@hazzey01 wrote:
(This is more of a general comment, rather than directed at you.)
Can you name one thing about the game that doesn't follow this same philosophy?
True but at least with the time to make items we have control over that limitation. Because we can queue up a bunch of stuff to be made while we are not able to play. The ultimate limitation is the rate at which simoleons are gained without leveling the whole city to do the rapid rebuild thing. I've been slowly building up my city. Since I join the forum about a month ago. I originally made a mistake and placed zones every time they became available. And tried to have power, water, etc for all of that. After a couple power plants and then having all the other stuff needed to I realized I was trying to grow to fast. Anyways so I demolished down to like 6 or 8 max buidlings and added two at a time at what I would call the intended growth pace. I made a post in another thread with a guide to starting out using what I figure to be how I would have done it knowing what I know now to get to the point where you place the first medical. But anyways so at this point (one month from when I started the city) I'm level 18, have 94,000 population, a strong foundation design to expand outward with, and 200,000 simpleons to work with. I have bought one police precinct, one hospital, one deluxe fire station. Each day I have gotten about as much from tax revenue with the coin popups and cargo ship. What I have is enough to lay the foundation of the top end power, water treatment, and garbage handling. And from there I can grow my city to the max capacity of those and hopefully enough simoleons to expand those by the time each is needed. Following my methods so far used to get to this point.
@tommy0guns wrote:
I think population has no bearing on anything, other than progression. Think of population as xp. The happiness is a function of the building, not necessarily the people inside of it. The population in the building doesn't increase or decrease based on happiness, unless the building is totally undesirable, then it goes to 0. (I wonder if a deserted building still generates tax). Think of the happiness percentage as how complete a building is. 100% complete has adequate services.
I guess the reason at least why I expect population to have a bearing on this is the statement in the city hall popup: Happy Sims will pay more taxes. But if the sims aren't being taxed and it is purely how many zones you have and the property values of them (luxury or what not) then why say that in the popup. Because all happiness is then is a factor of the tax rate not how much taxes the sims are paying. Because as we know already as the population increases the tax revenue does not increase at the same rate so the sims aren't paying taxes. Just my observations.