FIXED: Added "X" button to delete buildings.
FIXED: Added box to display building and command information (cost, maintenance, labor, power, name, misc).
Updated release:
http://bmfusion.com/outpost/colonyx091.zip------------------------------
Building Data:
http://bmfusion.com/outpost/buildingdata.xlsGeneral rules:
Factory/Lab = high labor/power/resource
Power generators/mines = low requirements
other buildings = low-medium requirements
I will add something to display the requirements so that it's not a shot in the dark (couple of labs will kill your labor normally). If you go a little over with power or labor, then it gives you the percentage production equal to the least filled resource that you have. So if you have 90% labor, but 80% power, and 100% materials, all buildings will have 80% of their max capacities. This could result in population die-off if critical buildings are barely 100%!
Morale is a function of how many coverage ratios are above 100%, so if one goes red usually the others do to, resulting in low morale. Morale only affects the birth rate, so don't worry about it too much.
Buildings randomly disappear if maintenance is under 100%. Bulldozing is not supported (but can easily be added).
I will adjust it so that 90% coverage is still better than 0% (right now it's a greater than or less than 100% approach).
Here is how to prioritize which things to keep above 100%:
Maintenance Post (building death)
Environmental control (10% population death)
Water
Food
Hospital
Housing (all 4 cause some death, but not as severe)
Education (affects labor force % slightly, but might change in the future)
Other Comments on non-essential buildings:
Commerce Center and Factory - improves morale. If you have 100% commerce coverage, you're good for that. If you have as many factories as commerce then you get a 20% morale boost for basic goods. If you have 2x factories, then you get a 60% morale boost (which I believe allows 130% morale).
Entertainment Complex - 100% coverage gives +10% morale
Labs - speeds up research. Each tech level is (1000 RP x tech level) to get to the next level (for now).
Recycling - reduces building maintenance by coverage ratio x 20%.
Tech levels - increase building capacity by 10% per level. Most buildings that cover population = 1000 base. Buildings that cover structures cover 10 base.
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Fun Factor:
I need your opinion on what makes this type of game fun. Having to build several types of buildings every 1000 people seems redundant and NOT fun (at least, I stopped enjoying it quickly). I need to differentiate the types of things you need to build and their functions so the simulation is more complex and requires strategy (not just, more of the same).