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Multi-layered SimCity ideology example: SimNuclear power plants leave a circle of radiation if they explode. Sounds fine on the surface, since they had to balan
by Lammy 6y ago
Multi-layered SimCity ideology example: SimNuclear power plants leave a circle of radiation if they explode. Sounds fine on the surface, since they had to balance the game to actually give nuclear a downside, but it accidentally interacts with other gameplay features to imo unfairly tarnish real-world nuclear in the minds of players.
Case in point: I played a lot of SC3000, and that game doesn’t automatically replace utility buildings when they “age out” of their in-game design lifespan. As soon as any plopped utility building hits year N+1 it’s immediately destroyed and replaced with a nonfunctional ruined (“Defunct”) version of the tile. That feature is annoying enough when a bunch of your water pumping stations all blow up at once and cause water service disruptions, but it means all in-game nuclear plants will explode and spread radiation like that exactly 71 years after being plopped unless you manually bulldoze and rebuild them. Doing it earlier than 70 years is a waste of money since the new plant costs the same amount regardless, so players will always be tempted to let it go as long as possible and only replace at the last minute.
On top of that, any building (plopped or otherwise) that catches fire and is allowed to burn will also become destroyed/defunct. If your city’s total electrical usage exceeds any one power plant’s electrical capacity, that power plant will catch on fire. If it’s a nuclear plant and you don’t put the fire out, the plant is destroyed and spreads radiation.
If you have multiple nuclear plants and accidentally let one of them get to be 71 years old, it will explode and irradiate its surroundings as mentioned. The sudden drop in total electrical capacity will almost certainly overload the other plants, then they will catch fire and may also explode and irradiate their surroundings.
Maxis plz