(placements mean buildings, factories, shrubs, etc..)
Building placements have a fire rating.
A low fire rating means the house could catch fire easily.
A high fire rating means the house does not catch fire easily
Part 2, Sparking / Fire
Some placements have a chance of spawning a spark on nearby tiles while used
If the house has low fire rating and encounters a spark, it can trigger a fire.
While a placement is on fire, the nearby tiles will begin sparking, and can trigger more fires.
Part 3, Placement Health
When a placement is on fire, it begins to take damage.
The longer it's been on fire, the more damage it takes.
Placements have a concept of health
For buildings / factories, they need the health to be at least 70% for it to be usable.
When placement health is at 0, it gets reduced to ashes.
Buildings that are remotely damaged can be repaired with a designated repair material.
--> Costs of repair should never exceed the initial placement cost
Part 4, Fire Station
Introduced with this change is a fire station.
You can have Peeple on call to deal with fires.
Peeple with this job do not have a normal work schedule, and will work 24/7/
Most of the time they will be relaxing or hanging out until a fire occurs.
Peeple who have this job will deal with fires quicker the more happier they are
Extra remarks
Peeple do not die by fire (at least right now)
Player will have to more logically build their town. Placing more flame inducing placements away from general housing, and trees, etc..
Part 1, Fire Rating
(placements mean buildings, factories, shrubs, etc..)
Part 2, Sparking / Fire
Part 3, Placement Health
Placements have a concept of health
Part 4, Fire Station
Introduced with this change is a fire station.
Extra remarks