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Productive district #52

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tukkek opened this issue Mar 22, 2017 · 11 comments
Open

Productive district #52

tukkek opened this issue Mar 22, 2017 · 11 comments

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@tukkek
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tukkek commented Mar 22, 2017

capitol: 15 labor, allows you to pay to complete a labor. The exchange rate is 1 labor = treasure(level)/level, where level is the city size

@tukkek tukkek added this to the Middle-term milestone Mar 22, 2017
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tukkek commented Mar 22, 2017

bank (industrious): allows players to store money, on which interest is taken and store items for later use

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tukkek commented Mar 31, 2017

It's not clear how to to synchronize them with the district though. turn() isn't the most efficient way to loop through a district, but may be the best option. It would also require keeping a HashSet of all buildings to avoid repetition, but this can be transient (a simple cache lost at restart). Then maybe once a week (1/7 chance) to rescan all non-cached building - or force it and clear cache when the building itself is upgraded.

Both can probably share the same code, with one overriding the other and changing #providebonus(). It's also necessary to recalculate all monster CRs after the upgrade (also probably cloning the source just to be safe).

They'd cost 5 labor with +5 labor and +1 minimum town rank per upgrade step. +1 damage is probably lower than +1 AC, so make sure to bump it accordingly.

An icon of a anvil should suffice, maybe with a imposed armor or weapon. Should be easy enough to pick from the item library.

@tukkek
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tukkek commented Apr 4, 2017

Auction House: buy / sell items depending on Diplomacy - unlike the criminal Slums where it's a fixed rate. Also, the auction house is always open with an offer and willing to buy, while Slums are either only willing to buy or sell and only generate items periodically.

@tukkek tukkek added the District label Apr 8, 2017
@tukkek tukkek changed the title Industrious district Productive district Apr 9, 2017
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tukkek commented Apr 9, 2017

Marketplace (industrious, 10, singleton, requires town): increases labor production by 10%. Bazaar (upgrade, 10, requires city): also serves as a shop with a 1d4+1 random Artifacts each week.

Farm (industrious, 5 labor), decreases growth cost by 10%, 1 per city rank

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tukkek commented Apr 9, 2017

Fishery

@tukkek tukkek added the Art label Apr 19, 2017
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tukkek commented Jul 28, 2018

Workshop (5/10/15/20, requires hamlet/village/town/city): autonomously adds labor to any Construction Site in the district. May be built multiple times. Could be flavored as "tool shed / workshop / masons guild / architects guild".

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tukkek commented Jul 28, 2018

Logistics office (20 labor, requires City): adds +1 to city size, removes it if Location is destroyed.

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tukkek commented Jul 28, 2018

Vault (town, 15 labor): generates a small amount of daily work on its own - 1% town size?

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tukkek commented Jul 28, 2018

Junkyard (10, requires village): has a daily percentage chance of adding 1 junk token equal to the number of locations in the town. Once it reaches 100 tokens, it can be visited by any unit with the crafting skill #197 to receive an amount of components equal to RewardCalculator#getgold(unit#cr).

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tukkek commented Jul 28, 2018

Focus (0, human only): select a project to receive more labor than the others. This will become a new project ("Focus: [project name"), which will repass all incoming labor to it and invalidate itself once the other work is completed. Is only valid if the city is working on multiple projects to begin with.

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tukkek commented Dec 14, 2018

Rename to mercantile.

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