SimMedieval

Post Info TOPIC: SC4 - SM


Lord

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SC4 - SM
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Getting around this seems the biggest challenge at this point. I'm not sure yet how many of these things can be blocked, or how many just won't have an equivalent in medieval times. If they can't be blocked outright (via DAMN/SSPTool perhaps), than we should be able to have them at the bottom of menus with a bunch of black, empty icons in between. Any thoughts on how to convert/translate any of these services etc would be much appreciated. 
Remembering also that there is essentially two games being made, SM urban & SM medieval, so although some of these will be able to be in both, many won't. 


Residential

LW (urban) -

MW (urban) -

HW (urban) -



LW (rural) - serfs, slaves

MW (rural) - freetowners

HW (rural) - lords


Commercial

(markets, blacksmiths?



LW (urban) -

MW (urban) -

HW (urban) -





LW (rural) -

MW (rural) -

HW (rural) -


Industrial



(mills, blacksmiths?



Dirty (urban) -

Manufacturing (urban) -

High Tech (urban) -





Dirty (rural) -

Manufacturing (rural) -

High Tech (rural) -


Police -

Fire -

Hospital/doctor -

Schools

- Elementary -

- High -

College -

Museum -

Libraries -

Landfill - there were none. I think perhaps if rubbish building up is made far more acceptable, and the rubbish graphic is made a bit more subtle, that part of the effect of increased population will be increased rubbish.


seaports - an upgradeable medieval seaport is a must! (actually 2 of them R & U, that will be fun to put together)

Town Hall -

Courthouse - there will be an urban courthouse of sorts

Churches - in the cities churches were plentiful so on top of power stations, churches will still be churches. Not so sure about rural areas though

Prison -






Things that didn't exist:

airports - markets

trains - NA

highways

monorail - NA

elevated rail - NA

subway - NA

power stations -  churches















-- Edited by thingfishs on Friday 18th of June 2010 08:11:56 PM

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Serf

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For the power stations in Andau I am using two small lots that are rather anonymous, essentially both are storage areas for wood logs. I avoid the usage of power poles of course, mostly by zoning agriculture.
Nothing very fancy but this is working very well for what I have been doing so far.

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Craftsman

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Sounds like a very good idea. I was actually thinking something similar using the heaps Nexis made a while back.

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Lord

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well I've been using the nexis energy pile for the time being, but at this point I much prefer the church idea as this makes it logical (to a degree).

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Serf

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Well, I find it difficult to follow the logic of churches as power stations. I think their function should be a different one. As rewards they can give cap relief, further park and landmark functions, schools, city administration,city income.
They are the most visible buildings of the age, using them as power stations is quite an utilitarian idea. I think you will still need the small power lots as not every small village or hamlet would have a church.

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Lord

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I don't mean that sort of logic. What is being proposed here is a new game. So things can be "logical" within it, without being logical elsewhere.

The in-game churches will still be there, and on top of that there will be the power giving ones. I will do my best to have everything "explained" and to not have cheater type lots like the energy pile. A better idea for "power" may come along though... but it must still be (ideally) a game element of some sort.

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Serf

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Ok, I going to do a little difficult now.

What exactly do you mean by a new game? I have been under the impression that Simcity will still be at the base of everything you will be doing.

And what kind of logic do I need to follow to see the connection between churches and power stations. I can think of some, but I am not quite sure what your logic is in this case. I understand what you say about the cheater lots, but that is also a question about modding the right costs into the lots that you will be using.

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