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Education, Entertainment, Medical

19d
#1
At various times during My Colony 1 development, users suggested just making Education, Entertainment, and Medical work similar to utilities. You basically just need a certain amount in a city to keep everyone happy. Instead, I implemented a little more in-depth system where the above types of structures needed to be within a certain distance from housing in order for everything to work properly.

I am wondering how people think this should work in MC2? I am leaning more towards just having everything work similar to a utility, on a per-settlement basis. This would cut down on processing time, and then players would not have to spend a lot of though micromanaging these buildings.

I guess it all just depends on how much value players place on that aspect of the simulation. From what I have gathered over time, is that most players didn't even like the Education, Entertainment, and Medical managing in MC1. If that is the case, I would just as soon "dumb it down" a bit for MC2, in that the concepts would still be there, but would simply be calculated on a larger per-settlement basis. This would mean that the mechanics are still in MC2, but you don't have to spend a lot of time worrying about how many tiles away from your houses each type of structure is, and instead just have to make sure the settlement as a whole has enough entertainment available for the size of the population.
Owner of Ape Apps
19d
#2
Could make it in the beginning based on distance i.e 50 people withen 50 blocks can use X, then add a building like the regional bussing station that would let say 200 people access any entertainment, education ect regardless of distance.
Wowza, a simi modder and an idiot? crazy
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Ape Apps is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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