"SimCity Societies: Korea" Mod Project (take 2)
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"Azeem" wrote:Letting anyone who still visits here (including the tumbleweeds) know that I'm still working on this project. Just been sidetracked by so many real life things.
Yeah, I know. Even I, the one who used to check-in here every other day, have been caught up in real-life secenarios. It's good to know that you are still working on the project, though. (My projects seem to be like rocks, building up in my "Documents" folder, just because I can't figure out how to make a SCS pack.

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- Posts: 87
- Joined: Sat Oct 04, 2008 1:36 pm
I've been thinking of altering the game system a bit to better emulate the gradual evolution of a city. Rather than be able to build things like the Modelling Agency or Office Building right away, you'd be restricted to building only small businesses and venues; bigger stuff would have steeper demands. Also maybe decorations wouldn't produce any social energies but instead only have the ability to improve appeal or happiness of nearby venues.
"Azeem" wrote:I've been thinking of altering the game system a bit to better emulate the gradual evolution of a city. Rather than be able to build things like the Modelling Agency or Office Building right away, you'd be restricted to building only small businesses and venues; bigger stuff would have steeper demands. Also maybe decorations wouldn't produce any social energies but instead only have the ability to improve appeal or happiness of nearby venues.
Great idea

Been a very long while since I've updated anything, but if there's anyone still playing SCS out there, I am slowly getting back into the habit of modding (mostly since I haven't bought any new PC game for nearly a year
) and have been retexturing new Korean-themed housing. Also been thinking a bit more about reworking the Social Energies system. I think decorations should generally not produce energies and instead consume them; it should be infrastructure or public buildings that produce social energies instead.

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- Posts: 87
- Joined: Sat Oct 04, 2008 1:36 pm
Still playing here, but rarely. I am too busy playing Minecraft. I tried to make the game so that the original SCS title music would play when you launch Destinations by converting and renaming the file, but I failed terribly.
I like your idea on reworking the social energy system, it makes a lot more sense that way.

Some thoughts on the "Social Energies" system (if anyone is at all interested in SCS modding anymore
).
Rather than a "Social Energies" system, for the purpose of the SCS: Korea mod, they "energies" would simply be resources and thus the way they function in city-building would be as follows:
Productivity: produced by farms and infrastructure (sanitation and water buildings); consumed by factories, low-level commercial buildings, and homes
Wealth: produced by office buildings and financial institutions; consumed by homes and services
Knowledge: produced by educational and research institutions; consumed by high-level factories and commercial buildings and city services
Creativity: produced by public parks, landscaping, and arts schools; consumed by certain businesses (particularly tourism), services, and decorations
Spirituality: produced by landscaping, monasteries, and certain housing types; consumed by spiritual service facilities
All homes require at least one point of Productivity to represent their need for basic utilities. Creativity and Spiritual buildings fundamentally are not at all necessary for a city to succeed, but they improve overall quality of life in the city or can give long-term financial benefits.
Also, there would be a Public vs. Private sector consideration. For example, public services would cost the city more but have a higher capacity (at the cost of slightly lower quality service) while private services cost less but have a lower capacity.

Rather than a "Social Energies" system, for the purpose of the SCS: Korea mod, they "energies" would simply be resources and thus the way they function in city-building would be as follows:
Productivity: produced by farms and infrastructure (sanitation and water buildings); consumed by factories, low-level commercial buildings, and homes
Wealth: produced by office buildings and financial institutions; consumed by homes and services
Knowledge: produced by educational and research institutions; consumed by high-level factories and commercial buildings and city services
Creativity: produced by public parks, landscaping, and arts schools; consumed by certain businesses (particularly tourism), services, and decorations
Spirituality: produced by landscaping, monasteries, and certain housing types; consumed by spiritual service facilities
All homes require at least one point of Productivity to represent their need for basic utilities. Creativity and Spiritual buildings fundamentally are not at all necessary for a city to succeed, but they improve overall quality of life in the city or can give long-term financial benefits.
Also, there would be a Public vs. Private sector consideration. For example, public services would cost the city more but have a higher capacity (at the cost of slightly lower quality service) while private services cost less but have a lower capacity.
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