The various decisions/petitions that pop up can break the immersion by mentioning details that don't fit the city(petitions with signatures from >250% of the town population, traffic issues at the "4-way intersection in front of the feed store" when no such place exists, or the new building causing shadows when there's nothing around it). It would be great if more text was turned into templates that pull game data for accuracy, and if the simulation were able to feed definitive descriptions of the town layout into generative AI prompts to make the text talk about scenarios reflected in the game.
Thanks so much for your feedback! I originally started with a pretty diverse corpus of prewritten story arcs for diversity, and went back to retrofit them into the engine once I started customizing stories and details for the city. It looks like I missed a few spots, sorry about that!
And yes, I did sketch a version that is even more procedurally generated, but it’s taking longer to get right than I thought