Author Topic: The City³ Project  (Read 9244 times)

Well apparantly it happened anyway, despite your rules.
It's strange, isn't it? How humans can be so power hungry, so greedy?
Welcome to the world of psychology and human ethics, the one thing about the gameplay you can't change.

Well apparantly it happened anyway, despite your rules.
It's strange, isn't it? How humans can be so power hungry, so greedy?
Welcome to the world of psychology and human ethics, the one thing about the gameplay you can't change.

*de-admin abusive admins

Wow, what a problem!!

*de-admin abusive admins

Wow, what a problem!!
I meant in places where he has no control over that.

There will be no granting money, no editing your own education, none of the cheats enabled. Its true, admins and Super Admins wont be able to do that. They will have cheats in the debug/beta versions, but only to assist testing of course.

There will be no granting money, no editing your own education, none of the cheats enabled. Its true, admins and Super Admins wont be able to do that. They will have cheats in the debug/beta versions, but only to assist testing of course.
Ah good to see that cleared up.

I also think education is a really bad idea, you pay for an "education", you level up, get the job, and make money. It'd be far better if you needed to know how to make money with clever techniques and twisting other players with your pricing. It's more interesting than having someone buy your product then you receive money through a check or something. There should be shipments to supply your store so there isn't that one shop that has the owner who's never online stealing all the buys.

Ah good to see that cleared up.

I also think education is a really bad idea, you pay for an "education", you level up, get the job, and make money. It'd be far better if you needed to know how to make money with clever techniques and twisting other players with your pricing. It's more interesting than having someone buy your product then you receive money through a check or something. There should be shipments to supply your store so there isn't that one shop that has the owner who's never online stealing all the buys.

Could you clarify that a bit more?

Don't remove admin power, remove power-abusing admins. If your admin team sucks they suck, that's the long and short of it - you should have a good admin team with the power to fix problems. If they're not interested in helping the players, they shouldn't be admins.

Seriously, people have been banging on about this for literally years and nobody ever gets it.

Ah good to see that cleared up.

I also think education is a really bad idea, you pay for an "education", you level up, get the job, and make money. It'd be far better if you needed to know how to make money with clever techniques and twisting other players with your pricing. It's more interesting than having someone buy your product then you receive money through a check or something. There should be shipments to supply your store so there isn't that one shop that has the owner who's never online stealing all the buys.
Sounds like pretty much the distribution chain idea I posted in Pacnet's thread.
An energy system is necessary. There needs to be jobs that collect an energy source from somewhere arbitrary (things like coal and gas), managers of the energy production, and people who fix power lines. This must include random generation problems, random power line issues, and devices that use energy so as to be as realistic as possible. A low amount of electricity should be constantly drawn (such as alarms, heating/cooling in RL) on top of the power to run all the other lights on the lot. Players will be billed. Even government buildings will draw electricity. Most importantly, electricity only works when people are working, as the idea here is to make there be limited resources. During different times of the year and depending on a sensible temperature of the day, energy needs may grow and shrink even depending on the time of day.

That's just one of the large resource production and distribution models that should be implemented; there may be many more that imitate their real-life counterparts. There can be farming, processing and food selling/delivery, and also other industries such as water, metals for buildings and vehicles, wood for builds and power poles,



M's fundamental flaw with lawyers paying for a criminal to avoid jail is that it does not take witnesses or evidence into account. Crimes with many witnesses should be extremely hard to get away with. I won't discuss how crime clues/evidence should work but the concept of it should be easy. Iban plans on something similar and may start hosting his new mod this month. It may be a good idea to check out how he will do it.

Do not make it so easy to get out of jail with little money. This is exactly how everyone who made a remix of CityRP/G has failed. Jasa's CityRPG had people that killed others, banked it, than either paid demerits or went to jail. Most people decided to go to jail because they could both make money in jail and still keep stolen money, even criminally obtained money that the bank and witnesses have records of being stolen.

An economy is important; everyone should be effected by the health of the economy. Cops can only get paid so much and be only so many in number, taxes may vary, perhaps even prices have to be changed due to inflation. The city must have a source of revenue of which it can only spend so much. I'd exclude beginner-level expenses (roads, building costs) from the limited budget.



Do not forget up a great idea with plenty of potential like Jasa did. Do not make a "food" job where people just pull food out of their asses and sell it. Make it a requirement for people to produce the food for a low-cost, then for them to sell it themselves or sell it to food sellers. Think outside the box and enlarge the production and employment chain as much as possible. The gamemode may need "gods" that change the functioning of the economy and prices of computer-generated resources. For example, miners that have their metals transported may find more or less metals at different times, and how this effects people buying metals at the distribution-level. A few more examples involve how energy-drawing devices such as cooling, heating, lighting, and other equipment use less and less energy over the years.



Summary of concepts:
  • large production and distribution chain of food, material and energy production
  • limited resources including government and materials
  • changing variables such as temperature and weather that both affect energy usage of certain equipment and player health
  • fair criminal justice that does weaken but not completely destroy the existence of crime
  • deterrents from crime
  • taxes that actually contribute to a real entity's budget
  • money that is neither destroyed nor created

I'm a proponent of game systems that work similarly to the way they do in real life. Ask me for more ideas, I'm pretty good at coming up with things as you can see above.

Pacnet, you seem to be taking this very seriously and I hope you do this.
« Last Edit: October 25, 2012, 09:59:42 AM by Kalphiter »

An energy system is necessary. There needs to be jobs that collect an energy source from somewhere arbitrary (things like coal and gas), managers of the energy production, and people who fix power lines. This must include random generation problems, random power line issues, and devices that use energy so as to be as realistic as possible. A low amount of electricity should be constantly drawn (such as alarms, heating/cooling in RL) on top of the power to run all the other lights on the lot. Players will be billed. Even government buildings will draw electricity. Most importantly, electricity only works when people are working, as the idea here is to make there be limited resources. During different times of the year and depending on a sensible temperature of the day, energy needs may grow and shrink even depending on the time of day.

That's just one of the large resource production and distribution models that should be implemented; there may be many more that imitate their real-life counterparts. There can be farming, processing and food selling/delivery, and also other industries such as water, metals for buildings and vehicles, wood for builds and power poles,



M's fundamental flaw with lawyers paying for a criminal to avoid jail is that it does not take witnesses or evidence into account. Crimes with many witnesses should be extremely hard to get away with. I won't discuss how crime clues/evidence should work but the concept of it should be easy. Iban plans on something similar and may start hosting his new mod this month. It may be a good idea to check out how he will do it.

Do not make it so easy to get out of jail with little money. This is exactly how everyone who made a remix of CityRP/G has failed. Jasa's CityRPG had people that killed others, banked it, than either paid demerits or went to jail. Most people decided to go to jail because they could both make money in jail and still keep stolen money, even criminally obtained money that the bank and witnesses have records of being stolen.

An economy is important; everyone should be effected by the health of the economy. Cops can only get paid so much and be only so many in number, taxes may vary, perhaps even prices have to be changed due to inflation. The city must have a source of revenue of which it can only spend so much. I'd exclude beginner-level expenses (roads, building costs) from the limited budget.



Do not forget up a great idea with plenty of potential like Jasa did. Do not make a "food" job where people just pull food out of their asses and sell it. Make it a requirement for people to produce the food for a low-cost, then for them to sell it themselves or sell it to food sellers. Think outside the box and enlarge the production and employment chain as much as possible. The gamemode may need "gods" that change the functioning of the economy and prices of computer-generated resources. For example, miners that have their metals transported may find more or less metals at different times, and how this effects people buying metals at the distribution-level. A few more examples involve how energy-drawing devices such as cooling, heating, lighting, and other equipment use less and less energy over the years.



Summary of concepts:
  • large production and distribution chain of food, material and energy production
  • limited resources including government and materials
  • changing variables such as temperature and weather that both affect energy usage of certain equipment and player health
  • fair criminal justice that does weaken but not completely destroy the existence of crime
  • deterrents from crime
  • taxes that actually contribute to a real entity's budget
  • money that is neither destroyed nor created

I'm a proponent of game systems that work similarly to the way they do in real life. Ask me for more ideas, I'm pretty good at coming up with things as you can see above.

As much as I love this, theres a few problems with implementation.

One problem with this is determining how resources would be limited when the bricks placed there are static and cant kill themselves.

Would the mined resources periodically refresh?
Are power lines depending on logic bricks?

So many questions.

As much as I love this, theres a few problems with implementation.

One problem with this is determining how resources would be limited when the bricks placed there are static and cant kill themselves.

Would the mined resources periodically refresh?
Are power lines depending on logic bricks?

So many questions.
You don't even need power lines, it's not important to have right away.

It doesn't have to go that far, it could be just somebody who works a delivery truck taking materials from a brick that magically supplies it to places that need it.

Resources and Income

I detest jobs getting an income by doing nothing. As with the summary of City3, I wanted to provide a realistic simulation of a city, so there will be no created money (other than debug builds and when you first start up the city, you will get a lump of cash as your budget), no created resources, etc.

In City3, there would be many ways of obtaining resources.

There's farming, which includes normal crops and drugs, there's fishing, harvesting trees, and mining.


All modes of farming would involve planting dirt, applying fertilizer if necessary, and planting your crop/seeds.

Fishing involves getting your rod out, and waiting for a tug. Based on your reaction time to the tug (by clicking) determines if you get the fish. (May involve rapid clicking to obtain the fish)

Mining is mining. Not much will change. Maybe.

Chopping down trees is also relatively the same.

Resources are taken to Industrial owned lots where the resources are processed where they then can be sold to a company for a set price or sold directly to someone by holding your resource and right clicking, facing the other offerer, which would open up the trade GUI.


Income is the key component of companies. Based on their rank, funds from the Group Treasury are depleted and used to pay them based on whether they are online during the time ticks. Group Managers can fire/hire people, which makes Companies invite only. Groups like gangs can be joined by anyone.

If someone's pay day comes up and there isnt enough money to pay them with, they are let go automatically.

They will only be paid when both the tick occurs and the Group CEO is online to avoid someone staying on and draining the treasury funds from paydays by doing nothing.

Farmers have to supply food to food stores/processors who may sell it themselves or to a food store; if you apply this idea to all other jobs you will have a great game.

Farmers have to supply food to food stores/processors who may sell it themselves or to a food store; if you apply this idea to all other jobs you will have a great game.

Thats part of the idea. I'm just trying to summarize the capabilties of the mod so programming can start soon.