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2018-06-19 Starvation, Suffocation, Power Reserve, Patents

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Air and Suffocation
CitizensĀ of new style cities now consume air, on worlds with unbreathable atmospheres.

Air consumption is reported on the city report.

The rate of consumption of air is one unit per city report period per citizen.

When no air is in stock at the end of a report period, 10% of the citizens suffocate to death. A morale penalty of -5 is incurred for suffocation. Deaths due to suffocation are currently disabled. Suffocation is reported, with a message that says it is disabled.

When insufficient air is in stock at the end of a report period, a 'gasping' morale penalty is incurred, -2 if the air supply was less than 1/2 the air needed, -1 if the air supply was less than the full amount of air needed.

Food and Starvation
Citizens of new style cities now consume food.

Food consumption is reported on the city report.

The rate of consumption of food is based on the body size of the citizens. The amount of nutrition points consumed at each meal is equal to 1/5 of the citizens body hit points. Food units are consumed based on the nutrition value provided to the citizens.

When no food is in stock at the end of a report period, 10% of the citizens starve to death, at least four. A morale penalty of -5 is incurred for starvation. Deaths due to starvation are currently disabled. Starvation is reported, with a message that says it is disabled.

When insufficient food is in stock at the end of a report period, a morale penalty of -2 is incurred for hunger.

Power Reserve and Consumption
Power reserve and consumption is now reported on the city report for new style cities.

Power reserve capacity is the sum of the capacitor space in all the buildings.

Power reserve is the current amount of power stored.

Power consumption is the number of units of power consumed since the last city report cycle.

20,000 Mine Machinery
A vehicle factory created a lot of lag when it manufactured 20,000 mine machineries.

Unfortunately, this unimplemented vehicle caused a steady stream of log messages on the server, slowing it down a lot. Movement in the area was also very slow, especially since the client produced a steady stream of log messages due to their presence in the scene.

Old style buildings can still make them for the benefit they provide to some manufacturing processes. They still won't spawn in the scene.

New style buildings will no longer bother to make them since they do not track them the way old style cities did. Mine machinery, commercial ships and tanks will have to wait until work on the custom vehicle designer is done.

Brokers Use All Storage
Warehouses and storage tanks were a bit restrictive, only allowing their selected commodity to be stored there.

Warehouses and storage tanks can now be used by brokers to store the things they buy, according to whether the commodity requires liquid or dry storage. Those buildings continue to accumulate the commodity they are configured to accumulate.

Patents and RnD
New style city reports now report the patents that are stored in the buildings in the city.

They also report the number of shops assigned to develop each patent.

Overworked Penalty
Since the addition of a professional worker class, service jobs should not count toward overworked penalty.

Overworked penalty in old style cities is incurred when the total number of jobs exceeds the total number of citizens, and there are no empty homes.

I changed new style cities to incur the overworked penalty if the number of manufacturing + professional jobs exceeds the total number of citizens, and there are no empty homes.
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2018-06-19 Starvation, Suffocation, Power Reserve, Patents - by Haxus - 06-20-2018, 12:38 PM

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