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Mass Transport
#1
Lightbulb 
So I came up with a suggestion today concerning colonist/tourist commutes, and how to shorten them.
Feel free to add your two coins on this if you'd like.
(Feel free to discuss this.)

Spoiler: Without special tech some of these will crash!

Depots(3^2 tiles, hardened pathway everywhere but the four corner tile buildings, should be able to see the transport rovers stopping at them, passing through, etc.)
(http://imgur.com/eJ8gW7l)
Allows transport rovers and double deckers to pick up/drop off colonists, tourists, or both.
Requires
 2500 steel
 10000 ore
 50 power
 5 workers
2000 microchips

Quarry (2^2)
Produces Gravel, needed for rails, and other railroad buildings..
100 steel
500 ore
2 workers

Manufactory (3*2)
Produces Rail Ties from steel, Rail Beds from Gravel and ore, Wood Planks from wood (If you have it), and Moving Parts.
1000 steel
500 aluminum
500 gravel
500 gold

Large
Locomotive Locomotive Workshop (3*5 tiles)
(http://imgur.com/zyralkR)
Required to build any locomotives, or repair them as part of the process to get them back on the rails.
Also produces the new resource "Rail Ties", 20 times as efficiently at a cost of steel.
30000 steel
40000 gravel
20000 gold
7500 microchips
200 workers

Small Locomotive Workshop (3*5 tiles)
(http://imgur.com/zyralkR)
Required to build any Street/Cable Cars, or repair them as part of the process to get them back on the rails.
Also produces the new resource "Rail Ties".
3000 steel
4000 gravel
2000 gold
750 microchips
20 workers



Railroad Museum (13*18 tiles)
(http://imgur.com/urXYqbr)
Has all five types of locomotives on display, as well as all three track types. Requires "Tourist Trap" Tech as well as Bullet Trains tech. Can have up to 3k guests, Colonists and Tourists included. Required to "Restore" crashed Locomotives that have been repaired before they can be used again.
Also features a replica train station from those on Earth, and a unique cafe' that also serves alcohol. 10 bucks admission.
100k steel
40k bricks
40k gravel
20k rail ties
10k rail beds
35k wood
50k aluminum
20k microchips
10k gold
10k water
10k food
2.5k rum
10k clay
25k rail ties
200 workers

Tourist Dock (3*4, requires beach placement.)
Similiar to the Tourist Station, but for boats.
Requires:
1k wood planks
1000 ore
500 gold

Tourist Station (8*15)
(http://imgur.com/hJSFCJT)
Enables Tourists to come in by RAIL.
That's right, I said RAIL.
Is there a colony right next to yours? Multiple even? We may never know.
Also can house a decent amount of workers AND a few tourist cheapskates. (135 workers housed, 15 tourists), can produce Tourists at the rate of five cloning centers.
80k steel
20k aluminum
20k water
40k rail ties
30k wood
50k bricks
10k rail ties
10k rail beds
100k microchips
750 uranium
5k civics
250 workers

Transport Rovers(1*2 tiles)
 Passengers pay 1 gold coin for every dozen tiles traveled.
 Requires at least two Depots to function properly.
Max of ten passengers at one time.
Requires
50 moving parts
100 ore
25 steel
20 gold
1 worker
150 microchips
Requires ten charcoal for every 150 tiles traveled.

Double Deckers (1*3 tiles)
Upgraded forms of the Transport Rovers.
Passengers pay 2 coins for every dozen tiles traveled.
Requires at least two depots to function properly.
Requires
500 steel
100 moving parts
15 gold
25 microchips
3 workers.

Stations(5^2 tiles, open air, with/out a roof, should be able to see the trains, maglevs, and their upgrades stopping at, passing through, etc.)
(http://imgur.com/FpogZo6)
Required for both types of trains to work properly.
10000 steel
5000 gold
100000 ore
15 workers
80 power
50 rail ties
1000 microchips
1k rail beds
1k rail ties
Works similiarly to depots, but allows the transport of goods and colonists throughout your colony via trainz which move at incredible speeds. Useful for fast transport of freshly mined resources, and moving colonists between neighborhoods and job sites quickly.

Mass-driven Rails(1^2 tiles)
Special pathway required for Trains and Maglevs.
Allows for ludicrously fast transport of colonists and goods.
500 steel
300 gold
100 rail ties
100 rail beds
200 microchips
5 power
10 rail ties
No relation to Mass Drivers

Trains (1*4 tiles)
Self explanatory, transports goods only. Requires a Locomotive Workshop to be placed adjacent to an active rail system with at least two Stations for construction.
750 steel
1000 gold
500 moving parts
10000 ore
300 microchips
4 workers.
Requires 10 coins per every hundred tiles traveled.
Requires 2 oil for every ten tiles.
Provides additional coins when delivering raw materials for a production site to a second site to be processed, and a third (Such as Mass Driver or GBT or a storage) as the final destination (Such as Charcoal production > graphite extractor (From rod407's thread which suggested it) > graphite compactor (produces diamonds) (again Rod's thread.) > GBT
May receive nerfs because of this new cash source

Maglevs (1*5 tiles)
Similiar to Trains but for the transport of Colonists.
Same requirements and resource costs, except it requires 25 civics to build
Max of 20 Colonists per Maglev.
Provides 5 coins per every 50 tiles traveled to offset the costs of Freight Trainsport, so you could have a profitable rail system with even a 9999/10000 Train to Maglev ratio.
Provides additional income if passengers get off at a Station near some of Thrimian's Tourism destinations, E.G. Spaceports, Amusement Parks, etc.
Requires 3 charcoal per every 20 tiles
Requires 5 oil every fifteen tiles
Requires ~10 plus/minus three electricity for every 25 tiles.
Very expensive to balance out it could get pretty OP as a cash source.

Magnetic-Levitation Mass-Driven Tracks (1^2 tiles)
Special pathway required for L-Trains and Laglevs.
Allows for extremely ludicrous fast transport of colonists and goods.
1500 steel
750 gold
500 rail ties
500 rail beds
600 microchips
200 civics
52 power
50 rail ties
No relation to Mass Drivers

L-Trains (1*4 tiles)
Upgraded version of the train, transports goods only. Requires a Locomotive Workshop to be placed adjacent to an active, upgraded rail system with at least two Stations for construction.
750 steel
300 civics
750 moving parts
1000 gold
10000 ore
300 microchips
8 workers.
Requires 15 coins per every fifty tiles traveled.
Requires 3 oil for every ten tiles.
Provides additional coins when delivering raw materials for a production site to a second site to be processed, and a third (Such as Mass Driver or GBT or a storage) as the final destination (Such as Charcoal production > graphite extractor (From rod407's thread which suggested it) > graphite compactor (produces diamonds) (again Rod's thread.) > GBT

Laglevs (1*5 tiles)
Similiar to Maglevs but upgraded.
Same requirements and resource costs as the L-Train.
Max of 35 Colonists per Laglev.
Provides 7 coins per every 50 tiles traveled to offset the costs of Freight Transport, so you could have a profitable rail system with even a 9999/10000 Train to Maglev ratio.
Provides additional income if passengers get off at a Station near some of Thrimian's Tourism destinations, E.G. Spaceports, Amusement Parks, etc.
Requires 4 charcoal per every 20 tiles
Requires 6 oil every seventeen tiles
Requires ~16 plus/minus three electricity for every 25 tiles.
Very expensive to balance out it could get pretty OP as a cash source.

Suspended Mass-Driven Rails(2*1 tiles)
Self-explanatory upgrade to the Maglev-Mass Driven Rails.
2000 steel
3000 gold
1500 rail ties
1500 rail beds
1000 microchips
2000 aluminum
4500 rail ties
95 power

Warp-Drive Multiple Purpose Locomotives (1*5 tiles)
Final tier of locomotive.
7500 steel
5000 moving parts
3000 civics
10000 gold
100000 ore
10000 microchips
5000 oil
5000 aluminum
2000 uranium
1000 electricity
Basically is a higher capacity L-train that's also a Laglev that can travel large distances in seconds.
Can transport 200 colonists at one time.
Can only be built onto Suspended Mass-Driven Rails.

Pary Moppins Cable Car
Drives really slowly. Floats on an umbrella, really.
150 steel
1 worker
1 power
10 passengers

I Am Your Father Street Car
150 Aluminum
2 workers
2 power
20 passengers

San Fran Cable Car
250 Aluminum
3 workers
5 power
35 passengers

Dock (2*3)

Necessary to build any smaller crafts and must be built adjacent to water.
2000 wood planks
1000 wood
5000 steel
10000 ore
1000 microchips
10 workers
25 power

Marina (3*3)
Provides space for 10 ships and boats.  Must be built on water.
500 aluminum
5000 steel
1500 wood planks
5000 ore
500 microchips
5 workers
20 power

Ferry Terminal (2*2)
Can build ferries to transport workers over water.  Need to have 2 in order to make ferry routes to transport workers.
5000 wood
10000 wood planks
1000 aluminum
5000 steel
10000 ore
2500 microchips
4 workers
10 power

Dry-dock (4*5)
Necessary for building larger ships.  Also repairs ships when they receive damage.
20000 Steel
15000 wood planks
3000 aluminum
30000 ore
8000 microchips
5000 gold
10000 wood
15000 bricks
50 workers
300 power

Jetski
Small water craft.  Holds one occupant and relaxes them as they go zipping around the waves. Costs $2 to rent.
50 aluminum
100 steel
100 moving parts
200 ore
25 microchips
50 gold
20 oil

Passenger Ferry
A medium passenger carrier.  Can be built at Docks and Ferry Terminals.  Can hold up to 25 passengers at a time.  Must have 2 Ferry Terminals to carry passengers to and from.
500 steel
1000 ore
500 moving parts
100 microchips
200 gold
100 oil

Cargo Ferry
A medium cargo carrier.  Can be built at Docks and Ferry Terminals.  Can transport locomotives and cargo..  Must have 2 Ferry Terminals to carry to and from.
500 steel
1500 moving parts
1000 ore
100 microchips
200 gold
100 oil 


Cruise Ship
A large ship that must be built at a Dry-dock.  Can dock at Dry Docks.  Can carry numerous locomotives and tons of cargo.
1000 microchips
500 aluminum
5000 moving parts
20000 steel
50000 ore
500 oil
10000 gold

Cargo Ship
A large ship that must be built at a Dry-dock.  Can dock at Ferry Terminals and pick up passengers.  Can carry 100 passengers and relaxes them.
1000 microchips
500 aluminum
5000 moving parts
20000 steel
50000 ore
500 oil
10000 gold


Occupations
Conductor
Wears blue overalls and a white shirt. By default has a half coin more pay then those in the Blue Collar Occupation. Works in the various trains.

Engineer
Works in the Locomotive Workshop. By default earns 3 coins each paycheck.

Shipwright.
Works at the Dock, Dry Dock, and Ferry Terminal.

Technology
Transport Construction
50 Research
Unlocks Quarry, Manufactory
Mass Transport
70 Research
Requires Advanced Solar, Low Gravity Manufacturing, Colonial Economics, Transport Construction.
Required for Depots and Transport Rovers.

Low Gravity Rail Systems
Requires 250000 Atmosphere
400 Research
Requires Mass Transport, Advanced Small-Scale Construction, 5000 oil
Required for Trains, Stations, and Mass-Driven Rails.

Low Atmospheric Transport Systems
Requires 250000 Atmosphere
1500 Research
Requires Low Gravity Rail Systems, Colonial Civics, 15000 oil.
Required for Maglevs.
Enables a menu in the Civics Center to increase/decrease the fares Colonists pay for use of Mass Transport, as well as a Max/Min wait time. Trains will be unaffected by these option, as they only transport freight.

Hyperspeed Signaling
Prevents trains and maglevs from crashing.
Requires LATS, and that interplanetary communication tech.
Requires 2500 research
Requires independence

Multiple Level Road Transports
Requires Mass Transport
Requires 250000 atmosphere.
Requires 1500 research.
Unlocks Double Deckers.

Advanced Low Gravity Rail Systems
Requires 1000000 atmosphere
Requires 5000 research
Requires Long-ranged communication, LATS, Hyperspeed Signaling
Unlocks MLMD Tracks

Advanced Low-Atmospheric Transport Systems
Requires 1000000 atmosphere
Requires 7500 research
Requires Advanced Low-Gravity Rail Systems
Unlocks L-Trains

Tourism By Rail
Requires ALATS
Requires independence.
Requires Tourist Traps.
Costs 10000 research.

Bullet Trains
Requires 100000 atmosphere
Requires 12500 research.
Requires Low-Atmospheric Transport Systems
Unlocks Laglevs.
Unlocks Railroad Museum.

Progressed Hyperspeed Signaling
Keeps L-Trains and Laglevs from crashing.
Requires ALATS, Hyperspeed Signaling
Requires 25000 research.

Advanced Hyperspeed Signaling
Unlocks Suspended Mass-Driven Rails
Unlocks Warp-Drive Multiple Purpose Locomotives.
Requires PHSS, and the Alien Manufacturing tech.
Requires 100000 research.

Sailing
Requires Mass Transport.
Unlocks Jetski, Dock, Marina.
Requires 3000000 atmosphere.
Requires 3000 research.

Ship Repairs
Requires Sailing.
Unlocks Dry Dock, Ferry Terminal.
Requires 3500 research.

Medium Ships
Requires Ship Repairs, Advanced Small-Scale Construction.
Unlocks Passenger Ferry, Transport Ferry.
Requires 4500 research.

Large Ships
Requires Medium Ships, Hyperspeed Signaling, Large Scale Construction.
Unlocks Cargo Ships, Cruise Ships.
Requires 5500 research.

Cable Cars I
Requires Mass Transport.
Unlocks Tier 1 Cable Cars, capable of moving a bit more colonists than transport rovers. (Pary Moppins)
Requires 60 research.




Posts I give credit to for borrowing ideas:
Rod407's thread concerning charcoal compaction and diamonds: http://forum.ape-apps.com/showthread.php?tid=2087

Thrimian's post concerning Tourism: http://forum.ape-apps.com/showthread.php?tid=1736

Additional thanks go to Platinum, Ganymede, and others.
Reply
#2
Most thought out idea yet!
Join The Shield's ranks! Charter code YCMLP6K2
Reply
#3
Really?
Reply
#4
Excellent work.
FAQ  -  Suggestion Index

First Future Federation Member.  Click HERE to join.
Reply
#5
Came up with a couple buffs for the Maglev and it's associated Low Atmospheric Transport Tech, and a slight nerf for the Train. Added some functionality to the Civics Center with the LATT tech.
Reply
#6
Well, that's some great work, comrade. I think that this is so well-detailed that dev could add this ASAP (or rather after tourism update).
Join the Pan-Slavian Union for goodies and hardbass: http://forum.ape-apps.com/showthread.php?tid=2452
Cheeki breeki included. Remember, the mars is RED

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Reply
#7
I think I might need to offset the resource costs, but is my suggestion that brilliant?

Added even more Maglev functionality.

Added some costs for use to Trains and Maglevs.
Maglevs really needed some kind of nerf after those buffs.

Increased research costs, added microchip costs as per Ander suggested.
Reply
#8
Now just add in some drawings for the buildings
Join The Shield's ranks! Charter code YCMLP6K2
Reply
#9
Not good at art.
You wanna try?
Reply
#10
Sure I'll draw some up if you add in their dimensions
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