Realistic Mining DLC
Posted: Tue Jun 19, 2018 11:50 pm
Hi,
CapLab and its predecessors were trying to be kind of realistic simulation of Capitalism itself, competition, demand/supply and other economic science has been applied, although simplified. I would like to suggest some changes to the natural resources system that would enrich the game realism. A few of the suggested features would be enabled by the City Economic Simulation DLC only, else some plain factors would be applied.
[*] Underground resources would not be on the map by default, or just very small deposits. The players would have to pay a fee to the city administration for a prospecting license, and have an prospector office in their HQ (or a specialized building per city) to start prospecting.
[*] Resources also would be located slightly more realistic depending on natural features. For example gold tends to be found on surface near riverbeds but also in mountain cracks forming veins. Oil tends to appear more often at the boundaries of continental plates at various depth.
[*] Prospecting will lead to suggested sites for mining with estimated amounts and quality, known to the player only, but this information can be shared/bought. More experienced prospector teams will speed up returning with results. Longer prospecting increases the accuracy and reveals resources deeper in the ground. Prospector Technology could be researched or bought to further improve accuracy.
[*] The prospecting result will be a map overlay showing the concentration of resources per type in the city, another one would show the depth of the resource. This could be done in a isometric map, but if the game engine is not ready for that, just two maps side by side.
[*] Mines can be established anywhere on the map, but the city needs to give concessions to companies to establish mining, and can decide to ban mining in certain map areas. These concession fees would be added to the property cost when establishing a mine, replacing the price premium feature which seems to be not realistic and is just there to reduce the chance of a resource monopoly.
[*] Mines would not provide resources on the first day of setup, but require time to drill initial shafts (exception: surface mining resources where available)
[*] Mines do not just run empty from one day to the next, but the output drops with time, or costs rise with time up to the time it would no longer economically feasible to mine that resource
[*] Mining comes with by-products. An example would be Copper ore which is often accompanied by Silver in reality.
[*] A mine could expose unforeseen resources and could have more than one type of output
[*] Events that could render a mine unusable or temporarily unproductive, or at least partially. Unforeseen resource byproducts
[*] A mine contains more types of units, you would have one or more surface pits or shafts, then ore separation units wich define the main and byproducts, then the usual inventories and sale units.
[*] The mining concession defines the property under which mining is allowed, and the property can be extended with further concessions under city consideration.
[*] A mine shaft unit has a target depth property. All resource layers up to this depths within the property boundaries would be available to the mine. The depth of the resource affects the extraction by a correlating monthly maintenance cost.
[*] Ores do not longer have a quality. 87% coal would more or less mean the concentration of coal in the mined ore and by that has a linear effect on the costs generated at the ore processing unit.
[*] Ores are processed in Refineries, not factories. The ore processing unit in a refinery will be configurable in the purity of the end product, and this would then be the known quality property. Higher output quality comes with a higher price too. Think of Gold coming in .99, .999 or even .9999 quality. Chemical minerals might be suitable for cleaners or medicine depending on the purity. I don't think the existing quality for products recipes needs to be modified, but similar to the Digital Age Software DLC features, recipes might require a minimum quality of a resource.
[*] Corporations can develop Mining technology which increases mining efficiency and reduces maintenance cost. A mine that was no longer feasible but was not shut down might become economical again with a technology investment, a player might buy mines from other players lacking the technology. I suggest a technology as maintenance cost modifier and one as a efficiency modifier, affecting the ore output speed.
[*] In Summary the price of the mine end output is defined by:
- Mine maintenance costs (defined by managed property size and shaft depth, negative correlating with known technology)
- Ore concentration (estimated by prospectors, realized by miners, dropping by mining it)
- Demanded end product quality (as set up in the ore processing unit, increases exponentially with purity)
CapLab and its predecessors were trying to be kind of realistic simulation of Capitalism itself, competition, demand/supply and other economic science has been applied, although simplified. I would like to suggest some changes to the natural resources system that would enrich the game realism. A few of the suggested features would be enabled by the City Economic Simulation DLC only, else some plain factors would be applied.
[*] Underground resources would not be on the map by default, or just very small deposits. The players would have to pay a fee to the city administration for a prospecting license, and have an prospector office in their HQ (or a specialized building per city) to start prospecting.
[*] Resources also would be located slightly more realistic depending on natural features. For example gold tends to be found on surface near riverbeds but also in mountain cracks forming veins. Oil tends to appear more often at the boundaries of continental plates at various depth.
[*] Prospecting will lead to suggested sites for mining with estimated amounts and quality, known to the player only, but this information can be shared/bought. More experienced prospector teams will speed up returning with results. Longer prospecting increases the accuracy and reveals resources deeper in the ground. Prospector Technology could be researched or bought to further improve accuracy.
[*] The prospecting result will be a map overlay showing the concentration of resources per type in the city, another one would show the depth of the resource. This could be done in a isometric map, but if the game engine is not ready for that, just two maps side by side.
[*] Mines can be established anywhere on the map, but the city needs to give concessions to companies to establish mining, and can decide to ban mining in certain map areas. These concession fees would be added to the property cost when establishing a mine, replacing the price premium feature which seems to be not realistic and is just there to reduce the chance of a resource monopoly.
[*] Mines would not provide resources on the first day of setup, but require time to drill initial shafts (exception: surface mining resources where available)
[*] Mines do not just run empty from one day to the next, but the output drops with time, or costs rise with time up to the time it would no longer economically feasible to mine that resource
[*] Mining comes with by-products. An example would be Copper ore which is often accompanied by Silver in reality.
[*] A mine could expose unforeseen resources and could have more than one type of output
[*] Events that could render a mine unusable or temporarily unproductive, or at least partially. Unforeseen resource byproducts
[*] A mine contains more types of units, you would have one or more surface pits or shafts, then ore separation units wich define the main and byproducts, then the usual inventories and sale units.
[*] The mining concession defines the property under which mining is allowed, and the property can be extended with further concessions under city consideration.
[*] A mine shaft unit has a target depth property. All resource layers up to this depths within the property boundaries would be available to the mine. The depth of the resource affects the extraction by a correlating monthly maintenance cost.
[*] Ores do not longer have a quality. 87% coal would more or less mean the concentration of coal in the mined ore and by that has a linear effect on the costs generated at the ore processing unit.
[*] Ores are processed in Refineries, not factories. The ore processing unit in a refinery will be configurable in the purity of the end product, and this would then be the known quality property. Higher output quality comes with a higher price too. Think of Gold coming in .99, .999 or even .9999 quality. Chemical minerals might be suitable for cleaners or medicine depending on the purity. I don't think the existing quality for products recipes needs to be modified, but similar to the Digital Age Software DLC features, recipes might require a minimum quality of a resource.
[*] Corporations can develop Mining technology which increases mining efficiency and reduces maintenance cost. A mine that was no longer feasible but was not shut down might become economical again with a technology investment, a player might buy mines from other players lacking the technology. I suggest a technology as maintenance cost modifier and one as a efficiency modifier, affecting the ore output speed.
[*] In Summary the price of the mine end output is defined by:
- Mine maintenance costs (defined by managed property size and shaft depth, negative correlating with known technology)
- Ore concentration (estimated by prospectors, realized by miners, dropping by mining it)
- Demanded end product quality (as set up in the ore processing unit, increases exponentially with purity)