In SimCity13 you could see a building that had residents and that they were unhappy. For example, Sims might desire more parks nearby. So, you would place parks and they were still unhappy, couldn't or wouldn't (for whatever reason) go to or get to the park and the building would go abandoned, catch on fire and burn to the ground. Rebuilding that building would then replicate the same exact negative effect and it became a loop you couldn't get out of.
My question is will unhappy sims actually utilize the changes you make for them? If they want shopping and you add it close by will the Sims take advantage of it rather than wandering around the map aimlessly and bumping into shopping by chance? I would really hate to see two districts set up and sims are driving across the map to get to a sstore instead of visiting one that's closer to them.
My question is will unhappy sims actually utilize the changes you make for them? If they want shopping and you add it close by will the Sims take advantage of it rather than wandering around the map aimlessly and bumping into shopping by chance? I would really hate to see two districts set up and sims are driving across the map to get to a sstore instead of visiting one that's closer to them.