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And thanks for your feedback and expansion ideas! I'm definitively considering more ways to spend your resources (especially wood and knowledge) beyond one-time uses.
I also totally get your point about challenge and complications. I want to keep this a relaxed game, as I feel (and I've often heard) this is something people really enjoy. Therefore, adding failure states is not something I'm looking for. However, that definitively does not mean there can't be some extra, potentially optional, challenges beyond the early game.
For example, I feel adding electricity too early on would not work well, as I know many people are still struggling with providing enough food and housing at that point. However, it could work as a resource for the Refined Metals Factory and beyond, or potentially just to boost production there.
I feel a classes system is not a good fit for this game. Education should be more impactful though, and higher-educated citizens should choose better jobs (right now, they don't really). There could also be other types of education or citizens with certain preferences to make the citizens more diverse.
I'll also need to include some extra ways to employ people in the end game. Extra late-game resources will provide that, but I could also add things related to money (offices and such). If you have any other ideas for that, they are welcome too!
Consider making some elements of the game not exist or count against the player until they hit a certain portion of the game (the same way the power plants are being suggested to work). For example, there's no way to fulfill the gaming entertainment desire until you get chips and the arcade in the current game. (Although maybe you could make a board game factory that consumes wood to entertain people... In fact, consuming wood for paper factories to fuel libraries (and maybe book stores) is a good idea for consuming wood, in addition to power plants.)
Making money a complication that pops up when enough people show up that there's not a hippy commune vibe anymore (although the existence of hippy communes is what makes me think of the class, or at least philosophical stratification system in the first place).
Similarly, you might want to have other end-game entertainment types that can employ lots of people in a sort of service industry. Maybe have spas that employ masseuses? Or else "longevity centers" that have exercise and medicine that further bump up life expectancy to those who are supplied the labor-intensive therapy?
Or, just having money and then adding in banks or stock markets and having speculators that make tons of it (for themselves) without generally producing anything of value to the rest of the community can also exist as a labor sink. Adding in more resources or other systems to manage means you don't have to force every new building you want to add to have to apply to the same happiness mechanic or longevity.
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On the topic of making citizens more diverse, one of the things I thought you might do is create a weighted choice system for the citizens. Meaning, maybe one guy loves nature and art, so they have a 70 in both of those, likes reading, so libraries get a 40, and they don't care for noisy night clubs or games, so they have a 1 and 4 in those, and are comfortable in a restaurant, so that gets a 20. When deciding, you add up all those weighted chances (205), and roll a random number between 1 and 205 to decide what that character is going to do for leisure that day. Something like that isn't noticeably more processor-intensive than blind random visiting of different facilities, but it can make individual citizens have preferences for things that make them feel less generic. When a player follows a citizen, then, they can see either a number for their weighted preferences, or perhaps a descriptive text. ("loathes" for 1, "hates" for 2-3, "avoids" for 4-7, "doesn't care for" for 8-15, "sometimes pursues" for 16-31, "often enjoys" for 32-63, "loves" for 64-127, and "can't get enough of" for 128+ - note that ranges need to be larger the higher they go, since comparing a 1 to a 2 versus an 11 to a 12 isn't just "one more", it's "100% more and 9% more", so you basically need to double the size of every category to make each one evenly spaced. Similarly, you need to weight the assignment to new citizens so that "can't get enough of" isn't vastly more likely to show up than "loathes")
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As a final suggestion (at least, in this post), the game features scenarios where you hop from one map to another, but there really should be things that differentiate one map from another. In Cities XL and the EA SimCity reboot, one thing they tried to do was make it so that each city couldn't build everything, and there would be some kind of specific type of resource that a given city could provide (like one city being a college town that can export graduates, while another has a specialized economy of scale industry that makes cars or something).
Final Earth 2 could set up something where you have a trading ship landing pad and some late-game desire for diverse resources or luxury goods or something that can't all be produced in one location. (Or maybe you need to create a Dyson Sphere using multiple cities, so you need multiple cities all specializing in particular parts to contribute to a megaproject.) The way that this gets abstracted in games like Cities XL is that when you are playing a city, you can set up how much of a given product you don't have you're willing to pay for (a good use for money), and how much you're willing to export (perhaps set weekly in Final Earth 2?), and when you load/start a new city on another planet, that data about "there's this other city that buys X materials and sells Y other materials per week" is carried over, and you can trade with that city.
It doesn't need to be terribly complicated, you can just set aside seven colors of goo where each map has one or maybe two, and players will want to set up multiple goo-mining facilities and trade to make a goo rainbow. That said, part of the point is that you want to make the demands of each one's industry actually be different enough that playing a red goo extraction city will genuinely feel different from a purple goo extraction city. (Maybe one takes tons of wood while another takes tons of computer chips? Maybe one has different kinds of unique housing that become available? Maybe one dramatically skews your entertainment needs?)
Similarly, just setting up multiple kinds of "mission giving uniques" like the Society or Hackers or Hippies, or just having a broader variety of alien tech so that you don't always get all of them (in my freeplay map above, I had one too many alien ruin, so it gave literally nothing as there were no other discoveries to make) that can randomly appear in different missions will make them feel at least a bit unique. If alien houses are cheaper alternatives that are as good as more expensive houses, then there's a good reason to paint your town with slimy living, while a city that never unlocks that will feel different, even if they have alien nightclubs.
Yeah, making some elements unlock later on is definitively an option and it's also how I would probably do new happiness things in the future. I think the system where you can only get to :D once you have computer chips is fine though - gives you something to work towards. But it's also pretty logical that people would demand more later on.
Making a way to get extra life expectancy with workers is a nice idea!
I feel like if I make money it has to have some use, but there are various options for that, e.g. trading with other cities or motivating people to work harder.
That weighted choice system idea is actually really great - good way to differentiate citizens without influencing performance or taking a huge amount of time to implement. I'd probably implement it slightly differently, but likely going to do this. Thank you! :)
Sending resources to other cities is something I'm going to do!
And I agree that cities could use some more differentiation. I'd have to be a bit careful as I know a lot of people want to be able to build each building in each city, but that would still be possible with trading things between cities.