Second Cycle
High Society Issue Fulfilled!And so two hundred thousand more people swamped the bureaucracy of your Spire. This time your Hive was even more overcrowded, barely able to contain this bloody mess the hab-blocks were refurbished once more, people crammed ever tighter into smaller living spaces. Hab Blocks once the ideal of middle-class living have turned into cell-sized living arrangements in which oftimes entire families had to somehow live and breathe. It is a place where sickness, crime and all kinds of other hazards spread rapidly.
And unsuprisingly its a place where your wealthier citizens, especially the essential ones to running the spire don't want to live. The Engineers have popped up. Their first order of business demands for improved living conditions exclusively for them.
So who are the Engineers? You remember the Middle-Class from before? They are them. They are the Maintenance Workers, Engineers, Security Staff and so forth. The Middle-Class is now your lower class of factory workers, maintenance and service personnel. Basically your entire Lower Class.
Speaking of Factories. You have developed them, Factory Complexes take up an entire level of your hive and produce a large amount of heat and money.
Simultaneously Proper Utilities appear in your hive: Maintenance Access Facilities take up an entire level of your hive but allow further utilities to be placed within 50 Z-Levels (up and down) of it. Together with it you gained your first Utility: Venting. Venting is bought per level and redirects heat optimally. Beware the Squatters however.
Speaking of Squatters and Heat. Newly introduced Flare-Stacks can be bought per level, allowing the controlled off-burning of various Hive levels at the cost of heat per block burnt. High Bureaucrat forfend that anyone would use this for evil purposes. Flare-Stacks also function as a utility.
In any case even as you press the crowded people into ever more cramped living conditions you noticed that suddenly...you have space...and to SPARE! People from the Slums rapidly scramble to move into these new living spaces no matter how cramped they are, leaving behind A good half-dozen of Abandoned Slums. Nobody knew what caused the collapse, many say it was a freak accident, other that it was clearly an inside job by militant Gentrificators.
Whatever it was a chain reaction caused mass collapses in the abandoned Slums, two entire blocks of them even collapsing on top of an agri-complex, which despite the efforts of local maintenance technicians didn't survive the ordeal.
The entire mess gathered at the very bottom of the spire, a ruinous uninhabitable mess of debris that would take monumentous effort to remove. Ruins
Collapsing Slums cause widespread disaster and ruin one Agri-Complex
Unlocked Ruins
Unlocked Overcrowded Hab-Blocks
Unlocked Flare Stacks
Unlocked Maintenance Access Facilities
Unlocked Venting
Unlocked Factory Complexes
Satisfying the High Society has increased Your Spire Build Allowance to 10 (each player may now make two building actions)Immigrants: 1 Million
High Bureaucracy: The War demands resources, establish at least two Factory Hubs (two turns time)
High Society: Arcology Decree (aka the mission you had for the past two cycles) + We feel not very secure, do something about it.
Engineers: WE WANT HOMES - for at least fifty thousand people! (two turns time)
Lower Class: SOLVE THE FOOD CRISIS
:
Your Spire Width Allowance is 5
Your Spire Build Allowance is 10
Your Reform (read Actions) Allowance is 4
Finances
Previous: 107 Creds
Taxes: 300 Creds
Maintenance: -27 Creds
Construction: -14 Creds
__________________
Total: 366 Creds
Food
-100!!!!
Hive Population
Total: 310k (Living Space: 360k)
Upper Class: 10k (10k)
Middle Class: 0k
Lower Class: 300k (350k)
Level 8
empty, empty, Arcology, empty, empty
Level 7
empty, empty, Hab-Block, empty, empty
Level 6
empty, empty, Hab-Block, empty, empty
Level 5
empty, empty, Hab-Block, empty, empty
Level 4
empty, empty, Hab-Block, empty, empty
Level 3
empty, empty, Hab-Block, empty, empty
Level 2
Agri-Block,empty, Hab-Block,empty, empty
Level 1
Agri-Block, Ruins(2), Hab-Block,Ruins(3), Ruins(3)
Arcology - a completely autarkic almost utopian living-environment. Can sustain exactly 10k people Cost: 10 Creds, Maintenance: Pays itself, Food: Pays itself, Taxes: 0
Overcrowded Hab Block - a stable block for habitation of the lower-classes, Living Space? What is Living Space?
Can sustain 50k people Cost: 1 Cred, Maintenance: 1 Cred, Food: -50, Taxes: 50 Creds
Slum - jury-rigged constructions by the lower-classes to live somewhere. Can sustain 10 k people, appear automatically. Food: -10, Taxes: 10 Creds
Agri Farm Block - an agricultural plot. needs sunlight or access to 10 heat. Cost: 10 Creds, Maintenance: 10 Creds, Food: 100 Taxes: 0
Nutrient Paste Fabricator - Fabrication plot. Produces Food. Cost: 20 Creds, Maintenance: 20 Creds, Food: 100 Taxes: 0
Abandoned Slum - abandoned by its inhabitants, these slums have fallen into disrepair, they are a construction danger.
Ruins - Results of fires, collapses and similiar catastrophes, ruins are the compressed remains of abandoned and lost parts of the spire. They gather at the very Bottom of it and are EXTREMELY hard and costly to remove...better to build on top of it.
Maintenance Access Facility - Provides access to local utilities. Covers 5 Blocks. Allows construction of utilities withint 50 z-levels. Cost: 50, Creds Maintenance: 10 Creds
XFactory Hub - Massive Factory Complex. Covers 5 Blocks. Massive Heat Output. Requires Access to Hab-Blocks (5 of them). Cost: 50 Creds, Taxes: 100 Creds
Utilities
Venting - Redistributes Heat Optimally. If the Hive is overcrowded people may live in there, causing heat blowouts. Cost: 50 Creds, Maintenance: 10 Creds
Flare Stacks - Allows controlled burning of blocks, which also reduces Heat-Levels for a single turn if connected to venting. Cost: 50 Creds, Maintenance: 10 Creds
Level 8: __A__
Level 7: __H__
Level 6: __H__
Level 5: __H__
Level 4: __H__
Level 3: __H__
Level 2: F_H__
Level 1: FRHRR
((okay i think ive gotten everything and hope i did not miss anyone out. I merged the Maintenance and Heat Reform since you would have gotten both together anyway. Also don't worry immigration will taper off eventually.))
EDIT: (FYI: those who think this is already turning into a mess do not fret this will only be this way in the beginning there are chances to develop the hive into a more noblebright place as the game progresses, these are however mid-game unlocks)