>>2141896
>I think the procurement and management of vehicles is a big part of w&r.
yes you're right. Buying e.g. 10 garbage trucks would be a significant decision that a city would make IRL. There's just something about W&R that makes everything take thrice as long as it should. It could be the terrible interface; in C:S or Transport Fever, you can drag around roads whereas it is cumbersome to make even a subtle alteration to your blueprints in W&R. I guess I still do want the blueprints for roads and zones, but I want it all to be constructed over time and requiring materials.

>>2141552
>zone painters
Foundation has the right idea: zone off the area for pleb housing but let the player build the monuments himself. Take that general idea and apply it to a modern city builder; zone painting is what happens in a real city, after all.

For example, imagine if you could designate a large parcel of land to be low density residential, and then allow the game to automatically divide that land into plots. Each plot of land would contain its own water line, power line, gas line, and so on. The parcel would hook into the city water mains (which you would have to draw in yourself). To get the construction done, you would award contracts, either internally to your own city-owned company, to local businesses, or to external firms who would just send trucks loaded with material and men from outside the map and down the highway. I don't reaally care about hooking up every single forklift road, I just sort of want to section off areas where stuff is located and let the game figure out the details.