This mode/mod/DLC should overhaul the structure of the current simulation. I think many would agree that the game runs more like a city painter then a city simulator, so I've brought some suggestions I've gathered through lots of thought and passion. Please share your opinions and feedback. From the beginning, I believe paradox has been too concerned about adding proper penalties when player decisions are poorly thought through. This facilitates bland and repetitive game loops (It's ok if players get upset, as long as its for the right reasons) Here's some suggestions that would make the game more realistic, strategic, and engaging. In my opinion, the games long term success depends on a number of the suggestions I've included below. ⚖️ 🔧 ⚙️
~Game Pace & General Gameplay~
- Slowing the pace of gameplay down. The city needs to evolve like it does in real life. Penalties (high costs) to prevent players from easily fixing mistakes. When mistakes have costs associated with them, they incentivize more learning, thought through, planning, and strategizing.
- Add blue print mode to preplan neighborhoods, larger construction projects (Would be useful for projects that are more financially large/risky for the city to undertake), smaller things should be done on the go to keep the game pace moving along.
- Completely reform the tax system. Tile Upkeep? Taxes based on Education? These feel like strange simulation elements that don't actually simulate how cities create wealth for themselves and are governed. We should have property taxes based on the type of development. Please see attached graphic in the thread.
See post below for Part 2