Building Update: Difference between revisions
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===New Cities=== | ===New Cities=== | ||
A [[city]] is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, [[City_Report|city report]]s, increased citizen migration, [[tax]] income and [[capital]] declaring. | |||
A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it. | A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it. | ||
Revision as of 08:19, 4 July 2018
Building Update |
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Start Date |
2017-11-27 |
End Date |
Unknown |
As planned, buildings are getting an update to use the same designer as the Spacecraft Update is providing for spacecraft. However a lot of other things are also changing for buildings, and even cities.
Description
New Building Designs
The new building designs define the number of manufacturing workshops, commodity storage capacity, capacitor storage capacity, number of homes, number of offices, and so on.
A single building design can be used by all building types that the design fulfills the requirements for. For example a generic industrial building design can be used for for all factories if so desired.
New Buildings
Buildings can now be placed anywhere on a world, no road or town square is required.
Each building now have individual commodity storage, they store what they produce and other building fetch from them if they need something. This means that there is no magical commodity stockpile, all commodities exist in buildings somewhere in the city.
Tools being used and patents are now stored in the individual buildings.
Manufacturing Overhaul
Manufacturing of new-style buildings now has a pool of workshops depending on the building blueprint. These workshops can be allocated to different manufacturing processes as desired. Number of workshops define how many workers will work on the given manufacturing process. The number of workers working a manufacturing process will multiply the input and output of the manufacturing process, but the process duration will remain the same.
New Cities
A city is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, city reports, increased citizen migration, tax income and capital declaring.
A capitol building will form a city with all buildings in its jurisdiction around it. The jurisdiction can be expanded with police stations. Buildings within a jurisdiction belong to the empire that made it.
World Ownership
A world can be claimed using a flag. When claimed all buildings and cities on the world will change ownership to that of the claimer.
Another empire can takeover a world by claiming it with a flag of their own. To prevent this a military headquarters is required.
Military Bases
A military headquarters can only be built on a claimed world, and there can only be one. While the world has a military headquarters it cannot be claimed by another empire.
A military headquarters is required for there to be any military buildings. While there are other military buildings on the world, the military headquarters cannot be destroyed.
World Population Limits
The population limit, compared to old-style cities, has been increased dramatically. All worlds can now have populations in the thousands, and ringworld arcs can have millions.
Morale penalties start appearing once half the population limit is reached and scales up to -20 at the population limit.
However all worlds now have a building limit of 400, so reaching high populations will require big buildings rather than many buildings.
World | Size | Area | Max Population | Max Building |
---|---|---|---|---|
Sphere 1 | 1,894m diameter | 11,268,913m² | 11,269 | 400 |
Sphere 2 | 3,788m diameter | 45,075,652m² | 45,076 | 400 |
Sphere 3 | 5,682m diameter | 101,420,217m² | 101,420 | 400 |
Sphere 4 | 7,576m diameter | 180,302,609m² | 180,303 | 400 |
Sphere 5 | 9,470m diameter | 281,722,826m² | 281,723 | 400 |
Sphere 6 | 11,364m diameter | 405,680,870m² | 405,681 | 400 |
Sphere 7 | 13,258m diameter | 552,176,739m² | 552,177 | 400 |
Sphere 8 | 15,152m diameter | 721,210,435m² | 721,210 | 400 |
Sphere 9 | 17,045m diameter | 912,781,956m² | 912,782 | 400 |
Sphere 10 | 18,939m diameter | 1,126,891,304m² | 1,126,891 | 400 |
Sphere 11 | 20,833m diameter | 1,363,538,478m² | 1,363,538 | 400 |
Sphere 12 | 22,727m diameter | 1,622,723,478m² | 1,622,723 | 400 |
Ringworld arc | 229,814 x 17,850m | 4,102,166,484m² | 4,102,166 | 400 |
World Population Growth
The population growth is based on the city morale. There are three different population growth sources: baby births, indigenous migration, and space traveller migration.
- Morale affects birth rate.
- When morale is zero or more, babies will be born in the city, if the world population is two or more.
- When morale is less than or equal to the number of breeding pairs, no babies are born in the city.
- The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.
- The maximum rate per world is one baby per minute.
- Morale affects migration of indigenous people, on habitable worlds and ringworlds.
- When morale is zero or more, indigenous people move into your buildings.
- When morale is -2 or less, citizens depart the city to live among the indigenous.
- At -1 morale, indigenous people neither arrive nor depart.
- The magnitude of the morale increases the rate of arrivals and departures.
- The maximum rate per world is one arrival and one departure per minute.
- Morale affects travellers arriving and departing from airports, at buildings connected to an airport.
- When morale is zero or more, travellers arrive via airports.
- When morale is -2 or less, travellers depart via airports.
- At -1 morale, travellers neither arrive nor depart.
- The magnitude of the morale increases the rate of arrivals and departures.
- The maximum rate per world is one arrival and one departure per minute.
Changes
- Buildings
- Cities
- Building Design
- Construction
- Added Private Security Contractor
- Added Drilling Rig
- Added Nuclear Fuel Plant
- Added Shed
- Added Storage Tank
- Added Airport Radar
- Added Military Headquarters
- Added Military Barracks
- Added Space Marine Barracks
- Added Star Fleet Academy
- Added Military Guard Post
- Added Military Motor Pool
- Added Military Dock
- Added Military Airport Terminal
- Added Military Gun Tower
- Added Military Radar
- Added Fences and Walls (Planed)
- Added Bridge (Planed)
- Added Space Elevator (Planed)
Links
- 2017-11-27 Status Buildings
- 2017-12-01 Buildings Debut
- 2017-12-06 Claims, Buildings and Bugs
- 2017-12-07 Bug Fixes
- 2017-12-09 Storage and Bug Fixes
- 2017-12-14 Stores and Light Sources
- 2017-12-15 Bulldozer and Bugs
- Dynamite Crater
- 2017-12-21 Roads, Fires, Craters
- 2017-12-28 Bugs
- 2017-12-30 Map
- 2018-01-02 Landscape Plants, Sea Chests, Lost Gas Giant City
- 2018-01-06 Capitol Building
- 2018-01-11 Blueprint Size, Buildings, Sea Chest, Gear Lost
- 2018-01-24 Custom Textures, Bugs
- 2018-02-16 Bugs
- 2018-02-22 Power, Transporter Places, Nav HUD
- 2018-03-01 Broker, Airport, Air Base, Transporter
- 2018-03-02 Broker, View Aspect, 7500 Spacecraft
- 2018-03-08 Buildings, Roads, Officers, Landing Beacons
- 2018-03-14 Buildings
- 2018-03-16 Designer, Small Craft, Mother Ship, Turbo Lift
- 2018-03-22 Designer Preview
- 2018-03-23 Designer Station
- 2018-03-26 Terrain Update, Servers
- 2018-03-29 Door Animation
- 2018-04-04 Load Balance, Airports and Cities, Sticky Ground
- 2018-04-05 Spacecraft Factory, Vehicle Factory
- 2018-04-09 Production Lines
- 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks
- 2018-04-13 Production Line Headache, Power Plant Design
- 2018-05-24 City Report Crash, Web Server Upgrade, Helmet HUD
- 2018-05-31 Slow Building Placement, Client Crash on Exit, E-mail Address Changed
- 2018-06-01 Suffocation in Turbo Lift, Smoke Lockup, Drop Current Item Button
- 2018-06-05 Building Terrain Error, Server Load Distribution
- 2018-06-06 Road Construction, Patent Development, Non-free Blueprints
- 2018-06-08 Building Construction, Hospitals, Discord
- 2018-06-11 Server Deadlock, Indigenous Punishers
- 2018-06-13 ROLLBACK due to broken air production.
- 2018-06-12 Morale COUNTDOWN