updated todos
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TODO.md
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TODO.md
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- second click functionality (for selling)
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- more infrastructure
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- more follower storage space
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- mansions (in compounds)
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- apartment complexes
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- islands
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- countries
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- billboards for auto-recruit
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- cryptocurrency mining rigs
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- media companies, churches, megachurches
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- textbook manufacturers, schools, colleges
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- reduce general population education
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- job resource type
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- you promote your followers into jobs
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- max is total number of followers minus active jobs
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- plus other requirements
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- for example pastors need churches, evangelists need megachurches
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- job ideas
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- pastors
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- small chance to auto-recruit new followers
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- collect some portion of tithes automatically every 30s
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- needs churches
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- evangelists
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- bigger chance to auto-recruit new followers
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- needs mega-churches
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- reporters
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- increase credibility restore rate
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- needs media companies
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- teachers, professors
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- slow growth of population education
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- politician
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- grow political influence
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- more passives
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- general education of population
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- higher makes recruitment harder
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- political influence
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- affects credibility, needed to enact policies
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- global birth/death rates
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- religious fanaticism
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- affects follower growth/loss
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- consumable resource type
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- one-off actions that cost money
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- ad blitz to improve credibility
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- ad blitz to improve recruitment rates
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- technology
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- need to research technology to unlock some resources
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- policies
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- can affect a wide range of stuff
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- costs political influence to enact and maintain
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- inter-religion relationships
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- hostility between religiions
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- holy wars (affects birth/death rate)
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## Initial Game Progression Plan
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### Phase 1: 0-1K Followers
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- confined to compounds
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- build compound structures
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- [x] tents (+follower cap)
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- [x] houses (+follower cap)
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- [x] churches (+pastor cap)
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- [x] hire pastors to recruit and gather tithes (+money, +followers)
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- [ ] hire compound managers to auto-build (+tents, +houses, +churches)
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- [ ] fluctuating crypto market value passive determines crypto value
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- [ ] prosperity gospel policy increases tithes, decreases recruitment rate
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- main resource problems:
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- [x] lose money on purchases
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- [x] lose money for salaries
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- [ ] lose money for compound maintenance
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- [x] gain money from tithes
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- [x] low credibility loses followers
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- [ ] low and decreasing money loses jobs
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- [ ] gain or lose money on crypto based on market passive
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### Phase 2: 1K-100K Followers
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- establish presence in city
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- [x] unlocked by building permit
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- [ ] unlocks education influence passive
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- [ ] unlocks political influence passive
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- [ ] unlocks notoriety passive
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- build city structures
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- [x] megachurches (+pastor cap)
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- [ ] schools (+teachers cap)
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- [ ] colleges (+professors cap)
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- [ ] housing co-ops (+follower cap)
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- [ ] apartment buildings (+follower cap)
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- [ ] office buildings (+politician cap, +city planner cap, +hiring manager cap)
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- [ ] datacenters (+crypto miner cap, +crypto broker cap)
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- [ ] hire city planners to auto-build (+megachurches, +housing co-ops, +apartment buildings, +office buildings)
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- [ ] hire teachers and professors (+education, +education cap, +followers)
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- [ ] hire crypto miners (+crypto)
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- [ ] hire crypto brokers to buy and sell faithcoin at a profit (+- crypto, +-money)
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- [ ] hire hackers to steal faithcoin and improve broker performance (+crypto, +notoriety)
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- [ ] hire politicians to increase political influence (+politics, +politics cap)
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- [ ] hire hiring managers to auto-fill job slots as they become available
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- political influence system
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- [ ] credibility goes up and notoriety goes down with higher political influence
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- [ ] unlock religious law tech
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- [ ] unlock fanaticism passive
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- build political structures
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- [ ] re-education camps (+notoriety, +religious police cap)
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- [ ] hire religious police to imprison non-followers and release them as followers over time (+fanaticism, +notoriety, +followers)
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- [ ] grass-roots campaigns, with chance to fail (+politician cap)
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- [ ] hire political strategists to automatically launch campaigns (+grass-roots campaigns, +politicians)
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- notoriety system
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- [ ] hurts all recruitment efforts across the board
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- [ ] high notoriety ratio can cause some actions to randomly fail, hurts political campaigns
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- disables certain resources? (TBD)
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- fanaticism system
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- [ ] each follower gained via certain methods increases fanaticism
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- [ ] fanatics are the last ones to leave when losing followers, lose at a much slower rate
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- unlocks fanatical abilities? (TBD)
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- education influence system
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- [ ] improves success rate of political campaigns
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- [ ] suppress science policy causes some teacher/professor recruits to be fanatics (+fanaticism, +notoriety)
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- build educational structures
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- [ ] textbook publisher improves performance of teachers and professors (+education)
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### Phase 3: 100K-??? Followers
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- city states
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- purchase entire cities
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- work toward taking over the whole country
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### Phase 4 and Beyond
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- grow into more countries, consume entire world population
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- build interstellar tech? xenotheology?
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## Short-Term Todos
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- [ ] add `disabledHint` to `userActions` to generate hint about how to enable an action
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- [ ] add an action to sell purchasables and regain some portion of their cost
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- [ ] add a `policy` resource type that can be toggled on or off
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- [ ] remove recruitment effects of credibility (that will be for notoriety instead)
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## Long-Term Ideas
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- birth rates and death rates per religion
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- religious war action per religion
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- send fanatics to capture and put people from that religion in re-education camps
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- islands (like compounds but bigger)
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- countries
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- marketing system
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- billboards, newspaper, internet ads, radio ads, tv ads to boost recruitment, reduce notoriety
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- buy entire radio stations, tv stations, newspapers
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- buy entire ISPs and tv networks
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- reporter job
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- marketing manager job
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