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The Universim Community Labs - Mission #4

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Hello Universim citizens!

We hope you're having a good holiday season! We've begun adding some of the core functionality into the alpha including allowing workers to begin taking on certain jobs specifically at key buildings. So today, we want to open the forums to the community to discuss this!

 
  
Mission #4: Key Buildings

 

As we've discussed before, key buildings are functional buildings that are built by the epicenter and can allow the epicenter to unlock additional features, gather/refine resources or even be used in requirements for research. These buildings will require different types of worker job's to operate and will be placed by the player, but constructed by the epicenter as it decides.

 

Sticking with our goal of creating a game with many possibilities, we would like to include as many key buildings as we can that will open up different avenues of survival and research for the player to explore and cater to their play style. For example, do you want to build a tailor in the modern age in order to allow customization of clothing for your citizens, or is creating a lab to discover cures more important?

 
 

Community Question:

 

So our question is simple: what are some key buildings you can think of? How will it affect the game play? For example, a building can:

 

  • Be functional (defense tower, or a cloud generator)
  • Affect an area (a park might increase the happiness of the epicenter)
  • Be a requirement in research (space center is required to research space flight)
  • Provide resources (farms!)
  • Unlock a feature (news station unlocks an update feed for the planet)

 

To help, here's a little template you can follow:

 

Building Name

Worker Job Role

Description

 

Of course we don't expect you to know everything that is planned for The Universim, but use your imagination! You have all been a lot of help with our previous labs, and continue to help stir up new ideas and approaches to the game.

 

Have fun!

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eatery, provides food increases morale and worker rate

 

mines provides materials for making tools and weapons also needed to advance technologically

 

woodcutters needed to make tools houses and weapons and cattle pens :p

 

barracks to train soldiers,,, and hunters unless we have a seperate hunting lodge

 

could go on for ghours but too drunk has its xmas eve :lol:

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Factory - It's a black technology. Provide much pollution. Provide much CO2, that effect on temperature of planet. That may be factory which increase the gathering of some minerals.
Required some workers
 
Green Factory - as are black one, but provide average amount of pollution and minerals.
 
Core Explorer - Provide much minerals (or resources), but make the planet very unstable. Need Sciencist.

Home of teeth - building in stone age. Building, which make more military power, make citizen more aggressive to other nation.
House of Peace - Building in stone age. Building make mil.power, make citizen more peaceful.
 

 

 

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A Bordelle. Everyone knows who works there. The result is inrease of psychological stability of male (mostly, since women don't need the services so much) population and huge decrease in crime rate.

Yes. Decrease.  No, won't provide links since I don't have a time machine that proves the point eficciently.

 

Also, Observatory. Can be upgraded with connection to Orbital Telescope system launched by a Cosmodrome, but still needs staff when upgraded. You can't see the unclaimed star systems when inactive. You can see stars (depending on size and distance), but not planets. The planets of the same star system nearest to the sun can be seen, but cannot be switched to with the camera. The same with the stars. Visibility of a Celestial body depends on the building upgrade, ability of the staff, its size and distance. That will have Observatories needed even on colonies.

Also, provides data for physics research, letting it proceed faster.

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Silo command - provides missile coverage across the world and can be upgraded to defend from incoming threats to the planet (meteors, aliens etc.) and may be extended (not by you but by the workers) with extra silos as only one missile can be in a silo at one time.

 

Genetics Labs - Provides advanced technology and machinery witch involve your people. Technology such as cloning, crop engineering, cyborg implants comparability and even creature creation. Machinery such as cloning machines, advanced medical jell tanks (healing), transforming lifeforms etc.

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I want to start by mentioning that I don't have much of an idea how Worker Job Roles are handled mechanically. So I'll skip that aspect. Also, I'll divide by categories:

 

Space colonisation age

 

Biodome - Provides essential food and oxygen in hostile environments.

Ecosphere - An upgrade to the Biodome with more space for people to spend their free time in.

 

Spaceport - Allows for transport spacecraft to land and load/unload freight.

Space Elevator - Does the same as the Spaceport, but much more efficient.

Shipyard - For constructing transport spacecraft.

 

xy Power Plant - Comes in the Solar, Fusion and Geothermal variants. Necessary to power other buildings.

 

Virtual Reality Simulator - Provides entertainment for the people.

 

Hyperspace Network Node - Keeps you informed of news on other planets.

 

...and all of the ground based terraforming stuff from the previous community labs.

 

Pre-space industrial age

 

Supermarket - Could replace eateries. Refrigeration means better food efficiency

 

Recycling Center - If you run out of ressources (metal, oil) this is the only option to get some back (apart from space mining)

 

Planetary Government - A prerequisite for entering the space age. Eliminates war on the planet. Very expensive.

 

Stadium - Entertainment building so your people can enjoy the latest cow-tipping tournament.

 

that is all I can think of right now. Also I support ALL of the above posts and ideas.

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Building Name: Core

Worker Job Role: Engineering / Scientific

Description: Function to protect, when activated creates a protective dome (like stargate atlantis :-) ) that consumes a lot of energy while active. Works with heat from the core of the planet, the dome may enlarge and cover the entire planet using redirection nuclei in other nearby planets.

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Airfield. pilots use Airfields to increase resource collection (and transport them automatically to disaster stricken areas to increase stability and happiness) also, a requirement to ​Space Centre.

 

Complextile (a textile complex containing cotton fields, cotton gins and clothe factories). in these compounds cloths are made by Textilers. while consuming energy and emitting CO2, these large complexes make the entire population less vulnerable to cold. also allows further research of advanced fabrics needed for battle suites and space suites.

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Farm - Produce food - Either one for one type of food or one farm for all food produced.

 

- Or even a bigger think on this could be that starting out at seeds then building a water solo next to farm then upgrades to plants and small shrubs then building a ferterlizer bin equals more plants and % on plant grouth.

 

- once the more plants have come build timer mill and you then can start growing trees / fruit

 

and forth so how much detail do we really want in this sim ?. and will it turn out to be a sim city on a mega scale ?, now that woudl be something to think about but i do want to see this game progress so start with basics and then go from there.

 

Thoughts aside I want to see this game come out.I dont want to see lots of hours and many months into this game and nothing to show for all the hard work of the artists and the coders because too much content.

 

Just an idear on the farm I have tons of idears but would take pages on pages to list :P.

 

Building Name

Worker Job Role

Description

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Building name : School/ College/ University (maybe consider each one as sort of upgrade?!)

 

Worker Job Roles :  teachers, professors

 

Description:  Well, these are buildings where the knowledge will be increased and the understandment of almost everything. Makes it possible to keep the knowledge and to educate the minions. Increases the produtivity.

 

 

 

 

Building name : Weatherstation

 

Worker Job Role: meteorologists

 

Description: The meteorologists can do weather research  and thus weather forecasts. Makes it also possible to get a better idea of the atmosphere. Affects those kind  of industries which are depending on the weather, like farming for example.

 

 

 

Building name : Geology center

 

Worker Job Role: geologist

 

Description: a research institution which makes it possible to get a better understanding of the planets inside regarding the hidden resources . In combination with the weatherstation it unlocks the researchable tech  terraforming!

 

 

 

Building name: stable

 

Workerjob Role: Horse breeders

 

Description: Provides horses to make the minions travel faster and  carry much more goods.

 

 

 

Building name: Smithy

 

Worker Job Role: Blacksmith

 

Description : A  workshop where tools can be crafted. The blacksmith also can forge horseshoes to increase the speed of the horses.

( @Jesper: :D)

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Building name: Military XX-1 Laser Cannon

 

Worker Job Role: Soldier

 

Description: This cannon will defend you from aliens and will eliminate all meteors also can be used as a Arty cannon to bombard other planets

 

 

Building Name: Military Space Base

 

Work Job Role: General,Soldiers

 

Description: a deployable space base it will protect you from invaders can also be used to escort important minerals Or to Deploy Troops on another planet to Colonize also can be used as a Decoy This is also protected with Laser Cannons

 

Building Name:  Secret Research Base

 

Worker Job Role: Scientist, Soldiers

 

Description: this is a research base that can be located any where if you want to conduct Large projects or want to keep secret artifacts or Information this would be the best place to hide it Also this can be used as a Airbase 

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Building:Planetary Defense Agency.

Workers:Generals of the navy,airforce,army and space

Function:If you are having troubles from this world or other worlds then you can take care of the threats from here,for example your colonist or your people are being attacked by aliens or there is a rebellion getting out of hand this also allows barracks,missile silos,factories(for mechanised warfare),navy ships,carriers,(these one are in the space area),planetary ship building factory and space marine barracks.

 

Building:Space Marine Barracks.

Worker:Trooper and pilots.

Function:This where is where troopers and pilots train.Their training is long(about 9 years) and harsh but on the field they are great both physically and mentally and when ever you research new military tech then they after 1 month later how to master them.

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I don't know if this is stupid but what about tubes for your people to travel through to get to your other planets? (I know this more on transportation)

 

and a building called an mutant-lab that you can research/cross-bread plants and animals? 

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Description: What happens if civilization in current modern/space race needs medical attention? 

One of the disaster in-game will have some virus/germs?

 

Building: Hospitals/Clinics/Emergency Rooms/Sick Bay

Workers: Medical Doctors, Research Doctors, Nurses

Functions:  This is where peeps come in to get a care/maintenance checkups for there health to prevent widespread planet outbreak of viruses/germs and much more to protect future outbreaks of research medical needs.

miss anything I be happy to re-note stuff. :)

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Building Name: Atmosphere Mining Plant

 

Worker Job Role: Atmospheric Miner

 

Description: The atmosphere miner allows you to "mine" the air around you for things like Water, Oxygen, Nitrogen. If upgraded to a suitable tech level, it will allow the separation of molecules… Carbon Dioxide issues from too many dirty power plants? Not any more!

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building name drone factory

 

worker type scientist's, engineers, builders, and later on in the future stage physicists    

 

description makes drones so your citizens don't put themselves in danger and In the future stage war drones will hover/float (if that is possible in game)

 

drone types (by category) (war drones)tank drone, suicide drone, bomber drone, fighter drone, soldier drone, and spy plane.

 

(community)bus drone, safari drone, train drone,  plane drone, and exploration drone.

 

 

wow that's a lot of drones (that's  all that I could think of) 

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Building Name:

 

Factory

 

Worker Job Role:

 

Laborer / Assembler

 

Description:

 

Factories revolutionize today's needs, i.e., common household goods or material to be used to construct certain things, e.g., without factories you would not have skyscrapers, cell phones, etc.. In addition, you would not be able to mass produce goods to the public.

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Building Name:

 

Department of Infrastructure

 

Worker Job Role:

 

Constructer / Preservationist

 

Description:

 

Constructs Roads, Highways and Bridges in order for people to navigate around the world. Also, maintains Roads, Highways and Bridges to keep there structural integrity, i.e., so disaster does not happen.

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Building Name:

 

The Huxley Hatchery and Conditioning Centre

 

Worker Job Role:

 

HHCC Worker

 

Description:

 

Just like in Aldous Huxleys brilliant 1931 novel "A Brave New World". The centre will be able to create "Humans", up to a set rate per month, fully developed and ready to work. You will also be able to define the skills and career type of the new life forms.

 

Perfect for filling up transporters and colonising new planets. Upgraded centres can make the life forms more proficient at their jobs, or extend life time.

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Building Name: Space Navigation Agency (SNA)

Worker Job Role: Dispatcher

Description: Space Navigation Agency uses information provided by Observatories to recalculate trajectories of the spacecraft and to provide them starmap updates, navigation routes and orbiting and landing clearance. Also controls the

 

Building Name: Space Elevator

Worker Job Role: Maintenance Engineers, Customs officers

Description:The upgraded Starport that lets the spacecraft land and lift off the planet without wasting a huge load of fuel and other resources, allowing to do it regularly. The spacecraft waiting for landing approval wait on geosynchronous orbits provided by SNA and the spacecraft waiting for liftoff wait in special hangars. Space Elevator is also a requirement to build

 

Building Name: Orbital Shipyard

Worker Job Role: Construction Engineers, Maintenance Engineers, Physicists, Medic, Food vendors

Description: Constructs spacecraft too big to be able to land on the planet and leave its surface in one piece. And don't just think Star Wars Star Destroyer. Think Dune Heighliner. Requires supply of materals, food and consumer goods for the workers living in the complex during their contract.

 

Of course, 2 and 3 were already mentioned, but I added job types.

Edited by Morsealworth

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Building Name: Space Station

Worker Job Role: Maintenance Engineers, Customs officers, Military, etc depending on specialization.

Description: You build space stations and then specialize depending on your needs.  If you are in a more hostile sector you would specialize it to be a military outpost that would help to control the people in the region, or if you wanted to facilitate commerce you would specialize in trade or economics. You would also be able to provide living space for people.  You would be able to collect rent from these people.  These values would be controlled with sliders each allowed a percent of the total space.  You would be able to upgrade the size of and facilities one these stations.

You would also have the option to add weapons and shields, docking bays, customs offices, trade centers, habitation modules, brakes, control towers (those improve the number of trade ships that come and go in a period of time.), etc.

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Building Name: Interstellar Trade Station (stationary on ground or orbital)

 

Worker Job Role: Interstellar Trader

 

Description: A Trading Station which is built to allow trade between your planets (or even with other species, civilisations etc)

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Probably the best way to do this is to start with the basic during the pre-historic era and then let a lot of the buildings simple "evolve" into the next higher level of construct.

 

For example, let's suppose that our village starts a blacksmith shop at some point.  As the technology advances the "blacksmith shop" evolves into some sort of manufactuary type building which in turn evolves into some kind of smelter/forge which in turn evolves into a primitive factory, which in turn evolves into an assembly facility and so on.  Otherwise you're going to wind up with way too many buildings requiring replacement during the game.

 

So to that end, maybe you come up with a few basic categories (just spitballing here, so expand or whatever as you like): 

 

Food production (farm, hunters shack, ranch, fishing fleet, etc)

Resource gathering (miner, woodcutter, oil driller, whatever)

Manufacturing (taking resources and turning them into artifacts that can be used by workers as required)

Resource distribution (everything from wagon trains hauling goods to another village, to supermarkets and interstellar shipping lanes perhaps)

Education (includes everything from basic education in skills on up to advanced theoretical education)

Research (includes everything from the witch doctor on up to advanced scientific research labs)

Military (from primitive watch towers and training sessions on up to technical training schools, armories and fortresses)

 

Within each category you might have some number of specialized sub-buildings for each era, but each of those specialized sub-buildings has the ability to "evolve" into something better as technology and overall civilization improves -- perhaps with the player expending some resources to make it happen (or at least setting it as a priority for his epicenter) or perhaps automatically as the epicenter has time and resources to do so.  As each sub-building improves, it ought to improve its output on a curve -- so a smithy can produce X artifacts, but an manufactury can produce 2X while a primitive factory can produce 4X and a modern factory can produce 8X and so on.

 

Anyway, just some thoughts on the concept.

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Building name: Orbital Construction Station

 

Worker Job Role: Drone controller, Overseer,  Crew

 

Description: Orbital Construct that produces interplanetary ships and satellites. requires resources from the epicentres on the planet(launched in shuttles or space freighters) Upgrades: 1. can produce exploration shuttles and early cargo ships/satellites 2. military ships and higher and larger civilian craft and satellites 3. Can construct mobile stations, capital ships , super-freighters , Motherships    

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Building Name:Observatory

Worker Job Role:Polymath

Description:A late renasaince/early industrial age building that will allow your polymaths to create star maps, that can be used to guide your ships and eventually create the first world maps.

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