• Moose
  • Announcements

    • Dirktator

      Help us with our donation goal for a new Chat upgrade!   04/17/2017

      Your donations not only help keep the site up and running, but also allows us to expand some functionality and upgrade other features of the site periodically to stay current! We're looking for some community support to help us get a new Chat system (as you know our old Chat is no longer supported by IP.Board). A new system promises to give us many more options and all for fairly little cost, relatively speaking. Please help us reach our April goal so we can keep bringing you site improvements as well!  Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
Sign in to follow this  
Followers 0

Idea Suggestion: 4 "Normal" Wealth levels plus 2 "Unique" Wealth Levels

2 posts in this topic

I just found out that there is someone else on Reddit who had the same idea I had for wealth levels (except he divides wealth levels into 5 and I divide it into 6).

Here is my idea:


Here is his idea:


The idea is for there to be more than 3 wealth levels. I suggest there be 4 typical, normally available wealth levels plus poverty and Keystone Elite.

There should be 4 main wealth levels corresponding R$ with the second quintile of earners (20-40%), R$$ with the third quintile (40-60%), R$$$ with the fourth (60-80%), and R$$$$ with most of the fifth/top (80-99%) with the addition of Keystone Elite (like what is described in the Design Document for Boomtown) being the top 1%. On the other extreme, poverty (first/bottom quintile, 0-20%) would be simulated differently. Poverty (R¢) would comprise of homeless people, uneducated unskilled workers (R$) that have lost their jobs or wealth, and possibly others, depending on how deep you want to go. This would mean that there will be 6 discreet wealth levels for graphs and infographics but your procedural generation for buildings could mean that buildings could fall somewhere between this.

You might ask, how might each wealth level arrive to your city? That is a very good question. I would suggest that only R$, R$$, R$$$, and R$$$ can build in typical zones. At first, only R$, R$$, and R$$$ would move into your young/beginning city. In order to attract R$$$$, you would need to build extremely desirable areas with only R$$$ (no R$ or R$$), with high land value and access to all services at high value. R$$$$$ would require a special area for their primary residence (a large lot in a nice area to build a MegaMansion). This MegaMansion plot would only be able to be unlocked in a city which has a large R$$$ and R$$$$ population, low air pollution (and it cannot be built in any areas with any noticeable amount of pollution whether it be air, ground, or noise), and there is a limit of only one Keystone Elite MegaMansion plot per city.

However, poverty is something you do NOT want and impoverished residents will not live in your city unless the following conditions are met: no free schools, too few jobs for low-skill workers, large unemployment of R$, no keystone elite mansions in your city, and at least 1 R$ apartment that has dilapidated. Your first impoverished residents started out as R$ but through lack of money and opportunities, they end up as transients. At first, impoverished residents will only move into dilapidated R$ apartments, then they will start moving in by the droves if the conditions are right. They will clog your parks, bringing down land-value. They will build squatter hovels in the yards of dilapidated R$ housing (and replace the residents of the house or apartment as well), bringing down property values. They will eventually move into any abandoned building and move into low rent (non-dilapidated) apartments. Once you have poverty in your city, it becomes harder to lift them out of poverty and make your city better again. If players are not careful enough in the mid-game, their cities could end up looking like the slums of Mumbai. Free primary and secondary education, clean water, jobs, and at least a little bit of public assistance (maybe even free housing) can turn your city around.

Of course, if this is not in the alpha release, I would be more than happy to work on modding in a complex economy with diversity of products and a wide range of wealth levels.

EDIT: I have taken a few screenshots to demonstrate the different wealth levels.

R¢ housing impoverished residents living in squalor:








R$ housing poor residents living modestly:







R$$ housing middle-class residents living comfortably:






R$$$ housing wealthy residents living luxuriously:






R$$$$ housing ultra-wealthy residents living fabulously luxuriously:




Keystone Elite R$$$$$ mansion with ultra-wealthy residents living fabulously luxuriously:


Share this post

Link to post
Share on other sites

You could take this a few steps further by also incorporating the effects that gentrification would have on a city (as in a city that sees rapid economic expansion in and a greater quantity of higher tier commercial or industrial jobs). So perhaps a rapid influx of wealthier households drives up property values, but reduces the happiness of households of lower economic levels due to increased rent, expensive commercial outlets, loss of cultural diversity, etc. Additionally, a greater long-term happiness could come from policies enacted by a mayor that increase the upward mobility of the city's citizens, which could come from accessible education measures, tax breaks on lower class households, or what have you.


These ideas would need some fleshing out, of course.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:

Register a New Account

Sign In  

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.