Seasons are one of those things like disasters, that the city designers might just want to turn off.
Pure city designers don't want to deal with disasters or changing climate, they want a consistent look for their cities. It is a perfectly legitimate style of gameplay for a city builder game.
But itis just as legitimate to ask for disasters and seasons, and harder economy rules for that matter! For us to like a challenge.
I still look forward to a "factory line" expansion, where we have factory lines producing intermetiade products from raw materials, which are consumed on several production steps until wee have final consumer goods.
Like this simplified path: different ores -> gems metals, precious metals, rare earths -> semiconductors, advanced tools, electronic components, batteries -> microchips, lcds, sensors -> tvs, computers, smartphones, tablets
Those production trees would branch out at each step and allow for the production of many goods. A jewelry shop would consume gems and precious metal to output jewelry, in a shorter path for example.
Pure city designers don't want to deal with disasters or changing climate, they want a consistent look for their cities. It is a perfectly legitimate style of gameplay for a city builder game.
But itis just as legitimate to ask for disasters and seasons, and harder economy rules for that matter! For us to like a challenge.
I still look forward to a "factory line" expansion, where we have factory lines producing intermetiade products from raw materials, which are consumed on several production steps until wee have final consumer goods.
Like this simplified path: different ores -> gems metals, precious metals, rare earths -> semiconductors, advanced tools, electronic components, batteries -> microchips, lcds, sensors -> tvs, computers, smartphones, tablets
Those production trees would branch out at each step and allow for the production of many goods. A jewelry shop would consume gems and precious metal to output jewelry, in a shorter path for example.