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Hey thanks for this comment. This is a good strategy for winning. The demand modeling is admittedly a little simplistic since raising prices helps you so much.

I’ve considered having a separate “utility” or happiness metric of your citizens that exists independently of their demand for goods and would be affected by un/over-employment or low wages or expensive goods, and would feed back into unrest. 

I’ve also considered having randomized events that would drastically change the scenario and force the player to adapt. Like demand for a certain good going way up, or inventory being lost or destroyed. 

I hope you’ve enjoyed the game, and thanks for playing it!


edit: I’ve also thought about UI indicators to help show you what direction your money, etc is going. But I’ve decided for now that I prefer having to figure it out while the game is running so that you can’t pause and adjust everything constantly - sometimes you have to sit and watch to see what is happening. I like the idea of turning the numbers red when they get too low though