reposting for answer
The current major flaws:
There is not a lot of direction nor a finite goal
Iban's original City RPG is just a DM with a price tag in a city environment with a lot of unarmed people
A lot of the builds aren't really cities at all, but shanty-towns and canyon areas
It's not a very rewarding system: work, eat, upgrade, repeat.
Some people become stupidly rich and it throws off everything
And there's always poor balance in terms of other jobs (I'm referring to 80%+ of the server population being cops/mafia, mostly due to high income/action)
It's monotonous. You cut trees for 3 hours for enough cash for a basic kindergarten level education and a $38 meal called "red brix"?
Just to name a few
Answers in respective order:
You work for the next job, which pays for better cars and goodies to use later on, giving what you do a purpose
If you treat CityMod like a DM, you'll have a SWAT team rain down on your ass and lock you up long enough to warrant you having to reset your account.
See the map section of the topic OP
It will never be truely rewarding, all we can hope to be able to do is create some kind of spendature that people would be willing to partake in (example, go to the movies to improve work ethic, I.e. Client works more effectively, etc)
There is a hard limit that exhists and money is finite. Sure you can own a majority of the server's money, but if it doesn't flow the economy tanks and people will hunt you down for it
All jobs balance out, being a criminal is a riskier job therefor cops aren't as necessary
You cut trees for three hours, your boss pays you money and he supplies that wood to a factory owner who makes bricks out of that wood, and then people build with said bricks. You need little people to fuel the big stuff. If you work hard, you get paid more and maybe your boss will give you a raise or better gear (ex, give you a chainsaw to replace your axe, pickaxe to replace a shovel, etc)
Vaux may have something else to say in terms of all of this but that's all just my take on it