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The weather in Cashflow was cold and rainy and the skies were cloudy and dark. Just like the minds of the Slacker delegates who met in the city to discuss a new Businesspeople idea. The problem with said "idea" was that Businesspeople wanted to start a tourist and hotel industry in... The Sacred Pond of Forces... The Businesspeople were trying to bail out their ailing town of Dollar Grove which neighbored the holy site. They believed that they could use The Sacred Pond of Forces' appeal and status as a draw for tourists and investments in order to uphold the town's budget. The overwhelming majority of Udananites consider The Pond to be the region's sacrosanct location. What is more, Sulkourbanist religious scriptures clearly indicate that it is forbidden to put any man-made structures within the area of this special place and the surrounding jungle. Having learned of their neighbor's intentions, the Slacker delegation was understandably shaken. It was already afternoon and the meeting was drawing to a close. Both teams were making one last attempt to influence their partners to change their minds. However, it seemed that both tribes were already entrenched in their individual convictions, refusing to reconsider their respective stances. With this statement, the meeting was closed and the delegates stormed out of the conference hall - angry, worried and agitated. The Businesspeople dignitaries returned to Profit Hill on the same evening and reported the fiasco of their talks to their government. However, since the tribe is a resilient and proactive bunch, the government officials have unilaterally decided to try and convince yet another tribe to join them, rather than give up the plan. Slackers are the most frequent visitors to The Sacred Pond of Forces and their extensive knowledge of the local topography and environment was considered to be valuable for any economic plans for the local area. However, since they didn't want to take part in the urban development of The Pond, the next tribe chosen for potential cooperation were the Smileyfaces. Many believed that these long-time allies of the Businesspeople will almost certainly join the project. When both tribes arranged for a conference, the Businesspeople delegation travelled East. This time, to the Smileyface capital of Laughterdale. But when the talks began, it turned out that the Smileyfaces are just as reluctant as Slackers to lend hand to the Businesspeople development plans. Despite excellent relations shared by both tribes, the new meeting turned out to be just as fruitless and disappointing for the authorities in Profit Hill... When both potential partners turned down offers for "promising" economic future, Businesspeople were left on their own when it came to urbanization efforts in The Sacred Pond of Forces. The pleas and warnings voiced by other tribes have fallen on deaf ears and the tribe decided to press on with construction, despite intertribal outcry. This way, first buildings appeared in the New Udananian holy site, including some major hotels and tourism infrastructure... What was once a place of reverence and casual picnic trips, turned into a "fashionable", commercialized venue, straight out of Insta-lifer's wet dream... All in all, many tribes were disappointed by the Businesspeople defiance towards cultural and religious rules of New Udanani. Many of them also fear about possible outcomes that the violation of The Pond may carry. Numerous people also predict some kind of a violent disaster or a divine punishment to strike New Udanani in the near future... Comment replies: @TogaMasterJohn - Oh, you intrigued me now - what cities did you have in mind and what area do you live in? (of course, if you feel comfortable sharing it with us?) @Tamijo - Nothing wrong with a little bet in roulette or snail-racing I guess. @Honolulu - Hey, thank you for your visit! Regional play is important and I feel that the highway systems give the incentive to put it into practice. I'm glad you like the hospital area. I guess it certainly makes it a little less stressful for the patients!
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The era of early development is both an exciting and challenging time. On the one hand, it is hard to accomplish something as a community all alone, with no nearby neighbors to render aid. On the other hand, however, the significant distances that separate individual tribes, allow them to develop a distinct character of their cities, before they interact with other (frequently contradicting) philosophies Important developments have taken place in Udanani since the last time you visited. Most of them can be seen in the Central and Northern Udanani. Sit back, relax and read on. The Businesspeople have recently focused their efforts on perfecting their business district, making sure that offices and shop owners have ideal conditions to grow. The business sector in Profit Hill did, in fact, become stronger and more competitive as the time went by. As is evident in the picture above, the main four-lane road has been upgraded to a classic avenue, because the numbers of customers and commuter traffic are staggering and call for higher capacity solutions… Good planning on The Businesspeople’s part! Profit Hill has also zoned for more commercial projects, like the one off to the south from The Downtown. A few months ago, the Quadra Tower project has been opened up for investors. There are also other new, commercial developments in the city. Suffice to say that the economy in Profit Hill is doing fairly well. Even the small services sector located between Revenue Road and Collier Street is doing fine and the shop owners keep investing in their nest egg - certain that the economy is on the right track You might also be interested to see that the residential neighborhood of Sirli Park has been definitively completed. A mix of various housing projects, now surround a green park with a central promenade. Fully grown vegetation is also a nice addition to the overall picture. Of course, Profit Hill continues to take care of its citizens and is doing its best to satisfy their basic needs. Or does it…? Unfortunately, as the time went by, The Businesspeople have overlooked a few things. Not so long ago, Profit Hill has struggled with a crime wave... The police did not keep up with the rapid development of the city and failed to react on time. Luckily, the issue has been largely resolved since then (and to everyone's relief). But the trouble that still persists is... the good living conditions in Profit Hill! Sounds paradoxical. But the drive of new citizens to live in this city is so high that the job market has become highly competitive. As a result, some unemployment is present in the city and not everybody can make a dime for themselves... In order to alleviate the situation a little bit, the Chief Executive Board of The Businesspeople Tribe have agreed to further expand the industrial base in the city. At least for now. For as long as another solution to unemployment is found. The city has gone through some problems up until this point but it goes without saying that it is doing fairly well and has the potential of becoming an important place on the map of Udanani. If you now warp to the Northern Udanani, you will see that similar developments, though smaller in scale, have taken place in The Residents' town of Bedroom. Just to remind you, The Residents scoff at the concept of introducing industry to their villa town and prefer to rely on commerce. As a result, their low-density shop district of Cloverfield has undergone a significant expansion. You may have also noticed that the orphaned football pitch has been developed into an attractive and cozy activity center. Perfect for kids and employees who want to stretch their legs after a hard day's work. The elitist nature of Bedroom shows through more and more. Luxurious housing and clean medium-wealth homes are on the rise. Some of the citizens prefer to migrate closer to the seashore, which will perhaps kickstart the creation of a new neighborhood... Bedroom doesn't have as many problems as Profit Hill because it develops slowly and The Residents keep a watchful eye on the forces that shape their environment. As you can clearly see, The Residents and The Businesspeople are currently focusing on building the grounds for a strong commercial sectors, though for different reasons. The Businesspeople, do it for profit and creative satisfaction. The Residents, do it because their elite citizens demand attractive jobs. But money is not all there is to life. Treasures of nature are just as important and if you take a look at what has been going on in Farmington, you'll understand just how important and beautiful they are. Say hello to Goldleaf Forest! The lands north of The Localvores' village were turned into woodlands, just as it had been planned. The research indicates that the overall fertility of the farms laying closest to the river have increased by 25% - the result of reduced soil erosion and larger amounts of organic sediments flowing downstream. Naturally, the yields from the farms have also increased, allowing The Localvores to earn more from their farming activities. And while an impressive forest has grown on the other side of the river, Farmington did not change that much. Some new neighborhoods have been created on the western edge of the village, but the rest of the town remains more or less the same. ...except, perhaps, for the new Village Hall. The Tribal Council has just ended their meeting and the representatives start to head back home, still discussing some of the points outside of the building. Some green infrastructure has also been tucked in, here and there, increasing the town's landscaping value. Goldleaf Forest is no reason for The Localvores to just rest on their laurels! The Localvores are happy with their new achievements and plan to expand the area of their positive influence even further out. The next portion of land that they wish to develop is located Northeast from Farmington. The area in question is located between the rivers of Sopronia and Casamassima and is known as Alouni Basan Plains but... there seems to be no consensus as to what should be there. Perhaps you wish to help The Localvores make up their mind...? If you do, head over to the pool poll!
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Hello dearest mayors or SimCity followers. I was just wondering but ever since I first played SimCity 4 there was a zimuloth cheat or whatever it what’s called let you type in the specific amount of money you desired and so the way it played out was like this: Zimulouth >Your specific amount of desired money< P.S. Please forgive me if my grammar is bad.
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Mods used: NAM I-HT jobs fix Census repository No kickout lower wealth: I only installed this recently, the city grew to its current problematic state without it My city has 115k population, with two connected neighbors that have 80k and 20k each. For a while now I've been experiencing dilapidation in some of my residential and commercial buildings. Usually they downgrade in wealth, but sometimes they don't and they just flip between dirty and clean looking as their occupancy constantly fluctuates. I'm not sure when exactly it started happening, but it's been since at least since around 80k population I think. RCI demand is very strong all across the board. After installing Census Repository I think the issue might be that there are way too many people coming in from the 80k city to work. That city doesn't have very many jobs, because I intended it for it to be a commuter town filled with R$ in order to keep my larger city higher wealth. But I think now things are out of whack. As you can see in the Census screenshot, there are 63k commuters coming in from SimNation, and 47k of my city is unemployed (if I'm reading it right) although there are no zots anywhere. High unemployment would definitely cause residential dilapidation, but I'm not sure about the Commercial problems because the dilapidated buildings still show that they have enough employees and customers, they're just downgraded in wealth. Do you think this could be my problem, and if so how would you approach solving it? I guess I have to either tear down the residential population of the neighbors, or build more jobs in their own towns so they don't have to commute. But I'm afraid of making thing worse either way I go. Let me know if you need any more information or screenshots.
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Hello Fellow Simmers, I've been playing Cities: Skylines for a while now. I feel like the game could be dramatically improved if the economics of sim life was expanded on. This could potentially provide a whole new level of realism and even offer insights into real world economies if programmed correctly. At present it feels like the economy is not really 'modelled' but rather an approximation for how a simple economy is assumed to behave. In reality this makes the game fairly predictable and dull (imo). To countenance these issues a few additions to the game would have to be made: - Each sim person would have a bank account. New sims could simply be spawned with, say 100 credits, on their arrival in the city. A more complex approach but realistic approach would be for sims to take on a loan when they build or expand a house which they then have to pay back with interest. They would then earn money from work and spend money when they buy goods and services. - Each business would likewise have an associated bank account which is used to pay workers, buy materials, receive funds for goods/ services. - Every in game transaction would consequently have a simultaneous economic transaction. For example, when goods/ raw materials are delivered, sims attend work, sims use public transport etc, a financial exchange would take place between the two parties with the net sum of each transaction being zero. For example, a sim might pay one credit to ride on the bus and the bus company would receive one credit for providing this service. The economic simulation would essentially work in tandem to the current game as it is with everyone's bank balances updated in realtime. As it stands the economy would not really have any effect on the workings of the game, it would simply tick along in the background and provide an indication of profitability/ turnover of businesses, affluence of sims in different areas etc. In order to tie the economy to the workings of the game there would have to be a mechanism for price levels of goods and services to change over time. This would in turn effect the profitability of businesses and the wealth of citizens so that dynamic economic processes can be observed. A way to alter price levels would be to use a simple supply/ demand ratio for goods and services available at different locations. For example, if there are fewer passengers waiting for a bus service then the price of a ticket would be reduced accordingly. Say 10 passengers are waiting for a 15 seater bus then the standard price, and corresponding financial exchange, would be reduced by two thirds. Likewise if 30 passengers were waiting for the same 15 seater bus then the price per passenger would be doubled. Further, the more affluent passengers would use the service first whilst less affluent ones would have to wait for the next bus (hopefully when the price becomes cheaper!) The same system could work with all transactions. The supply of raw materials to factories would vary depending on the abundances of timber/ farm produce with the demand dependent on the number of factories within a certain distance/ transport costs. The supply of goods to commerce and demand from consumers effecting the price of commodities. The number of educated workers and the availability of jobs will effect wages. Even the supply and demand of electricity, water, schooling could follow this model. All of this would make a stock exchange available where the current price and history of all commodities can be viewed. The game would now take on a whole new dimension where some civilians will become wealthy and others become impoverished. Businesses might go bankrupt if supply chains become clogged with traffic and prices rise too quickly. This would then lead to unemployment and a shortage of demand from consumers. There could also be runaway inflation if prices and wages escalate simultaneously leading to inequality across the city. A whole new set of user controls could be assigned so that the economy can be fine tuned. This might include variable income taxes for high earners/ low earners, interest rate levels, expansion of the money supply (quantitive easing), subsidies for certain industries, pollution taxes on road transport etc. The potential for this game as an economic simulator could be far greater than it currently is as a simple city simulator. Just need some good programmers out there to rework it ...
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Playfield.Earth / Urban Management - Our new approach in the City Builder genre
playfieldearth posted a topic in City-Building Games
Hello everyone We would like to introduce you to our upcoming game Playfield. Earth / Urban Management. PFE / Urban Management will be a mix of city builder and comprehensive city management. We want to go completely new ways in this genre, the player takes over existing cities, districts, villages or metropolitan regions with all their characteristics, specifics and challenges. PFE / Urban Management offers different sub-gameplays (game modes) that simulate all aspects of real urban planning, urban management and typical municipal politics: - Urban planning - Traffic & transport - Public safety management - Society management - Economy & infrastructure management - A mayor mode - A multiplayer mode in which players take over a municipal government Our trailer shows some of the pre-alpha builds and features we are planning: We are looking forward to your opinions, ideas and criticisms, here in the forum. Our website and social channels: https://playfield.earth/en/gameplays-en/urbanmanagement https://www.reddit.com/r/playfieldearth https://twitter.com/playfieldearth https://www.facebook.com/playfieldearth- 10 Replies
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How do i increase the hapiness in tropico 5? and how do i build an strong good economy? any tipps?
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Dawn of Humanity is a town-building strategy game that puts you in control as you experience the growth and development of your hunter-gatherer tribal settlement into a prosperous town fit for a modern civilization. Starting in 10,000 BC, you must ensure that you evolve and grow your village through the perils of prehistoric Stone Age to the challenges and opportunities presented by the late Middle Ages up to the Renaissance era. The player will have a choice of four different civilizations and cultures in which to develop their town that will be based on the climate and geographical location of the original settlement. To secure victory, the player must ensure that all available resources are used to their best potential in order to have a healthy, happy and productive population who will be the backbone of your success. Check out more details on Kickstarter and feel free to contact me if you need any more details Kickstarter Facebook
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Hi All, Today, CitiesCorp Concept has been submitted to Steam Greenlight. The basic idea is to scale and shape your buildings, putting them into complexes, setting own productions lines and many more features. This gives you a different city building experience in comparison to the well established brands. Check it out on Steam Greenlight and if you like it, vote Yes! Small town during testing Control Panel to control what is going on inside the building
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The buckwheat crisis Buckwheat (a Russian stable - greshka) is disappearing from store shelves. Could Mr. Putin and his elite circle have a five-year plan on buckwheat? No more greshka, no more Putin?
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FUTURE AND ECHONOMY 2/2 7th February 2010, Dear President of the United Nations, Ses Isles Qiuck Gowth in port Tuduri In these ten years I have seen grow building construction, investment firms and tourism and recreation centers. The means of transport are exceptional safety and health assistance, too. Port Tuduri as a Tourism Center Dear President,The final decision must be taken by all member countries, but if the entire nation of Aralar has progressed as it has this region, of course, is a country that should be part of the organization. Univeristy in Port Tuduri SES ISLES MAP AND OVERVIEW
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PROLOGUE Thanks to my recent job inside the administrative department from the United Simnations, I’ve found a lot of reports from different countries, created for an expert team, to identify wich ones were able to enter in the organization. The one I’ve decided to show here, is the ‘Ses Isles’ report. INTRODUCTION 4th March 2000. Dear President of the United Simnations, My name is Winston Lápida, Foreign Affairs Chief Executive Officer. My department has been studying a lot of countries request to get part of our organization. Among them, the Aralar Country is one of the best options, because its good behavior to the citizens. This report will talk about the develop in ten years of a little region from Aralar. The region name is Ses Isles. First of all, I must to explain a few things about the country: Aralar Country is a very old land, with more than two thousand years of history. Formed by five different kingdoms, the country merged as a republic in 1795 after a bloody civil war, caused by the French revolution influence(1789). Since this moment, the democracy has increased and became stronger. The country is divided in five federal states(same territory as the old kingdoms), every of them subdivided in Autonomous regions or just regions. Ses Isles is a little island region. The first habitants here, arrived in 1713; founding a small fishing community, that has started to grow up now. Ses Isles 2000 Map SES ISLES ADMINISTRATIVE ASPECTS The Region is divided in two provinces: Els Tuduri and Fortaleça. The region Capital is in Els Tuduri, and it’s called Port Tuduri. The population is 23 812, 21 000 living in the four main towns: Por Tuduri, Fortaleça, Es fornots and Son gavilans. The economy is good, Ses Isles has 165 000 Simoleons aprox. Ready to be used, 100 000 from Por Tuduri and Es fornots. But because the independence tradition of the community, the regional government is divided into all the town halls. That means: -Regional Tourism Department is in Fortaleça. -Regional Public services Department is in Es fornots. -Regional Transport Department is in Son Gavilans. -Regional education Department and the regional parliament , wich include all the aspects not controlled by other departments, are in Port Tuduri. The main language in Ses Isles is the catalán, but Spanish and English are also co-official, and everyone in the island know to speak them. REGIONAL SERVICES ASPECTS The region is growing now, and there is a lot of things and projects to develop. By the moment there are a few global services: -Electricity: There are two Coal power plants in the region that Suplies energy to all Ses Isles, Controlled by The public company ‘Ses Isles Electricitat’, founded in 1902. the older and main plant is in the industrial area from Es Fornots. -Water: the water has been always a big problem in these islands, because there are no rivers or lakes. Since the 18th century, the people has obtain the water from underground aquifers. The problem is that the quality of this water has decay in the last 20 years. -Garbage: Since the beginin of 20th century the people has start to worry about the garbage. In the past, all was dropped into the sea. But the sea ecosystem is very strange, beautiful and fragile. And now there is a grabage incinerator in Son Gavilans. -Sewage treatment: As the garbage, all residual waters was emptied into the ocean. This has change, and now, there are a water treatment plant in Es Fornots. But this plant is old and has filtrations to the aquifers, creating a great menace to the water system. -Security: There is only one Police Station, in Port Tuduri, and four patrol cars for the region. -Fire prevention: The only Fire headquarters are in port Tuduri, with two trucks for the region . -Health: There is no hospitals in Ses Isles. Only health clinics in Fortaleça and Port Tuduri, the last one is the biggest. But the government has promise to solve this with a regional hospital, wich ubication still not decided . -Education: the population is low, and there’s only one school in the region, is the ‘Insitut de educació primária I secundaria Des Tro Pescador’ or shortly ‘I.E.P.S Des Tro Pescador’, the institution is in Port Tuduri, and the chool bus system only covers the Capital, that means the rest of students must go on car. -Transport: The transport is the big deficiency of Ses Isles. The old mines train line is abandoned, and there is no water conection between the towns. The only way to move around the region is using the highway. This should change because there is a great transport renovation project waiting for the validation of budgets in the parliament, that plans to create ports, train stations and buslines. Ses Isles Aerial View from the north
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http://www.theguardian.com/business/2014/apr/30/china-overtake-us-worlds-largest-economy Everyone saw this coming, but it has come a few years earlier than expected. The US has been the world's largest economic power since the late 1800's (1872?).
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Please help, i have a major complicated problem involving the economics of my city in sc4. Specifically the resident average income continues to collapse, and am not sure why? First i should explain that my city is created in more of a realistic space, meaning that my main city encompases 8 full squares, and a couple of partial squares. The first time i had this problem in the main square, which holds about a million people, slowly dropping as i expand. i have been able to balance that city at about 10k a year, but now the problem is happening at the secondary squares, This would not bother me, except that it will drop so far that it goes below zero and the computer can not register negative numbers so it thinks i am broke and shuts the city down and tells me to run for senator. Has anyone else had this problem? I have erased the poor people from my city, and replaced them with a lower density residential to increase desirability, but that does not seem to effect the income, for example a city of about 400k will only have 4k in poor people, but the income will keep dropping. should i bring back poor people? I know the odds of a collapse greatly increase when a new square is opened up, but in order to get the cities to grow, a new square has to open up. Despite the economy this is one of the best cities i have ever seen, or made. I would love to show it to other people with similar designs, specifically created a region based city, instead of being restricted by the squares. If someone could give me directions i would love to show this city to the sim universe. Maybe i can help someone, maybe some one can help me. I have an amazing traffic structure, and can help people with that. ALL HELP GREATLY APPRECIATED, and would love some collaberation at this point.
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Help. Resident average income collapse.
danathomas posted a topic in SimCity (2013) General Discussion
Help Please, I have a major problem involving the economics of my city. It has to do with the resident average income collapsing, which in turn makes the game think that the citizens make less than zero dollars, which the computer cannot compute and shuts the game down telling me to run for senator. What can fix this? First of all i should say that i made this city more realistic in space, so the city itself encompases 8 full squares, and a couple of partial squares. I know that the more cities that are opened up the lower that the average income becomes in the major urban centers. At first i had this happen in my major urban center, but now that square has balanced at about 10k a year. The next cities are the ones being affected now, specifically the 4th biggest square in the city. When i enter it starts at about 25k a year, but when the month changes it completely collapses. I know this has to do with expansion, and desirability, but cant figure out the specifics. what i have tried: 1-i have erased the need for poor people(maybe good, maybe bad) all large, and medium poor people buildings i have replaced with a lower density residential. This has eliminated the poor throuought my entire region. It makes the city look great, but am not sure if the city needs poor people to function. Odd though, the stats will say no poor people live in my city, but the residential average income continues to change regardless. 2 i go back into citys and try to keep the income as high as possible in all cities. Not sure if i should. Maybe there needs to be a ghetto? 3- when the demand is high, but things wont grow, that means its time to expand to a new city, which i do, but that is what always drops the income everywhere. If there is a way to show my city on these forums please give me instructions. i am not super internet savvy, but it is an impressive city, and it may help other people that do a similar multi square city design. ALL HELP GREATLY APPRECIATED, AND WELCOME.-
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experilous City Budget/Construction Affected by City Economy
Andy Gainey posted a topic in City-Building Games
I've made some (painfully slow) progress on implementing the core simulation code for my Since I'm finally giving the economic simulation some concrete attention, I am curious about what the community might think of a particular feature that is currently part of that core. The general feature in mind is that the cost, speed, and quality of various player-initiated activities can be affected by the current state of the economic simulation. (Such activities include stuff like road construction or the routine operation of city services.) For example, cities with a strong steel industry might allow the player to build bridges more cheaply, rather than having to import more expensive steel. But cities with a weak construction industry might experience slower construction times and higher construction costs due to the need to import construction labor from out of town. Similarly, the prevalence of a well educated work force and a large high-tech equipment manufacturing sector could make it cheaper to operate a hospital, but lack of a well educated work force could cause schools to be more expensive to run or have less educational effect due to not being able to easily hire good teachers. In addition to the player being affected by the economic simulation, the economy could conversely be affected by player-initiated city activities. If the player goes through a few years of building a lot of stuff, the local construction industry might boom. But if the player quits building and zoning for a while, then the construction industry might experience a contraction if the city were a major source of construction work. In all these cases, I envision the behavior arising simply because the player is essentially just another participant in the economic simulation, not because the specific behaviors are pre-designed and hard-coded into the game. I realize that getting the desired kinds of emergent behavior out of a simulation can be tricky, but for now I'm hopeful on that front. On the other hand, if I can achieve such emergent behavior, I'm still not sure about what impact such behavior would have on the sense of fun that players would experience. Here are some hopes and worries: Speculated Pros The city will feel move "alive" and reactive, and the player will have more "interesting decisions" available. The player will feel like their decisions have more meaning to the evolution of the city. The player will feel like their decisions are influenced more strongly and obviously by the current circumstances of the city. It sets the stage for an interesting variety of designed scenarios or challenges, rather than faking such scenarios using superficial or blunt mechanics. Speculated Cons Changing prices might be more frustrating than fun. Relevant economic data might be hard for the player to quickly find, evaluate, understand, and respond to. The quantity of relevant data and the potentially complex consequences of player decisions might inhibit more casual play. (I don't want to "dumb down" gameplay, but I don't want the gameplay to turn into a tedious desk job either! ) I have some ideas to mitigate con #1, but even with those ideas, prices for the player will still change, just not very rapidly. For con #2, I imagine this will just require the proper effort to design high quality charts and maps. Once I have a simulation producing lots of this relevant data, I'll be able to more easily evaluate what it takes to understand it, and solicit feedback and insight from others about how best to present it visually. For con #3, the balance that I'll be attempting to achieve is for the player to be capable of mostly ignoring the details and still being able to build a reasonable city without dooming it all to failure. But for the players that want to dig deeper, I want the economic simulation to provide that meaningful depth. And I want interesting tidbits of those details to be poking up near the surface, easy to find if you're looking for them. Ultimately, I envision the economic simulation as a major source of story telling elements that the players will use to build narratives for their city. Do you share any of these hopes or worries? Have any additional hopes, worries, or general ideas to add to the mix? -
Hi everyone, this is my first post and already a request (sorry, my bad) well, anyway, i've been playing the game for a while and downloaded tons of mods (increadible job by the modders!) and there is some thing that's been bugging me, and please correct me if i'm wrong (its the main purpose of this thread); the fact that there's no synergy between the diferent industries and between industries the population (and, of course, commercial)... sure all things contribute, but, as far as i know, you can have an economy without farms, dirty or manufacture industry... or not? What i was thinking was a mod (dont know if its even possible) where the caps where influenced by the fact that thers other industries around. I mean, you would need a chain of goods to get to high tech industries (sure you can have a few by virtualy importing raw goods, but, in the end, it'd get to a cap due to high costs). This way, the concept of specializing your cities would be more than pure cosmetics. Notes: this is just the core idea. *I dont know if this is possible or someone has the time or will to do this. *I dont have any programing or modding knowledge but i'd be more than happy to help in any way I can (research, discussion, concept developing...) *If this mod already exists, please link me!
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This thread arises from the Current Events Topic A serious dislocation in the automotive industry is greatly feared by the U.S. economists as evidenced by the GM/Chrysler bailout of a few years back. No lesson was really learned by that near collapse, other than the public is highly fickle when it comes to choosing an automobile. Certainly the heads that should have rolled in the executive and board rooms of the rescued companies were conspicuous by either not rolling at all or rolling uphill. What if Chrysler, the perennial also ran, had been allowed to go to the wall? GM? There would have been a serious dislocation in employment in not only those particular companies but also many other industries dependent on them. Would anyone, even the government, been able to pick up the pieces? I believe it would have made the 1930s look like a Sunday school picnic, and it would have taken the world economy with it. You don't solve a dysfunction in the economy by throwing money at it. The travesty of the rescue of Goldman Sachs was a similar situation. I'd rather have brokers raining down on wall street than see a government toss tax-payer money, hard wrung from the populace, into a financial sewer like that. Who really benefits? The Wall Street fat cats just licked up the cream and continued as if nothing had happened. If this is a capitalist economy, the weak must go to the wall. Supply and demand is the first principle.
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Let's start this topic off with the laugh of the year. This is the same stupidity that the old Social Credit Party of Canada espoused. I don't see any SoCreds around much any more. Coining is the same as printing as far as currency is concerned. It doesn't matter what the face value is if it won't buy anything. As the article says, money is a myth that we have all agreed to believe in. The only real value rises from production of new goods and services. Since governments are completely non-productive, having them as small as possible is one of the great tenets of economics. Governments are there to provide collective service that could otherwise not be so easily provided to the citizenry and nothing else.
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Version 1.0
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Welcome to the age of factory automation and mass production. It increases production of the high-density heavy industry by 2.5 times, and makes it pay more taxes too, at the "cost" of also hiring about a third more unskilled workers per factory. It will leave the low and mid density factories unchanged, because I didn't want to screw up your economy while you still have a tiny city and can't build much else to provide jobs. But as soon as you're big enough to zone for high-density heavy industry, you can demolish the old factories and zone for these more efficient ones. And use the left over space and workforce for, I dunno, manufacturing or high tech. The basic story is that I hated having to build that much heavy industry, and the pitiful taxes they paid didn't even cover the cost of cleaning up their pollution. I COULD use the wonderful sandbox mod, but it's not very realistic, and trips my suspension of disbelief. I wanted something which still maintains at least a thin pretense of realism. So the changes are as follows: - as mentioned, I increased each factory's production by 2.5 times. You'll still need to zone several full square blocks before coming anywhere near a sandbox factory, but you don't have to fill half the map with heavy industry either. - I've increased their workforce from 3 unskilled, 3 skilled and 2 executives to 4 unskilled, 3 skilled, and 2 executives. On the whole, because you need less heavy factories and can build more manufacturing and high-tech, you'll still end up with a lot less unskilled workers in the city, but I still wanted to have a half-way believable number of them. A city with twice as many elites as unskilled workers is kinda silly. - I've reduced their profits per unit sold to half (mass-production lowers prices), and increased their maintenance per factory by 6 times, so they don't pay insanely high taxes. They still do pay a lot more tax per factory, but it is still quite a bit lower than an equivalent manufacturing factory. The point I'm aiming at is basically that zoning for it isn't a loss, but it doesn't turn into a cash cheat, either, and it doesn't remove the incentive to build more manufacturing and high-tech instead if you can. How to install it: just unpack the .zip file in your Paks folder. Any existing high-density heavy factories will be automatically upgraded, so in a large city you'll end up with an instant surplus. Sell it or demolish some. How to uninstall it: just delete the .patch file from your Paks folder. Any existing high-density heavy factories will be automatically downgraded to the vanilla ones. I.e., large cities will have a massive defficit of heavy industry until you build some more to make up for the downgrade. IMPORTANT NOTE: This has only been tested with Cities XL 2012. I have no idea if it works with any other version.

