I know this is a game, but I genuinely think this opens the door to wider discussion

  • SOMETHINGSWRONG@lemmy.dbzer0.com
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    5 months ago

    A spaceship, 15,000 years from now:

    “This civilization confuses me. Even with their primitive compute engines, they could easily have simulated their own society to identify the glaring flaws preventing the advance of their civilization. It would have been trivial to jump multiple decimals in civilization type.”

    “They did see the flaws. The model collapsed in every single simulation on record.”

    “Then why did they continue living like this?”

    “Who knows. They’re long gone now.”

  • AutoTL;DR@lemmings.worldB
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    5 months ago

    🤖 I’m a bot that provides automatic summaries for articles:

    Click here to see the summary

    Such is the case with “Economy 2.0,” a big update to the beleaguered yet continually in-development game, due to arrive within the next week or so.

    The first and most important thing it tackles is the persistent issue of “High Rent,” something that’s bothering the in-game citizens (“cims” among fans), C:S2 players, and nearly every human living in the United States and many other places.

    They removed the “virtual landlord” that takes in rent, so now a building’s upkeep is evenly split among renters.

    While developer Colossal Order’s other fixes feel almost elegant in their simplicity, this one is a bit more grubby, like real life.

    If a citizen has a high enough income, but not enough liquid cash, such that they should have been able to swing this month’s boarding, “they won’t complain and will instead spend less money on resource consumption.”

    Cutting back on coffee bars and avocado toast should work, then, unless their income drops too low.


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