From dff7d53a755122e3ea6a72e6705cd7d2147403df Mon Sep 17 00:00:00 2001 From: Rudis Muiznieks Date: Mon, 6 Sep 2021 16:13:06 -0500 Subject: [PATCH] updated todos --- TODO.md | 150 ++++++++++++++++++++++++++++++++++++-------------------- 1 file changed, 98 insertions(+), 52 deletions(-) diff --git a/TODO.md b/TODO.md index 7068033..8a3709f 100644 --- a/TODO.md +++ b/TODO.md @@ -1,52 +1,98 @@ -- second click functionality (for selling) -- more infrastructure - - more follower storage space - - mansions (in compounds) - - apartment complexes - - islands - - countries - - billboards for auto-recruit - - cryptocurrency mining rigs - - media companies, churches, megachurches - - textbook manufacturers, schools, colleges - - reduce general population education -- job resource type - - you promote your followers into jobs - - max is total number of followers minus active jobs - - plus other requirements - - for example pastors need churches, evangelists need megachurches - - job ideas - - pastors - - small chance to auto-recruit new followers - - collect some portion of tithes automatically every 30s - - needs churches - - evangelists - - bigger chance to auto-recruit new followers - - needs mega-churches - - reporters - - increase credibility restore rate - - needs media companies - - teachers, professors - - slow growth of population education - - politician - - grow political influence -- more passives - - general education of population - - higher makes recruitment harder - - political influence - - affects credibility, needed to enact policies - - global birth/death rates - - religious fanaticism - - affects follower growth/loss -- consumable resource type - - one-off actions that cost money - - ad blitz to improve credibility - - ad blitz to improve recruitment rates -- technology - - need to research technology to unlock some resources -- policies - - can affect a wide range of stuff - - costs political influence to enact and maintain -- inter-religion relationships - - hostility between religiions - - holy wars (affects birth/death rate) +## Initial Game Progression Plan + +### Phase 1: 0-1K Followers + +- confined to compounds + - build compound structures + - [x] tents (+follower cap) + - [x] houses (+follower cap) + - [x] churches (+pastor cap) + - [x] hire pastors to recruit and gather tithes (+money, +followers) + - [ ] hire compound managers to auto-build (+tents, +houses, +churches) + - [ ] fluctuating crypto market value passive determines crypto value + - [ ] prosperity gospel policy increases tithes, decreases recruitment rate + - main resource problems: + - [x] lose money on purchases + - [x] lose money for salaries + - [ ] lose money for compound maintenance + - [x] gain money from tithes + - [x] low credibility loses followers + - [ ] low and decreasing money loses jobs + - [ ] gain or lose money on crypto based on market passive + +### Phase 2: 1K-100K Followers + +- establish presence in city + - [x] unlocked by building permit + - [ ] unlocks education influence passive + - [ ] unlocks political influence passive + - [ ] unlocks notoriety passive + - build city structures + - [x] megachurches (+pastor cap) + - [ ] schools (+teachers cap) + - [ ] colleges (+professors cap) + - [ ] housing co-ops (+follower cap) + - [ ] apartment buildings (+follower cap) + - [ ] office buildings (+politician cap, +city planner cap, +hiring manager cap) + - [ ] datacenters (+crypto miner cap, +crypto broker cap) + - [ ] hire city planners to auto-build (+megachurches, +housing co-ops, +apartment buildings, +office buildings) + - [ ] hire teachers and professors (+education, +education cap, +followers) + - [ ] hire crypto miners (+crypto) + - [ ] hire crypto brokers to buy and sell faithcoin at a profit (+- crypto, +-money) + - [ ] hire hackers to steal faithcoin and improve broker performance (+crypto, +notoriety) + - [ ] hire politicians to increase political influence (+politics, +politics cap) + - [ ] hire hiring managers to auto-fill job slots as they become available +- political influence system + - [ ] credibility goes up and notoriety goes down with higher political influence + - [ ] unlock religious law tech + - [ ] unlock fanaticism passive + - build political structures + - [ ] re-education camps (+notoriety, +religious police cap) + - [ ] hire religious police to imprison non-followers and release them as followers over time (+fanaticism, +notoriety, +followers) + - [ ] grass-roots campaigns, with chance to fail (+politician cap) + - [ ] hire political strategists to automatically launch campaigns (+grass-roots campaigns, +politicians) +- notoriety system + - [ ] hurts all recruitment efforts across the board + - [ ] high notoriety ratio can cause some actions to randomly fail, hurts political campaigns + - disables certain resources? (TBD) +- fanaticism system + - [ ] each follower gained via certain methods increases fanaticism + - [ ] fanatics are the last ones to leave when losing followers, lose at a much slower rate + - unlocks fanatical abilities? (TBD) +- education influence system + - [ ] improves success rate of political campaigns + - [ ] suppress science policy causes some teacher/professor recruits to be fanatics (+fanaticism, +notoriety) + - build educational structures + - [ ] textbook publisher improves performance of teachers and professors (+education) + +### Phase 3: 100K-??? Followers + +- city states + - purchase entire cities + - work toward taking over the whole country + +### Phase 4 and Beyond + +- grow into more countries, consume entire world population +- build interstellar tech? xenotheology? + +## Short-Term Todos + +- [ ] add `disabledHint` to `userActions` to generate hint about how to enable an action +- [ ] add an action to sell purchasables and regain some portion of their cost +- [ ] add a `policy` resource type that can be toggled on or off +- [ ] remove recruitment effects of credibility (that will be for notoriety instead) + +## Long-Term Ideas + +- birth rates and death rates per religion +- religious war action per religion + - send fanatics to capture and put people from that religion in re-education camps +- islands (like compounds but bigger) +- countries +- marketing system + - billboards, newspaper, internet ads, radio ads, tv ads to boost recruitment, reduce notoriety + - buy entire radio stations, tv stations, newspapers + - buy entire ISPs and tv networks + - reporter job + - marketing manager job