Expletive Deleted
Active Member
I've been trying to hammer out the details of an idea that I'm sure would be put on the DNSL for one reason or another due to its complexity, but I would like to try and get a conversation started so I might be able to refine it into something workable.
At its core this game is about managing your city. ( some might debate this and say it's about battling, but in this game you cannot battle without making your city function.) And there are many aspects to juggle in doing so depending on your playstyle, goals, and time. Resource management, space, research, military, etc.
But for the first few ages there is an actual challenge in all of this that is not present once you reach a certain level in your development. That being the population / happiness demands.
Early on that poses a challenge tonwhat you can actually do but certainly by the time one has a mid level traz they never really have to worry about happiness again, and with more and more special buildings that offer happiness to maintain their populations enthusiasm, these things become so passive most people ignore them until an event quest says to gain one or the other.
An example of what I'm talking about in my own cities show a total population in my main of 304k and available pop of 247k which means roughly 81% of my citizens have nothing to do and a more than enthusiastic population with trails and tarmac.
I want to propose an unemployment tax. Something that would make this imbalance a challenge to overcome. Perhaps an additional cost of negative happiness for an unemployment rate over 10% or even a coin / supply tax that reflects the amount of people who are unemployed.
This is an idea based around the thought that city development has basically gotten too easy for high level players and I want to bring some of the puzzle/ planning and strategy back.
At its core this game is about managing your city. ( some might debate this and say it's about battling, but in this game you cannot battle without making your city function.) And there are many aspects to juggle in doing so depending on your playstyle, goals, and time. Resource management, space, research, military, etc.
But for the first few ages there is an actual challenge in all of this that is not present once you reach a certain level in your development. That being the population / happiness demands.
Early on that poses a challenge tonwhat you can actually do but certainly by the time one has a mid level traz they never really have to worry about happiness again, and with more and more special buildings that offer happiness to maintain their populations enthusiasm, these things become so passive most people ignore them until an event quest says to gain one or the other.
An example of what I'm talking about in my own cities show a total population in my main of 304k and available pop of 247k which means roughly 81% of my citizens have nothing to do and a more than enthusiastic population with trails and tarmac.
I want to propose an unemployment tax. Something that would make this imbalance a challenge to overcome. Perhaps an additional cost of negative happiness for an unemployment rate over 10% or even a coin / supply tax that reflects the amount of people who are unemployed.
This is an idea based around the thought that city development has basically gotten too easy for high level players and I want to bring some of the puzzle/ planning and strategy back.