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I joke. I am sure there are large amounts of variables and calculations happening all the time, that's why the game chugs; but I never got the impression that my decisions could impact the economic simulation of the game. The economic system plays and manages itself.
It says they want high res building , but they complain with small houses
there are many other strange issues , that I dont understand.
In Simcity 3000,4,5 I always knew what I was doing bad , or good.In CS2 the economy system and the simulation is not easy to understand for 99% players.This game is a good example , that to many changes just dont work well.Simcity 4,5 have the best and most fun economy system.Not too easy , and not to hard , very easy to understand , but not to easy.
To use your "Small Houses" example what your actually seeing are two different control factors at play that are designed to contradict each other...
Compare it to real life city... You want to move to a big city because you have dreams of starting a great new career or want to go to the big fancy university... Cheap & Compact housing is the easiest way to find somewhere to live... then you realize your unhappy with the size of your studio apartment & start looking for something else.
Alot of the modifiers you see in the global panels are just summary averages of things tracked on a per building basis & designed to encourage the city to shift dynamically based on needs. The crowd that is unhappy about the small houses might not actually want to move because they have high bandwidth internet, post office, and other luxuries servicing them... But at the same time the building might empty if you have more spacious housing with the same luxuries for them to move into.
And before the "broken simulation" crowd jumps on me, most of those modifiers actually do work... at least when the scale is small enough to notice it. As things get bigger its hard to actually tell what the biggest positive/negative factors are because the UI wasn't really designed well for displaying those averages over really dense districts.
Actually, I have noticed the exact opposite (both after the Economy 2.0 patch, and after this latest patch).
Raising and lowering taxes on individual products/resources last night, I was able to change a pocket of industry buildings around my active Mine to stop zoning random stuff and zone in 80-90% metal or mineral related businesses. Then, when I changed the taxes back to around average, some of those businesses moved out and got replaced by book makers and doughnut factories. It worked exactly how they claimed it should way back when, and how I expected it to.
I also started to get homeless people in my parks. Built the first few low rent buildings and the homeless folks moved into it, reducing to 0%. Building the city's first schools drastically increased sims wealth, which increased my tax income, but also increased the demand for Office jobs (higher paying & more complicated jobs).
I'm struggling a bit with understanding unemployment and how to manipulate that, but I read a great comment yesterday that helped explain that the "need" bars are not actually showing how much of a zone type I need to make, but instead how excited those buildings will be to move in IF I zone for them.
The simulation is clearly (finally) working and responding to player actions. Understanding how it works and how to manipulate it to get an expected result is complex and difficult though, I agree. I've read a lot of information outside of the game to try and understand it all.
If someone feels like that is poor game design, I can understand that. But I disagree with the OP. This is a city simulator style game. Cities are complex and hard to understand. Having to work at understanding the game's simulation seems perfectly reasonable to me for a game like this, and I personally find the challenge and learning fun.
What isn't fun is making outrageous or toxic click-bait statements that pretend that zero work has gone into fixing this game over the last 2 years or whatever to harass people who are enjoying the game, like so many trolls are still doing. There is so much misinformation around still. Those people seriously need to move on with their lives and find something healthier to pour their time into.
~Sorry about the rant at the end there. Rant over. I'll go back to my quiet corner now. ^^~
you have explained that well, but the biggest issue is that , what ever you do in this game , it takes forever to understand the mechanics , and enjoy it , and have fun.Instead of that you just feel tired , and overwelmed by the mechanic and simulation that is not fun at all after all.Simcity 3000,4,5 have great mechanic , and you understand it very quick , and very well , and you have a lot of fun whit it.
Who ever made the mechanic and simulation in this game , should be fired.99% of gamers have no idea what is going on with the city after all.To coplicated , and not fun at all.
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Wow...a lot of words to just state the obvious...these devs aren't that skilled. It's like asking a writer to write a character that's funnier or smarter than themselves....it's impossible. The devs can't code a simulator...they just make up stuff. They barely coded a working game from all the AI premade assets they slapped together.
Does anyone remember the patch that included a million land value fixes that could ONLY have been possible if NONE of the land value systems were even functional before said patch?
There will surely be a major patch that "fixes" so many industry things that it reveals none of them actually existed to begin with.
SIMULATION
EVER
CO CEO
If you don't like the game, maybe this game isn't for you.
CO CEO