-
Notifications
You must be signed in to change notification settings - Fork 0
/
ROADMAP.txt
98 lines (70 loc) · 4.57 KB
/
ROADMAP.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
/** Simple documentation of overall development and log **/
# ---------------------------------------------------------------------------- #
# /* Queue */ #
# ---------------------------------------------------------------------------- #
[] Add the update method for Alchemy to be called every tick when it becomes automated
[] Add the upgrade method for making the lachemy automated
[] Add manual state mechanic for alchemy, which is the initial one
[] Add the tavern logic for its completetation
[] Add alchemy table to craftings to enable the alchemy menu
[] Add the savages mechanics for population after the map #1 acquisition.
# ------------------------------- /* Current */ ------------------------------ #
[] Add the employement ratio (n% of total population) on the employed value in the population section on the left side menu.
[] Add the population competency to the side menu.
# ---------------------------------------------------------------------------- #
# /* Log */ #
# ---------------------------------------------------------------------------- #
05/10/2021 ~ 05/11/2021
[x] Add notification system
# ---------------------------------------------------------------------------- #
# MAIN FEATURES TREE #
# ---------------------------------------------------------------------------- #
Game
|_Achievements: Several objectives that player most complete. Fundamentally, completing them all is the end game.
|_Achievement Points: Can be used mostly for upgrading alchemy for passive generation of resources.
|_Resources
|_Coal
|_Capacity
|_Gold
|_Population
|_Status
|_Proficiency: Crafting effiency
|_Competency: Resources generation efficiency
|_Growth: Population passive increase overtime. New units are generated.
|_Employed
|_Happiness: A factor multiplier for the player's civilization status. It takes the (x)50% form, where the x represents the base multiplier for the population and the n% is a value between 1 and 100 on the current population status values. Example: If the base multiplier is 2 and competency is 100, competency will be 200. The % is a yearly value that when hits 100%, increases the base multipler permanently by 1. The % is affected by employement ratio, season effects, events and associations.
Population
|_Savages: Special unit that the player can use as population at the beginning of the game.
|_Population: Group of units that player can employ into differents tasks to generate resources or other activities. They cost gold.
|_Events: Actions that the player can spend resources on every week/month/season/year to boost population happiness %, but it is a expense that don't give any other return (Except for Achievements)
Mines
|_Coal Mine: Units and machines can be employed into coal mines to collect coal over time.
Market
|_Nomads: NPCs to trade with. They buy a limited amount of coal that resets every week. They sell useful goods for gold.
|_Buy
|_Coal
|_Sell
|_Stone Equipment: Boosts popualtion competency
|_Crafting Tools: Open crafting menu
|_Map #1: Reveals Water, Barley and Wood resources. Reveals Savages.
|_Backpack: Increases coal capacity.
|_Caravans: Group of travelers that visit the player every 3 months and stays for a month. They buy huge amounts of coal and can sell interesting goods.
Crafting
|_Craft: Offers tons of possible constructions to upgrade the city and allow more possibilities.
|_Tavern: First construction for the city and population generator.
Alchemy:
|_Manual
|_Element Conversion: Convert Coal into Gold manually. It takes some time and it is not very efficient. Available only on the first stages of the game.
|_Auto
|_Infusion: Generates coal online and offline in a constant rate.
|_Upgrades: Can be directly upgraded with Achievement points.
|_Chrysopoeia: Generates gold online and offline in a constant rate.
|_Upgrades: Can be directly upgraded with Achievement points.
Warehouse (Manage and upgrade your storage capacities)
Engines (Gears to collect coal that have manutention costs and require either citizens employers or power)
Fuel (Generate power to feed inventions)
Management (Employ citizens into city management inventions as trains)
Research (Knewlegde resource)
Associations
Logs:
|_Historic: Keep an historic of the last 25 entries that keeps track of important events for the player.