Energy will be a global resources collected and distributed to all connected components. You only have to connect all individual components with wires and power poles. Maybe this can be even further simplified by using ranges for power poles that automatically connect all components to themselfes. Early implementation: Wires and poles are skipped and energy is simply global. Producers: Energy generators Consumers: Houses, production facilities, lights etc. Energy storage: Batteries. Usually each consumer has a local energy storage as well.
Classes / Castes
How exactly the different needs are going to be realized is still in development. How happy each individual becomes is very fluent and depends on many factors and not all of them have to be fulfilled. In order to make game design and AI easy to handle it seems to be necessary to make use of classes. Here are the current ideas and those can change during development.
People who just migrated into the city or just on the very end of the hierarchy. They will work a lot and don?t have any alternatives. They are unlikely to leave your town even when treated badly, but then will cause many troubles. Once they get provided a Home of T2, they will become residents. If you have too many of these, nobody will come to your city. Liquid and Nutrition: Just enough to survive Shelter: T1. Even no shelter is fine for a while Outhouse: At least one
Poor resident class. If you want a big city it is inevitable to have many poors. Unless their mood is good they will quickly start to cause trouble in their neighborhood. Poors will leave the town the latest. The children work part time labor, unless you allow them to go to school. Liquid: No thirst Nutrition: A bit more than required to survive, hunger sometimes is OK Shelter: T2 Public Outhouse: Shouldn?t be too dirty or populated Clothes A few T1 clothes Water usage: A bit to wash
Basic resident class. To get a nice city but still a moderate number of residents, then you want the most people to be in this class. These people will probably leave the town before they die. They can have some more spare time which they will spend in bars or entertainment. One child shall go to school and one adult may work part time. Liquid: Average need / some variation Nutrition: A bit variation and no hunger Shelter: T2 Public Outhouse: Not very populated and dirty Clothes: More T1 clothes or a bit T2 clothes
Middle class of your city. People who do more important jobs which others can?t do. They require more spare time and water usage. Only one adult is working and children must go to school. Liquid: Average and some alcohol and variation Nutrition: Some variation and enough to waste a bit Shelter: T3 Clothes: Only T2 clothes
Highest ranking people, they still require some design work. They could provide global and permanent positive influence on your city like reputation. They will rather not even work, but provide other benefits which make themselves inevitable. They need the highest levels of entertainment and a nice neighborhood. Liquid: No restriction Nutrition: More variation and enough to waste. Shelter: T4 Clothes: Mainly T3 clothes (if we add them)
House T1: Shelter
Size: 2x3. Home for 3 people. A simple shelter made from random building materials. This is crowded and small, only a place to sleep. It will be enough for the start of the game and for people who just migrated into the city.
House T2: Shack
Size: 4x3. Home for 3 people or 1 family A simple shelter made from random building materials. This is crowded and small, only a place to sleep. 2 Shelters make room for one Shack.
House T2: Stacked Shack
Size: 4x3. Home for 6 people or 2 families Same as the Shack but with two floors. This will lead to crowded areas in the city which can lead to issues such as unhappiness, garbage handling and crime.
House T3: Home
Size: A bit larger than Shack. Home for 3-4 people or 1 family A house made from nicer materials and designed in a specific way. It has more room for everyone and a bit of greenery/decoration. Has a toilet.
Size: 3-4 times of the Shack. Home for 3 people or 1 family The most advanced home, only for a few. About 50% of the area is garden. The home is mainly made out of manufactured wood. Has a toilet.
Maintain and grow crops. You can plant different crops in the same farmland. Each crop costs one seed of its kind and provides seeds when harvesting, usually more than 1 per crop. Often in real world farming there is a difference whether you want to harvest fruits or seeds. So I can imagine a slider which lets you define how many fruits or seeds you want to harvest. In bad times, better harvest more fruits. You can still buy seeds by trade later. In good times, maybe harvest more seeds and sell or store them.
Provides space to keep and grow animals. See the Cattle tab for details. Each animal provides meat and leather when slaughtered and can provide one type of good.
At least two stages of workshops where people can produce goods and tools.
A place where different kind of goods can be made to be consumed by residents.
Will slaughter cattle and produce food made from meat. E.g. ham which is durable or fresh meat which is meant for the wealthy people.
Converts wheat into food. We might end up with one or two goods that represent bread, buns, noodles or dough for pizza and stuff. Whatever the residents want to eat. Unclear if yeast is required. This is an interesting feature but makes things more complicated.
Converts fruits into alcohol. Maybe the production of beer produces yeast.
Will make clothes and maybe tarp. Unclear if there are tech stages.
At least two types of wind power generators
Solar power generator
Solar panels to produce energy. The idea is that you can place these on the roof of buildings, but this concept has to be evaluated further.
At least two sizes of water collectors which help you to catch rainwater. Especially helpful in the early days. There will also be wells for the later stages as these take a few days to be constructed. Houses will later automatically collect some of the water.
For those who don?t have their own toilet. The more people use it the dirtier it will become.
Garbage can / Composter
Trash is still an issue in post-apocalyptic cities. There won?t be that much packaging waste but rests of food for instance. This has to be managed. A composter provides fertilizer in return.
A place to store any kind of building material. Workers here will find rare items from time to time.
A place to store nearly everything. There might be different kinds of warehouses. You will also be able to define the type of materials stored in each warehouse to organize logistics a bit.
A place to store food for a longer duration. When energy cuts off, the content is wasting within in-game hours in warm conditions.
Here is a list of potential Animals.
Have many facets. Wild stray dog packs attack your city, steal food and cattle. Dogs can act to protect your city from other dogs and intruders. Dogs may also be held as pets by residents, but this is rather a decorative feature. May also be hunted if you allow it.
Provides a lot of meat and milk, but also requires a lot of food and water. Depending on these aspects cows might be rather rare and expensive to keep.
Provide a good amount of meat.
Provide eggs and a bit of meat. Don?t need much space and food.
Alternatives to cows to get milk.
Cats might only be a decorative / graphical feature. They can help to keep food storages clean from rats, like the Egyptians did. They are also held as pets.
Wild animals which provide meat when hunting.
Here is a list of potential Crops.
A mix of various vegetables
Essential to make bakery products and maybe also for beer.
Can be used for medicine, tea and maybe cigarettes (you must take what you get)
Sweet fruits can be a more expensive type of food.
Here is a list of potential Resources. Some might be removed, some might be added
Major building material. Contains boards which are made from wood, metal or synthetic materials.
All kinds of smaller pieces including hinges, gears and valves.
Waste produced by citizens or which remains in the environment from the better times.
Cables, switches, lightbulbs and such. Everything you need to install electrical instruments.
Unclear if required as a material. Would be used for structures and water collectors.
Consumer goods are in the design stage. People of different classes require more goods to consume.
Still in design stage, there will be 2-3 stages of tools which accellerate labour and which wear after a while and need to be replaced.
Weapons are sheduled for later in development. They can be used for huning and defence. There can be 2-3 stages of weapons.