Design Ideas: Zone Upgrades

Theorize and discuss potential new rules and systems for a new version of FWURG
Brend
Brend
Fedor
Fedor

Design Ideas: Zone Upgrades

Post Brend » Sat Feb 03, 2018 1:01 pm
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Brend
 
This thread is for posting design ideas, inspiration, and discussion on:

Zone Upgrades
These are process improvements, physical enhancements, and other labour-increasing measures that can be applied to a zone. They can represent a great many things, as long as they improve the zone in some way. Note that this "improvement" may also be a shifting the pros and cons of a trade-off.


We eventually need a great many of these. But to start the game, we can get away with having just three or so zone upgrades. Note that these usually come with "bagage" in the form of mutual exclusive choices, required world improvements or policy choices, etc.

That said, all inspiration and ideas are welcome; though we might shuffle some ideas into Tier 2 or 3 depending on how well they fit.

(Do not worry about the details, implementation, or numbers you give. Those are subject to change anyway since we must balance them with the other things that are being designed.)
Post Brend » Sun Feb 11, 2018 12:08 pm
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Improved Production: The most basic of zone upgrades. A requirement-less upgrade that simply boosts labour on your zones. Can be built on both Industrial Zones and Raw Material Zones.
Post Fedor » Wed Mar 07, 2018 4:56 pm
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Toss out the junk - If you specialize as a domestic policy, you can apply this upgrade to replace dual purpose hardware in your industrial zones. If the industrial zone only has one basic production core improvements then labour is boosted.

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