This is just an idea and it is at the back of my modding to do list so right now it is purely in the ideas stage so I have no real plans of developing it any time soon but feel free to develop or use this mod idea for something.
Rise of Peace
This is a city management mod where rather than focusing on battles with another nation, you will be focusing on managing a city so it becomes a thriving metropolis, rather than a giant slum. The city will grow automatically, the quality will depend on your population and resources. Like a normal city, people will wander the streets and cars will drive about. Once you have a port, ships will wander the seas and once you have an airport, planes and helicopters will travel above the city. Having a large population is bad when you don't have the resources to support them but the more people in your cities, the quicker you city spreads and develops and having a certain population will unlock technologies and wonders.
Happiness
The game is centred around happiness and there will be a happiness rate to measure how well you are doing. When your city is happy, you can access new buildings, your citizens will work harder because they are happy, and sometimes they will give you a monument, or a wonder if your town is very happy, that provide happiness, resource and other benefits. Happy cities also don't have as much crime. Happiness is produced by a good housing to population ratio, certain buildings such as the stadium as well as monuments and wonders, and also the technology you have so for example, solar power plants are better for happiness than coal or oil power plants, though solar plants do not produce as much.
Unhappiness is a major problem. When your people are unhappy, there will be increased crime and work rate decreases. If your nation has reached a certain level of unhappiness, mostly peaceful protesters will take to the streets, who act as a good warning sign for what is to come if you fail to meet their demands. Next comes the riots. Riots are made up of citizens as well as rioters (kind of like militia), and if things get worse, a few armed protesters may appear too and they attack buildings and citizens that get in their way. Apart from some building damage, riots don't do too much if you don't provoke the rioters and start a fight with them. After that comes open rebellion where thousands of protesters, rioters and armed rebels will come in waves at police stations and government buildings. Rebels can be especially damaging and once rebellions start, there will almost certainly be fatalities. Unhappiness is caused by factories, a bad population to housing ratio, which also causes disease and crime, and also if you don't have the money to successfully upkeep buildings they will fall into disrepair.
There is also a ratio in cities between the poor, the middle class, and the rich, which affects happiness as well as the housing quality in different areas. The ratio begins with quite average levels with the majority of people being middle class. How the ratio works out will depend on resources and on some of the policy decisions you make as a mayor. For example you might get asked by some upper middle and upper class people to lower their taxes while increasing them for the less fortunate because they will give you a monument.
Quality
Quality is a term that is mentioned with regards to city areas. Basically, high quality commercial buildings produce more, while high quality factories produce less unhappiness and pollution as well as producing more resources. High quality housing generates happiness while poor quality housing produces unhappiness. There is also a thing called maximum quality, where at that point sectors cannot reach a higher quality level, which can then be increased with technology.
City Areas
In your city, there are three different types of areas:
- Residential. This is the housing of the people of your city. The quality of residential areas usually depends on a population to resources ratio. Having a high amount of resources compared to population means that the average housing will becoming larger and more luxurious until you are building mansions all over the place. If you have a large amount of population compared to resources, slums will be produced, which churn out disease, crime, and unhappiness. Like a normal city, the housing will vary in different areas. Housing is generally poorer near factories while the large houses will appear in the suburbs. Housing is also affected by the rich to poor ratio. In the centre of the city, or near commercial areas, the residential areas are usually apartment blocks, away from commercial areas there are large suburbs while outside the city there are farmhouses.
- Industrial. The industrial sector produces all resources apart from wealth. Factories decrease happiness though due to pollution, and they will decrease the quality of nearby housing. Crime may rise in these areas too. The quality of the factories can be increased by having parks nearby and by the Scientific Institute and their quality overall is increased by science techs. High quality factories produce more but do not generate much unhappiness or crime. Inside the city factories look like the vanilla oil refineries and factories and in the outer parts of the city they take the form of farms, woodcutters camps and oil wells and platforms.
- Commercial. The commercial sector of the city starts at the city centre and throughout a game new sectors will emerge around the city. The commercial sectors produce wealth, and have quite a neutral effect on happiness. A new financial sector will just have a few small office buildings and won't produce much but it will grow over time and basically the more wealth a sector it produces, the larger it gets and the better quality it becomes and when it gets larger it produces even more wealth. The quality of commercial buildings can also be increased with buildings like the city hall.
Also a concept that appears if you are doing poorly financially is that all areas will decrease in quality and if you do not have enough money to maintain commercial or industrial areas they may "shut down", meaning that while they produce unhappiness and crime, they produce no resources.
Technologies
With regards to the main technologies (in Rise of Peace they are researched at the town hall), there are a few changes:
Industrial: Increases the quality of factories. Also increases the overall effectiveness of power plants
Civic: Increases the number of town halls you can build in the region and expands your regional territory. Civic techs also help to increase happiness, reduce crime, and increase residential quality.
Commerce: Increases the commerce capacity of your city and increases maximum quality of commercial buildings. All commercial sectors produce more wealth.
Science: Decreases the cost to research technologies and makes them research faster (in this mod all techs are extremely expensive and take ages to research). Increases maximum quality of factories.
Each technology requires a certain population level to be researched so you don't get awkward cases of there being a city made up of a couple of skyscrapers and a couple of farms and nothing else.
Other topics to be covered:
- Decisions, events, and governments
- Relationships with other towns
- Realistic systems including crime (which includes vandalism, murder, robbery and gang warfare), disease and fires, minor disasters such as a small building collapsing, a small ship or plane crashing or some crazed murderer on a killing spree.
- Disasters (earthquakes, epidemics, tornado, huge fires, toxic accidents, floods, tsunamis, hurricanes, terrorism, volcanos, oil spill, shipping or plane disaster etc.)
~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
This is a city management mod where rather than focusing on battles with another nation, you will be focusing on managing a city so it becomes a thriving metropolis, rather than a giant slum. The city will grow automatically, the quality will depend on your population and resources. Like a normal city, people will wander the streets and cars will drive about. Once you have a port, ships will wander the seas and once you have an airport, planes and helicopters will travel above the city. Having a large population is bad when you don't have the resources to support them but the more people in your cities, the quicker you city spreads and develops and having a certain population will unlock technologies and wonders.
The game is centred around happiness and there will be a happiness rate to measure how well you are doing. When your city is happy, you can access new buildings, your citizens will work harder because they are happy, and sometimes they will give you a monument, or a wonder if your town is very happy, that provide happiness, resource and other benefits. Happy cities also don't have as much crime. Happiness is produced by a good housing to population ratio, certain buildings such as the stadium as well as monuments and wonders, and also the technology you have so for example, solar power plants are better for happiness than coal or oil power plants, though solar plants do not produce as much.
Unhappiness is a major problem. When your people are unhappy, there will be increased crime and work rate decreases. If your nation has reached a certain level of unhappiness, mostly peaceful protesters will take to the streets, who act as a good warning sign for what is to come if you fail to meet their demands. Next comes the riots. Riots are made up of citizens as well as rioters (kind of like militia), and if things get worse, a few armed protesters may appear too and they attack buildings and citizens that get in their way. Apart from some building damage, riots don't do too much if you don't provoke the rioters and start a fight with them. After that comes open rebellion where thousands of protesters, rioters and armed rebels will come in waves at police stations and government buildings. Rebels can be especially damaging and once rebellions start, there will almost certainly be fatalities. Unhappiness is caused by factories, a bad population to housing ratio, which also causes disease and crime, and also if you don't have the money to successfully upkeep buildings they will fall into disrepair.
There is also a ratio in cities between the poor, the middle class, and the rich, which affects happiness as well as the housing quality in different areas. The ratio begins with quite average levels with the majority of people being middle class. How the ratio works out will depend on resources and on some of the policy decisions you make as a mayor. For example you might get asked by some upper middle and upper class people to lower their taxes while increasing them for the less fortunate because they will give you a monument.
Quality is a term that is mentioned with regards to city areas. Basically, high quality commercial buildings produce more, while high quality factories produce less unhappiness and pollution as well as producing more resources. High quality housing generates happiness while poor quality housing produces unhappiness. There is also a thing called maximum quality, where at that point sectors cannot reach a higher quality level, which can then be increased with technology.
In your city, there are three different types of areas:
- Residential. This is the housing of the people of your city. The quality of residential areas usually depends on a population to resources ratio. Having a high amount of resources compared to population means that the average housing will becoming larger and more luxurious until you are building mansions all over the place. If you have a large amount of population compared to resources, slums will be produced, which churn out disease, crime, and unhappiness. Like a normal city, the housing will vary in different areas. Housing is generally poorer near factories while the large houses will appear in the suburbs. Housing is also affected by the rich to poor ratio. In the centre of the city, or near commercial areas, the residential areas are usually apartment blocks, away from commercial areas there are large suburbs while outside the city there are farmhouses.
- Industrial. The industrial sector produces all resources apart from wealth. Factories decrease happiness though due to pollution, and they will decrease the quality of nearby housing. Crime may rise in these areas too. The quality of the factories can be increased by having parks nearby and by the Scientific Institute and their quality overall is increased by science techs. High quality factories produce more but do not generate much unhappiness or crime. Inside the city factories look like the vanilla oil refineries and factories and in the outer parts of the city they take the form of farms, woodcutters camps and oil wells and platforms.
- Commercial. The commercial sector of the city starts at the city centre and throughout a game new sectors will emerge around the city. The commercial sectors produce wealth, and have quite a neutral effect on happiness. A new financial sector will just have a few small office buildings and won't produce much but it will grow over time and basically the more wealth a sector it produces, the larger it gets and the better quality it becomes and when it gets larger it produces even more wealth. The quality of commercial buildings can also be increased with buildings like the city hall.
Also a concept that appears if you are doing poorly financially is that all areas will decrease in quality and if you do not have enough money to maintain commercial or industrial areas they may "shut down", meaning that while they produce unhappiness and crime, they produce no resources.
With regards to the main technologies (in Rise of Peace they are researched at the town hall), there are a few changes:
Industrial: Increases the quality of factories. Also increases the overall effectiveness of power plants
Civic: Increases the number of town halls you can build in the region and expands your regional territory. Civic techs also help to increase happiness, reduce crime, and increase residential quality.
Commerce: Increases the commerce capacity of your city and increases maximum quality of commercial buildings. All commercial sectors produce more wealth.
Science: Decreases the cost to research technologies and makes them research faster (in this mod all techs are extremely expensive and take ages to research). Increases maximum quality of factories.
Each technology requires a certain population level to be researched so you don't get awkward cases of there being a city made up of a couple of skyscrapers and a couple of farms and nothing else.
Other topics to be covered:
- Decisions, events, and governments
- Relationships with other towns
- Realistic systems including crime (which includes vandalism, murder, robbery and gang warfare), disease and fires, minor disasters such as a small building collapsing, a small ship or plane crashing or some crazed murderer on a killing spree.
- Disasters (earthquakes, epidemics, tornado, huge fires, toxic accidents, floods, tsunamis, hurricanes, terrorism, volcanos, oil spill, shipping or plane disaster etc.)
[This message has been edited by super7700 (edited 01-20-2012 @ 00:10 AM).]