Building Update
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 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.
However all worlds now have a building limit of 200, so reaching high populations will require big buildings rather than many buildings.
- Sphere 1, diameter 1,894m, area 11,268,913m² = 11,269 max population, 200 buildings
- Sphere 2, diameter 3,788m, area 45,075,652m² = 45,076 max population, 200 buildings
- Sphere 3, diameter 5,682m, area 101,420,217m² = 101,420 max population, 200 buildings
- Sphere 4, diameter 7,576m, area 180,302,609m² = 180,303 max population, 200 buildings
- Sphere 5, diameter 9,470m, area 281,722,826m² = 281,723 max population, 200 buildings
- Sphere 6, diameter 11,364m, area 405,680,870m² = 405,681 max population, 200 buildings
- Sphere 7, diameter 13,258m, area 552,176,739m² = 552,177 max population, 200 buildings
- Sphere 8, diameter 15,152m, area 721,210,435m² = 721,210 max population, 200 buildings
- Sphere 9, diameter 17,045m, area 912,781,956m² = 912,782 max population, 200 buildings
- Sphere 10, diameter 18,939m, area 1,126,891,304m² = 1,126,891 max population, 200 buildings
- Sphere 11, diameter 20,833m, area 1,363,538,478m² = 1,363,538 max population, 200 buildings
- Sphere 12, diameter 22,727m, area 1,622,723,478m² = 1,622,723 max population, 200 buildings
- Ringworld arc, dimensions 229,814 x 17,850m, area 4,102,166,484m² = 4,102,166 max population, 200 buildings
World Population Growth
The population growth is based on the morale of 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