Listening to the audiobook of "Basic Economics".
So much of a city is not refineries and mines but apartments, houses, office buildings and skyscrapers. To make it visually realistic, most of the city has to consist of these buildings. This is the SimCity approach.
If I lean more towards RTS though, it's more about resource extraction and manufacturing. It's a caricature.
If I make it like SimCity, I have to do a lot of pathfinding optimizing to make it able to run in real-time. This is probably impossible.
What I want is fun gameplay, so it will be a caricature of a whole country. Maybe even planets.
I was thinking of calling it "States and Corporations". And "in Space" maybe?
Now I've hardly played simulation games myself--other than Roller Coaster Tycoon, which I have practically memorized--so I don't know if any of the concepts I could touch on here have already been done in earlier games, but here I go:
>The density of the population effects the way people react to various situations and the politics they support. The population in big cities will tend to think more collectively.
>The people also have an acute sense of whether or not they feel they're being taken advantage of. They will be hesitant if they feel they are losing their freedom. The player might have to find the right balance between ordering her citizens around to maximize productivity, and leaving the simulated people to their own devices to maximize morale.
>I know sim games have disasters that can have natural disasters that wipe out coastlines, and monsters that knock down buildings, but has there ever been a game where revolutions can pop up under the right circumstances? Occupy Wall Street comes down the streets and breaks stuff, or full-on rebels try to tear the city apart altogether.
That seems too marginal to simulate.