New Buildings

City Economic Simulation DLC for Capitalism Lab
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greene345
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New Buildings

Post by greene345 »

I think only having Commercial Buildings and Apartment Buildings is kind of, well, boring. Could we have some more types of buildings for real estate?

Mixed Use Commercial/Residential (2x2 to 5x5 sizes)
Subdivision (dragnet size or entire block)
Corporate Park (dragnet size, or 2x2 to 5x5 sizes)
Same administration as Commercial & Apartment Buildings

Low Income (Subsidized from City, only x squares per city allowed)
Same style administration as Commercial & Apartment, except that max price is 40% for for City and 40% for Residents

Gated Community (High End Subdivision, game AI persons and player can buy into)
Set monthly dues, buy-in price, and each square is the equivalent of 1 unit.

Senior Housing (Styled after Subdivision)
Military Housing (Styled after Subdivision)

And could we also get both an Apartment and Commercial Building that is 1x1 sized? I frequently get random plots I cant do anything with.
WilliamMGary
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Re: New Buildings

Post by WilliamMGary »

Can we get a actual building for warehouses?
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greene345
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Re: New Buildings

Post by greene345 »

Just a quick follow up, is there any input on this from the Dev(s)?
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David
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Re: New Residential Buildings

Post by David »

We have come up with the following ideas for increasing the variety of residential buildings in the game:

1) detached house (already in the game)

2) semi-detached house (potentially new type of residential building)

3) Town houses (potentially new type of residential building)
• This type of houses can be thought of something between detached houses and apartment in terms of resident population density.

4) Apartment building (already in the game)

5) Mansion (already in the game)


Types of houses reference:
http://www.slideshare.net/tuust/types-of-houses-2405997


Any comments and suggestions are welcome.
counting
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Re: New Buildings

Post by counting »

How about their sized? should players be allow to build or buy one real estate property inside a town house block? Or should they be neutral like current detached houses? There are still larger castle like palace housing for extreme rich.

However, generally speaking if the skin of buildings are open for modding, then the development team don't need to worry too much about how to name them, but define their function category and variable range. Like what's the foundation size, allow person's ownership, allow rent, neutral, population density, etc.
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WilliamMGary
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Re: New Residential Buildings

Post by WilliamMGary »

David wrote:We have come up with the following ideas for increasing the variety of residential buildings in the game:

1) detached house (already in the game)

2) semi-detached house (potentially new type of residential building)

3) Town houses (potentially new type of residential building)
• This type of houses can be thought of something between detached houses and apartment in terms of resident population density.

4) Apartment building (already in the game)

5) Mansion (already in the game)


Types of houses reference:
http://www.slideshare.net/tuust/types-of-houses-2405997


Any comments and suggestions are welcome.
if these do come into play a way for the human player to personally buy a Town Home/Mansion and have them pay a mortgage & living expenses would be a nice way to begin to introduce way for deploy the CEO salary back into the economy. Maybe even property taxes each year (part of city expansion pack?)
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David
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Re: New Buildings

Post by David »

if these do come into play a way for the human player to personally buy a Town Home/Mansion and have them pay a mortgage & living expenses would be a nice way to begin to introduce way for deploy the CEO salary back into the economy. Maybe even property taxes each year (part of city expansion pack?)
For mortgage as you suggested above to be incorporated into the simulation, a more sophisticated banking system has to be implemented into the game in the first place. Perhaps someone could start a new thread suggesting ideas for adding banks into the game?
counting
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Re: New Buildings

Post by counting »

David wrote:
if these do come into play a way for the human player to personally buy a Town Home/Mansion and have them pay a mortgage & living expenses would be a nice way to begin to introduce way for deploy the CEO salary back into the economy. Maybe even property taxes each year (part of city expansion pack?)
For mortgage as you suggested above to be incorporated into the simulation, a more sophisticated banking system has to be implemented into the game in the first place. Perhaps someone could start a new thread suggesting ideas for adding banks into the game?
There has been plenty of suggestions about banking and the whole financial sector over the year, lots of them too abstract, some just too complex and involving some human level risk assessment ability for AIs to follow. Personally I think we need to go back to the very foundation of "banking" or the raw capital accumulation and reimburse basic concepts and work our way up, instead of trying to mimic modern complex financial instruments and organization in the first place.

Perhaps we really need some basic Capitalism history and monetary economics discussion thread. See if we can abstract ideas from them that can be translated into game mechanism. Just like current game doesn't actually using supply and demand "curve" as most people know in microeconomics, but a more fundamental "auctioning" process to compete with selling price, thus players actually participated in equilibrium finding process. It should be the same for monetary mechanics in banking.
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