This is a world I have been wanting to make for a *long* time. I have always loved the city/country building and warfare simulation games. Civilization, Settlers, Simcity, Ikariam, etc. There are dozens of them. I don't even know when the idea first popped into my head to make a version for TU, but it was literally many years ago. But TU did not have the capabilities to do it efficiently yet. With all the advances we have had, I believe it can now.
Metropolis is a the single/multi player city building simulation with multiplayer warfare.
Build up your city, expand, gather resources, build your army. Go on the offensive and attack other players cities, capturing them or destroying them to build your empire. Train spies to infiltrate your opponent to give yourself the edge and defend yourself from other player's spies. But all the while, keep your citizens happy and your army fed and funded, or you may end up suffering a hard defeat at the hands of another player's army.
Your cities are nearly unlimited when it comes to overall size and building count. Really, the only limit is due to the script. So you can have up to 2 billion of many things.
More info to come in following posts.
(all details and info subject to change before final release)
Metropolis - a city building sim with warfare.
Buildings - The first of each building is the only one you physically place and will ever physically see. It is just a representation of the buildings existence in the city and acts as a gateway for players to interact with the buildings scripts. All additional buildings of type will not be physical buildings, but just changes to the buildings script. Buildings increase in cost as you build them.
City - the main building you need.
- The first one you build is your capital and CANNOT be destroyed or captured, but buildings in it can be destroyed. This is the prevent forcing a player to restart.
- You can build up to 5 of them wherever you want on the map, and capture others (capture limit undecided)
- Decide the type of city to build. Industrial (mines resources faster, except for gold), Military (build armies faster), Economic (grows citizens faster and mines gold faster), Agricultural (produces food faster). Whether or not city type will be changeable is still unknown, as are any possible penalties for changing the city type.
Housing - holds citizens. There is a script limit of 2 billion citizens per house type for a total of 10 billion citizens possible per city. How fast citizens come into or leave your city will depend on many factors (to be detailed in another post), but your population wont grow at all if there are is nowhere to live. Houses will have a bomb shelter upgrade to protect citizens during times of war, but I haven't decided how it will work yet.
*Hut - holds 2 citizens - can build up to 1 billion
*House - holds 5 citizens - can build up to 400 million
*Condo - holds 25 citizens - can build up to 80 million
*Apartment Building - holds 100 citizens - can build up to 20 million
*Residential Tower - holds 250 citizens - can build up to 8 million
Resource Gathering - how your city gets resources. Each resource building is limited to 1 per 10 citizens in the city. You only need 190 million citizens to be able to build all resource buildings, the total pop limit is 10 billion, so not much to worry about. The building limits are set so you cannot produce more then 2 billion of an item per gameday (due to script limits). Each of these buildings can also store up to 10 billion of what they produce, but this is not very secure storage and players can easily steal from these buildings during times of war.
*Gold Mine - Produces 1k gold per gameday, max 2 million built.
*Lumbermill - Produces 1k wood per gameday, max 2 million built.
*Quarry - Produces 1k stone per gameday, max 2 million built.
*Iron Mine - Produces 1k iron per gameday, max 2 million built.
*Coal Mine - Produces 1k coal per gameday, max 2 million built.
*Smelter - Produces 1k Steel from 1k iron and 1k coal per gameday, max 2 million built.
*Water Pump - Produces 1k water per gameday, max 2 million built.
*Farm - Produces 1k food per gameday, max 2 million built.
*Oil Well - Produces 1k oil per gameday, max 2 million built.
*Refinery - Produces 1k gas from 2k oil per gameday, max 1 million built (so max refs can be run from max oil wells)
Storage Buildings - These buildings provide additional resource storage and are far more secure then the resource buildings themselves. Each storage building will protect 100k resources and is limited to 200k built (for a max of 18 billion resources stored via multiple var usage)
*Bank - Stores Gold
*Lumberyard - Stores Wood
*Stone storage - Stores Stone
*Iron storage - Stores Iron
*Coal storage - Stores Coal
*Steel storage - Stores Steel
*Water Silo - Stores Water
*Grainery - Stores Food
*Oil Tank - Stores Oil
*Gas Tank - Stores Gas
Military Storage - Like the above storage, but undecided on how the limits will work yet.
*troop barracks - Where your troops live. Also protects them from missile strikes
*spy barracks - Where your troops live. Also protects them from missile strikes
*garage - Where tanks are stored. Also protects them from missile strikes
*hanger - Where planes are stored. Also protects them from missile strikes
City Service Buildings - Since this is also a city building simulation, you will need to build some other stuff to make the citizens happy. Otherwise you wont have any citizens to train for your military. These buildings also serve to protect your citizens and undo damage caused by other players. You can have upto 2 million of each of these buildings.
*school - Increases happiness
*park - Increases Happiness
*water treatment - Increases Happiness, reduces pollution to water
*landfill - Increases Happiness, reduces land pollution, aids in cleanup of destroyed buildings
*hospital - Increases Happiness, Heals injured troops, cures sick citizens
*police - Increases Happiness, helps prevent riots and aids in catching spies and criminals
*fire station - Increases Happiness, reduces fire damage from wars
Special Buildings - buildings that serve a special purpose
*Market - Can have 1 per city. Use this to sell excess resources or buy resources you need. You can set how much gold will be traded for how much of a resource. Can handle up to 2 billion of a resource at a time. Citizens, Spies, and Troops cannot be traded. Players will possibly have the ability to specify up to 25 other players who will be blocked from shopping at their market.
*Research Center - Can have 1 per player, only in capital city. Used to unlock new military stuff.
Military Production Buildings - You need to build an army somehow, right? These buildings have stricter limits simply to make the warfare side a bit harder.
*Tank manufacturing plant - Produces 100 tanks per gameday, max 25k built. Resource demand unknown
*Training center - Converts 100 citizens into 100 troops per gameday, max 25k built. Other resources needed still unknown
*spy center - Converts 100 citizens into 100 spies per gameday, max 25k built. Other resources needed still unknown
*Ballistic missile silo - Produces 5 missiles per gameday, max 1k built. Resource demand unknown
*Chemical missile Silo - Produces 5 missiles per gameday, max 1k built. Resource demand unknown
*Nuclear Missile Silo - Produces 5 missiles per gameday, max 1k built. Resource demand unknown
City - the main building you need.
- The first one you build is your capital and CANNOT be destroyed or captured, but buildings in it can be destroyed. This is the prevent forcing a player to restart.
- You can build up to 5 of them wherever you want on the map, and capture others (capture limit undecided)
- Decide the type of city to build. Industrial (mines resources faster, except for gold), Military (build armies faster), Economic (grows citizens faster and mines gold faster), Agricultural (produces food faster). Whether or not city type will be changeable is still unknown, as are any possible penalties for changing the city type.
Housing - holds citizens. There is a script limit of 2 billion citizens per house type for a total of 10 billion citizens possible per city. How fast citizens come into or leave your city will depend on many factors (to be detailed in another post), but your population wont grow at all if there are is nowhere to live. Houses will have a bomb shelter upgrade to protect citizens during times of war, but I haven't decided how it will work yet.
*Hut - holds 2 citizens - can build up to 1 billion
*House - holds 5 citizens - can build up to 400 million
*Condo - holds 25 citizens - can build up to 80 million
*Apartment Building - holds 100 citizens - can build up to 20 million
*Residential Tower - holds 250 citizens - can build up to 8 million
Resource Gathering - how your city gets resources. Each resource building is limited to 1 per 10 citizens in the city. You only need 190 million citizens to be able to build all resource buildings, the total pop limit is 10 billion, so not much to worry about. The building limits are set so you cannot produce more then 2 billion of an item per gameday (due to script limits). Each of these buildings can also store up to 10 billion of what they produce, but this is not very secure storage and players can easily steal from these buildings during times of war.
*Gold Mine - Produces 1k gold per gameday, max 2 million built.
*Lumbermill - Produces 1k wood per gameday, max 2 million built.
*Quarry - Produces 1k stone per gameday, max 2 million built.
*Iron Mine - Produces 1k iron per gameday, max 2 million built.
*Coal Mine - Produces 1k coal per gameday, max 2 million built.
*Smelter - Produces 1k Steel from 1k iron and 1k coal per gameday, max 2 million built.
*Water Pump - Produces 1k water per gameday, max 2 million built.
*Farm - Produces 1k food per gameday, max 2 million built.
*Oil Well - Produces 1k oil per gameday, max 2 million built.
*Refinery - Produces 1k gas from 2k oil per gameday, max 1 million built (so max refs can be run from max oil wells)
Storage Buildings - These buildings provide additional resource storage and are far more secure then the resource buildings themselves. Each storage building will protect 100k resources and is limited to 200k built (for a max of 18 billion resources stored via multiple var usage)
*Bank - Stores Gold
*Lumberyard - Stores Wood
*Stone storage - Stores Stone
*Iron storage - Stores Iron
*Coal storage - Stores Coal
*Steel storage - Stores Steel
*Water Silo - Stores Water
*Grainery - Stores Food
*Oil Tank - Stores Oil
*Gas Tank - Stores Gas
Military Storage - Like the above storage, but undecided on how the limits will work yet.
*troop barracks - Where your troops live. Also protects them from missile strikes
*spy barracks - Where your troops live. Also protects them from missile strikes
*garage - Where tanks are stored. Also protects them from missile strikes
*hanger - Where planes are stored. Also protects them from missile strikes
City Service Buildings - Since this is also a city building simulation, you will need to build some other stuff to make the citizens happy. Otherwise you wont have any citizens to train for your military. These buildings also serve to protect your citizens and undo damage caused by other players. You can have upto 2 million of each of these buildings.
*school - Increases happiness
*park - Increases Happiness
*water treatment - Increases Happiness, reduces pollution to water
*landfill - Increases Happiness, reduces land pollution, aids in cleanup of destroyed buildings
*hospital - Increases Happiness, Heals injured troops, cures sick citizens
*police - Increases Happiness, helps prevent riots and aids in catching spies and criminals
*fire station - Increases Happiness, reduces fire damage from wars
Special Buildings - buildings that serve a special purpose
*Market - Can have 1 per city. Use this to sell excess resources or buy resources you need. You can set how much gold will be traded for how much of a resource. Can handle up to 2 billion of a resource at a time. Citizens, Spies, and Troops cannot be traded. Players will possibly have the ability to specify up to 25 other players who will be blocked from shopping at their market.
*Research Center - Can have 1 per player, only in capital city. Used to unlock new military stuff.
Military Production Buildings - You need to build an army somehow, right? These buildings have stricter limits simply to make the warfare side a bit harder.
*Tank manufacturing plant - Produces 100 tanks per gameday, max 25k built. Resource demand unknown
*Training center - Converts 100 citizens into 100 troops per gameday, max 25k built. Other resources needed still unknown
*spy center - Converts 100 citizens into 100 spies per gameday, max 25k built. Other resources needed still unknown
*Ballistic missile silo - Produces 5 missiles per gameday, max 1k built. Resource demand unknown
*Chemical missile Silo - Produces 5 missiles per gameday, max 1k built. Resource demand unknown
*Nuclear Missile Silo - Produces 5 missiles per gameday, max 1k built. Resource demand unknown
Last edited by zaroba on Sat May 04, 2013 10:51 pm, edited 1 time in total.
Military Details - You need a military to attack otherp layers and defend youre city.
New Player Protection - New players will be protected for a while so they have a chance to get to know the world and get established. While under protection, they cannot attack or spy on other players, cannot be attacked or spied on, and cannot declare war or be declared on. I am still unsure about the exact criteria for having protection end, but I was thinking of a few different things that would remove it.
-If you hit 1000 population (so no building a huge city)
-If you build 1000 military units (so no building a huge army before leaving)
-After x time (so you have to play)
Toggleable peace - I was thinking of making it so players can turn on and off the ability to fight so if one chose to, they could play peacefully. But am uncertain on how to prevent it from being abused. Some stuff I was thinking of:
-You cannot be in any wars before turning off fighting
-Military upkeep costs will be doubled while in peace mode
-Troop moral will fall a lot faster while in peace mode
-cannot build any *new* military while in peace (so no going into peace mode to build a huge army to come out and attack others)
Troops - Ground units used to attack and raid others cities.
-So far there is only 1 type of troop, named 'Troop'.
-upkeep: 1 gold and 1 food per troop per gameday.
-Troops can be deployed to other buildings in your city to help protect them in times of war. Gold and Food will need to be stocked in those buildings for the troops to consume, otherwise moral will drop and they wont do their job. Keep in mind the number of buildings you have when deploying troops to protect a building type. The battle calculation takes into account the troops, their moral, and the number of buildings they are protecting. 10,000 troops on a gold mine may seem like a lot, but not when you have 15,000 gold mines built.
-when raiding other cities, the amount of stuff you steal depends on the number of troops you send.
-troops by themselves cannot destroy other buildings
Tanks - Ground units used to attack others cities.
-So far there is only 1 type of tank, named 'Tank'.
-upkeep: 1 gold and 1 fuel per tank per gameday.
-Tanks can also be stationed at buildings to protect them. They will also help defend against planes.
-Tanks are stronger then troops in battle, but they cannot steal stuff.
-Tanks can destroy other buildings.
Planes - air units used to attack others cities - offensive only
-So far there is only 1 type of plane, named 'Plane'.
-upkeep: 1 gold and 1 fuel per plane per gameday.
-Planes cannot be stationed at other buildings.
-Can be used to drop bombs on buildings in other cities
Spies - ground units for espianage
-So far there is only 1 type of spy, named 'Spy'.
-upkeep: 1 gold and 1 food per spy per gameday.
-Can be stationed in other buildigns to help protect them from other player's spies
-Can be used when not at war against other players buildings. But if caught the spy will be lost and the player will find out it was you.
-Can do several missions depending on the building type. Poison water, contaminate food, lower troop moral, lower citizen happieness, shut down building production, see building details (including troops protecting). Probably a few more things
Missiles - Massive destruction.
-3 Missiles: Ballistic, Biological, Nuclear.
-Ballistic missiles are simply bombs. Fire them and they cause massive building damage and some citizen injury and death.
-Biological missiles make troops and citizens sick.
-Nuclear Missiles are the best (or worst, lol) of both worlds. Massive destruction, massive casualties.
-I don't yet know how missiles will be deployed. Due to their destructive nature I was thinking of making them a bit harder to use then the other military units. Perhaps the missile will be a plane vehicle that you 'fly' to the destination and crash into the ground to damage nearby buildings (if i can make the script do this anyway).
New Player Protection - New players will be protected for a while so they have a chance to get to know the world and get established. While under protection, they cannot attack or spy on other players, cannot be attacked or spied on, and cannot declare war or be declared on. I am still unsure about the exact criteria for having protection end, but I was thinking of a few different things that would remove it.
-If you hit 1000 population (so no building a huge city)
-If you build 1000 military units (so no building a huge army before leaving)
-After x time (so you have to play)
Toggleable peace - I was thinking of making it so players can turn on and off the ability to fight so if one chose to, they could play peacefully. But am uncertain on how to prevent it from being abused. Some stuff I was thinking of:
-You cannot be in any wars before turning off fighting
-Military upkeep costs will be doubled while in peace mode
-Troop moral will fall a lot faster while in peace mode
-cannot build any *new* military while in peace (so no going into peace mode to build a huge army to come out and attack others)
Troops - Ground units used to attack and raid others cities.
-So far there is only 1 type of troop, named 'Troop'.
-upkeep: 1 gold and 1 food per troop per gameday.
-Troops can be deployed to other buildings in your city to help protect them in times of war. Gold and Food will need to be stocked in those buildings for the troops to consume, otherwise moral will drop and they wont do their job. Keep in mind the number of buildings you have when deploying troops to protect a building type. The battle calculation takes into account the troops, their moral, and the number of buildings they are protecting. 10,000 troops on a gold mine may seem like a lot, but not when you have 15,000 gold mines built.
-when raiding other cities, the amount of stuff you steal depends on the number of troops you send.
-troops by themselves cannot destroy other buildings
Tanks - Ground units used to attack others cities.
-So far there is only 1 type of tank, named 'Tank'.
-upkeep: 1 gold and 1 fuel per tank per gameday.
-Tanks can also be stationed at buildings to protect them. They will also help defend against planes.
-Tanks are stronger then troops in battle, but they cannot steal stuff.
-Tanks can destroy other buildings.
Planes - air units used to attack others cities - offensive only
-So far there is only 1 type of plane, named 'Plane'.
-upkeep: 1 gold and 1 fuel per plane per gameday.
-Planes cannot be stationed at other buildings.
-Can be used to drop bombs on buildings in other cities
Spies - ground units for espianage
-So far there is only 1 type of spy, named 'Spy'.
-upkeep: 1 gold and 1 food per spy per gameday.
-Can be stationed in other buildigns to help protect them from other player's spies
-Can be used when not at war against other players buildings. But if caught the spy will be lost and the player will find out it was you.
-Can do several missions depending on the building type. Poison water, contaminate food, lower troop moral, lower citizen happieness, shut down building production, see building details (including troops protecting). Probably a few more things
Missiles - Massive destruction.
-3 Missiles: Ballistic, Biological, Nuclear.
-Ballistic missiles are simply bombs. Fire them and they cause massive building damage and some citizen injury and death.
-Biological missiles make troops and citizens sick.
-Nuclear Missiles are the best (or worst, lol) of both worlds. Massive destruction, massive casualties.
-I don't yet know how missiles will be deployed. Due to their destructive nature I was thinking of making them a bit harder to use then the other military units. Perhaps the missile will be a plane vehicle that you 'fly' to the destination and crash into the ground to damage nearby buildings (if i can make the script do this anyway).
Last edited by zaroba on Sat May 04, 2013 10:48 pm, edited 1 time in total.
Items
As it stands now, to attack other players buildings you will need to remove troops, etc from your buildings and drive to your opponents building. If you are at war with the player then you will be given an option to attack them and with how many troops etc to use. If not at war, then you wont be able to have the troops attack them.
There will likely be ways to do attacks while not in war, but I haven't put any thought into that yet. One method I was thinking of was to send in spies to open a gate to allow you to make a surprise attack which gives you an offensive bonus and possibly set you at war with the player. Or, if very successful, war isn't declared and the player doesn't know about the attack.
Each item has several varieties:
1 (item), 10 (item), 100 (item), 1000 (item), 10000 (item), 100000 (item)
Player Inventory can only hold 65535 of an item. So to accommodate the large numbers the script allows, the script will automatically break down your desired amount into quantities of the above amounts when deploying, adding or removing items. Players will just select the total amount to move and the script will automatically break it into the smaller pieces that can be held in inventory. So, if you want to remove 1,200,000 Troops, you would get 12x 100000 Troops. This system will virtually allow players to carry upto 7,222,215,000 of an item. Players will be able to manipulate these item quantities in their inventory by selecting 'Use Item' on an item. For example, If you have 30x 1000 Troops, you will be able to combine them into 3x 10000 Troops. Or you could also take 1x 10000 Troops and split it into 10x 1000 Troops.
Missiles are the only things that do not follow the above system. Mainly since I don't yet know how they will be deployed. If it's via the 'plane flight' I mentioned earlier, they may not even be removable from buildings.
As it stands now, to attack other players buildings you will need to remove troops, etc from your buildings and drive to your opponents building. If you are at war with the player then you will be given an option to attack them and with how many troops etc to use. If not at war, then you wont be able to have the troops attack them.
There will likely be ways to do attacks while not in war, but I haven't put any thought into that yet. One method I was thinking of was to send in spies to open a gate to allow you to make a surprise attack which gives you an offensive bonus and possibly set you at war with the player. Or, if very successful, war isn't declared and the player doesn't know about the attack.
Each item has several varieties:
1 (item), 10 (item), 100 (item), 1000 (item), 10000 (item), 100000 (item)
Player Inventory can only hold 65535 of an item. So to accommodate the large numbers the script allows, the script will automatically break down your desired amount into quantities of the above amounts when deploying, adding or removing items. Players will just select the total amount to move and the script will automatically break it into the smaller pieces that can be held in inventory. So, if you want to remove 1,200,000 Troops, you would get 12x 100000 Troops. This system will virtually allow players to carry upto 7,222,215,000 of an item. Players will be able to manipulate these item quantities in their inventory by selecting 'Use Item' on an item. For example, If you have 30x 1000 Troops, you will be able to combine them into 3x 10000 Troops. Or you could also take 1x 10000 Troops and split it into 10x 1000 Troops.
Missiles are the only things that do not follow the above system. Mainly since I don't yet know how they will be deployed. If it's via the 'plane flight' I mentioned earlier, they may not even be removable from buildings.