I've been rebuilding old games with Claude. While creating a modern take on SimTower and having election news on TV in the background, I had the idea to build the economy of the ga…

Your building saves itself as you go. You can rename it any time from Load Saved Co-op. What this is — SimTower was a game about being a landlord: build floors, charge rent, watch the money come in. This is the same building run on democratic socialism instead — the people who live and work here own it together and decide what happens to it. Your job — You are not the owner. You are the steward the residents elected, and you hold the treasury in trust. Everything you build, they live in. Confidence is the score — Not profit. It rises when people are housed, can get around, can see a doctor, have somewhere to gather, and can afford to stay. The bar at the top tells you where you stand; hover it to see what the assembly likes least. Homes are allocated, not sold — There is a waitlist. Build homes and households come off it. Dues are set per room in three bands: Reduced brings in less but houses far more people, Full share fills the treasury and prices people out. Building — Drag Floor to pour space (the ground floor is your lobby). Co-op workspaces pay a share of their surplus. Canteens, cafés, stores and the cinema are run at or near cost — they earn little and are worth a great deal. Getting around — Drag elevators vertically. Express elevators stop at the lobby, basements and every 5th floor; service elevators carry staff only. Stairs and escalators take the short hops and relieve the queues. The assembly — At every quarter close the members meet. They vote on major works you propose, they can set you a mandate with a deadline, and if confidence rots long enough they can vote you out. Click Confidence in the top bar to see what you owe and what is waiting on a vote.