So to summarize the SimCity Saga:
(2012)
*EA announces SimCity as an Always-Online game. Gamers advise against this, citing previous folly of UbiSoft and Blizzard
\-EA claims that the game is engineered around server-side interactions, and would be unplayable without servers
\-Promises that they will not make the same mistake Diablo 3 did with its launch
(2013, Launch)
*Launches SimCity while making the exact same mistake Diablo 3 did (c'mon, your TOR launch went far more smoothly!)
\-Refuses to consider refunds for a broken game (though this is completely within their rights)
\-Freezes advertisements and non-retail sales to stem the tide of connections so they can put more servers up
\-Outraged customers make a big stink; others endure city resets, rollbacks, corruption of their save file and phantom queues.
\-EA removes Cheetah speed to alleviate pressure on server access.
\-Some gamers demand Offline Mode, EA issues comment saying that would take considerable work to re-engineer. Maxis programmer issues a conflicting statement.
(Post-Launch)
*Several weird anomalies and behaviors pop up within the game when it's running NORMALLY
\-Strange, and often ridiculous service and traffic behavior, resulting from a lazy "shortest path" algorithm this algorithm is found as being run ENTIRELY ON THE CLIENT'S SIDE, meaning it's the client and not the server that is running most of the simulation. (Proves that EA exaggerated the necessity for servers)
\-"Sim Hive" behavior revealed via GlassBox, where Sims or "agents" occupy the first available open home or job regardless of any other fact save distance, further compounding the bad pathfinding algorithm. (SimCity 4 is 10 years old, and does it infinitely better)
(turns out, this behavior also applies to everything else in the game, causing hilarious Benny-Hill loops of buses, garbage trucks, and even sewage constantly going in circles)
\-RCI balancing is completely fucked. Someone manages to create an entire city using only Residential Zones.
(Land of the Unemployed Drones! But they're so happy they gladly keep paying taxes they shouldn't have any money for!)
(Recently)
*A modder/hacker/etc breaks into the game client, discovers all sorts of things.
\-The "Always Online DRM" is entirely CLIENTSIDE, and can be easily modded around or removed. (proving EA flat-out lied about the amount of effort; anyone with Javascript could break this DRM) *(EA gets caught in a lie here)
\-A Terraforming kit is found within the game client (Why is it here? Was EA was planning on selling access to it later as "DLC" and wanted to pre-deploy it?)
\-Debug Tools being left in the client, giving players incredible griefing and cheating powers
\-"Phantom Population" confirmed. (though this isn't really an issue; abstractions of mechanics are fine as long as the bloody mechanics work well)
\-Demonstrates that the only major contribution the servers provide is a Cloud-Save function for regions, and a hub for the new Resource element of the game. (this also all but confirms my theory that EA kept to smaller city plots so they wouldn't have to stand up so many servers on launch, since bigger cities would mean bigger save files being sent)
Did I miss anything?