Review and specific suggestions

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dockinoke
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Joined: 13 Apr 2016, 10:34
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Review and specific suggestions

#1

Post by dockinoke »

Hi,
first of all my congrats for the awesome work here.
I'm a lover of the "simcity-like" genre.

Let's start with my review/suggest...


1) Goals

Actually the only one goal is to rise-up taxes over (about) 12%/13% from the beginning to keep your wallet in active.

Once you have money is just matter of time and you will cover the whole map. :)

Some peoples here are asking about achievements, that would be great.
But am asking for a more specific thing: Happyness.

Divide the happyness between specific categories, related to already existing mechanics:
- noise
- pollution
- security ( police + fireguard )
- education
- sanity
- nature ( parks, etc)
- childs
- entertaintment
Once you divide happyness between those, you can have the next step...

2) Mayor's Powers

Higher is the happyness of a group, more options for that group it will unlock. Just few examples, for each group...
- noise
...Noise Tax: +10% taxes to noise sources
...Promotion of Silence: discount of 5% in taxes for industries at low sound emissions
...Nighttime Prohibition: Energy devices and industries production ( aka: paid taxes) reduced by 50%; noise reduced by 40%

- pollution
...Farm Bonus: 50% taxes refuction for farms
...Depurator Bonus: each source of pollution cost 15$/month but reduces pollution by 30%

- security ( police + fireguard )
...Quarter Volunteers: residential zones, automatically 10% of protection
...Private Vigilance: commercial and industrial automatically 10% of protection

- education
...Volunteers: each religious building also provides few elementary instruction
...Archeology: only if you have Museum; you can unlock the Dig option in build menu, where you can excavate a zone in search of archeo. Larger is the site, larger will be the global happyness

- sanity
...Free Vaccines: 1$/month each 10 peoples, increase the pollution resistance by 20% ( prevents to lose happyness )


- nature ( parks, etc)
...Natural Reserve: each free zone with trees will produce happyness, but build on it will cost 300% more
...Ecology: 1$/building per month, will reduce of 20% global pollution

- childs
...Baby Park: 1$/month at every dense commercial zone, those zones will increase child happyness by 5%
...Extra School Activities: 30$/month at edu building, raise the child happyness of the building by 35%

- entertaintment
...Street Artists: every townhall, decoration, park and big space ( dirty or common road square 3x3 or larger) will produce 10% entert.
...Local Commercials: if you have a radio, you will recieve money from commercials
...Event: once every 300days, you may call an event, who will last for 30 days; it will have a random cost and give to the city random benefits


3) Roads
I didn't understood the utility of the one-way road.
Would be nice if, if you put them in the corret position, they will become something helpfull.
Example:
- loop, if you close a ring with a one-way direction road, this will become faster
By the way, if exist any way to improve the traffic mechanic would be nice.

For now i could suggest:
- piazza/place/plaza, once you place a 3x3 or larger block of road ( dirt or common) it will change into a place

Could the ide automatically convert the perimeter into a one-way road loop, and the center into a decoration ( emulate the typically rotatory )

4) Buildings Actions

Before asking for new buildings, i prefer to ask about buildings actions mechanics

Single tasks with cooldown in days, passive skills or just configurabile bonuses.
Some examples, University Building:
- Research, cooldown 3 years, 20.000$: for 1 year, bonus in growing dense industrial by 30%
- Expertise, passive: +5% bonus to evolve at higher lev building for dense areas
- Belchelor Degrees (choose one to specialize this univ):
...Edil Engineer, +20% buildings power ups
...Chemystry Engineer, +5% industry, +5% sanity
...Economy and Finance, +20% commercial, +5% industry

5) Unlock elements

In conclusion of the previous points, would be nice have, "in general", buildings, abilities and/or options able to unlock based upon some triggers.

Just few random examples:
-Tumors -> too much pollution (population begins to escape the city)
-Specific Buildings you can buy to place if you reach a goal into a specific zone (example: 5k+ peoples in low density residential zone = unlock "Popular Houses")


That's all for now, I hope to be helpfull.
:)

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