Currently, credits/crows can be accumulated pretty quickly for a detective who knows what he is doing, but there isn't too much use for it, once you get an apartment setup the way you want it.
I think as an city creation option or higher difficulty feature, it would be nice/challenging that players need to pay a weekly rent for their apartment, to help simulate the need to "Get the landlords off their back", so to speak, as well as give currency some more importance.
So in functionality:
- Each apartment type could have a set value, based off of size and location, as well as rent being increased by having more expensive walls, floors and appliances installed. (because I`m pretty sure corrupt landlords would increase prices if given the chance, based off the in-game tenant contracts)
- At the end of each week, payment is deducted automatically.
- If there isn`t enough cash to pay the rent, Appliances and items are "repossessed"(aka sold), based off most expensive to cheapest.
- And if there isn't enough money from repossessing items in the apartment, the player loses the apartment.
I would love to roleplay as the hard-boiled detective who has to take on questionable jobs, in order to keep a roof over his head and a bottle in his hand.
It would probably work something like this:
apartmentBaseValue * totalWorthOfItems = Weekly rent.
ex:
` tutorial poor house has a baseValue of 0, so rent would always be free
normal sized 2 room apartment would have a baseValue of 0.8, and a large high-rise building would have a baseValue of 1.2
apartmentBaseValue = 0.8
totalWorthOfItems = CalculateFurnitureValue() // we have about $5000 worth of fancy walls, floors and furniture in the apartment
apartmentBaseValue * totalWorthOfItems = $4000. `
So we have 7 days to make that much money or else the landlord will start repossessing our stuff. (which will lower our rent as a side-effect).