For me that is half the fun though -- trying to fix afterwards all those unforeseen problems that result from rapid expansion (especially expansions built by other people, who often make creations that seem totally alien to your own mindset). I did try to build the new areas I created gradually this time (once I learned about the death waves); I've mapped out the roads for New Haven, but I only zoned a portion of the new Residential areas in there.
As I've stated before, in the next game (or a parallel one I might start at some point) I'd like to explore the district concept in much more detail; the idea would be that each player has their own 'town', which then choose to convene in a council of sorts and try to create a metropolis out of the different infrastructures that they've built for themselves. In the beginning, as money is more tight (and especially if we play on Hard), we'd have to play a bit more traditionally though... Or we could opt to use a 'money cheat' to give ourselves enough money to start making these individual 'towns' from the very start. There could still also be a 'central', common city; but the districts would play a much more prominent role than in our current game, coming into contact and conflict with each other, instead of being safely tucked away in remote corners of the map. There would also be a strict 'no tampering' rule regarding them, meaning that you couldn't make changes to other people's districts without express negotiations (which would be plentiful as a result, I'd imagine).
In a way the game becomes about the inner politics of the city as much as about individual, dictatorial decisions... Some nice role-play action could be tied into this, although it's not really necessary on the part of all players, if they're not into that stuff as much as, say, I am.
--This also means that there's always some wheeling and dealing to be done, even when it's not your turn, so it's easier to keep people engaged in the game without becoming bored while waiting for their turn to arrive.
As I've stated before, in the next game (or a parallel one I might start at some point) I'd like to explore the district concept in much more detail; the idea would be that each player has their own 'town', which then choose to convene in a council of sorts and try to create a metropolis out of the different infrastructures that they've built for themselves. In the beginning, as money is more tight (and especially if we play on Hard), we'd have to play a bit more traditionally though... Or we could opt to use a 'money cheat' to give ourselves enough money to start making these individual 'towns' from the very start. There could still also be a 'central', common city; but the districts would play a much more prominent role than in our current game, coming into contact and conflict with each other, instead of being safely tucked away in remote corners of the map. There would also be a strict 'no tampering' rule regarding them, meaning that you couldn't make changes to other people's districts without express negotiations (which would be plentiful as a result, I'd imagine).
In a way the game becomes about the inner politics of the city as much as about individual, dictatorial decisions... Some nice role-play action could be tied into this, although it's not really necessary on the part of all players, if they're not into that stuff as much as, say, I am.
Last edited: