Difference between revisions of "Talk:Turf 2 Design/Suggestions"

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I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?
 
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?
 
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?
 
  
 
== Resources ==
 
== Resources ==

Revision as of 18:36, 4 May 2019

Base Engine

Modability

Performance Goals

Artistic Goals

Economy

Regarding Finance / Resources / Economy:

Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income? If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor? Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?

I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?

Resources

Finance

Other suggestions?