Dome/Infra Assets, Civilian Shield Generator

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Pratapon51
Posts: 137
Joined: Sun Jun 28, 2020 5:44 pm

Dome/Infra Assets, Civilian Shield Generator

Post by Pratapon51 »

Currently, assets cost the same amount of investment on any given world. I think this is a little strange for tiny airless moons or hostile alien-spore worlds with deadly atmospheres and temperatures.

Since it is suggested that our cities and buildings are either sealed or constructed under domes, I thought about this idea a little, especially with upcoming missile defenses in the future.


Hard Infrastructure: This pseudo-asset (or this may also be implemented as a hex attribute, like scav pts and radiation) represents domes, bunkers, hardened buildings, and life support facilities required for human habitation. Each level of asset requires X amount of infrastructure in the hex (built automatically at an additional cost of Metals and IP, except for Metal Mines of course) to avoid population and happiness loss.

The Zone will always try to meet the minimum requirement per hex unless disabled in the Zone Orders menu. Hard Infrastructure soaks some of the Structural Damage an Asset would otherwise take, but consequently can cause additional attritional damage to a Zone once it falls below the hex requirements. Regimes may choose to build extra infrastructure over the minimum, albeit at some premium.

Zone Cities have a 'free' amount of Hard Infrastructure based on their level. It may still be lost through events or enemy action, but the 'free' buffer of Hard Infrastructure regenerates by some % per turn at no cost.

Civil Shield Generator : This is like a fixed mil. shield installation, but protects only assets, either with a huge fixed 'pool' of buffer HP shared among all assets on the same hex or by reducing Structural Damage to every asset by a % based on level. It is counted as a boost to Radiation Protection and Hard Infrastructure as long as it is operational. Shielding Optimization, naturally, greatly benefits this building. * Add : They also reduce danger buildup from nearby enemy forces!


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BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

RE: Dome/Infra Assets, Civilian Shield Generator

Post by BlueTemplar »

Great idea, but maybe there should be 4 lines of (auto-built ?) assets (or asset "toughening" ?), tied to the 3 kinds of Exposure and to Radiation ?

Also I can't help but point out an issue that was bothering me :
How come that only Exposure to cold temperatures is an issue ?
AFAIK, IRL exposure to hot temperature (& humidity) is a much worse issue : harder to deal with - since for cold you can just put on some warm clothes, while for heat/humidity you need some way to evacuate them, because otherwise humans just start to dice once wet bulb temperature crosses about 36°C...
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newageofpower
Posts: 291
Joined: Thu Dec 03, 2020 3:09 pm

RE: Dome/Infra Assets, Civilian Shield Generator

Post by newageofpower »

Somehow, blueprints for Hyperefficient GR era air conditioners/heat pumps survived!

(I agree, tis a bit silly high temperatures are a non-issue)
Elver
Posts: 365
Joined: Wed Jun 24, 2020 11:02 pm

RE: Dome/Infra Assets, Civilian Shield Generator

Post by Elver »

One thing that feels missing to me is private anti-rad infrastructure. My current game had a solar flare during the dissolution phase, so every hex is 150-250 or so rad points. Given this, it's rather odd to see private assets being built w/o any radiation shielding. Well, if you're not a fan of capitalism, it's not THAT odd, but even so it seems like this is something that should crop up in irradiated areas.
Soar_Slitherine
Posts: 598
Joined: Sun Jun 07, 2020 11:33 am

RE: Dome/Infra Assets, Civilian Shield Generator

Post by Soar_Slitherine »

All assets inherently provide some radiation protection - dedicated infrastructure is only required in the case of really severe radiation.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
Pratapon51
Posts: 137
Joined: Sun Jun 28, 2020 5:44 pm

RE: Dome/Infra Assets, Civilian Shield Generator

Post by Pratapon51 »

As an addendum, active shields should reduce danger buildup from enemy proximity. [:D]
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