As far as advice from right-wing reactionaries goes, “if you’re feeling sad, go work out” is pretty good. Certainly beats “we need to bring back the monarchy”.
I like the idea of making a game based on your city planning prototype, however I don’t think your game will be a great vehicle for your city-planning ideas.
Modelling The Interesting Stuff
In order to make your city-planning ideas work in a game you would either have to model incentives based on individual in-game agents, and thus give agents complex AI for long-term decisions like when to buy or rent or move or renovate or change jobs, how much money to save or to invest with some risk or to spend, how many children to have and so on. You would have to model trust and civic engagement and social cohesion. Or all these factors would just be variables in an abstract cellular automaton based on a system of differential equations, like the original SimCity. In that case, you would have to make simplifications and judgements that look like begging the question.
The middle path would be putting agents into a grid-based world in which they make some decisions individually, but are influenced by grid-based environmental factors. On every grid update, grid cells are first updated based on the aggregate of agents living in the cell, then grid cells update based on surrounding cells. On every decision, an agent consults the values in the current cell it is in, or a weighted combination of the cells it was in most often over a period of time.
You probably want to model trust, safety, length of commute, crime levels, civic engagement, savings, disposable income, taxes, rent and rent controls, property developers, landlords, homeowners, family…
Communicating With The User
You need a way to make the player see what the agents are thinking, when they are making important decisions, and why.
It is important for two reasons:
- If things happen but you can’t see them, the game feels boring
- If important things happen and you don’t know, the consequences feel unfair


