by eleaza » Tue Feb 07, 2017 3:26 am
megapolis wrote:
I partially agree with you. On one hand I agree that since the game is single player only, using of such mechanics can be left up to player. On the other hand I ask for a regulation, not for a removal of a feature. One government building removal per month is a light restriction. I don't know if there is a natural gameplay situation that will need mass removal of government owned apartments or commercial buildings.
On the flip coin side of this issue, some players may not try to exploit the loophole, but instead want to make a city more aesthetically pleasing. In that case, the ability to destroy a ill-placed apartments or commercial buildings is quite necessary, since AI mayors and the default city generation may not put them in the "right place". So perhaps we should allow the "reallocation" function applied to the government owned apartments and commercial buildings instead of limiting the ability to destroy them.
megapolis wrote:
David wrote:
That's why I keep thinking that the Financial DLC's potentially large number of exploits will indeed be a problem, though some users did comment that exploits are only a problem if the player wants to take advantage of them.
Totally agree here. There's no natural demand for money in the game because on one hand amount of opportunities to invest them into the city economy is restricted and on the other hand injection of money from external sources can provoke hyperinflation even in current setting (Eleaza's 19 Universities).
This is a very interesting question indeed. Currently the investment in science research from government is a little on the ridiculous side, at least in the gameplay stand point. Putting 21 universities in every single city each with a different product class specialization is a bit crazy. When do we ever see a city has 21 universities where it only has like 10 high schools. This will be even more ridiculous when we are talking about near a hundred product classes like in RealWorld Mod. I really think a university should be able to focus more than just one product class (maybe up to dozens or diminishing return where it covers more classes), or we should allow for private small research center or specialized "research university" separated from the educational purpose collages, and make research facilities for product class competitiveness much smaller than the education collages.
[quote="megapolis"]
I partially agree with you. On one hand I agree that since the game is single player only, using of such mechanics can be left up to player. On the other hand I ask for a regulation, not for a removal of a feature. One government building removal per month is a light restriction. I don't know if there is a natural gameplay situation that will need mass removal of government owned apartments or commercial buildings.
[/quote]
On the flip coin side of this issue, some players may not try to exploit the loophole, but instead want to make a city more aesthetically pleasing. In that case, the ability to destroy a ill-placed apartments or commercial buildings is quite necessary, since AI mayors and the default city generation may not put them in the "right place". So perhaps we should allow the "reallocation" function applied to the government owned apartments and commercial buildings instead of limiting the ability to destroy them.
[quote="megapolis"]
[quote="David"]
That's why I keep thinking that the Financial DLC's potentially large number of exploits will indeed be a problem, though some users did comment that exploits are only a problem if the player wants to take advantage of them.[/quote]
Totally agree here. There's no natural demand for money in the game because on one hand amount of opportunities to invest them into the city economy is restricted and on the other hand injection of money from external sources can provoke hyperinflation even in current setting (Eleaza's 19 Universities).[/quote]
This is a very interesting question indeed. Currently the investment in science research from government is a little on the ridiculous side, at least in the gameplay stand point. Putting 21 universities in every single city each with a different product class specialization is a bit crazy. When do we ever see a city has 21 universities where it only has like 10 high schools. This will be even more ridiculous when we are talking about near a hundred product classes like in RealWorld Mod. I really think a university should be able to focus more than just one product class (maybe up to dozens or diminishing return where it covers more classes), or we should allow for private small research center or specialized "research university" separated from the educational purpose collages, and make research facilities for product class competitiveness much smaller than the education collages.