In a way I'm almost thinking of a separate game, related to but not the same as a city builder. I think you can find ways to visualize the underground in ways that make it almost as satisfying as aboveground construction but you'd need entire new classes of underground assets to start in on that, and without a proper first-person ground-level view it'll probably never feel as immersive as flying through your aboveground city at ground level. Direct control of underground layouts could be limited to public infrastructure, i.e. You could also restrict it to high-density development alone. I thought it might have been that there weren't enough workers in the little villages, so I decked them all out. When I build these zones, however, I'm getting lots of abandoned buildings due to 'Not enough workers'. For one, you could require that underground areas be connected to existing buildings then you're not really creating any new zoning directly, it's about better connections between building basements. These villages have got plenty of residents, but for some reason there's still high demand for commercial and industrial zoning. Make the place more appealing, res will be in demand, re-zone those industrial estates. Youve got no demand for residential and therefore no more workers coming in to fill up job spaces. But to be honest, a lot of stuff in the game is a cheat there's no way you can just build a metro practically overnight without tearing up significant parts of the city or incurring massive capital costs, for example.įor underground areas, there are some obvious limitations that could be implemented. In a nutshell de-zone some industrial for now. For the first part, I think there are ways to balance both underground roads and complexes if they feel too cheap for the benefits.
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