Weedcraft promises to "treat weed in an insightful manner," and for the most part I think it nails the politics. The breadth of characters is an accurate portrayal of who smokes weed in America: college students, parents, musicians, artists, professionals, politicians, tourists, patients. My first employee was a grumpy, elderly black woman and my best dealer was a round-faced white man who dressed like a lawyer. Special orders came in from widows suffering from back pain and from pledge leaders at a local sorority stocking up for a party.
I delivered weed to a pro-drug war politician whose son was fighting off withdrawal. I had long conversations about the inherent corruption of a system that celebrates alcohol, condemns marijuana, and turns a blind eye to pharmaceutical companies addicting and killing a generation of pain patients.
All of this is part of a complex background of interlocking legalities. As I expanded to new cities away from the starter city in Michigan, I had an opportunity to sell weed in jurisdictions where it is legal for recreational use. As I grew in wealth and influence, I started helping to craft legislation and propose bills that would legalize or decriminalize marijuana, suddenly seizing the chance to bring my underground business above-board.
Playing with this combination of legal and illegal makes Weedcraft unique in the business-sim genre, as far as I know. Expanding to Boulder, Colorado, I could run a completely legal business. Or I could legally grow in Boulder and then smuggle weed to other cities and sell it illegally. Or I could get a medical grower's license and sell legally to patients and illegally to weekend party-goers. Each jurisdiction comes with its own costs and opportunities, and Weedcraft does a pretty good job of balancing all of these individual pieces.
Weed in America is a complex blend of weird jurisdictions, Reefer Madness–fueled paranoia, and unjust, racially-targeted legal consequences. Even when it doesn't work very well, I'm impressed that Weedcraft attempted to build a tycoon game with enough depth and nuance to explore some of those things.