observations
- the citizens were trying to collude and after a few rounds, they were trying a few different strategies and deliberating (out loud, so developer could hear)
- it was easy for the developer to get the 3 high-rent neighborhoods but they struggled to get the rest, only getting 1 more in the time the citizens got 5 neighborhoods → perhaps the 8 neighborhoods for developer to win is too high?
- ran out of tokens towards the end
things to change
- more information about gentrification as a system → some real world aspects weren’t covered
- e.g. have citizens already be distributed across the map and have the developer come in to try to turn a low-rent area into a high-rent one
- add more actions to represent the gentrification system → be very clear about what residents can actively do and how that differs from what developers can do
- incorporate adjacency (like some meaning for neighborhoods being next to each other on the map) & other forms of variance so there is no optimal play that residents can just use every time
- add in clear loops for both sides
- make later decisions dependent on earlier ones → i.e. more interconnection between mechanics
- give residents their own personal incentives (in addition to the team’s) → more realistic

