The Colony
Posted: Fri Dec 30, 2016 1:47 am
The idea of this mod is to add a planetside colony that grows organically. The role of the player is to build a factory as normal, except that there are additional requirements set by the colony which the player should also attend to.
The player is referred to as the 'Engineer'.
If the Engineer does not adequately protect the colonists and keep them satisfied then the Engineer will be retired / decommissioned (game over).
The colony buildings would be a mix of residential buildings and services.
Colony buildings will spawn civilian units (friendly humanoid biters) which do little more than get in the way. They have some insignificant combat ability but basically to you have to protect them.
If colonists or colony buildings are destroyed you lose colony satisfaction.
If the colony grows you gain satisfaction.
The colony will grow on its own, destroying other buildings if required to make room. You can avoid this by placing buildings before there is the need for them. Having to build around the colony is part of the challenge.
The colony will periodically give you quests to secure the site for a new remote settlement. You will have to eliminate any hostile threats near the coordinates before a new colony building tries to spawn there. You will then have to help defend the new settlement.
The colony will have resource demands specified as quotas. The quotas will be proportional to your base's historical production capacity. The types of items required will vary from time to time, swinging from higher to lower tier items, occasionally being strongly biased towards copper, iron, or oil-heavy items or other things designed to disrupt the normal resource balance of a base. Meeting the quote increases colony satisfaction, falling behind decreases it.
Additional colony-specific items would be added such as food, furniture, luxury items, and other things you might expect in a colony management game.
Service buildings would come in a few styles. Some are essentially an assembly machine where you can feed in resources to not lose colony satisfaction. Some are like beacons that just require power and increase satisfaction in a radius.
Some civilian buildings will generate items such as exotic goods or passengers of a certain type. Passengers for example would be of a certain type (blue, yellow, etc). You should try to deliver blue passengers to blue residential areas (which are usually in a different settlement than the one that generated them), however, each residential area ends up with a capacity. The idea is that you end up with a train network taking passengers to various residential stations until there is a place to unload passengers of that type.
More specific quests would be triggered later, such as launch a rocket within X hours, then launch Y rockets in X hours, kill Y enemy bases in X hours, etc.
There will be a number of difficulty settings that changes the colony growth rate, quota sizes, rocket launch time frames, etc.
Anyone have any more ideas to add to the mix?
Anyone interested in helping build this mod?
I don't have enough time right now to lead a project of this size but I can work on sections and can probably do all of the artwork.
The player is referred to as the 'Engineer'.
If the Engineer does not adequately protect the colonists and keep them satisfied then the Engineer will be retired / decommissioned (game over).
The colony buildings would be a mix of residential buildings and services.
Colony buildings will spawn civilian units (friendly humanoid biters) which do little more than get in the way. They have some insignificant combat ability but basically to you have to protect them.
If colonists or colony buildings are destroyed you lose colony satisfaction.
If the colony grows you gain satisfaction.
The colony will grow on its own, destroying other buildings if required to make room. You can avoid this by placing buildings before there is the need for them. Having to build around the colony is part of the challenge.
The colony will periodically give you quests to secure the site for a new remote settlement. You will have to eliminate any hostile threats near the coordinates before a new colony building tries to spawn there. You will then have to help defend the new settlement.
The colony will have resource demands specified as quotas. The quotas will be proportional to your base's historical production capacity. The types of items required will vary from time to time, swinging from higher to lower tier items, occasionally being strongly biased towards copper, iron, or oil-heavy items or other things designed to disrupt the normal resource balance of a base. Meeting the quote increases colony satisfaction, falling behind decreases it.
Additional colony-specific items would be added such as food, furniture, luxury items, and other things you might expect in a colony management game.
Service buildings would come in a few styles. Some are essentially an assembly machine where you can feed in resources to not lose colony satisfaction. Some are like beacons that just require power and increase satisfaction in a radius.
Some civilian buildings will generate items such as exotic goods or passengers of a certain type. Passengers for example would be of a certain type (blue, yellow, etc). You should try to deliver blue passengers to blue residential areas (which are usually in a different settlement than the one that generated them), however, each residential area ends up with a capacity. The idea is that you end up with a train network taking passengers to various residential stations until there is a place to unload passengers of that type.
More specific quests would be triggered later, such as launch a rocket within X hours, then launch Y rockets in X hours, kill Y enemy bases in X hours, etc.
There will be a number of difficulty settings that changes the colony growth rate, quota sizes, rocket launch time frames, etc.
Anyone have any more ideas to add to the mix?
Anyone interested in helping build this mod?
I don't have enough time right now to lead a project of this size but I can work on sections and can probably do all of the artwork.