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View Full Version : Popularity and City Mood


Caesar Alan
05-11-2004, 07:20 PM
One aspect of all the citybuilding series games that has always troubled me is how easy it is to keep your people satisfied. In all of the games, cities of unfed, unwatered slums can be sustained essentially indefinitely. Even on the rare occasions when people start to get peeved (usually as a result of rampaging unemployment), the effects are rarely catastrophic.

From what I've read (and interpreted) from various interviews thus far, it seems that CotN is going to change that. One of the most significant resources in CotN looks likely to be the goodwill of your people. If you have unhappy people, then everything looks likely to fall apart around your ears.

I'm obviously curious as to how a poor reputation might effect you in the game, and indeed how difficult it is to acquire those all-important happy citizens.

Anyone care to share a titbit? :)

Keith
05-11-2004, 08:06 PM
They are probably not goting to let too much slip just yet. We're probably facing an entirely new system of builing cities than we are used to. We are sitll going to have to provide various services, food, and goods for our citizens to keep them happy, it is just a matter of how that is going to be carried out.
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EmperorJay
05-12-2004, 02:34 AM
I also understood that the monuments will play quite a large role on the mood of the citizens. They sort of increase your status a lot.

Keith
05-12-2004, 06:18 AM
I also understood that the monuments will play quite a large role on the mood of the citizens. They sort of increase your status a lot.
Yes, I would expect that we would have to provide monuments and beautification as well to kee our citizens happy.

I wonder if there could be seperate happiness and popularity index. Your citizens could be "happy" but you, as ruler, may or may not be "popular".
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Ken Parker
05-12-2004, 10:03 AM
I'm obviously curious as to how a poor reputation might effect you in the game, and indeed how difficult it is to acquire those all-important happy citizens.

Anyone care to share a titbit? :)Remember that our design team is at E3 this week, so you aren't likely to see any design-related information until next week at the earliest. I could explain how things currently work, but since I don't know what changes the designers have up their sleeves, I'm not going to answer. I imagine that Chris and Tony are showing the game to all interested persons right now, and more information will be forthcoming in the next week or two -- hopefully in the gaming press.

Ammurit
05-12-2004, 10:46 PM
Here's a silly idea that has a bit to do with both popularity/city mood and trade. Perhaps it's too complicated to work into a game, but I think it would be rather interesting. Here goes: imagine you have a potter (or any trade) operating in your city. This tradesman/woman charges an exorbitant price for his/her wares, which in turn doesn't do much to please your people. You step in, realizing that the good in question can be imported and sold for far less than the "in house" merchant is asking. Now there's competition in the industry, the price of the good drops (in theory), your people are now happy (hopefully), and you are the hero, which means a better overall reputation (perhaps).