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/cbg/ - City Building and Tycoon Games

For discussion related to city building, tycoon, and transit management Games. IRL urban planning discussion also because why not.

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File: 1412977451198.png (3.04 MB, 1440x796, 360:199, Dodge City.png)

 No.65

So, /cbg/, if you could develop a city builder/management game/castle sim/whatever, what would you like to make? Or what would you like to see made?

Pic unrelated.

 No.66

File: 1412997005461.gif (1.88 MB, 285x223, 285:223, 1386787298315.gif)

Guess I'll cross-post my idea:

Castle sim, kinda sorta.

>set in post-catastrophe USA

>US government = ded
>different factions spring up from different parts of the nation
>you take control of one of these different factions

>basic game is castle sim

>build base and walls to protect self
>assault enemies' castles/forts

>basic foot troops are melee troops and archers

>also mounted troops and later catapults and shit
>guns and ammo are very limited, requiring either finding them or making them
>fuel is hard to come by, and workable vehicles are more rare

>late game units can use guns, ammo, and/or fuel, but will be costly

>very powerful, but your enemies have the same capabilities if you don't conquer them before they're powerful

>main combat takes place in C&C-style or Stronghold-style battlefields, with 2+ factions in their areas building bases

>some battlefields may or may not have you building a fort
>others will have you defending a fort
>some battlefields have no forts or bases at all

>as you conquer territories, you must manage your growing empire in a "grand strategy lite" style, where you have a map and issue orders to different territories

>some areas you capture will need rebuilding and restructuring to be of any value, requiring your directives to restore the places to good condition and start generating supplies
>supplies must be transported elsewhere, such as food to the front lines
>enemies can send troops to attack your supply lines, and you can do the same to them, plus you can defend your lines with armed convoys or sending troops to the attack site and going into battle

>victory is achieved when you are the only major faction left in North America, including Canada and Northern Mexico

>there will be many minor factions, city states or small regions. They don't necessarily count for victory, but you will often have to go through them to get your enemies and you will need more territories to have manpower and resources

 No.73

>>66
I would play the shit outta that

 No.91

>>73

Thanks.

 No.115

I have some ideas for a city building game. The main insight for the ideas is that these mega cities that we like to build are a modern phenomenon, they are highly dependent on fundings from different organisms (federal, UN, etc). They also depend on a lot of knowledge of city management (traffic engineering, civil engineering, urban economy, etc). And of course, since we play these games to build megacities, the economical side is very important.

So some ideas are:

1- you can borrow money from different places. You can try to get money for this or that project from the UN, but then you'll have to obey their feminist, human rights, agenda. Get it? there are different sources of money but they all demand something, so where you get money from influences how your city develops, and it also influences your international politics. So you can create global cities out of a village of fishermen by borrowing money.

2- City-states only, preferably islands, a la cingapore. This for greater freedom and feeling of participation in a global economy and politics.

3- Universities are important, that's where you get your staff from. So you could set your policy towards universities, and this would influence what kind of secretary you could get, and also influence what kind of service you can hire (like if you don't invest too much in having good civil engineering courses, then you'll have to hire civil engineering companies from elsewhere to build your more advanced projects).

4- let them community create buildings, so that cities can have a wider variety of them

5- make it so that players can judge and evaluate aspects of your city that the computer cannot, stuff that players usually like to obsess about in city building games, like city beauty, city skyline, taming the terrain, etc.




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