(I haven’t read the last three comments by the time I wrote this, I’m really having to write it piecemeal because of what I’m doing.)
Personally I was thinking of a larger number of modules per age (like a dozen or so) with one off choices (again, akin to alterego). But it sounds like you’re thinking about fewer,but larger modules. Maybe a balance between the two? Like every stage has twelve, three ‘directed’ ones (major ones which is partially picked from a list) and nine completely random minor ones, with the major ones being split up (so their like the first, fifth and ninth.) There could also be a counter attached to the major ones that would recall them (such as having a child would make it call up a small scene every time your age foes up). I’ve got this counter I was working on, let’s me see if I can draw it up into something… simple.
Also, I have a tendency to have this knee jerk avoidance reaction to religion, and so probably won’t contribute much there.
@appleduck28 Yea, it is unorganized. Right now it’s basically just kicking around ideas, seeing what sticks and what doesn’t. About jobs, I was just voicing my concern over a single tier of jobs, where you’re some kind of white collar criminal businessman and nothing else.
As for salary, that is a tricky one. I personally see three ways of dealing with it: 1) Ignore it. Just tie it into happyness in some way and leave it at that. 2) Give it a stat. Every turn it checks your stats and refigures your ‘money/salary/cash’ stat (which would be a measure of income/spending/morgages/every other major purchase) and money related things are bought off that (so a huge morgage would give you a negative, but would possibly give you other boosts). 3) Track it like AE did in that your salary gives you so much, minus so much for your normal expenses, and you get to spend the rest as you see fit.
Personally, I like the second one best, but the third option would be rather workable. Tie your salary into your job/performance, and allow the player to select their standard of living +/- a given amount based on another stat.
Which bring me to my last point for the moment: A ‘responsibility’ stat would probably be good. A lot of people nowadays are very irresponsible, particularly with money, and so a touch on such a thing would be nice. It could control things like how much money you throw around, and how ‘willing’ the character is to do the hard things in life.
Okay, I lied, that isn’t my last though. Two other things:
- Stats: should probably be split into 2/3 groups. The first would be ‘outer/physical’ which would include things such as how fit you are and how intelligent you are. The second would be psychological: basically how your mind works
- Points: This came to me when I was thinking about a ‘responsibility’ stat. Basically each ‘module’ in the city building portion takes a number of points. At the end of each character you get points for doing things. Raising a child would be worth so many points, while raising them well would be worth more. Getting a good job would be worth so many points, as would be getting married. Maybe include game toggles such as ‘women’s rights’ (first thing off my head) which start off false, but in character can be switched on. Basically you end up playing all the important people in your city. Of course something like that would require the password feature (as in CoI). I like this idea a bit, but am not sold on it (have to toss it out there at least though). If this was something, I’d also like to see a ‘free’ game (which would allow you to switch all the toggle and give you enough points to ‘buy’ any module).