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Factory Complexes and Civilian Malls

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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.
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Factory Complexes and Civilian Malls - by Deantwo - 06-10-2019, 11:18 AM
RE: Factory Complexes and Civilian Malls - by Oggal - 06-10-2019, 06:50 PM

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