updated todos

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Rudis Muiznieks 2021-09-06 16:13:06 -05:00
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- second click functionality (for selling) ## Initial Game Progression Plan
- more infrastructure
- more follower storage space ### Phase 1: 0-1K Followers
- mansions (in compounds)
- apartment complexes - confined to compounds
- islands - build compound structures
- countries - [x] tents (+follower cap)
- billboards for auto-recruit - [x] houses (+follower cap)
- cryptocurrency mining rigs - [x] churches (+pastor cap)
- media companies, churches, megachurches - [x] hire pastors to recruit and gather tithes (+money, +followers)
- textbook manufacturers, schools, colleges - [ ] hire compound managers to auto-build (+tents, +houses, +churches)
- reduce general population education - [ ] fluctuating crypto market value passive determines crypto value
- job resource type - [ ] prosperity gospel policy increases tithes, decreases recruitment rate
- you promote your followers into jobs - main resource problems:
- max is total number of followers minus active jobs - [x] lose money on purchases
- plus other requirements - [x] lose money for salaries
- for example pastors need churches, evangelists need megachurches - [ ] lose money for compound maintenance
- job ideas - [x] gain money from tithes
- pastors - [x] low credibility loses followers
- small chance to auto-recruit new followers - [ ] low and decreasing money loses jobs
- collect some portion of tithes automatically every 30s - [ ] gain or lose money on crypto based on market passive
- needs churches
- evangelists ### Phase 2: 1K-100K Followers
- bigger chance to auto-recruit new followers
- needs mega-churches - establish presence in city
- reporters - [x] unlocked by building permit
- increase credibility restore rate - [ ] unlocks education influence passive
- needs media companies - [ ] unlocks political influence passive
- teachers, professors - [ ] unlocks notoriety passive
- slow growth of population education - build city structures
- politician - [x] megachurches (+pastor cap)
- grow political influence - [ ] schools (+teachers cap)
- more passives - [ ] colleges (+professors cap)
- general education of population - [ ] housing co-ops (+follower cap)
- higher makes recruitment harder - [ ] apartment buildings (+follower cap)
- political influence - [ ] office buildings (+politician cap, +city planner cap, +hiring manager cap)
- affects credibility, needed to enact policies - [ ] datacenters (+crypto miner cap, +crypto broker cap)
- global birth/death rates - [ ] hire city planners to auto-build (+megachurches, +housing co-ops, +apartment buildings, +office buildings)
- religious fanaticism - [ ] hire teachers and professors (+education, +education cap, +followers)
- affects follower growth/loss - [ ] hire crypto miners (+crypto)
- consumable resource type - [ ] hire crypto brokers to buy and sell faithcoin at a profit (+- crypto, +-money)
- one-off actions that cost money - [ ] hire hackers to steal faithcoin and improve broker performance (+crypto, +notoriety)
- ad blitz to improve credibility - [ ] hire politicians to increase political influence (+politics, +politics cap)
- ad blitz to improve recruitment rates - [ ] hire hiring managers to auto-fill job slots as they become available
- technology - political influence system
- need to research technology to unlock some resources - [ ] credibility goes up and notoriety goes down with higher political influence
- policies - [ ] unlock religious law tech
- can affect a wide range of stuff - [ ] unlock fanaticism passive
- costs political influence to enact and maintain - build political structures
- inter-religion relationships - [ ] re-education camps (+notoriety, +religious police cap)
- hostility between religiions - [ ] hire religious police to imprison non-followers and release them as followers over time (+fanaticism, +notoriety, +followers)
- holy wars (affects birth/death rate) - [ ] 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