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Settlement Objective
Revised : 21 Jul 2020
Each settlement should be able to declare some well-defined goal(s).
These stated goals will affect how a settlement will develop and expand and may even affect some of the design of a settlement such as building placement patterns and construction priority.
Since 3.1.0, we have introduced choosing an overarching objective for each settlement.
There are 6 types of Development Objectives available :
Development Objectives |
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Crop Farm |
Manufacturing |
Research Center |
Transportation Hub |
Trade Town |
Tourism |
Each settlement may pick only 1 objective at a time.
Changing a settlement objective will affect how GoodsManager
calculates the VP of various resources, thereby affecting the priority of manufacturing, food production and crop farming in that settlement.
Also, there are 3 Categories of Operations that has a certain Level of Effort associated with it.
Categories of Operations |
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Outstanding Repair |
Outstanding Maintenance |
EVA Suit Production |
At the beginning of a simulation, the level of effort of each operation is set to 1 by default.
You can change it to between 0 to 5 (0 being minimal effort, 5 being maximum effort). Internally, the level of effort is converted to a modifier value.
The higher the modifier value of an operation more resources the settlement will be devoted toward its effort.
We plan to explore the following concepts :
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Operational objectives - Add more operations and allow players to adjust the level of effort on them : EVA Ops, Vehicle Ops, Malfunction/Maintenance Ops, Greenhouse Ops, etc.
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Economic objectives - measure the economic output of a settlement by the frequency and the amount of manufacturing and even trading transaction with other settlements.
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Voting or Feedback - commander or chiefs may weight in deciding/approving the direction of where the settlement is going.
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Bias - if the commander and the majority of folks in that settlement are researchers, they would be more inclined to have the settlement growing into a research park or district, etc.
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A Diversity of Objectives - If a simulation has numerous settlements, they should have somewhat diverse objectives so that they may complement one another. A diversity of objectives would promote trading between settlements. These settlements will help out one another in some tangible ways (such as exchanging experts in certain fields to get passed a research or manufacturing hurdle) as each settlement becomes uniquely qualified in what it offers on Mars.
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Construction - tweak how starting a new "Construction Missions" be affected by the development objective. Any plans should be brought to a town hall meeting for discussions. Once these these plans are "approved", the settlers will work together to re-configure the settlement to fulfill its stated purpose.
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Resupply - re-purpose the
Resupply Tool
to allow users to re-configure the settlement in such a way that more user design elements on how a settlement's development planning is captured. -
Settlement's Look and Feel - how a settlement looks should be naturally evolved from its objective or the path taken in its strategic planning and development.