Simcountry
Forum Suggestions Safety Index

Safety Index

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abbotnettles

All worlds
31 Mar 2018 05:36Link
Allow for a new Index to be built and corporations to produce these government buildings.

Police Station
A police station would require 50 low level workers, 10 low level managers, 1 Executive. The Corporation that produces these would consume cars, fuel etc


Fire Department
A fire Department would require 10 low level workers and 1 low level manager
These would consume Trucks, fuel etc

Emergency Shelter
The shelters would provide a benefit in the event of disasters or attack. They would reduce the number of civilians killed in either event.
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smokey

All worlds
31 Mar 2018 05:40Link
I Like!
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SuperSoldierRCP

All worlds
31 Mar 2018 17:32Link
Just asking,
Does anyone read the finance pages?

General Cost of Government
This is the cost of the government facilities and administration. It also includes the cost of local government and the police. The cost of government depends on the size of the economy and the population. Rich countries have more money to spend on government services, peaceful countries that are not burdened by the cost of defense also have more money for government functions and the cost of government is higher.
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abbotnettles

All worlds
31 Mar 2018 18:02Link
yes we are all aware of that, some of us though would like to have additional features added to the game and that requires some additions first. A safety index included would then allow in the future to have disasters such as wild fires, mafia events etc and these additional events would add much needed flavor to the game.
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Sheepman

All worlds
31 Mar 2018 21:56Link
Yeah... i dont believe you are aware of it.

I dont think all the ideas are bad or having ideas is bad :) but can you just make 1 big post full of all the crap so i can read it all at once? or atleast try to come up with these ideas ATLEAST a little bit more in a time frame were they can be included in a single post. Really annoying kind of spammy really. Really might be some components to the thoughts so not bad!

Much needed flavor? the corn... the corn that the people can cycle both ways. Artificial and "Natural" flavoring is something players i believe need to learn how to manage on there own buds; as properly seasoned and prepared food is more then any flavorings have to offer. Really though let me pick the artificial taste of this subject of speculation.

Ideas not bad, BUT MAN! lo
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SuperSoldierRCP

All worlds
31 Mar 2018 22:33Link
The reason I disagree with this suggestion is because of the cost increases.
The GM wants and has been working hard to decrease costs and these suggestions(as cosmetically cool as they are) would increase them regardless of how you work it.

A C3 has 15M pop and 30 town/counties/cities, so that's what 30 police departments? Based on your staff numbers and 100 government salaries that's about 20M a year plus the same for materials at 120Q. At 300 government salaries and 300Q goods your looking at 60-70M a year. Honestly that's a very -CONSERVATIVE- estimate!

Being real basing it on real world numbers 3.5 officers per 1,000. Your looking at 52,500 Low level workers. That's 315m in just Low Level workers salaries at 100 government level. Move that up to 300 salaries and charge 300Q materials your looking at 1.5B a year.

As Sheepman said your also suggesting Low Level workers which is unrealistic as most la
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Andy

All worlds
02 Apr 2018 12:00Link
The cost will not be the problem.
If we add features like these, they will add cost but then the cost of government can be reduced.

however, it will add more complexity and there is a lot of work involved.

I compare these with features like:

- Resources - where do you find oil and who is building the corporation. How much oil is there and how many years can the corporation pump oil there. And them for all natural resources.

- Polution control/CO2 emittions

- Alternative energy

- Competition, limited period worlds (Being developed now)
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Daniel Iceling

All worlds
02 Apr 2018 12:18Link
"Resources - where do you find oil and who is building the corporation. How much oil is there and how many years can the corporation pump oil there. And them for all natural resources."

I absolutely love this idea. The addition of natural resources, with limited locations, sizes, availability etc. Could add so much meaning to what is currently just another Corp type. Nations would truly feel more unique and valuable, if they each had a unique set of resources that they were capable of producing.

Signed President of DanNation on LU
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Andy

All worlds
03 Apr 2018 15:35Link
We agree.
we think that resources and the scarcity of some, will add a lot, including maybe wars.
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Daniel Iceling

All worlds
03 Apr 2018 16:00Link
Andy,

Out of curiosity, is the "Resources" feature, currently in development? Or simply in the ideas/suggestions/feedback stage?

Signed President of DanNation on LU
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abbotnettles

All worlds
03 Apr 2018 22:43Link
I could see certain attributes being assigned to a country, for example a country would get a climate attribute, Temperate, Tropical, Tundra, Polar, Arid, Mediterranean then a Geological attribute such as Plains, Mountainous, Forest, etc then the last attribute would be are they coastal or land locked. Each of these attributes would have resource benefits and disadvantages.
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SuperSoldierRCP

All worlds
03 Apr 2018 22:48Link
I think the the best way to encourage resource wars is to give each "Country" access to most of the natural resources available in limited amounts.

What if we ranked each resource as: Non-Existent, Scarce, Very small, Small, Adequate, Large, Very large, Abundant.

Each nation would have access to most resources types in varying amounts and each country wouldn't have access to a few at all.

In my -OPINION- I'd like to see each nation have 3 of each resource type per category. Right now there are 23 types of natural resources. By installing that limitation that means each nation would have access to 21 of 23 types of natural materials. Anything they don't have would be listed as Non-existent. The GM can even say that each "amount of resources" allows so many corps to be built. This limitation would be counted as both state and CEO's in each category. This would also encourage more CEO involvement.
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abbotnettles

All worlds
03 Apr 2018 23:40Link
that could work, but I would add that resources can be consumed so as more corps locate to that country the resource would go down categories of abundance. This would trigger a few things corporations would move into a country and consume the local resources and then they would move the corporation into a different country to begin consuming that resource. This would create more player interaction as presidents would wage war in order to gain access to certain resources and CEO would also want to move their corps of certain types into countries with those resources.

There would also be triggers for events that would show a new resource deposit found. For example country A has discovered a Oil deposit - this news would show up in the SC news feed, immediately CEO's with oil corps would compete with each other to move their corp into that country.