How could a civilization end up building cities? would you have to place down buildings individually(like spore, but more complex), placing down districts like in civ 6, or just plopping down cities(probably too simple)
Also, how could you influence your building style? I think it could be cool to implement a feature where the kind of creature or tribe you were influences your building style, and what you can create(for example if you are a creature that generally lived in caves, you could build vast, but not tall huts
For the building placement I think zoning areas for specific buildings, and then having the game build them for you would make the most sense. This would work the best because itâs infinitely scaleable. Things like roads would have to be procedural though, because designing the roads for your entire planet just wouldnât work.
On building style, I donât really know, if the buildings end up being procedural, then the decorations would have to be somewhat procedural, with limited player input, but if the buildings are premade, or are made completely by the player, the player could add any decorations they want to any part.
There are a lot of ways to make a city besides a cluster of buildings upon the ground
Consider the possibility of swarming migrators making cities: They would need something quick and temporary (or even entirely mobile) for their structures
For a closer-to-human example, fossorial creatures would not build but would dig, and form underground burrows for their cities
Even the basic components will be different: For example, many species (including intelligent ones) have no real need for shelter or bedding the way humans do
Sorry for the necro, but like maybe an algorithm in the game could decide what your city looks like based on the environment you were in when you developed sapience. For example, if you lived somewhere with lots of clay and mud, you could have mud brick houses and adobe abodes. or if you were from somewhere with lots of grass, you could have thatch huts. your original style determines how your city develops in the later parts of society and maybe even industrial stages.
Another example: if you had mud bricks, you might not need to develop stone buildings, or maybe you just canât. In the industrial stages, if you develop skyscrapers, they could look like mud buildings(they would still be made of steel and glass), to match your civilizationâs glorious past or whatever. either way, I am so excited for the later stages
Last part, if you have an arboreal civilization, you might at first either just live inside trees, or make treehouses and later on, your skyscraper cities could just not be skyscrapers and have large trees. Underwater civilizations(not going to explain how it would work, because we have to learn from the mistakes of the past.) could make buildings out of coral because sand and things like that would not work. later on in the late industrial stage when you invent biotechnology, your coral cities could become visible from a continent view, probably not a planet view though. If you were so somehow invent lightbulbs.(maybe by bioengineering bioluminescent coral extensions, you could theoretically see city lights. (Please donât argue about underwater civilizations again, I donât want this to be one of those posts.
Thriveloverin_kr
(Usually active during 8pm ~ 6am (EST), cause I live in S.Korea)
8
We need some types of buildings or districts and those are my ideas for them:
Farm/Crop Field - Provides food. Barn and pasture can be added.
Residential Area - Provides rooms for more population
Eatery - Cooks the food for better efficiency consuming food. Restaurant District and Pub can be added.
lumberyard - If placed in a forest, it automatically chops down trees
Mine - Can be placed anywhere for automatic stone/mineral/coal supply, but if itâs placed close to the mountain, it gives more stone and mineral
Blacksmith - Process mineral by consuming coal or tree(you can select) to actually use them. Once processed, it can also turn them into tools and weapons.
Temple - Provide citizens(who believe in the religion)with happiness and also can spread religion to nearby nation
Storage - Give a room for resources. Works like a hub.
Market - Sell tools and processed materials for money to citizens. Citizens canât get tools or materials without market or society center(market â selling for profit / society center â giving them away for free).
Prison - Punish criminals according to the laws and policy
Military base - For making soldiers, guards, etc.
Hospital - For curing injured or infected citizens
Entertainment District - Provide citizens with a big amount of happiness. Theater and stadium can be added.
City hall - Enable complicated policy/laws
School - For making educated population. Makes your research faster. University can be added.
Port - For making ships and can automatically collect aquatic creatures for food
Embassy - For an alliance. If you place one of it, it will enable alliance feature.
-After industrial revolution-
Factory - For making products using materials
Generator - For making electricity. Can choose energy source, such as, wind, water, fossil fuel, etc. Battery can be added.
Oil pump/Oil rig - Extract oil from underground
Parking lot - For vehicles. Cars will consume fuel constantly.
Science Lab - Makes your research even faster. Also can make elite.
Space Center - For researching space. Also can launch rocket.
International Embassy - For establishing international organization. Only can place one of it, and only can place it if you are one of the superpowers(At least need to be in 5th place). If every single nations joined the alliance, and most of them agree for being merged into a big giant nation, It will become a space empire(If there are any nations who researched rocketry. Without any nation having this technology, game wonât allow you to proceed voting)
-Cinema can be added to Entertainment District after industrial revolution
-Missile Silo and Airport can be added to Military base after industrial revolution for missiles and aircraft
-Terminal can be added to Storage after industrial revolution to use modern day vehicles for transporting goods
If you got any other ideas for another building types, please share it.
2 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
9
Pretty sure thereâd be biomes where minesâd be useless (an in not able to extract anything valuable)âŚ
3 Likes
Deathwake
(i nuked zenzone and will never let him forget it)
10
Plus good geological science could tell you where itâs best to place them if it isnât just a place them anywhere situation.
4 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
11
Would you be able to build commercial airports too?
Thriveloverin_kr
(Usually active during 8pm ~ 6am (EST), cause I live in S.Korea)
12
Yes. Commercial, trade, bomber, if itâs an aircraft, you can build one here.
2 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
13
I can guess aircraft carriers would also carry this function?
Thriveloverin_kr
(Usually active during 8pm ~ 6am (EST), cause I live in S.Korea)
14
Maybe. But remind this. Aircraft carriers only âcarryâ planes, not making them on the sea. We can give it a feature to carry resources and make them on the sea, but that would be another type of unit beside from aircraft carrier. Maybe we can have an ocean base and apply the function to it.
2 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
15
Could be. Supplements raw resources, outputs advanced machinery?
Thriveloverin_kr
(Usually active during 8pm ~ 6am (EST), cause I live in S.Korea)
16
Not really raw resources, processed ones. Such as semiconductor, engine part, etc.
Blacksmith can process minerals into ingots, and then tools. Thatâs all. But for factories, they process ingots into complicated products like computer chips, steel bar, etc.
Edit:I just got an idea for buildings. Should buildings have upgrade system? More advanced the technology become, the building also need to become more advanced. And, I think there should be two types of upgrades.
Minor Upgrades
This upgrade wonât demolish the whole building, and only requires small amount of resources. Just add and change some features. Think it as getting new furniture.
Major Upgrades
This upgrade will demolish the whole building and this will require huge amount of resources. This upgrade will be available when a huge change is being made, such as start of iron tools usage, industrial revolution, and inventing computer. This upgrade will hugely affect the buildingâs efficiency in a good way, and enabling it to process more items at once. Think it as a renovation.
Those upgrades wonât be executed automatically right after achieving new technology, but after the player approve/accept itâs upgrade. Workers should carry resources with their hand, or with vehicles to the construction site. After they finish delivering resources, they will start building it. This part was inspired by the game named âThe Universimâ.
1 Like
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
17
Canât those outdated buildings be repurposed for something else?
1 Like
Thriveloverin_kr
(Usually active during 8pm ~ 6am (EST), cause I live in S.Korea)
18
Oh right, forgot about mentioning it. You can demolish the building and get most of the resources you used building it. And also, when you try to build a building in the prototype version of this stage, you get a base of it first, and with enough resources, it will be fully constructed, right? So it will be the opposite of this. You demolish the building, and only the base of it will left. Then, you can deliver resources to build the new one. You donât need to place another building. It may be fully demolished if you want it to be (you will also get the resources which you used for making the base of it).
1 Like
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
19
It could look weird if you just left a bunch of those âbuilding stumpsâ all over the place. Also a foundation defines how heavy of a building can be placed ontop of it.
This is only half relevant, but it seems relevant enough, so . . .
Anthropogenic Biomes
Farm: An area of land dedicated to growing consumables and/or domesticated animals.
Plantation: A large Farm dedicated to one specific crop.
Ranch: An area of land dedicated to raising livestock.
Arable Land: Cropland that requires yearly replanting. (Example: Root Vegetables)
Permanent Cropland: Cropland that can be re-harvested without replanting. (Example: Fruit Trees)
Rangeland/Pasture: Places for grazing livestock. Rangelands have primarily native vegetation and pastures are more intentionally grown with seeding, irrigation, and fertilizer.
Aquaculture: Farm for aquatic organisms such as fish, crustaceans, mollusks, algae and other organisms of value such as aquatic plants.
Agricultural Land
Farmland
Arable Land Plantation
Arable Crops
Most Cereal Grain (Includes some but not all rice; on earth, includes all non-rice Cereal Grains)