Difference between revisions of "Turf 2 Supply Chain Ideas"
| m |  (Added trade/logistics) | ||
| (One intermediate revision by one other user not shown) | |||
| Line 3: | Line 3: | ||
| 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 | ||
| Line 12: | Line 18: | ||
| * 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 | ||
| Line 23: | Line 29: | ||
| * 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) | ||
| Line 31: | Line 37: | ||
| * 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
