instead of getting gifted with do-nothing microsoft-style achievements that no one cares about. If an ordinance provides ONLY benefits to the city (super-ez tax forms: +1% approval, +0.5% residential tax income) then let it be a reward to mayors. Recycling mandate: Citizens are required to sort their garbage into llama-proof recycling bins (bins themselves non-recyclable). No ordinances/edicts - I want to initiate public policies with real trade-offs in the form of virtues vs. Why should the game stick us with challenges and no way to address them? Play good mayor and research the robotic assembly line project. Labor shortages? Play bad mayor and gain a little "ostensibly-legitimate help" in the form of a stream of overseas workers. Cleans up surface muck and produces great fertilizer for your local farms (by the way, farms). Ground pollution, you need the recycling center's de-soiler poo-poo repurposer. Traffic woes? If you have a university with the superconductor upgrade, you can research the flying cars project. They could have done so much more on the creative side to handle our mayoral troubles, y'know, like the original Maxis did? How about this: 1. Lack of useful, satisfying problem-solving methods - This is the new SimCity. For that matter, why are commercial structures appearing at all if the demand for them is zero? If I'm bled dry for workers to fill new jobs, don't keep spawning industrial buildings. Unrealistic development rates - If the density of my city would not sustain or justify a skyscraper, I don't want to see one yet. Non-dispatchable emergency services - I want the option to flag emergencies for police/fire/rescue vehicles. bus capacity? How many workers exist in that building? Etc.
Edit: How many commuters exist citywide vs. Statistics availability - how many people are on that bus? ( Correction: This stat is in-game thanks, LeoPanthera). At the end of the day, introducing scarcity when you have unfinished or crippled modes of production, recovery and trade is a potentially bad idea. Edit: this can be alleviated by placing a pump near a sewage treatment plant (thanks: tyren22, vondruke00) But it is also mentioned that the treated outflow goes back into the water table (rather than the pipes, which makes little sense), you have to ensure it remains clean, and it is my contention that the ground water should not vanish so quickly, regardless. Water supply diminishment is the worst example of this scarcity, it is entirely ridiculous and will ultimately doom a city. Ore shortages might make a bit of sense in a "fuck you, it's realism" sorta way, but it makes mining specialization somewhat pointless (keep in mind, some mines have been in operation for thousands of years in reality). Resource scarcity - this is the most instantly fixable thing I can think of. Griefers will be picked out quickly, and those with low ratings will only be permitted to join "low rated" region games. To avoid abuse, implement a "morality" system for players, where during each play, region players will have the opportunity to rate and assess fairness/decency of others. Player/Regional Accountability - the ability to grief a region by bankrupting cities or mess with other players by polluting upwind is just not good. Solution, allow an auto-fill with generic objects or parklands to bring cohesion to these odd spaces. So, the only remaining reason to stick properties on irregular angles would be the aesthetic value - which is then hampered by the unappealing boundaries that occur between land and property. These inscribed spaces yield unusable land, making it functionally pointless to ever place anything but straight and gridded structures. Property shape/no autofill - Ungainly wedges form when placing anything on an angle or a curve. Why the fuck? They look stupid next to each other.
Undeveloped land has a hue of a much brighter green (or brown). Ground textures - Ploppable objects, like parks, have grass which is colored in this rich, deep green. Makes no sense to have shacks on the waterfront and mansions in the center of town that happen to sit across from city hall. I want elements of the landscape itself, such as nearness to the shoreline, to add value. Land value - high desirability should not just be triggered by parks and civic buildings. Corporate deserves it.īut I've seen very little that resonates with me on a whole host of other game quandaries. I'm a bit of a drama-whore that likes digging into the shit. I keep scouring the forums and seeing tons of anti-EA tirades and traffic moofs.