1.
I have posted elsewhere about a thought that came to me about services. This could potentially be extended to most services, but the main candidates are port, airport, university and power plants. The normal district tool would be used to specify a specific type of service, within which lots of specialist parts are available to place. Things like runways would function like roads, and the length of them would dictate what size of aircraft could land there. Modular terminal building parts and walkways could be pieced together. The game would total up the size to runway length/number to terminal size to parking availability to mass transit availability to local city size ratio etc and determine how aircraft, size of aircraft, passengers etc it can handle. Cargo terminals could also play a big part -> rail links etc. Of course if you have three large runways and only a provincial control tower, accidents may happen...
For a port, piers and shiplifts, warehouses and union offices; the latter of which obviously make the port more efficient, as long as the taxes are low, and the police presence is slim...
Power stations could have certain shared parts, such as turbines, cooling towers and chimneys. The main power generating features can change however, and the more nuclear reactors you place on site, the more the electrical output determined by the game. But make sure you have enough cooling towers...
Get what I'm saying. People playing this game are invariably micromanagement nerds. The kind of folk who would cancel a worker move in Civ 4 to gain 0.4 of a money. Give us sustenance!
2.
Ad nauseum. Most of us have awesome PCs nowadays, give us unlimited plot size. If it doesn't work on our Celeron, we will uninstall it.
3.
I understand the idea of the four square deep plots allowing curved roads. In fact it's pretty genius. Improve it thusly. Allow growable lots to extend into open space and/or cannibalise empty lots or failing businesses next door. In this way, we could have organic growth of buildings with a realistic footprint/height.
I'm sure there's more, three doesn't really count as numerous. I may update!
I have posted elsewhere about a thought that came to me about services. This could potentially be extended to most services, but the main candidates are port, airport, university and power plants. The normal district tool would be used to specify a specific type of service, within which lots of specialist parts are available to place. Things like runways would function like roads, and the length of them would dictate what size of aircraft could land there. Modular terminal building parts and walkways could be pieced together. The game would total up the size to runway length/number to terminal size to parking availability to mass transit availability to local city size ratio etc and determine how aircraft, size of aircraft, passengers etc it can handle. Cargo terminals could also play a big part -> rail links etc. Of course if you have three large runways and only a provincial control tower, accidents may happen...
For a port, piers and shiplifts, warehouses and union offices; the latter of which obviously make the port more efficient, as long as the taxes are low, and the police presence is slim...
Power stations could have certain shared parts, such as turbines, cooling towers and chimneys. The main power generating features can change however, and the more nuclear reactors you place on site, the more the electrical output determined by the game. But make sure you have enough cooling towers...
Get what I'm saying. People playing this game are invariably micromanagement nerds. The kind of folk who would cancel a worker move in Civ 4 to gain 0.4 of a money. Give us sustenance!
2.
Ad nauseum. Most of us have awesome PCs nowadays, give us unlimited plot size. If it doesn't work on our Celeron, we will uninstall it.
3.
I understand the idea of the four square deep plots allowing curved roads. In fact it's pretty genius. Improve it thusly. Allow growable lots to extend into open space and/or cannibalise empty lots or failing businesses next door. In this way, we could have organic growth of buildings with a realistic footprint/height.
I'm sure there's more, three doesn't really count as numerous. I may update!
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