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If DLC content was fully-interacting with the base game, then every value affected would need adjusting and everything affected by that would also need adjusting and this would need to be done for every possible combination of DLC that interacts with the core mechanics which a player might own.
It's an unavoidable drawback with DLC for many game designs: they can only ever expand the game sideways, not upwards.
This doesn't make a lot of sense to me. Why would they be different if they were intergrated at all? Even if RCI does get affected eventually(and others are reporting they aren't noticing any effect), this still means the DLC content is working in parallel rather than as part of the core mechanic for RCI.
Now this is incredible if true, because it's the exact opposite of how economics works in that it's the demand for goods rather than the demand for jobs/supply of labour that creates jobs.
However you're not building entire countries and economies. You're building a single town/city. The demand for goods is there regardless of if your city existed or not.
So if people are moving into your town and require jobs then you as the mayor need to zone more areas for industry, supply and demand determines if those factories stay open or not but the people still require jobs.
Keep in mind this is a simulation designed to run on home computers. It's not a simulation actually used to city planning, although it is being used for educational purposes in some places. As a game, compromises have to be made. You have to ignore real life on many aspects and accept the world in the game. Real life: cities don't just sprout up in the middle of no where and grow to a thriving metropolis in a few years. NYC took 394 years from it's founding in 1624 to become what it is today. Game life: cities do sprout up and develop quickly to make he game playable and enjoyable. Economic rules have been changed to make the game as well.
This is because these projects ignore Keynesian economics: people don't just move into cities because there is housing capacity for them(as they do in Cities: Skylines). Historical cities were founded as communities, not as economic entities or national infrastructure, they only became those after the fact. Even when existing cities expanded rapidly during the industrial revolution, they were being re-made into new cities and had trouble actually getting people to leave the mill-towns and countryside to live and work in them. One fib I see often about the period is that people moved into the cities to escape poverty and seek a better life working in factories, when life was intentionally made unbearable to force them to move.
It's not that the game is having to compromise for the sake of realism; what problem could accurately representing demand-side economics actually cause? It's that the game has been designed like most management and society games with biases that misunderstand how the world actually works. It's a city-builder that seems to take it's cues from people who build cities for a living, but who don't actually have to live in them afterwards.