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you're just adjusting numbers and clicking end turn.

Maybe they need to add a random assortment of characters who are from a wide variety of economic situations. Instead of a goal of achieving happy numbers, your actions affect how these characters feel. They get grumpier or happier depending on how they feel they are doing. I could see the game developers adding a lot of story around this that makes it more engaging.

Or just take it totally out of context: island kingdom where the king = federal reserve, but your only tool for governing the population is federal reserve tools. Things could get much more humorous and wild (pitchforks when you are doing a bad job; you get a super productive population if you do things right).

It's hard to isolate federal reserve policy though because it's so mixed up with the political choices leaders make. I think you'd probably always need to add in a healthy does of stuff other than monetary policy (even if monetary policy is the only thing you can control in the game).

It's cool to hear about things like this, though.

Maybe they need to add a random assortment of characters

Yeah, seeing characters faces and how they react to your choices would add a lot of flavor. That's how the old Sim City games used to be like.

island kingdom where the king = federal reserve

That's the DLC!

hard to isolate federal reserve policy

Exactly. I'm not sure how accurate their simulation of the economy is, but they probably give too much weight to the Fed, simply by virtue of not modeling all the other stuff going on in the world at the same time.

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