>>2046391I like this in theory, but being confined to a grid with no hopes of expansion does hamper this.
>>2046388The dev has been obsessed with "difficulty" and "challenge", relentlessly patching out any form of fun and other deviation from the 1 optimal strategy allowed. Canals - "exploit", patched out replaced with an infinitely worse version. Stockpiling resources? Exploit, and who cares people did that since the stone age! Patched out and everything rapidly rots away, including basic rocks. I can store food in a stone age sim like ancient cities for longer than in this game, because it seems the the idea of food preservation makes "the game too easy". Trade? Super exploit, heavens forbid players actually sell things they produce and buy other things instead. Crippled until late game, with many arbitrary limitations and with intentionally significantly worse UI. Unique research system? Removed and replaced with some ridiculous current system that permanently locks up up to half of your population in "research" in early to mid-game, just to be able to use the buildings you need for your city to function.
The game feels like an abstact puzzle, since so much of it of it makes sense from a "playability" or "plausibility" perspective. You will need to just follow the rules and solve the puzzle. And the game actively and by design prevent from from ever feeling you are doing well and "winning", since that's bad, according to dev. The game will just punish you with more difficulties.
A great example of this: inflation. Don't get me wrong, an actual inflation mechanic would be cool, a detriment to the player but something you can manage. "Inflation" as exists in the game has nothing to do with how it actually works IRL, it's just there to hamper the player in an unrealistic way to force you down a pipeline because there is only 1 "correct" way to play. The more money you have saved up, the more "inflation" you have, which is just a flat decay on your treasury.