Zoning

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stockrpg
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Zoning

Post by stockrpg »

What do you think about designating three main areas in the beginning: commercial, industrial, and agricultural, while leaving the rest unsold?

A system like this is a good approach to give players clear direction in the early stages of the game. You can divide certain regions into commercial, industrial, agricultural, etc., emphasizing the characteristics of each region, while leaving others unsold so that players can gradually develop and develop them.

This structure can systematically guide the progress of the game and make it fun for players to manage resources, make economic decisions, and gradually unlock more and more areas.
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David
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Re: Zoning

Post by David »

For "rest unsold", do you mean that they are not available for sale?
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Re: Zoning

Post by stockrpg »

David wrote: Fri Mar 28, 2025 1:53 pm For "rest unsold", do you mean that they are not available for sale?
"The remaining unsold" is an unspecified area. This unspecified area can be used to create content for future auctions, and it also seems fun to solve it through politics.
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David
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Re: Zoning

Post by David »

Would you please share your view about how this will enhance the gameplay?
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Re: Zoning

Post by stockrpg »

David wrote: Wed Apr 02, 2025 5:03 am Would you please share your view about how this will enhance the gameplay?
The reason for separating commercial, agricultural, and industrial areas early on is that the game "Capitalism Lab" aims to reflect reality. In real life, it is rare to see factories right next to farms, or houses next to factories in big cities. Even if this happens, citizens usually file complaints, leading to the relocation of such facilities. Therefore, I believe it would make the game more realistic if commercial areas are concentrated with commercial facilities, and agricultural and industrial facilities are also grouped together.

Therefore, if you separate the area, it will help you immerse yourself in the game more.
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David
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Re: Zoning

Post by David »

Currently, when the City Economic Simulation DLC is enabled, a Residential-Commercial zone will be automatically defined in every city in the beginning of the game.

For more details, please see: https://www.capitalismlab.com/ces-dlc/government-mode/
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Re: Zoning

Post by Stylesjl »

David wrote: Sat Apr 05, 2025 5:16 am Currently, when the City Economic Simulation DLC is enabled, a Residential-Commercial zone will be automatically defined in every city in the beginning of the game.

For more details, please see: https://www.capitalismlab.com/ces-dlc/government-mode/
This is the case but the article you linked does not say that. It might be worthwhile to change the article to indicate that each city starts with a Mixed-Commercial/Residential Zone (except in Survivor Mode where there are no existing zones).

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As far as zoning goes I am not sure if gameplay wise there would be a benefit of creating preexisting farming/industrial zones. I can see it as a source of frustration as space runs out and you can't expand further due to zoning (i.e the industrial zone runs out but there is plenty of farming space left or vice-versa). On the other hand it would force the player to run for office so that they can rezone the land so maybe it could be a toggle.
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David
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Re: Zoning

Post by David »

Stylesjl wrote: Mon Apr 14, 2025 9:46 am This is the case but the article you linked does not say that. It might be worthwhile to change the article to indicate that each city starts with a Mixed-Commercial/Residential Zone (except in Survivor Mode where there are no existing zones).
Good suggestion. I've added it to the webpage.
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Re: Zoning

Post by foran »

SIMCITY GAMEPLAY !!
I LIKE THAT !! :lol: :lol:
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