Buildings and Cities

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 it’s infinitely scaleable. Things like roads would have to be procedural though, because designing the roads for your entire planet just wouldn’t work.

On building style, I don’t 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.

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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 can’t. 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 civilization’s 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 don’t argue about underwater civilizations again, I don’t want this to be one of those posts.

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I know I’m double postings, so sorry, but here are some images of progression as an example for thatch houses
h u t
Level 1 (Starts at the beginning of society)
h o u s e
Level 2(Mid-Early Society)
city
Industrial stage
Space Age(next post)

Sorry for triple[img]http:(it wasnt letting me do this image on last post

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 it’s 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 can’t get tools or materials without market or society center(market → selling for profit / society center → 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 won’t 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.

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Pretty sure there’d be biomes where mines’d be useless (an in not able to extract anything valuable)…

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Plus good geological science could tell you where it’s best to place them if it isn’t just a place them anywhere situation.

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Would you be able to build commercial airports too?

Yes. Commercial, trade, bomber, if it’s an aircraft, you can build one here.

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I can guess aircraft carriers would also carry this function?

Maybe. But remind this. Aircraft carriers only ‘carry’ 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.

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Could be. Supplements raw resources, outputs advanced machinery?

Not really raw resources, processed ones. Such as semiconductor, engine part, etc.
Blacksmith can process minerals into ingots, and then tools. That’s 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.

    1. Minor Upgrades
      This upgrade won’t demolish the whole building, and only requires small amount of resources. Just add and change some features. Think it as getting new furniture.
    1. 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 building’s efficiency in a good way, and enabling it to process more items at once. Think it as a renovation.

Those upgrades won’t be executed automatically right after achieving new technology, but after the player approve/accept it’s 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 ‘The Universim’.

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Can’t those outdated buildings be repurposed for something else?

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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 don’t 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).

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It could look weird if you just left a bunch of those “building stumps” all over the place. Also a foundation defines how heavy of a building can be placed ontop of it.

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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)
      • Timber Trees
    • Permanent Cropland Plantation
      • Fruit and Nut Trees
      • Grapevine (Vineyard)
      • Sugarcane
      • Some Rice
    • Non-Cropland Farmland
      • Ranch
      • Nectar Farm (Bee Farm: for Honey)
    • Mixed/Cluster of Small Farms
  • Rangeland/Pasture

Artificial Wetlands

  • Semiaquatic and Aquatic Croplands
    • Semiaquatic Paddy Fields (Flooded Arable) (Some Rice, Taro)
    • Aquatic Deepwater Cropland (Water is more than 50 cm (20 in) deep for at least a month) (Some Rice)
  • Freshwater Aquaculture
  • Canals
    • Waterways
    • Aqueducts
  • Reservoir

Urban

  • Streets
  • Dump
  • Indoors
    • House
      • Cellar
      • Attic
      • Walls
    • Apartments

Marine

  • Marine Aquaculture
  • Submerged Structure
    • Ship
    • City
  • Oil Spill

Subterranean Freshwater

  • Subterranean Canals
  • Flooded Mines
  • Freshwater Pipes
  • Sewage System
    • Industrial Sewer
    • Sanitary Sewers
    • Storm Drain
    • Combined Sewage System
  • Industrial Waste River

Artificial Shoreline

Subterranean (Non-Aquatic)

  • Landfill
  • Artificial Cave-like System
    • Underground Mine
    • Subway
    • Catacombs
    • Utility Tunnels
    • (Other Tunnel Network)

Destroyed and Abandoned Surface Areas

  • Abandoned Excavation Site
    • Open Pit Mine
    • Strip Mine
    • Mountaintop Removal Mine
  • Abandoned Deforested Forest
  • Abandoned Urban Area

Polluted (Biome Name)

  • (Pollution Subtype)
  • (Pollution Subtype)
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Did you make any adjustments to the list of those artificial biomes?