Difference between revisions of "Turf 2 Supply Chain Ideas"
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(Added trade/logistics) |
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For some recipes all components are compulsory, for others | For some recipes all components are compulsory, for others | ||
− | =Primary Resources= | + | ==Trade/Logistics== |
+ | * Players can hold resources in their inventories, in their vehicles, or in bases/warehouses. | ||
+ | * Bases require Pallet Space to store resources. This can be designated with a special block that is invisible when empty and has boxes/wares when full | ||
+ | * Warehouses can be owned by players for non-commercial purposes (ie, they make no income), but allow them to mass-stockpile things | ||
+ | * Players can do deliveries to buildings and this should level-up their income. | ||
+ | |||
+ | ==Primary Resources== | ||
Primary resources are produced continuously and endlessly from a relevant building based on natural deposits. Perhaps they should be boostable with suitable consumables (such as explosives) | Primary resources are produced continuously and endlessly from a relevant building based on natural deposits. Perhaps they should be boostable with suitable consumables (such as explosives) | ||
* Iron Ore | * Iron Ore | ||
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* Uranium | * Uranium | ||
− | =Generated Resources= | + | ==Generated Resources== |
Require no inputs apart from electricity or water | Require no inputs apart from electricity or water | ||
* Hydrogen (via electrolysis) | * Hydrogen (via electrolysis) | ||
− | =Agricultural Resources= | + | ==Agricultural Resources== |
Agricultural Resources are grown. They could be generated by themselves, or have their yields increased by having access to something like fertilizer | Agricultural Resources are grown. They could be generated by themselves, or have their yields increased by having access to something like fertilizer | ||
* Lumber | * Lumber | ||
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* Rubber (Tropical) | * Rubber (Tropical) | ||
− | =Building Materials= | + | ==Building Materials== |
Resource requirements for buildings should be some of these | Resource requirements for buildings should be some of these | ||
* Bricks ( Clay -> Bricks) | * Bricks ( Clay -> Bricks) | ||
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* Building Supplies (Bricks / Concrete / Wood / Steel -> Building Supplies) -- Should there be a generic "building supplies" resource? | * Building Supplies (Bricks / Concrete / Wood / Steel -> Building Supplies) -- Should there be a generic "building supplies" resource? | ||
− | =Consumables= | + | ==Consumables== |
− | ==Residential/Office/Civilian== | + | ===Residential/Office/Civilian=== |
* Foods (Grain -> Food) | * Foods (Grain -> Food) | ||
* Paper (Lumber -> Paper) | * Paper (Lumber -> Paper) | ||
− | ==Industrial/Military== | + | ===Industrial/Military=== |
* Small Arms ( Steel -> Weapons ) -- Should be augmentable with increasingly rare resources to make better tier weapons | * Small Arms ( Steel -> Weapons ) -- Should be augmentable with increasingly rare resources to make better tier weapons | ||
* Natural Gas ( Hydrogen + CO2 -> Natural Gas via Sabatier process ) | * Natural Gas ( Hydrogen + CO2 -> Natural Gas via Sabatier process ) | ||
Line 45: | Line 51: | ||
* Military Supplies ( Munitions + Small Arms + Long Life Food + Medical Supplies ) -> Military Supplies | * Military Supplies ( Munitions + Small Arms + Long Life Food + Medical Supplies ) -> Military Supplies | ||
− | =Waste= | + | ==Waste== |
Waste resources are sometimes required to be removed in order to maintain | Waste resources are sometimes required to be removed in order to maintain | ||
* CO2 (is normally vented) | * CO2 (is normally vented) | ||
* Garbage | * Garbage | ||
+ | |||
+ | [[Category:Content]] |
Latest revision as of 07:43, 16 July 2020
Ideas for supply chain should go here. If you would like to suggest a resource/chain
For some recipes all components are compulsory, for others
Contents
Trade/Logistics
- Players can hold resources in their inventories, in their vehicles, or in bases/warehouses.
- Bases require Pallet Space to store resources. This can be designated with a special block that is invisible when empty and has boxes/wares when full
- Warehouses can be owned by players for non-commercial purposes (ie, they make no income), but allow them to mass-stockpile things
- Players can do deliveries to buildings and this should level-up their income.
Primary Resources
Primary resources are produced continuously and endlessly from a relevant building based on natural deposits. Perhaps they should be boostable with suitable consumables (such as explosives)
- Iron Ore
- Gravel/Sand/Clay (should these be separate?)
- Oil
- Coal
- Natural Gas
- Uranium
Generated Resources
Require no inputs apart from electricity or water
- Hydrogen (via electrolysis)
Agricultural Resources
Agricultural Resources are grown. They could be generated by themselves, or have their yields increased by having access to something like fertilizer
- Lumber
- Grain
- Spices (Tropical)
- Rubber (Tropical)
Building Materials
Resource requirements for buildings should be some of these
- Bricks ( Clay -> Bricks)
- Concrete ( Sand + Lime -> Concrete )
- Steel ( Iron Ore + Coal -> Steel )
- Wood ( Lumber -> Wood )
- Building Supplies (Bricks / Concrete / Wood / Steel -> Building Supplies) -- Should there be a generic "building supplies" resource?
Consumables
Residential/Office/Civilian
- Foods (Grain -> Food)
- Paper (Lumber -> Paper)
Industrial/Military
- Small Arms ( Steel -> Weapons ) -- Should be augmentable with increasingly rare resources to make better tier weapons
- Natural Gas ( Hydrogen + CO2 -> Natural Gas via Sabatier process )
- Ammonia ( Natural Gas -> Ammonia )
- Fertilizer (Ammonia -> Fertilizer)
- Explosives (Fertilizer -> Explosives)
- Munitions ( Steel + Explosives -> Munitions )
- Military Supplies ( Munitions + Small Arms + Long Life Food + Medical Supplies ) -> Military Supplies
Waste
Waste resources are sometimes required to be removed in order to maintain
- CO2 (is normally vented)
- Garbage