|Beautiful day in the city of Ars Konsepth. What could go wrong?|
This time we have a couple of lines (read: wall of text) about the role and functionality of Cities, Towns, Colonies and Buildings in Interplanetary. Again there needs to be a disclaimer: Much of the design described here may change during development. If you have thoughts, ideas or even suggestions, feel free to share in the comments.
Cities are one of the key elements of Interplanetary: They hold majority of the planet's population and generate resources like Production and Science. Each city has 1-6 production slots for different Projects that provide either one time bonuses, such as population growth boost, or permanent ones like Space Elevator. Permanent bonuses occupy the production slot they are built in.
Cities cannot be destroyed in a single turn, but if their population is reduced enough, they will turn into Towns. It's theoretically possible to destroy an enemy city by precision strikes across two turns by turning it into a town , but considerable amount of firepower is needed as Cities are quite resilient.
Towns could be described as placeholders for potential cities. They appear on the globe from the beginning, but cannot be interacted with directly. Towns hold some population just like Cities, and when the population grows large enough, the town becomes a City. Player can speed up the growth by protecting a city with a defensive building or building other structures near it. Unlike cities, Towns can be destroyed.
Colonies come into play a bit later in the game. A sufficiently advanced civilization can develop a Project for colonizing another planet in the same planetary system. The main function of a colony is to provide precious material for the player, but Colonies also act as forward platforms for some useful Projects and upgrades that cannot be built elsewhere.
Buildings are megastructures that serve a single purpose like producing resources, defending Home Planet or gathering intelligence. Players can choose fairly freely where they place the buildings, as long as they are not built in water etc. However, placing a building has almost always a tactical side to it. For an example, building in tight clusters makes buildings more defensible, but also makes them vulnerable to splash damage. Some weapons require line of sight, so building them all around the globe might be a good idea as opposed to concentrating them on one side.
So that's the very basics, we may write in more detail about these mechanics later. Lets us know what you would like to read and we will do our best to deliver!