Sometimes there's nothing to do about it: it's just a little moment the game offers up to make you feel like absolute shit. ![]() ![]() Someone pulling a double-shift worked himself to death. A citizen committed suicide by leaping into the furnace. A child was found nearly frozen sitting next to the grave of his parent. You'll be alerted from time to time of some grim events in your city. It's a masterful expression of the burden of leadership. That lumber you used to construct a steel mill instead of new homes might make your city ultimately stronger, but you broke a promise to provide shelter for all, so people lose faith in you. Fail to deliver, and those meters will take a hit, creating a tricky balance. If discontent gets too high, or hope too low, you may be notified you only have a few days to reverse the trend by accomplishing a specific goal. Sending everyone to bed with full bellies will give them hope, even if they're sleeping in freezing cold tents. ![]() Call for a 24 hour work shift and discontent will rise sharply, even as the additional labor saves lives. While my eyes flick restlessly over tiny meters at the top of the screen-how much wood and coal and food is left, and how long will it last-I spend more time staring at the bigger meters at the bottom: discontent and hope, the true gauges of my city's health.
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