David wrote: Sun Oct 06, 2019 7:12 pm
As for side notes, I m not a fan of 2 out of 3 ideas there.
Shopping mall is useless. It compacts space needed for retail stores but I still never actually run out of space in Cap Lab.
It is possible that those users who are interested in it are using the RealWorld MOD which has tons of products. But for the base game without a MOD, what you said could be true.
Yes, I agree that they have a limited amount of space with high customer traffic index. But we already have multi-store retail stores. 12 goods per 3x3 tile is already enough.
I think that RealWorld Mod users have a bigger problem with raw resources spawned in city center.
Secondary real estate market. First of all, I see only one reason to sell real estate to someone. It is to sell it back to the government. In my games when I switch from corporation management to government management, I need to sell real estate back to government to boost its revenue and increase city economy health.
Third party in this situation is citizens living in their own apartments. Yes, it is a great idea. They take mortgages in banks, buy apartments, repay mortgages back and don't pay rent anymore (and then inherit apartments). Honestly, without banks it would be useless. But once now we will have banks, it will be a good idea. The downside of this is that it will create gigabytes of additional data with limited outcome.
Land leases. Shitload of additional data. No, simply no.
Additional real estate firms. It's like adding flavor to different types of manufacture. For 20 years we are manufacturing tissues in the same way we are manufacturing cars. And that's fine. It will simply make longer lists of different types of firms. Simply no.
Mixed use buildings. Well... I understand that one day when all the map will be filled, I will be glad to have an opportunity to repurpose existing buildings instead of razing them to the ground and building them back. Unfortunately in my games I never reached this stage of the game. And I doubt that I will ever do because save games from different versions are incompatible and I restarted my global games hundreds of times instead of playing one long run for a couple of years. So also no.
Mining... I don't see the value that it can add. Yes, Raw resources production is mostly a placeholder, but it is ok. We are building cities, not rural areas. Imagine a coal mine in downtown Manhattan.
In other words, you meant a DLC focusing on mining may have very limited appeal, which I cannot disagree.
Oh, by the way, talking about mining. I think that we have to remove natural resources from city centers somehow.
Electricity. Interesting idea. But you should invent a more interesting meta-game for it than just "place a powerplant every 10 blocks to make a grid"
If you have any ideas on a meta-game for electricity, please let us know.
So making an Energy DLC will probably be more sensible that making an Energy + Mining DLC, right?
Yes. On the other hand I already see AI struggling with making any profit with it. IRL energy is a low profit industry highly dominated by government.
Maybe only transportation DLC. However I don't see enough content here but see gigabytes of data.