Had no idea about that, thanks for sharing! I am actually much more interested in the ‘multicausal and progressive’ events that ripple throughout the city than I am in the standard fare of asteroid collisions – though of course why not keep a few of those in the arsenal as well
We’ve found that these progressive problems happen already. For example, one pretty twisted thing that emerged during a few tests was caused when a bad criminal would move into a densely populated area. After a few months, nearly all the nice tenants had moved out and the player would have to fill the buildings with safety-insensitive agents we called ‘low lives’, because they would live anywhere.
The problem was that these agents damage buildings a lot, never pay rent etc. Players would get frustrated and basically abandon the area, which would sink into a depressing ghetto-like cycle of crime and ruin. That is, until a powerful player would arrive to buy everything, evict everyone, and demolish everything…
Yes, you’re getting right at the core. I’ll do that ranking.
The game plays out more like survival of the fittest than SimCity, so the point is to stress players and their companies in as many unpredictable ways as possible so that no strategy can remain stable, and dominant players are constantly being toppled as new spatial and economic niches open for new players to exploit. So these cascades from seemingly small events will be really important!