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It's just smoke and mirrors, a pretty picture without meaningful mechanics behind it.
You mean a game type where your careful strategy actually matters? Yea, we can't have that in C:S it seems. God forbid.
I understand, but still, stores, gas stations etc are strategically important, and having to ensure that there is enough of either would make the gameplay deeper.
But in all seriousness, you're a city planner. What difference does it make to you if some poor schmuck puts up a gas station along a road with ten other options? I agree that asset variety is sorely lacking right now, but criticising a game for doing something that its predecessor (and, frankly, city builders made in its style including the SimCities pre-2013, and no, Societies doesn't count) did is a bit much.
The why do I have to carefully consider locations for hospital, police precincts, fire depts, etc ? ;-)
I do understand your point tho... don't agree with it completely, but you have a point.
Now, the ability to dictate what gets built where could very easily be built into the game. You'd need a Planning Permission system. People, companies, and corporations would petition the government (you) for the permission to build in a particular area.
For every. Single. Building. Zoned. Residential, commercial, industrial, and office uses. A click-through required for every. Single. Building.
I can guarantee you that you would get bored out of your mind after 30 minutes of wading through the red tape of the now-better-simulated government bureaucracy. The abstraction helps get rid of a lot of that. The abstraction is necessary to get people actually playing the game.
And thinking on it, if memory serves ploppable zoned buildings are a thing in the dev tools if you want to go *that* nitty-gritty with it.
And this game is about planning a city in general level. No need to get involved in details too much. There will be another RICO mod in the future, so plopping people can then plop as much as they want.