first of all my congrats for the awesome work here.
I'm a lover of the "simcity-like" genre.
Let's start with my review/suggest...
1) Goals
Actually the only one goal is to rise-up taxes over (about) 12%/13% from the beginning to keep your wallet in active.
Once you have money is just matter of time and you will cover the whole map.

Some peoples here are asking about achievements, that would be great.
But am asking for a more specific thing: Happyness.
Divide the happyness between specific categories, related to already existing mechanics:
- noise
- pollution
- security ( police + fireguard )
- education
- sanity
- nature ( parks, etc)
- childs
- entertaintment
Once you divide happyness between those, you can have the next step...
2) Mayor's Powers
Higher is the happyness of a group, more options for that group it will unlock. Just few examples, for each group...
- noise
...Noise Tax: +10% taxes to noise sources
...Promotion of Silence: discount of 5% in taxes for industries at low sound emissions
...Nighttime Prohibition: Energy devices and industries production ( aka: paid taxes) reduced by 50%; noise reduced by 40%
- pollution
...Farm Bonus: 50% taxes refuction for farms
...Depurator Bonus: each source of pollution cost 15$/month but reduces pollution by 30%
- security ( police + fireguard )
...Quarter Volunteers: residential zones, automatically 10% of protection
...Private Vigilance: commercial and industrial automatically 10% of protection
- education
...Volunteers: each religious building also provides few elementary instruction
...Archeology: only if you have Museum; you can unlock the Dig option in build menu, where you can excavate a zone in search of archeo. Larger is the site, larger will be the global happyness
- sanity
...Free Vaccines: 1$/month each 10 peoples, increase the pollution resistance by 20% ( prevents to lose happyness )
- nature ( parks, etc)
...Natural Reserve: each free zone with trees will produce happyness, but build on it will cost 300% more
...Ecology: 1$/building per month, will reduce of 20% global pollution
- childs
...Baby Park: 1$/month at every dense commercial zone, those zones will increase child happyness by 5%
...Extra School Activities: 30$/month at edu building, raise the child happyness of the building by 35%
- entertaintment
...Street Artists: every townhall, decoration, park and big space ( dirty or common road square 3x3 or larger) will produce 10% entert.
...Local Commercials: if you have a radio, you will recieve money from commercials
...Event: once every 300days, you may call an event, who will last for 30 days; it will have a random cost and give to the city random benefits
3) Roads
I didn't understood the utility of the one-way road.
Would be nice if, if you put them in the corret position, they will become something helpfull.
Example:
- loop, if you close a ring with a one-way direction road, this will become faster
By the way, if exist any way to improve the traffic mechanic would be nice.
For now i could suggest:
- piazza/place/plaza, once you place a 3x3 or larger block of road ( dirt or common) it will change into a place
Could the ide automatically convert the perimeter into a one-way road loop, and the center into a decoration ( emulate the typically rotatory )
4) Buildings Actions
Before asking for new buildings, i prefer to ask about buildings actions mechanics
Single tasks with cooldown in days, passive skills or just configurabile bonuses.
Some examples, University Building:
- Research, cooldown 3 years, 20.000$: for 1 year, bonus in growing dense industrial by 30%
- Expertise, passive: +5% bonus to evolve at higher lev building for dense areas
- Belchelor Degrees (choose one to specialize this univ):
...Edil Engineer, +20% buildings power ups
...Chemystry Engineer, +5% industry, +5% sanity
...Economy and Finance, +20% commercial, +5% industry
5) Unlock elements
In conclusion of the previous points, would be nice have, "in general", buildings, abilities and/or options able to unlock based upon some triggers.
Just few random examples:
-Tumors -> too much pollution (population begins to escape the city)
-Specific Buildings you can buy to place if you reach a goal into a specific zone (example: 5k+ peoples in low density residential zone = unlock "Popular Houses")
That's all for now, I hope to be helpfull.
