Well, that’s exactly my 3rd version of my Security and Crimes ideas - with more fine and challenging ideas, and to follow @bastecklein
’s path of development on the game.
Here we go!
Security System - Basic Mechanism
have adopted another path of game development towards city building, the security buildings now has a service range, like other service type utilities.
Meanwhile, instead of the Security Points system from my previous version of this idea, now the security system consists of two parts:
Local Security Capacity
and Defensive Force
Local Security Capacity
Each security building has a limited security power inside their range. Once the security demand exceeds the local security capacity of the building, the average security power in the service range of the building is weakened, and crime outbreaks will occuar more frequently.
To increase the building’s local security capacity, besides replacing the old one with a better one, you can also adjust security staff types in security policy.
There’re 3 classes of local security staffs. For each race, they have different names.
for human staffs, orange
for Zolarg’s, purple
for Alpha Draconians’)
The most basic security staff. Has no security capacity boost yet having lowest maintenance costs.
- Regular/Loyalty Guard/Overseer
They are well-trained security staffs for the colony. Has a small boost on security capacity but you’ll need to pay them more wages.
- SWAT/Royal Guard/Eliminator
The best local security staffs you can hire - They are professional crime suppressors. Provides a large security capacity boost while they have a high maintenance cost.
The ratio of these classes of staffs affects the local security capacity of security buildings.
You know what happens when pirates are approaching but you have nobody to protect your colony - Well. Your colony suffers damage and resource loss.
Each security staff is also counted as security power, but a higher class has a better defensive power.
1 def. power for each tier 1 security staff.
1.5 def. power for each tier 2 security staff.
2.5 def. power for each tier 3 security staff.
There’s one more tier of security staff, who doesn’t participate in the local security affairs but colony defense:
- Consitutional Army/Unholy Legion/Destroyer
Although they won’t participate in local security maintaining (except military suppressions), however they are reliable forces for protecting your colony against large scale attacks. Though it’s expensive to hire one.
These Tier 4 staffs are the strongest security force you can hire for a colony, but only available when your colony declared independence. Each of them has 4 defensive power.
More details about crimes and pirate attacks will be introduced later in the comments!