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I were thinking if the following concepts could be added to SC4, somewhat simulating some aspects of real life and also games as Tropico and Hidden Agenda...

 

Social Divide: Sims may divide into factions: sports teams, soap operas, alignments.... These divides could bring from minor efficiency losses to major civil wars inside the own cities, and also terrorist events and situations. Each type of building would promote a type of alignment in the region adjacent to it, and in places where ''contrary'' alignments'' interceded, there would be conflicts, causing promblems in the regions. Some specific alignments would appear in preset eras, for example, simbots and simtants appearing after 2040 and causing anti-simtant and anti-simbot sentiments, which would force the mayor to isolate them for avoiding a war situation inside his city. Discrimination would cause factions to ''zone in'' in specifical parts of the city, affecting traffic. Further rifts among the alignments would cause ''feud wars'' from alignment to alignment, including from destructive riots in their intersections for simulating the rift amongst them, to bioterror/bombign strikes.

Illegal Ocuppation: Citizens and business would trying ''autozone'' regions of the city, without authorization. Police cars could be necessary for containing them, until proper zoning being done. An anti-occupation ordinance should be implemented, making the jails full of people and causing unrest among poorer sims. 

Tax Evading: A certain percentage of tax evasion should happen in the city, thanks to government and police underfunding. Revenue offices should help reduce this according to their coverage. A special ''whisteblower ordinance'' should bring extra money to the city, at the cost of slightly less commercial, industrial and elite housing demmand cap.

Buildings:

Trade Union Building: Reward Building(having X citizens employed, maybe?) Generates some jobs in return for some government spending. Slightly augments mayor rating amonst low and middle income. Allows ''Trade Union Ordinance''. (Plus mayor rating, lesser fire risks in industrial and agricultural areas.)

Civic Center: Civic building. Has a slight park effect, and also a educational and anti-criminal one.

Militia Firing Range: Reward building. (for?) Gives a slight security bonus, but causes traffic and garbage problems. Allows for ''Freemen Security Act''(Reduces criminality drastically at the cost of augmenting unrest and pollution.)

Robot Containers: ''Civic building.'' Container zones for excluding the simbots/simborgs from amongst the ''normal'' population. May diminish unrest but can creates a huge crime spot and traffic problem.

Mutant Camp: ''Civic building.'' Excludes simtants/simaliens from regular population.

Monster Castle: Excludes simspooks from regular population.

Control Post: Similar to a tool booth. But in place of charging money, reduces traffic for augmenting security. An excess of control posts may cause unrest/disapproval amongst population.

Animal Shelter: Reward building. Some effect on garbage and water pollution. May allow for ''Pet Adoption Ordinance'', with slight effects on pollution, and garbage.

Student Union QG: Reward Building(College/University coverage?): Similar to Trade Union, but with more effects in the educated class. Allows ''Student Wing Act''. (Plus mayor rating, less unrest in educated areas?)

Miniluv: Works as a great jail and police department at the same time. Consumes a lot of energy, and lots of ''black cars'' in the traffic.

Minipeace: radioactive building. Generates a lot of tanks in the traffic.

Minitruth: Generates a lot of jobs, and mayor rating, but also garbage.

Miniplenty: Consumes a lot of garbage, energy and water, but also generates a great park and health effect.

ASAT Testing Range: Business Oportunity. An EMP Weapon that fires periodically to the air. May cause the explosion of a major energy facility or some hi-tech industries from time to time.

Nukair. Inc: Business Deal/Reward. Military company which is testing a Nuclear Powered Plane. Comes with a Nukair plane with especial ''Nukair Missions''.

Mega-Church: Business Oportunitty. Causes massive atracction, but may divide city amongst followers and non-followers.

Sect Village: Idem. Besides that, may enter in feud with the Mega-Church.  

PENSA Chapter: Reward for high education levels. Has a little park and EQ boosting one. Conflicts with religious and military places.

Presidential Camp House: Reward/Business. Brings a lot of money, but also atracts crime. Gives acess to presidential vehicles with ''presidential missions.''

Villain Tower: Mega-villain tower. Gives a permanent base to a mega-villain. Allow for ''Villain Base Ordinance'', in which, for a little money and mayor rating, the city gains an EQ and Hi-Tech Cap Bonus.

Heroic Hall: Heroic Squad homebase. Allows for ''Oficial Hero Place Ordinance'', in which, for a little security and fire risk, the city gains an agricultural and commerce cap bonus.    

PMC HQ: Mercenary group HQ. Provides a free ''special security'' unit, and ''special'' missions.

PI HQ: A small private investigator office. Would serve mostly for displaying factional rifts when clicked, and enabling ''private investigator'' missions.

Indian/Mutant/Robot/Dinossaur Reserve: Reward/Landmark/Business deal with some money bonus, but service demanding. Demolishing them would bring great costs/unrest in the city.

Revenue Office: Civic Building. Some cost and high garbage production. Less garbage would be produced with a special ordinance: ''Online tax forms.''

 


  Edited by Cyclone Boom  

Removed duplicate topic.

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Sorry. but SimCity 4 is no longer under development.  Hasn't been since 2003.  Some of your points require changes to the main algorithms, and that is out since we don't have the source code.  You might want to take a look at Citybound.


Beware: Emancipated user.  No Windoze for me.
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