I hope it "Reticulates Tiny Splines" (good work btw)
Haha thanks! Definitely adding that during map generation in next release.
I literally JUST bought a Thumby out of a vending machine this past weekend, so this post feels a bit serendipitous for me. Thanks for sharing, and I'll have to check this out!
Congrats! Unplayable by most means but absolutely incredible how tiny it is so I love it.
I originally had sim but HN autocorrected it. I tried to edit it back to what I had but can't seem to now.
Small bug: the sim seems to double count residential population for taxes, industrial pop gets ignored. The duplicate logic seems to exist in UI but it's correct there.
Also I wonder if all the repetition could be reduced, or would it affect performance on MicroPython?
Yeah great catch. So I mentioned this in the README but much of the mechanics were heavily inspired by jhhoward's MicroCity. This is the same way he calculated taxes and I figured to test it out to see how it worked in game. I really liked the flow of how his game played and seems like there are some pros/cons to that inbalance.
Pros:
- Makes residential population more valuable for taxes, which helps early‑game cash flow.
- Encourages zoning residential since it has outsized budget impact.
- Offsets the fact that residential growth can be more constrained by pollution/unemployment.
Cons:
- Skews the economy away from industrial/commercial impact.
- Makes budget feel inconsistent with “total population.”
- Can mask balance issues by injecting extra money, making difficulty tuning harder.
Looks super cool, nice job!
I hope it "Reticulates Tiny Splines" (good work btw)
Haha thanks! Definitely adding that during map generation in next release.
I literally JUST bought a Thumby out of a vending machine this past weekend, so this post feels a bit serendipitous for me. Thanks for sharing, and I'll have to check this out!
Congrats! Unplayable by most means but absolutely incredible how tiny it is so I love it.
SIM=subscriber identity module. sim=simulator. :-)
I originally had sim but HN autocorrected it. I tried to edit it back to what I had but can't seem to now.
Small bug: the sim seems to double count residential population for taxes, industrial pop gets ignored. The duplicate logic seems to exist in UI but it's correct there.
Also I wonder if all the repetition could be reduced, or would it affect performance on MicroPython?
https://github.com/chrisdiana/TinyCity/blob/88d07cf98f13bb73...
Yeah great catch. So I mentioned this in the README but much of the mechanics were heavily inspired by jhhoward's MicroCity. This is the same way he calculated taxes and I figured to test it out to see how it worked in game. I really liked the flow of how his game played and seems like there are some pros/cons to that inbalance.
Pros: - Makes residential population more valuable for taxes, which helps early‑game cash flow. - Encourages zoning residential since it has outsized budget impact. - Offsets the fact that residential growth can be more constrained by pollution/unemployment.
Cons: - Skews the economy away from industrial/commercial impact. - Makes budget feel inconsistent with “total population.” - Can mask balance issues by injecting extra money, making difficulty tuning harder.
Really cool!
Thank you!
Looks neat! Great job!
Thank you!