Concept items

  • a visually simple logistics game but with some real logistics / supply chain depth to it. Simple but with a strong game mechanic / logic
  • randomized 2D top down simple maps – with a smart level generation system.
  • user will fulfill objectives on a map and then have the possibility to move on to the next map – some revenue from previous completed maps will be retained and be added to the company’s revenue on a regular basis. User will have the possibility to return to previous maps and improve them in order to increase this revenue.
  • revenue will be based on delivered material with 4 key aspects:
    • demand – delivering too much of a certain resource will have a negative aspect on the price.
    • distance – base price will depend on distance “as a crow flies” between the resource and the consumption area and not on the length of the rail track or road.
    • combination – combining multiple resources in a factory will resulted in a higher added value product. It will be based on the value of resources (in function of their distance to the factory), and an added value mark-up. Distance from the factory to the final delivery will also be taken in account but only slightly to limit purposeful distant factories.
    • purchasing power – see below.
  • areas of the map will have higher or lower labor cost. Generally said this will impact the cost of transformation of goods but also the purchasing power and hence how much an area is prepared to may for resources.
  • modes of transport will be rail, road and barge.
  • initial focus will be on freight only – no passenger management.
  • an ecological aspect will be taken in account with trucks producing significantly more co2 per tonne-kilometre.
  • a transport network (e.g. metro / rail network map) feel and look.