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(TFT) more Buildings
Okay, I don't get much time to play games these days but here's the first
page of 2 types of buildings in Sim City Societies that I've unlocked so
far.
Venues
Altar
Animal Preserve
Antique Shope
Arboretum
Art Gallery
Art Museum
Ballon Cart
Baseball Field
Beauty Salon
Bed & Breakfast
Bingo Parlor
Bonfire Pit
Bookstore
Botanical Garden
Bungee Jump
Butcher Shop
Cabin
Cafi'
Campgrounds
Candy Store
Car Dealership
Carnival Games
Carousel
Casino
Castle Ruin
Children's Museum
Workplaces
50's Gas Station
Administration Building
Animal Rescue Offices
Astrophysics Lab
Bank
Behavioral Science Lab
Bobby Station
Brewery
Bureaucracy Office
Campus Radio Station
Charity Center
Chicken Coop
Chocolate Factory
Clown School ("Burn that seat")
Communal Garden
Creepy Barn
Dairy Barn
Dept. of Public Works
Docks
Elder Council
Evangelical Center
Farm
Farming Co-op
Fire Birgade
Fire Station
Fireworks Shack
(What starts the second page is Game Design Studio or something. ROTFLMAO! 9
to 5, 5 day a week job? Maybe for SOME! LOL! Giving oneself a job in one's
own mind is a different entry on the Jobs Lists than office work. I'd
probably assign AT LEAST 1 die (3.5) of risk separation if not more. office
game designer risk ~5/16; unaffiliated game designer risk 9/12)
The six societal values are productivity, prosperity, creativity,
spirituality, authority, and knowledge.
Societies
Authoritarian
Built up with a focus on authority, authoritarian cities are reminiscent of
Fascist dictatorships such as Italy under Benito Mussolini or Hitler's
Berlin, or the fictional London in Airstrip One from George Orwell's
Nineteen Eighty-Four-complete with surveillance cameras, secret police,
propaganda ministries, opulent buildings for the leadership, and slum
housing projects.
Capitalist
Focus is on prosperity. Capitalist cities feature buildings such as
department stores, skyscrapers, stock markets, corporately-owned condos, and
major company headquarters.
Contemplative
Focus is on spirituality. Buildings include cathedrals, pagodas,
monasteries, evangelical centers, megachurches, dojos, and golden statues of
Buddha.
Cyberpunk
A futuristic city built with the use of knowledge, prosperity, and
authority, complete with flying cars and holographic sport stadiums.
Fun City
Focused on creativity, a fun city is built up entirely of venues to maintain
the happiness of its citizens. Buildings include ferris wheels, carnivals,
zoos, casinos, water and amusement parks, and candy shops.
Industrial
Mainly producing productivity, industrial cities are primarily made up of
polluting industry, slum housing, high crime, sweatshops, and factories to
produce various wares with a Roaring Twenties feel to it as venues such as
pubs, speakeasy and Union Halls
Romantic
Focus is on providing prosperity to the Sims while maintaining cultural and
artistic elements. Buildings include concert halls, opera houses, baroque
fountains, and cobblestone streets, like Rome, Venice or Paris.
Small town
A tribute to small town Americana. Focus is on small scale spirituality and
prosperity. Buildings include windmills, sheriff stations, butcher shops,
diners, drive-ins, and farms.
Haunted
Hidden profile included as an easter egg. It functions on a smaller scale
than other profiles and is built up with buildings including graveyards,
asylums, dungeons and haunted houses.
Normal
An average North American/European city with no extremes on social energies.
Buildings include a mix of buildings from the societies listed above. Also
some futuristic technologies and some older housing or decorations.
Buildings
In SimCity Societies, there are four types of buildings: power plants,
houses, workplaces and venues. Houses are where citizens live (granted the
Sims are not homeless), workplaces are where Sims work (granted the Sims are
not unemployed) and venues are places that provide happiness to citizens.
Power plants provide power to the city, and generate income. There are also
decorations, such as plazas and sculptures.
The loose affiliations between buildings and moral factors are;
Fame
Housing - Units/Population
Fortune
Businesses - Units/Population
Happiness
Venues - Units/Population
With powerplants being a straight forward issue for the fourth building
type.
Buildings will produce a bivailant value for "happiness" depending upon the
ratio of its Societal Values and its Cultural Bias toward Habit or Novelty.
Habit (Authority, Productivity, Spirituality) : Novelty (Creativity,
Prosperity, Knowledge)
Directly opposed opposites are;
Constraint : Authority / Creativity
Support : Productivity / Prosperity
Access : Spirituality / Knowledge
Societal Values
There are a total of six values that you either promote or suppress to
create the city of your dreams - or nightmares.
AUTHORITY (Habit)
Opposite - Creativity
Opposed - Prosperity, (s) Knowledge
Aligned - (s) Productivity, Spirituality
CREATIVITY (Novelty)
Opposite - Authority
Opposed - Productivity, (s) Spirituality
Aligned - (s) Prosperity, Knowledge
KNOWLEDGE (Novelty)
Opposite - Spirituality
Opposed - Authority, (s) Productivity
Aligned - (s) Creativity, Prosperity
PRODUCTIVITY (Habit)
Opposite - Prosperity
Opposed - (s) Creativity, Knowledge
Aligned - Authority, (s) Spirituality
PROSPERITY (Novelty)
Opposite - Productivity
Opposed - (s) Authority, Spirituality
Aligned - Creativity, (s) Knowledge
SPIRITUALITY (Habit)
Opposite - Knowledge
Opposed - Creativity, (s) Prosperity
Aligned - (s) Authority, Productivity
A buildings function (compound buildings later.) is related to the six
societal values; productivity, prosperity, creativity, spirituality,
authority, and knowledge.
A building can produce societal values, income, happiness/unrest, training
(Talents), workforce, items, and/or shelter/protection.
There's decoration too but that seems a tad superfluous. for me to talk
about it that is, I've only relatively recently been putting effort into
'top of the model' and actual 'role-playing' aspects of role-playing games.
Buildings usually require a certain amount of a given societal value (or
more than one) as well as the monetary value and Technology required to
"unlock" the ability to build such a structure.
The rule of thumb here is that a modern North American/West European
requires about 1 athletic field of arable land to be fed.
Depending on the lifestyle, they also need space to waste.
How many of 'em do ya got?
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