale 
- Limit # of purposes
- One management office for every production/morale line

If you think about it ..factories and Malls "refit" all the time ..no reason we couldn't do it here.

Hazeron is a game, if you want pass all your time on a 3d editor and dont want to spend time in colonisation, go back to blender


RE: Factory Complexes and Civilian Malls - Deantwo - 02-25-2020

(02-25-2020, 02:40 AM)Fedorya Wrote: Why ? Deantwo stated the building system is complicated, but i don't really find it complicated. A bit messy sure, but not really complicated.

When you try to balance morale of a huge city, you will know what we mean. Either you have designed exact morale building setup you need for all your city, or you stick to tiny morale buildings until you reach the building limit.

It might be a bigger issue for us that came directly from the old-style cities where you had a lot more control over the size of your city and the morale management.

You can read some of my other idea threads on the subject to understand what I think is over complicated about buildings and city management.
Mainly: (Idea thread) Building Blueprint Simplification

(02-25-2020, 02:40 AM)Fedorya Wrote: And well, mega building that do everything ? What the point to even have city planning if this is the case ?

I didn't suggest that in this thread. While the idea of a super-does-everything building could be cool, it would be a little silly. But if the building start out empty and you manually have to fill it with the different building type volumes, I don't see it as a horribly game breaking idea.

I proposed a clear limit to have this be either a refittable mega civilian morale building, or a refittable mega factory building.
Morale buildings we always want to be able to slightly adjust to min-max our cities, as mentioned above this is really hard to do for huge cities.
Factories aren't hard to manage, but it just seemed useful and easy to understand as a second example to this idea.

(02-25-2020, 02:40 AM)Fedorya Wrote: (As from what i saw on the forums peoples tends to bash on DeanTwo for reasons i do not know

It is just the French Empire that hate me for whatever reason. Simply ignore it.


RE: Factory Complexes and Civilian Malls - Xantheose - 02-25-2020

Sure some of us hate you, that's mainly because your ideas for hazeron are deep shit.

Morale buildings don't are as complex are before?
--> remove the whole colonisation system to put only one building

Reports with qualities unclear?
--> remove all lower qualities from the reports

Dude seriously, stop saying nonsense. I really think you want kill the game. Colonization should be harder, we should spend days in every city, now building a city take more or less 30min-1h and with the shit you said 2 clics.