Decay and Repair - building maintenance
Ok so the idea here is
1. Add decay to all buildings, houses, dams, workshops, etc
2. Make a new worker that would specialize in repairing evering in their repair zone/set number of buildings that are assigned to them
3. Automate potentially by having a 'Repair Beaver HQ', if you will that acts like its own sort of district center.
4. With all this, implement a true lifespan to the buildings, meaning it would be cheaper at some point to replace it vs repair it.
Comments: 41
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23 Sep, '21
Jcheungimo, builders should be in charge of repair. maybe give the building another checkbox for "prioritize maintenance" and "prioritize construction"
i don't get what you mean by the HQ acting as its own district though -
23 Sep, '21
TweelichtThis would be awesome for dams, no maintenance and the dam will collapse in time. The decay rate can be linked to the difficulty setting
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23 Sep, '21
FuryoftheStarsAs with jcheung's comment, builders should take care of maintenance. Smaller districts don't have the population to support everything else *and* this on top of it.
While I understand what you mean with the HQ being like its own district, I'd be against that. Another complexity layer to have to manage....
If you're going to have it where buildings need to be eventually replaced, how do you manage stacks? I am not tearing down an entire stack to replace the base structure and then building the whole thing up again.
Finally, at the early part of the game, unless you're a veteran at it, you're often finding yourself struggling to meet building resource needs as is. So unless the decay is very slow (multiple cycles), or doesn't start until you've unlocked certain things, I see it as a barrier to new players. -
24 Sep, '21
MagamangamingMainly a reply to jcheung
The reason I would like it to be a different worker and for it to have either its own building or to be able to assign a number of 'builders' to repairing is that I would think there might need to be a setting for these workers that would only have them fix things as it got to a specific level of decay, so you do not have all your builders always repairing everything that is only at 98 percent of its fully repaired health. Just having the builders 'prioritize' repairing would also make it more difficult early on to keep building proficiency up rather than just having them repair everything in the middle of trying to get what could be an important building built. Either make a new building with these controls or figure out how to add to the builder hut/district center in a way that makes you able to adjust the priorities, and simply. -
26 Sep, '21
Scott T Smith MergedWater is a harsh environment and disasters happen. A maintenance crew to repair levees etc, that are deteriorating over time. If this game has time to grow a hardwood Maple, it has time to deteriorate
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27 Sep, '21
Gin Fuyou Admin"Maintenance Function" (suggested by Scott T Smith on 2021-09-26), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Sep, '21
SeizanI like the idea. My problem with it is that I don't want to replace old buildings. Specially in late game. Imagine a game where you have to replace only 5 buildings each day because you have that many. It's tedious and not fun.
So, my suggestion would be:
1. normal buildings don't get destroyed when their lifespan gets lower. Instead they work with less efficiency. Maybe a "decayed building" wokrs with only 50% efficiency. Not sure how harsh that would be.
2. Dams, Levees, flood gates, plattforms and all these do break/get destroyed. So, you need to take care and maintain your dam structures.
3. The lifespan can be increase indefinitely. No true or final end. No "after 20 cycles it decays anyway".
4. Repair beavers should be able to reach underwater dams without paths or stairs. So you are not forced to build stairs in your dam to reach each level. If you have a somewhat bigger dam. Not sure if that's already covered though, I think not? -
28 Sep, '21
Gin Fuyou Admin@ Seizan, with game system of vertical architecture if building is ever get destroyed it has to be after a very serious neglect only. Imagine you build a warehouse in a early game and then build a grand complex over it. To get it destroyed in a moment because you didn't noticed bottommost old building needed a repair. Basically I think it's better idea that building do decay but are never destroyed (or only in some special conditions). As you said, I'd first make them lose efficiency or capacity for storages. Then just make it disabled (as if on forced pause) until repaired.
For dams, they should probably not decay at all, or get damaged\destroyed only in some special events, though builders can reach long (unlimited?) from top, it would restrict players on some maps where you dam water far away from you settlement. -
03 Oct, '21
Michael RoweMaybe this can be a part of hard mode or a new mode named extreme or apocalypse.
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15 Oct, '21
KrautBeaverThis sounds very unfun to me. I can not renember one game where a "decay/maintenance" mechanic was actually fun
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18 Oct, '21
D MergedGive each building a health meter that slowly runs down. The more beavers that interact with a building, the faster it decreases (more beavers in a house, or more beavers using a set of stairs, etc.) Powered buildings and heated-buildings (grill/bakery) wear out faster than others.
Buildings don’t break, but efficiency goes down (to max -40%). Slight visual changes to represent wear.
Builder beavers can repair buildings that are worn down once building health is less than 80% (lowest is 60%). It costs four random units (gear, plank, log, paper) used to construct the building (except metal) to repair it by 20%.
Maintenance building beavers are expert craft-beavers and can boost building health to 130%, keeping them in tip-top condition. It costs one unit to boost/repair 15%.
3 day invulnerability after built/last repair.
The health meter and numbers are just for discussing the concept and balancing. I don’t mean you should display a health meter/indicator for buildings in -
18 Oct, '21
Gin Fuyou Admin"Maintenance building and building decay/rot/wear" (suggested by D on 2021-10-18), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Oct, '21
DI didn’t have enough room to write this: the system I describe can also be used to implement fire damage and the subsequent building repair.
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11 Nov, '21
Jon MergedI think having some sort of building maintenance requirement would add a bit more difficulty to the game, at the moment I get to a point where everything is full, everyone is happy and I could just let the game run forever without any issues appearing. So having maintenance that takes up resources, could have buildings that if they don't get repaired they will stop working causing issues.
This would add another layer to the gameplay, it could be a toggled feature for those who want to focus just on the current gameplay. -
11 Nov, '21
Zam! Admin"Building maintenance" (suggested by Jon on 2021-11-11), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Dec, '21
Todor Alin MergedCould be nice if will have some kind of damage to buildings during operations. More damage to the power opoerating buildings. If damage levels drops bellow a limit, not only the efficiency drops, but it can stop working. To repair, need a repair shop, with "employes" and materials. Damage to apply also on all type of power connections (to be repaired, also needed access) ! And, since some buildings use fire, why not fires and firefighters ???
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29 Dec, '21
Gin Fuyou Admin"Wear of constructions and power buildings" (suggested by Todor Alin on 2021-12-28), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Jan, '22
Hamish MergedRequire Dams, Levees and Flood Gates to be maintained with logs/planks depending on the block, or catastrophic failure and they will leak water depending on the level of degradation on the block. New work building, like maintenance beavers who repair anything that needs it. The speed that blocks degrade could be dependant on how much water is behind them. This would make dams less of a build and forget and make you think more about how many and how big you are going to build dams. also make more variation on the dam designs as you would have to make sure your maintenance beavers have access to blocks so they can repair. A top tier metal dam and levee block could also be added that degraded much slower than the wooden version for end game dams.
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02 Jan, '22
Gin Fuyou Admin"Dam Maintenance" (suggested by Hamish on 2022-01-02), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '22
Yasmin Fody MergedOn hardcore mode, make it so that windmills, dams, pumps, especially moving parts, etc... Break down every so often, and force the beavers to make constant repairs. You can have a special job under "labour" called "Maintenance post", this employs beavers to make repairs. Before the player unlocks the "Maintenance post", this can be done by the workers employed at the district centre.
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28 Jan, '22
Gin Fuyou Admin"Machine and General Maintenance" (suggested by Yasmin Fody on 2022-01-28), including upvotes (1) and comments (0), was merged into this suggestion.
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11 May, '22
Skapunkboy MergedAdd a repair building that stores spare parts (Gears, planks, resin, etc) that is then used to patch up buildings over time as they degrade/flood. This would also introduce a repair mechanic to the game which means that after an amount of time buildings that are not maintained no longer work or have a large penalty to them. To balance out not having the repair hut right away have the builders from the district centre be able to patch up buildings. Also the district centre workers would need to collect the resources from the relevant storage/creation building rather than having them on hand making the process slower. Maybe also have this as a toggle between hauling and repairing to make it one or the other.
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12 May, '22
Gin Fuyou Admin"Repair Hut" (suggested by Skapunkboy on 2022-05-11), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Jun, '22
Reaver928 MergedBuildings to gain a damage meter which indicates how damaged the building is. Weather effects as well as the process of time slowly ticks down the meter, each stage decreses effectiveness of the building and eventually, if no maintenance is performed, will fall into complete disrepair and the building will be unable to be used. This would also require the creation of a new building which makes a beaver able to repair buildings. One additional change could be that if the buildings are at max maintenance there could be a boosted performance of the building.
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06 Jun, '22
Gin Fuyou Admin"Building Damage and Maintenance" (suggested by Reaver928 on 2022-06-06), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Jul, '22
GoldenkaaosI like the idea of risking catastrophic floods if you don't take good care of the dams. Would add a lot of interest and challenge to the game. Players would be forced to have small outposts near their dams. I think it's realistic! But maybe only implement this on hard mode, or have it as a setting you can turn on or off for players who would not enjoy this feature.
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17 Sep, '22
Matthew MergedSince Sierra's walker city builder format days there has always been some variation of building inspector. When I was downloading this game I caught myself looking forward to seeing that in beaver form. I mean the first thing that comes to mind if I picture a anthropomorphized beaver is an engineer inspecting/maintaining some construction writing notes on blueprints with a modern tool belt/vest. Maybe smacking things with his tail appraisingly. That is BEFORE thinking in terms of a city builder.
Maybe just have a "maintained" tag instead of a degrade value mechanic for the structures, that adds a refreshable, temp appeal bonus...for the farmer race at least and maybe a different modifier for the additional races. -
18 Sep, '22
Gin Fuyou Admin"Building/Platform Maintenance Mechanic, Building Inspector Building / Job" (suggested by Matthew on 2022-09-17), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Feb, '23
Matthew Kreais Mergedcreate a new occupation where a beaver will have to fix broken buildings or powerlines..
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11 Mar, '23
Gin Fuyou Admin"maintain and repair buildings and power "lines"" (suggested by Matthew Kreais on 2023-02-15), including upvotes (1) and comments (0), was merged into this suggestion.
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28 May, '23
mike Mergedthe stronger the water te moor dmg so you need to repair them
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02 Jun, '23
Gin Fuyou Admin"levee and floodgets hp" (suggested by mike on 2023-05-28), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Jun, '23
Sibelius MergedThe ultimate goal is to strive for metal-based structures. To implement this, ensure all wooden structures gradually deteriorate over time. Introduce a new profession, the construction engineer, whose role is to repair these aging wooden buildings using logs and planks. Additionally, provide the option to enhance every structure from wood to metal.
Metal structures will be a significant upgrade, as they will not undergo decay. This encourages players to gradually replace all their wooden structures with metal ones. Ideally, all buildings should initially be available in a wooden version, with the opportunity to upgrade to metal. This upgrade should be facilitated by spending science points on each individual building upgrade. -
07 Jun, '23
Gin Fuyou Admin"Rotting wood, metal forever!" (suggested by Sibelius on 2023-06-04), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Sep, '23
Eric The Great Mergedbuildings should take damage over time if exposed to a flood. including dams, levees, floodgates, and water wheels. Land buildings would take much more damage than buildings intended for use in water. buildings would need to be repaired by repair beavers every so often.
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15 Sep, '23
Gin Fuyou Admin"Add durability tracking for buildings exposed to floods" (suggested by Eric The Great on 2023-09-11), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Oct, '23
cody Mergedadore this game. would love to see some more Hazards to deal with in this. maybe things decay and need to be repaired from time to time. waste disposal would be an interesting thing to have to manage. maybe even infestations of termites or other pests. could even get some different kinds of animals to contribute. like to handle waste you need dung beetles.
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06 Oct, '23
Gin Fuyou Admin"suggestions for a great game." (suggested by cody on 2023-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Nov, '23
JohnBuilding maintenance sounds like a great addition but should be a user selected option. 3 out of 4 water pumps suddenly failing would be fun to me but not others...
My suggestions:
Every building has a small chance of catastrophic failure. Buildings/factories with moving parts have double the risk of failure. The lower the durability of the building, the higher the risk.
New item oil reduces the decay of active buildings (moving parts) and failure chance, but not required as it would hinder the early game. Where do you get oil? From that nasty badwater of course!!!
Adding more science to improve the building by reducing decay, failure chance, and perhaps slight enhancements (faster water pump speed for one). The upgrades do require the building to have the upgrades applied and take the building out of commission. All new building come with the upgrades installed and has the additional costs for upgrade. -
26 Jan
Brian Mergedmaybe add some desegregation over time and repair or builder beavers repair. Floods and weather could also effect the buildings as well. Storms wash away beaver dams all the time in real life.
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30 Jan
Gin Fuyou Admin"Building damage and repair" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.