Hey Chris, did you have a chance to look at the descriptions for resources.xls? I wasn't sure if that was something you wanted. And if you wanted any format changing with color specs and what not.
File Attached for convenience.
Ah, I missed that one, sorry. In this particular case, just for resources mind you, my plan is to make it so that these are just thematic descriptions that are very brief. The actual explanations of what the resources do will be procedural written. That way it stays up to date automatically, etc.
With your building descriptions, having things explained in a brief way in terms of their function is useful, because despite the information being right there next to your description, there's also a ton of other information about the building and so the primary function can get buried in that. Still want to go easy on the specifics there, and get more to the gameplay role and general strategy in the descriptions, though. In other words, not saying that luxury housing provides luxury housing. But rather saying why luxury housing matters versus regular housing. And briefly noting what housing is, I guess, maybe.
Getting across the idea of the key differences, anyway, which is:
1. Dense housing provides the most space, but not the bonuses for certain building types like history museum and opera, etc. Also less SP.
2. Condos provide a middling amount of space, some bonuses, and more SP.
3. Luxury housing provides the smallest space, but the most bonuses and SP.
So choosing between those housing types is a matter of your goal in terms of what you value most at the time. The rest of the explicit details can be seen by looking at the mess of stats there, but those key things need to be communicated on each of those buildings so that you know quickly how they figure into the big picture. Does that make sense?
For resources, there's no real strategic value in a super grand sense. They all provide adjacency bonuses, and those bonuses are relevant to a wide variety of buildings in a wide variety of contexts. So the only thing we can really do there is explain what those bonuses are (which can be done automatically by the game itself), and the player then figures out the strategic relevance in their specific game. then the description itself is a matter of flavor text to say why in the heck salt is used for military stuff (chlorine source!) etc.
With the resources, I have another 46 of those that I need to set up as soon as I can, too. That's going to take me a while, heh. But I'm tired of being overrun by Panda Ants and other things of that nature, haha.