Markets and Shopping Malls. Er... what am I meant to do with these? What were FXS thinking? Just conceptually I don't like them. The housing districts - aqueduct, neighbourhoods - all has this sort of design feature where they just give housing and don't have an upgrade. The dam district "kinda" does this too - yeah, it upgrades to hydro plant, but that upgrade is just so different and so specific that it feels like a whole other thing - the damn is otherwise just a solid chunk of housing (with a spot of amenity). But then you get these two random tier 1 buildings for the neighborhood that do what exactly? Three food does nothing. One amenity seems ... random given the point in the game that one point comes along. And the tourism is very random. And then on top of that ... why is the game representing markets or shopping malls anyway? I mean, I get representing a consumer economy. Moving to a consumer and services economy is a big deal - just ask China. Is the shopping Mall meant to represent that? If so, well, it's a bit underwhelming (even more underwhelming than the Stock Exchange representing modern finance / allocation of capital etc with ... er, flat gold per turn?). So, questions for the brains trust. Anyone got any idea what FXS was aiming for with these two buildings? Is there some niche or need they're fulfilling that I'm missing. Anyone had any use out of them? Anyone got any suggestions what they should do? My guess is that they were just someone's random idea that didn't go anywhere and that FXS just went "eh, whatever. Stick em in. Maybe someone will mod them to do something". (To be clear: I'm not all that worried about these buildings. I'm just trying to find a way to kill time until the next patch - after which I will either play Civ non-stop till the third expansion or finally accept that Civ is just not for me - and I'm sick of AI threads. Although. If someone wants to start another "England and or Coastal Cities and or IZs suck" thread, I'll happily get on board. If got some ideas I've only suggested 148 times before, which I'd really like to rehash with bold headings, rhetorical questions and poor proof reading.) On the other hand. You know, I quite like the Water Mill. If you have three or more rice or wheat, it's actually a pretty funky little building. It's a bit weird in that it mostly just doubles down on food in cities that are all food and no production, but it does really push tall cities with the right set up. I feel like the Market or Shopping Mall should of worked in a similar way - sort of providing a benefit that scales based on other factors like what resources are in the city.