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Yes, I pay for terraforming in-game. I tried editing a map once (to fix one of the vanilla maps highway/rail before I started) but gave up.
But I am planning on a tourist express within the city despite that I already have a decent network of roads, bus, tram, trains, and metro. I just completed my passenger airport (DLC). (Prior airports were pre-DLC.)
Now, I want to do something explicitly for tourists. Of course, I have no doubt that locals will find it useful as well. (Bus ridership fell by 50% on the direct airport bus service once the monorail to the airport went into operation.)
So, I spent about 4 hours with some empty land using the different roads, stations, rails (mono), among stock, DLC, and mods working out the general ways of how this is going to workout in this specific city given the roads I have chosen, and foot prints (destruction) I am willing to accept.
I don't see what would have been gained by using real funds to do my first experiments with the Airport DLC or gaining the techniques need to weave a monorail upgrade into an existing city.
If I was a real senior manager of some large scale enterprise, I would certainly hire those with expertise to plan the actually projects with just a few guidelines of context me. If I was a low to mid level manager in some large scale enterprise, I would probably use some software to either mock up or simulate options. Effectively, this is exactly what I did, and what would be a better tool than the game itself? One uses software to avoid the exorbitant expense of making real world errors.
Some are city planners and step out of the game to ask what would they do in real life? Others like myself are retired software engineers and step out of the game to use software tools to maximum affect.
So, I think this is an excellent context for unlimited money ... at least until the point at which my gaming has a financial objective which it does not.
I like my cities exapnding naturally bit by bit, are more organic. After few failed attempts you get it how to make money and it is actually very easy, especially with industry.
A very good point. 👍
I always start with Industry and use the money coming in from that to build the city.
This is way things work in large business ventures. I was a senior manager and basically most business units at the end of the day had to be profitable. (If not, they were either cut or sold off.) I was an SVP of IT which was exempt from that definition and a cost center ... which created countless problems.
In that sense, I preferred other positions (businesses) when I was in charge of software engineering for client engagements. It was very clear whether we were a money sink or source.
CS does not have a sufficient financial model to make the game worth playing. For an engineer the most interesting aspects is network flow and maintaining transactional performance. And for an artist is how close you can make your dynamic art close to reality.
I am TDY from war gaming at the moment (too close to the real thing). But when playing games of the hyper-realistic variety (not FPS) many of my fellow gamers were active duty or vets. Why? I think because maybe they never saw combat or very few were officers (despite many being specialists); thus, to entertain the idea of how it felt to be at the pointy end or command.
It's like playing a shooter with unlimited health, just no fun.
Its not correct either. The "economy" of this game is so limited, that it doesnt pose any kind of challenge playing with money enabled.
As I said in my post, prices arent a thing after a few years in-game. Even if Im plopping my whole town, what is more expensive, than zoning...
I suspect you are quite right. I would think the same would apply to some retired or inactive personnel as well.