Hi again,
Another idea I have just to add a touch of realism is distinguishing between public housing and residential zoning.
Obviously residential zoning means that you zone land for residential purposes which is then bought/sold/developed privately, so does not cost the city/user anything and as people move in it generates tax income for the city.
In previous games, housing project style buildings have been available through modding but still work like residential zoning.
It would be great if public housing was separate, perhaps under the civic menu and worked like city services in that public housing actually costs the user money because they are built with public funding, and have ongoing maintenance costs and don't generate any tax income for the city because generally to qualify for public housing you have to be on some kind of welfare benefit (that's the case in Australia anyway) and your rent is subsidized by the government with the tenant only paying a small percentage based on their income.
Obviously if this were the case in the game where public housing cost money and didn't generate any, plus it would negatively impact things such as land value and crime rates, there would be no benefit to placing it so you would have to also create positive effects such as incorporating homelessness into the game.
When you first start a city you would likely not have homelessness or a need for public housing. However, if over time land values increase at a greater rate than tings such as education and high wealth jobs or unemployment rises and people are priced out of rising housing values, people will become homeless. At the same time you start seeing foreclosures & abandoned buildings, you will also gain a homeless population and public housing could be a solution to homelessness.
The options for the player then are that you could spend money on public housing which reduces homelessness and prevents crime from spreading to areas you may not want it but it costs money and ghetto-izes an area with low land value and a concentration of higher crime; or the alternative is that homelessness will potentially bring crime and lower land values to areas you don't want it, in particular tourist areas.
This could create very realistic and interesting effects of not managing demand and demographics properly, that results in creating segregated ghettos (like parts of South Chicago) to preserve the quality of other parts of town, or seeing prized historic or tourist attraction neighbourhoods decline into seedy neighbourhoods (like Times Square in the 70s/80s), it would make gentrification a strategy to raise the value of trouble areas that have potential to be attractive, and not curtailing the problems could end up with entire once prosperous neighbourhoods becoming abandoned and the city losing it's tax base (see Detroit) if nothing is done.
I think it would add alot of depth and fun to the gameplay and make the city feel alive and your decisions really matter, moreso than plopping public housing mods that act like low income residential zoning.
Another idea I have just to add a touch of realism is distinguishing between public housing and residential zoning.
Obviously residential zoning means that you zone land for residential purposes which is then bought/sold/developed privately, so does not cost the city/user anything and as people move in it generates tax income for the city.
In previous games, housing project style buildings have been available through modding but still work like residential zoning.
It would be great if public housing was separate, perhaps under the civic menu and worked like city services in that public housing actually costs the user money because they are built with public funding, and have ongoing maintenance costs and don't generate any tax income for the city because generally to qualify for public housing you have to be on some kind of welfare benefit (that's the case in Australia anyway) and your rent is subsidized by the government with the tenant only paying a small percentage based on their income.
Obviously if this were the case in the game where public housing cost money and didn't generate any, plus it would negatively impact things such as land value and crime rates, there would be no benefit to placing it so you would have to also create positive effects such as incorporating homelessness into the game.
When you first start a city you would likely not have homelessness or a need for public housing. However, if over time land values increase at a greater rate than tings such as education and high wealth jobs or unemployment rises and people are priced out of rising housing values, people will become homeless. At the same time you start seeing foreclosures & abandoned buildings, you will also gain a homeless population and public housing could be a solution to homelessness.
The options for the player then are that you could spend money on public housing which reduces homelessness and prevents crime from spreading to areas you may not want it but it costs money and ghetto-izes an area with low land value and a concentration of higher crime; or the alternative is that homelessness will potentially bring crime and lower land values to areas you don't want it, in particular tourist areas.
This could create very realistic and interesting effects of not managing demand and demographics properly, that results in creating segregated ghettos (like parts of South Chicago) to preserve the quality of other parts of town, or seeing prized historic or tourist attraction neighbourhoods decline into seedy neighbourhoods (like Times Square in the 70s/80s), it would make gentrification a strategy to raise the value of trouble areas that have potential to be attractive, and not curtailing the problems could end up with entire once prosperous neighbourhoods becoming abandoned and the city losing it's tax base (see Detroit) if nothing is done.
I think it would add alot of depth and fun to the gameplay and make the city feel alive and your decisions really matter, moreso than plopping public housing mods that act like low income residential zoning.