
They are committed to developing this game, as it is, until 2020. It's not perfect and your suggestions are cogent and I would like to play such a game but the devs did not anticipate people doing irrational things in their cities and that is what these "tests" are.

It's not that I disagree with you, but I think this is just a game. The game may not be coded as strictly as testers would like it to be, but if you simply build your city rationally, you will not encounter these problems. Who builds a city without stores? Who builds a city without jobs? Yes, the game is coded to allow this but what city builder would build such a city?


Perhaps in CS2.Īs I've said in the past to the other "tests" the game has been put to, I don't really see it as a problem. It would require an entire re-write of the basic code. All cims are equal whether uneducated, well educated, or highly educated and this is not going to change in this game. The same is true for jobs if they can't get there, they will despawn or teleport. This kind of test has been done before not the same exact test, but a test that showed that cims will shop at and work at a commercial area that has no direct access to the residential area. I would really like to hear your input and what you think about this issue. I hope that I at least shed some light on this issue. Some workplaces (emergency service buildings for example), would have some cims working nights and/or weekends. They work during the morning, return home in the evening or go shopping or visit leisure venues, and have free-time during the weekend. Cims must have a consistent workday/weekend schedule to simulate these effects correctly. In order for this to work well, a functional day/night cycle is just as important. Cims who work higher positions in their workplace would have more access to higher quality goods (in this case, sold in lvl 3 stores) than poorer cims.ĥ. Social classes should be introduced to make the economy more dynamic. Cims should also lose their job if they miss work too often.Ĥ. This could also solve the issue of cims not needing to get to work at all, and drive the player to make sure they get there on time. Have buildings only be functional when enough workers are present. Honestly, how do they live without needing to buy food?ģ. If they remain unemployed for a period of time, then they should be forced to move (unless they are pensioners, kids and teenagers, or anyone that lives in the same household as someone who has a job).Ģ. It shouldn't be possible to have a thriving city with only residential buildings and service buildings.ġ. It's bad enough that citizens don't even have to travel to work, let alone get there on time or even have a job, but for them to be completely happy with no commercial buildings to shop in, or even parks to relax in, it's really concerning.

I think this is an issue that really needs to be addressed. So with this, I have a few questions with absolutely no industry or commercial stores in this city, where is the money coming from? Why are citizens just fine with being unemployed, or having no places to shop? Where is the economy? Also, even when the residential demand was at zero for several in-game years, people were still moving in. Unemployment decreased to 83%, but that is likely due to the jobs the school buildings provide. Almost all buildings leveled up to level 3. Happiness increased slightly and crime stayed roughly the same. Here, the population has almost doubled, and my income skyrocketed.
