Post
Mon Oct 20, 2014 8:15 am
#73
by Talvieno
I put this together a while back but forgot to post it.
DEFINING FACTORS
Atmosphere
Temperature
Buildzone flatness
Proximity to water
Colony size
Past colony size (max size in the past)
Environmental hostility
Tectonic hostility
Colony age
Colony war history
Colony manufacturing history
Colony trade history
Allied faction count
Total planet population
AGGRESSIVE
CREATIVE
EXPLORATORY
GREEDY
INTELLECTUAL
LAWLESS
SOCIABLE
INFRASTRUCTURE
City Sprawl: colony size, -environmental hostiliy, EXPLORATORY
Building spacing: -colony size
Building count: colony size
Statues: Colony age, CREATIVE, INTELLECTUAL
Abandoned buildings: (past colony size - current colony size), GREEDY, LAWLESS
Burned/destroyed buildings, craters, rubble: colony war history, AGGRESSIVE, -INTELLECTUAL
Parks: CREATIVE, -environmental hostility, EXPLORATORY, INTELLECTUAL, -GREEDY
BUILDING MODELS
Building Height: -atmosphere, buildzone flatness, proximity to water, colony size, -tectonic hostility, GREEDY, INTELLECTUAL, (median temperature)
Building type disparity: allied faction count, CREATIVE
Building curves: CREATIVE, -AGGRESSIVE
Jagged edges: AGGRESSIVE
Structural tech: INTELLECTUAL
Industrial buildings: Colony manufacturing history, colony age, -EXPLORATORY
Commercial buildings: Colony trade history, GREEDY, -EXPLORATORY
Wall Thickness: Temperature, Environmental Hostility, Tectonic Hostility, -atmosphere
EMBELLISHMENT
Supporting struts: tectonic hostility, environmental hostility, -buildzone flatness
Aboveground walkways/roadways between buildings: environmental hostility, -tectonic hostility, SOCIABLE, INTELLECTUAL
Walkway/roadway enclosure: -atmosphere, environmental hostility
aboveground roadways: colony size, total planet pop, SOCIABLE
roadway curves: GREED, INTELLECTUAL
Landing pads: colony trade history, SOCIABLE, EXPLORATORY
Pillars: INTELLECTUAL, CREATIVE
Radar dishes, antennae: SOCIABLE, INTELLECTUAL
Ads on buildings, signs: SOCIABLE, GREEDY
BUILDING TEXTURE
Building color disparity: allied faction count, INTELLECTUAL, CREATIVE
Windows: atmosphere, -environmental hostility, EXPLORATORY, CREATIVE, SOCIABLE
Aging Textures: Colony age, environmental hostility, LAWLESS
Texture grittiness/darkness/dullness: colony age, LAWLESS
Red: LAWLESS, AGGRESSIVE, -INTELLECTUAL, -SOCIABLE
Yellow: INTELLECTUAL, GREEDY, SOCIABLE, CREATIVE, -AGGRESSIVE, -LAWLESS
Blue: -AGGRESSIVE, -LAWLESS, INTELLECTUAL
LIGHTING
Light count: (past colony size - current colony size), INTELLECTUAL, EXPLORATORY, SOCIABLE
Darkened building tops: Colony age, (past colony size - current colony size), LAWLESS, AGGRESSIVE, GREEDY
Darkened streets: (past colony size - current colony size), -SOCIABLE
Colored/flashing lights/signs: LAWLESS, GREEDY, SOCIABLE, -INTELLECTUAL
Colored lighting: SOCIABLE, CREATIVE
Contrast: LAWLESS
Strobe lights: SOCIABLE, GREEDY
ENVIRONMENT
Perspective shallowness (from isometric-like to bottom-up): city size, -colony trade history, EXPLORATORY
fog: colony age, -SOCIABLE, colony manufacturing history, environmental hostility, atmosphere
Last edited by
Talvieno on Tue Oct 21, 2014 11:36 am, edited 5 times in total.