This is copypasted from /leftypol/, in case it gets deleted over there for offtopic or whatever.
Hello, I played the game for a good 10 hours (though half of that time I was only half playing and watching YT) so I can report back on how it went.
Overall, the comments that other people made are correct, it is impossible to play the game as a communist. I was of course expecting the abstractions of playing a Neolib citybuilder attempted to model communism, but I wasn't expecting how broken the game's core systems are.
I started out the game but quickly realised that in this game, you can't build a bridge over a river that is more than 1 tile wide. So, I nuked my save and went back to the terraforming stage.
After modifying the map some, I built a tiny little commie hamlet, with all lower class (that's what they're called in this game) trailer parks. I found it kind of funny how lower class residential buildings always have grey wasteland type terrain around them, even when they instantly are building on a fresh green forest, as if their slovenly ways drain the life from the very soil around them and they instantly create a trashpit to live in.
The game's systems are quite oblique, and there's no construction of for example power or water infrastructure, or schools, police, firefighters, so to increase living standards I had to just pop up the sliders in the economy tab for "healthcare" "education" and "security and justice".
Anyway, we quite quickly reached 'Utopian' level living standards, which I was quite happy with, but things didn't seem to be quite working as I would have liked. My answers to the political issues that had been coming through had not exactly endeared me to the upper classes, which I wasn't really expecting, but what I had overlooked was that this game diverges from Simcity 4's mechanics.
You see, in Simcity 4, you have Residential, commercial, and industrial demand, and then each of those has lower, middle, and high income demands. So for example, you can have a city with almost all lower and middle income residents but have plenty of fancy high income tech factories and the like.
However, in Citystate, there is only lower, middle, and upper income demand, and commercial and industrial buildings can't grow above the first tier of development without middle and higher income demand. So, if no upper class people want to live in your city, your factories can't grow to higher levels.
This left me a bit stuck for knowing what to do, but things had become even worse, because my open borders policy for the past years had led to a quickly spiralling problem of 'informal settlers'. Essentially, through a combination of factors I didn't really understand, almost all immigrants had settled in slum tiles that popped up rather than in growing my residential tiles to higher levels.
Eventually I noticed that there were even little 'caravan' tiles of a crowd of migrants that would come in from the sides of the map to your city and then create a new slum tile. Apparently, one way to deal with this issue is by building walls or army bases but I didn't do that, obviously. I eventually made a concession to the gravity of the situation and put my immigration policies to neutral, but the damage had already been done, and my city now had about 80,000 slumdwellers, which was more than the entire employed workforce that lived in residential areas. My 'quality of life' meter still read 'utopian', yet the majority of people were unemployed and living in favelas. My city was in a death spiral, and I was now losing a lot of money each month. What could I do?
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