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Code for CCC - posted by guest on 1st June 2020 09:06:54 PM
Let's make a game!
name: Climate Change Clicker
by: Me
desc: This is a slightly idle/micro-management game based on climate change. Can you save humanity?
created:5/13/2020
version:1
Settings
background:https://i.imgur.com/sfsEq0T.png
building cost increase:115%
building cost refund:50%
stylesheet:stuff/bigBlue.css
CSS
#box-log
{
height:100px;
top:875px;
}
.shiny.bigButton {
width: 600px;
height: 400px;
}
.thing,.box-bit
{
background:#414141;
box-shadow:0px 0px 4px rgba(0,0,0,0.2),1px 1px 2px rgba(0,0,0,0.5),0px 0px 4px rgba(255,255,255,0.5) inset;
}
.box-header,.box-footer
{
background:#1a1a1a;
box-shadow:0px 0px 4px rgba(0,0,0,0.2),1px 1px 2px rgba(0,0,0,0.5),0px 0px 4px rgba(255,255,255,0.5) inset;
}
.thing:hover,.thing.lit
{
background:#5b5b5b;
}
.thing.cantAfford
{
opacity:0.65;
}
.upgrade.cantAfford
{
box-shadow:0px 0px 4px #414141;
border-radius:8px;
}
.upgrade.cantAfford:hover
{
box-shadow:0px 0px 4px #5b5b5b;
}
.upgrade.owned,.achiev.owned
{
background:#8d8d8d;
}
.customIcon
{
width:64px;
height:64px;
}
.solar
{
width:64px;
height:34px;
}
.fire
{
width:39px;
height:48px;
}
.ending
{
width:600px;
height:400px;
}
Layout
*store
contains:buildings, upgrades
*buildings
contains:Buildings
header:Improvements
tooltip origin:left
*main
contains:res, buttons, log
*res
contains:Resources
class:fullWidth
*buttons
contains:Buttons
*log
contains:Log
*upgrades
contains:gupgrades, growthupgrades, science, ending
*gupgrades
contains:tag:money
header:Technologies
costs:hide
*growthupgrades
contains:tag:growth
header:Country Growth
costs:hide
*science
contains:tag:research
header:Research
costs:hide
*ending
contains:tag:end
header:The End
costs:hide
Buttons
*government
name:Tax Money
desc:Click this to collect taxes.
on click:yield 1 money
on click:anim icon wobble
icon:https://i.imgur.com/pl48fYN.png
no text
class:bigButton
icon class:shadowed
tooltip origin:bottom
tooltip class:red
Resources
*money
name:Money
desc:This is how you fuel your country. As they say, money makes the world go round!
show earned
on start:log Climate Change Clicker<//>
on start:log Click to gain money. Use this to bring in more people to your country to make even more money <//>
on start:log Once you reach 25 population, your country will rise from an industrial age. At this point, the real climate change challenge begins. See you there!<//>
icon:https://i.imgur.com/eWwpOjM.png
*electricity
name:Electricity
desc:People need electricity. You supply it.
icon:https://i.imgur.com/dkqLgrH.png
*pollution
name:Greenhouse Gases
desc:If the world becomes filled with too many greenhouse gases, it's game over. Be careful!
req:have realization
icon class:fire
icon:https://i.imgur.com/9Wp9ijM.png
*sciencepoints
name:Research Points
desc:With the power of science, anything can happen!
req:have scienceunlock
icon:https://i.imgur.com/0k5Msue.png
Buildings
*population
name:Population
desc:The more people in your country, the more money you make. Gain $10 a second, but lose 1 electricity a second as well.
icon class:customIcon
icon:https://i.imgur.com/SmfxhT7.png
on tick:
if (have skyscrapers)
lose 32 electricity
else if (have urbanization)
lose 16 electricity
else if (have realization)
lose 8 electricity
else if (have workForces)
lose 4 electricity
else if (have higherStandards)
lose 2 electricity
else
lose 1 electricity
end
end
on tick:
if (electricity>=1 and population>0) yield 10 money
end
cost:100 money
on earn:if (population=1)log To make more money in your country, you need more people. Be warned that a population requires electricity. If at any point you run out of electricity, your population's money production will grind to a halt.
*labs
name:Science Laboratories
desc:With these state of the art labs, your country's researchers can begin producing research points, which are vital to creating new types of energy production. They generate 1 science point per second, but at the cost of 5 electricity per second.
on tick:
if (have science2)
lose 20 electricity
else if (have science1)
lose 10 electricity
else
lose 5 electricity
end
end
on tick:
if (electricity>=1 and labs>0) yield 1 sciencepoints
end
icon:https://i.imgur.com/GjUahrA.png
icon class:customIcon
cost:1000 money
req:have scienceunlock
on earn:if (labs=1)log Science is incredibly important for your country, as it is needed to unlock new power plants. Later in the game, science is required to beat the game. Make sure you have enough Laboratories, but keep balancing your electricity usage. The new plants that are unlockable through science also require a certain amount of money per second. If your electricity somehow reaches zero with these plants, you will quickly lose almost all of your money. If this happens, try selling these plants, in hope of reaching your energy needs. Good Luck!
*coal
name:Coal Plant
desc:Cheap and easy. A country has to start somewhere. Gain 1 electricity a second.
on tick:
if (have realization)
yield 1 pollution
yield 1 electricity
else
yield 1 electricity
end
end
cost:25 money
icon class:customIcon
icon:https://i.imgur.com/lPcGTJB.png
*oil
name:Oil Fracking
desc:Good for electricity and for cars! Easy to find too! Gain 5 electricity per second.
on tick:
if (have realization)
yield 5 pollution
yield 5 electricity
else
yield 5 electricity
end
end
req:15 coal
cost:1000 money
icon:https://i.imgur.com/U4ZfyQc.png
icon class:customIcon
*hydroelectric
name:Hydroelectric Power Plant
desc:Hydroelectric power plants are a bit expensive, but are also very useful due to how they take advantage of water. Build it close to a river! They yield 20 electricity per second, but takes 10 money per second.
req:have hydrounlock
on tick:
yield 20 electricity
lose 10 money
end
cost:5000 money
icon:https://i.imgur.com/ynaOeZE.png
icon class:customIcon
*solar
name:Solar Panel Farm
desc:The Sun! The most energy filled thing in our solar system. You might as well take advantage of it. Solar panels are very expensive, but they generate large amounts of energy. They yield 50 electricity per second, but take 25 money per second.
req:have solarunlock
on tick:
yield 50 electricity
lose 25 money
end
cost:20000 money
icon:https://i.imgur.com/lP8lrw8.png
icon class:solar
*wind
name:Wind Farms
desc:Useful on a windy day. These plants are expensive, but once set up last for a long time and generate a lot of electricity. Yields 100 electricity per second, but take 50 money per second.
req:have windunlock
on tick:
yield 100 electricity
lose 50 money
end
cost:50000 money
icon:https://i.imgur.com/djTgpiQ.png
icon class:customIcon
*geo
name:Geothermal Power Plants
desc:Incredibly useful on top of geothermal springs. Hot hot hot HOT! These plants yield 250 electricity per second, but they also take 100 money per second.
req:have geounlock
on tick:
yield 250 electricity
lose 100 money
end
cost:100000 money
icon:https://i.imgur.com/CnTuFSx.png
icon class:customIcon
*nuclear
name:Nuclear Power Plants
desc:While potentially dangerous, these beefy plants are incredibly powerful and versatile. Yields 400 electricity per second, but takes 200 money per second.
req:have nuclearunlock
on tick:
yield 400 electricity
lose 200 money
end
cost:200000 money
icon:https://i.imgur.com/SXj0ZI6.png
icon class:customIcon
Upgrades
*betterTaxes
name:Higher Taxes
desc:Increase them slowly, so nobody notices! Costs 50 money.<//><b>Effect:</b><.>+1 money/click
cost:50 money
passive:increase yield of government by 1
tag:money
*higherStandards
name:Higher Standards
desc:Your people work more, but they also ask for more. Costs 300 money<//><b>Effect:</b><.>Populations produce +10 money, but at the cost of -2 electricity per second as well.
passive:multiply yield of population by 2
cost:300 money
tag:growth
*moreCoal
name:Mining Investments
desc:Invest in some coal mining companies. More coal equals more electricity!<//><b>Effect:</b><.>Coal plants produce +1 energy.
passive:multiply yield of coal by 2
cost:500 money
req:10 coal
tag:money
*evenmoreCoal
name:Coal Deposit Scouting
desc:Time to enlist some quality scouts to find MORE COAL.<//><b>Effect:</b><.>Coal plant output doubled.
cost:2000 money
req:15 coal
passive:multiply yield of coal by 2
req:have moreCoal
tag:money
*taxCollector
name:Tax Collectors
desc:They bring you the tax money they collect.<//><b>Effect:</b><.>Money per click doubled.
passive:multiply yield of government by 2
cost:500 money
req:have betterTaxes
tag:money
*workForces
name:Larger Workforce
desc:Your people work more, you get money more! It's a win-win situation.<//><b>Effect:</b><.>Population efficiency doubled, but their energy needs double as well.
req:10 population, have higherStandards
cost:5000 money
passive:
multiply money yield of population by 2
end
tag:growth
*realization
name:Country Advancement
desc:Due to how high your population is, your country has now become self realized. All money production is tripled, but be warned that all buildings will now start generating pollution. Populations will also need twice the amount of electricity required. With this upgrade begins the true climate change challenge.
passive:multiply money yield of population by 3
on earn:log Now that your country has grown to this large size, buildings can now generate pollution. Make sure that your greenhouse gases level doesn't reach 100,000, or else your country and the world will fall apart. You can use Ctrl-Click on a building to sell it if you need to remove your coal plants and oil fracking.
req:25 population, have workForces
tag:growth
on tick:if (pollution>=100000) spawn badending
*scienceunlock
name:Scientific Research
desc:With your country's growth, you have gained the ability to hire researchers, and with their help you might be able to stop climate change.
req:have realization
cost:10000 money
tag:research
*hydrounlock
name:Hydroelectric Power Research
desc:Your countries top researchers think that this could be a new and powerful form of energy. They do need funding though.
req:have scienceunlock
cost:100 sciencepoints
tag:research
*hydroupgrade1
name:Better Turbines
desc:If you improve the turbines, you improve the energy production! This is a bit expensive though.<//><b>Effect:</b><.>Doubled hydroelectric energy generation, but costs go up by 150%.
passive:
multiply electricity yield of hydroelectric by 2
multiply money yield of hydroelectric by 1.5
end
req:have hydrounlock
cost:50000 money
tag:money
*hydroupgrade2
name:River Scouting
desc:Send people to find more rivers in your country! More rivers combined with more plants means more electricity. You do have to pay these people, meaning the costs will go up a bit.<//><b>Effect:</b><.>Doubled hydroelectric energy generation, but costs go up by 150%.
passive:
multiply electricity yield of hydroelectric by 2
multiply money yield of hydroelectric by 1.5
end
cost:100000 money
req:have hydroupgrade1
tag:money
*solarunlock
name:Solar Power Research
desc:Your country has noticed that the sun exists. Maybe your researchers can take advantage of that.
req:have hydrounlock
cost:200 sciencepoints
tag:research
*solarupgrade1
name:More Advanced Solar Panels
desc:These panels are more efficient, with lower energy lost in the process.<//><b>Effect:</b><.>Doubled solar energy generation, but costs go up by 150%.
passive:
multiply electricity yield of solar by 2
multiply money yield of solar by 1.5
end
req:have solarunlock
cost:100000 money
tag:money
*solarupgrade2
name:Fully Efficient Solar Panels
desc:With this upgrade, solar panels transfer 100% of the energy from photons into electricity. Costs for upkeep do go up due to this improvement.<//><b>Effect:</b><.>Doubled solar energy generation, but costs go up by 150%.
passive:
multiply electricity yield of solar by 2
multiply money yield of solar by 1.5
end
cost:500000 money
req:have solarupgrade1
tag:money
*windunlock
name:Wind Power Research
desc:Your researchers have realized that the turbines found in hydroelectric plants can be tweaked and attached to certain things to harness the power of wind. Maybe with enough money they can flesh out the idea.
req:have solarunlock
cost:400 sciencepoints
tag:research
*windupgrade1
name:Larger Wind Turbines
desc:With more surface area, these turbines, while more expensive, can catch more wind and make more electricity./<//><b>Effect:</b><.>Doubled wind energy generation, but costs go up by 150%.
passive:
multiply electricity yield of wind by 2
multiply money yield of wind by 1.5
end
req:have windunlock
cost:200000 money
tag:money
*windupgrade2
name:Vertical Axis Wind Turbines
desc:With this new and slightly experimental type of wind turbine, you should be able to harness more wind energy. This does have its costs.<//><b>Effect:</b><.>Doubled wind energy generation, but costs go up by 150%.
passive:
multiply electricity yield of wind by 2
multiply money yield of wind by 1.5
end
cost:1000000 money
req:have windupgrade1
tag:money
*geounlock
name:Geothermal Power Research
desc:Your country's top researcher believe that you may be able to harvest the power of the geothermal springs in your country. They will flesh out this idea, for a price.
req:have windunlock
cost:800 sciencepoints
tag:research
*geoupgrade1
name:Geothermal Spring Hunters
desc:If you can find those springs, you can definitely use them./<//><b>Effect:</b><.>Doubled geothermal energy generation, but costs go up by 150%.
passive:
multiply electricity yield of geo by 2
multiply money yield of geo by 1.5
end
req:have geounlock
cost:200000 money
tag:money
*geoupgrade2
name:More Efficient Internal Turbines
desc:By simply making the turbines that spin inside these plants and improving them, much more energy can be generated.<//><b>Effect:</b><.>Doubled wind energy generation, but costs go up by 150%.
passive:
multiply electricity yield of wind by 2
multiply money yield of wind by 1.5
end
cost:10000000 money
req:have geoupgrade1
tag:money
*nuclearunlock
name:Nuclear Power Research
desc:With the discovery of nuclear fission, your country's leading researchers have begun designing what they believe may be a powerful source of energy. They do need to be payed though.
req:have geounlock
cost:1000 sciencepoints
tag:research
*nuclearupgrade1
name:Uranium Mines
desc:By mining for uranium, you can more easily fuel your nuclear power plants, leading to the ability to produce more electricity./<//><b>Effect:</b><.>Doubled nuclear energy generation, but costs go up by 150%.
passive:
multiply electricity yield of nuclear by 2
multiply money yield of nuclear by 1.5
end
req:have nuclearunlock
cost:400000 money
tag:money
*nuclearupgrade2
name:Larger Fuel and Control Rods
desc:Bigger means better, right? At least it means more electricity.<//><b>Effect:</b><.>Doubled nuclear energy generation, but costs go up by 150%.
passive:
multiply electricity yield of nuclear by 2
multiply money yield of nuclear by 1.5
end
cost:20000000 money
req:have nuclearupgrade1
tag:money
*urbanization
name:Urbanization
desc:While it costs money to build large cities, larger cities means your people can make more money.<//><b>Effect:</b><.>Doubled money generation, but at the cost of double electricity needs.
req:35 population, have realization
cost:10000 money
passive:
multiply money yield of population by 2
end
tag:growth
*skyscrapers
name:City Improvements
desc:With an improved city, your people can get better jobs and make more money. These improvements need to be powered.<//><b>Effect:</b><.>Doubled money generation, but at the cost of double electricity needs.
req:50 population, have realization
cost:100000 money
passive:
multiply money yield of population by 2
end
tag:growth
*science1
name:The Scientific Method
desc:With a more thorough way to research, your science labs now generate twice the amount of research points, at twice the cost.<//><b>Effect:</b><.>Doubled research point generation, but at the cost of double electricity needs.
req:5 labs
passive:multiply sciencepoints yield of labs by 2
cost:100 sciencepoints
tag:research
*science2
name:Improved Lab Equipment
desc:With some better equipment, your country's labs can easily make many more research points. This does require more electricity. <//><b>Effect:</b><.>Doubled research point generation, but at the cost of double electricity needs.
passive:multiply sciencepoints yield of labs by 2
cost:500 sciencepoints
req:10 labs
req:have science1
tag:research
*choice
name:An Important Choice
desc:With your country's advanced level of understanding and many scientists, the time has come to make a choice. With the future being uncertain, it is time to direct your country's actions towards dealing with climate change. Once you unlock this upgrade, two more will appear. You may only choose one. Choose wisely.
req:have science2
tag:end
*space
name:To the Stars!
desc:This decision means that your country will solve this crisis by leaving Earth and colonizing a new planet, namely Mars, in the hopes of a better future.
req:have choice
req:no fusion
tag:end
*fusion
name:An Infinite Source of Energy
desc:This decision means that your country will put all of its efforts towards creating an unlimited form of renewable energy capable of fueling the world forever.
req:have choice
req:no space
tag:end
*space1
name:Rocketry Research
desc:With enough time, your country can begin launching testing rockets. This is the first step to leaving the planet.
req:space
cost:1000 sciencepoints, 500000 money
*space2
name:Planetary Orbit Research & Testing
desc:Now, you need to research planetary orbits and gravity, as well as testing rockets and satellites.
req:space1
cost:1500 sciencepoints, 750000 money
tag:end
*space3
name:Mars Habitat Development
desc:Finally, you need a working habitat to place on Mars. Without this basic necessity, a colony can never be formed. This is the most important step towards creating a Mars colony.
req:space2
cost:2500 sciencepoints, 1000000 money
tag:end
*space4
name:The Launch
desc:This is it. If this succeeds, there will be a semi-permanent habitat on Mars. This will mean the beginning of a great age of colonization on Mars. 'This will end the game'
req:space3
cost:5000 sciencepoints, 5000000 money
tag:end
on earn:spawn marsending
*fusion1
name:Solar Research
desc:There's something about the sun that seems important towards the journey of creating endless electricity. There must be something happening inside the sun that creates so much energy. With some research, maybe your scientists can understand what exactly is happening.
req:fusion
cost:1000 sciencepoints, 500000 money
*fusion2
name:Fusion Plant Blueprints/Concept
desc:With this new understanding of what goes on inside the sun, something called 'Fusion', your scientists believe that the same process could be used to create electricity. They do need time, as well as money, to flesh out this idea.
req:fusion1
cost:1500 sciencepoints, 750000 money
tag:end
*fusion3
name:Fusion Reactor Assembly
desc:While you may have the blueprints and concept of an inertial confinement fusion reactor, it still needs to be made. This of course costs money, which you have a lot of.
req:fusion2
cost:2500 sciencepoints, 1000000 money
tag:end
*fusion4
name:The Test
desc:The reactor is complete. With this test, you shall see if this type of reactor works. If it does, the future of humanity will be forever changed. 'This will end the game'
req:fusion3
cost:5000 sciencepoints, 5000000 money
tag:end
on earn:spawn fusionending
*badendingupgrade
hidden
on earn:spawn badending
Shiniesz
*badending
movement:onThing:government
icon:https://i.imgur.com/e1NdxIf.png
class:bigButton
on click:
lose money
lose electricity
lose pollution
lose sciencepoints
lose population
lose labs
lose coal
lose hydroelectric
lose oil
lose solar
lose geo
lose nuclear
lose wind
lose tag:money
lose tag:growth
lose tag:research
lose tag:end
end
*fusionending
movement:onThing:government
icon:https://i.imgur.com/CDrS2u6.png
class:bigButton
on click:
lose money
lose electricity
lose pollution
lose sciencepoints
lose population
lose labs
lose coal
lose hydroelectric
lose oil
lose solar
lose geo
lose nuclear
lose wind
lose tag:money
lose tag:growth
lose tag:research
lose tag:end
end
*marsending
movement:onThing:government
icon:https://i.imgur.com/N3vjy6h.png
class:bigButton
on click:
lose money
lose electricity
lose pollution
lose sciencepoints
lose population
lose labs
lose coal
lose hydroelectric
lose oil
lose solar
lose geo
lose nuclear
lose wind
lose tag:money
lose tag:growth
lose tag:research
lose tag:end
end