We’ve begun early prototyping work for the internal colony management. You can see one of our early graphics tests here. But this week, we’re thinking mainly about the city simulation itself.
The growth of a city is primarily a function of demand for housing, jobs, and services; and transportation of people and goods. Transportation will be especially interesting in High Frontier because available land is constrained, but we have lots of options to choose from. Roads will certainly be possible, but we’ll also have things like monorails, moving walkways, and good old-fashioned walking or biking. Continue reading