Scenario+-+Vacation+Property+Development

=Overview=

Development of recreational/vacation property

= **Stage 1:** Build house =


 * Criteria for success: **
 * //Please be as specific as you can – the computer needs to be able to evaluate this// **
 * Complete development of one house/tile


 * What would a player have to understand to do this? **
 * Basic gameplay interface
 * That land is divided into plots/parcels
 * sequence required to develop land (purchase, zoning, development, etc.)


 * Data needed by player: **
 * zoning
 * suitability
 * access
 * budget
 * access to facilities (utilities, roads)
 * Possible conflicts with other roles/goals: **
 * Various land use pressures affecting land prices (conservation efforts, timber)
 * probably inversely proportional to habitat homogeneity

= **Stage 2:** Expand the development =


 * Criteria for success: **
 * //Please be as specific as you can – the computer needs to be able to evaluate this// **
 * Expand housing to contiguous developement (10 acres?)


 * What would a player have to understand to do this? **
 * Basic gameplay interface
 * That land is divided into plots/parcels
 * sequence required to develop land (purchase, zoning, development, etc.)
 * spatial relationship of tiles


 * Data needed by player: **
 * housing demand? - //suggested, but probably not required for this scenario//
 * zoning
 * suitability
 * access
 * budget
 * access to facilities (utilities, roads)


 * Possible conflicts with other roles/goals: **
 * Various land use pressures affecting land prices (conservation efforts, timber)
 * probably inversely proportional to habitat homogeneity

= **Stage 3:** Develop a shoreline =


 * Criteria for success: **
 * //Please be as specific as you can – the computer needs to be able to evaluate this// **
 * Purchase and develop 20 acres directly adjacent to a lake


 * What would a player have to understand to do this? **
 * Basic gameplay interface
 * That land is divided into plots/parcels
 * sequence required to develop land (purchase, zoning, development, etc.)
 * spatial relationship of tiles


 * Data needed by player: **
 * proximity to lake
 * zoning
 * suitability
 * access
 * budget
 * access to facilities (utilities, roads)

= = = = = **Stage 3 (ALTERNATIVE):** Develop housing near conservation areas =
 * Possible conflicts with other roles/goals: **
 * Various land use pressures affecting land prices (conservation efforts, timber)
 * probably inversely proportional to habitat homogeneity


 * Criteria for success: **
 * //Please be as specific as you can – the computer needs to be able to evaluate this// **
 * Purchase and develop 20 acres directly adjacent to conservation areas
 * ** What would a player have to understand to do this? **
 * Basic gameplay interface
 * That land is divided into plots/parcels
 * sequence required to develop land (purchase, zoning, development, etc.)
 * spatial relationship of tiles
 * ** Data needed by player: **
 * location of conservation areas
 * zoning
 * suitability
 * access
 * budget
 * access to facilities (utilities, roads)
 * ** Possible conflicts with other roles/goals: **
 * Various land use pressures affecting land prices (conservation efforts, timber)
 * probably inversely proportional to habitat homogeneity

= = = **Stage 4:** Hunting properties =


 * Criteria for success: **
 * //Please be as specific as you can – the computer needs to be able to evaluate this// **
 * Develop 10 acres with access to 40 acres each of available hunting land
 * ** What would a player have to understand to do this? **
 * Access to land - Open hunting leases/easement (either through ownership or lease) - more complex relationship between just developing tiles and locating adjacent to recreational availability
 * Requirements for hunting
 * Basic gameplay interface
 * That land is divided into plots/parcels
 * sequence required to develop land (purchase, zoning, development, etc.)
 * ** Data needed by player: **
 * Availability of hunting rights of adjacent properties (if not owned)
 * location of conservation areas
 * zoning
 * suitability
 * access
 * budget
 * access to facilities (utilities, roads)
 * ** Possible conflicts with other roles/goals: **
 * Various land use pressures affecting land prices (conservation efforts, timber)
 * probably inversely proportional to habitat homogeneity

= **Stage 5:** Demand-driven development =


 * Criteria for success: **
 * //Please be as specific as you can – the computer needs to be able to evaluate this// **
 * Develop 20 tiles that have high demand (sell within 1 timestep)
 * ** What would a player have to understand to do this? **
 * Comprehensive requirements of buyers (immediate location, surrounding features)
 * Market demand
 * Access to land - Open hunting leases (either through ownership or lease)
 * Basic gameplay interface
 * That land is divided into plots/parcels
 * sequence required to develop land (purchase, zoning, development, etc.)
 * spatial relationship of tiles
 * ** Data needed by player: **
 * Market pressures
 * Flexible requirements to meet housing demands
 * thought - use "survey" to query 'unsettled' human bots that are looking for housing to reflect their top two or three priorities?
 * price
 * recreation
 * proximity to hunting
 * proximity to lake
 * proximity to conservation areas
 * (inverse) proximity to other houses?
 * zoning
 * suitability
 * access
 * budget
 * access to facilities (utilities, roads)
 * ** Possible conflicts with other roles/goals: **
 * Other demands on specific development targets
 * Various land use pressures affecting land prices (conservation efforts, timber)
 * probably inversely proportional to habitat homogeneity