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So I severely underestimated the water physics in this.
Wow, a disaster of biblical proportions.
This really is the proper successor to Simcity.
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
edited March 2015
So how do you draw highway on/off ramps over the highway? I figured it would just auto raise the road, but it doesn't seem to. I need to loop the ramp from one side of the highway over the other side.
Some of the simulation parts of the game appear to be a bit wonky. I've gotten some level 4-5 buildings... 8 story tall office plaza, 15 workers in it.
"Wait" he says... do I look like a waiter?
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
Some of the simulation parts of the game appear to be a bit wonky. I've gotten some level 4-5 buildings... 8 story tall office plaza, 15 workers in it.
Yeah there is a pretty big disconnect between what your population is and what your city looks like.
I got fucking Manhattan going on over here and my pop is like 10k.
Heh, not a big deal or anything, just silly.
A Capellan's favorite sheath for any blade is your back.
48 hours ago I didn't know anything about this game, much less considering a day 1 purchase. You bunch of enablers.
This was my tutorial city but I guess I'm just going to keep on working on it. A lot of road options being tied to population annoyed me because I wanted to rearrange the existing highways and such so it isn't exactly what I was after but oh well. I'm not that far along yet.
My industry buildings need more services to upgrade but I don't know what that means. I have fire, police, garbage, cemetery, clinic and highschool workers. Also some bus routes.
Some of the simulation parts of the game appear to be a bit wonky. I've gotten some level 4-5 buildings... 8 story tall office plaza, 15 workers in it.
Yeah there is a pretty big disconnect between what your population is and what your city looks like.
I got fucking Manhattan going on over here and my pop is like 10k.
Heh, not a big deal or anything, just silly.
yeah the actual population fill seems too low. like mine is 20k. If I look around the city, traffic and pedestrian wise, there is definitely more than 20k people running around.
"Wait" he says... do I look like a waiter?
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HardtargetThere Are Four LightsVancouverRegistered Userregular
alright, I think I'm done for now. It's 8:30 and I've been playing since noon... I need to eat something...
Got my city up to over 20k. I'm not sure you can really tell all the minutia going on in this overhead screenshot but this has been a lot of work. I even managed to build a ridiculous powerful dam without flooding my entire city!
Okay, so here's a few screenshots of my first city named Juno. It has actually become two tiny towns with industry in between, separated by the highways. Economy is booming, thanks to oil and lumber, and traffic so far has been manageable, apart from one side of the industry-sector, where it is getting a little crowded.
First screenshot is of the first town towards the bottom of the screen. In the middle you see the industry, and far away at the top, there is the other town. As you can see, I looped the highway counter-clockwise around the main city.
Second screenshot is taken from the other side, with the second town at the bottom of the screenshot. The second town has a quite a few extra highrises.
Third screenshot is of the first town proper, where you can see the road-layout (NOT GRID), as well as the three districts. I basically went with low density residential all around, except for around the wide avenue that cuts through the middle of the city, where I have bigger residential and commercial zones.
Fourth screenshot is also of the first town, just from the riverside. You can make out the center-avenue, which forms the heart of the little town. Not pictured, the windmill farm just outside of the bottom left corner, past the highway.
48 hours ago I didn't know anything about this game, much less considering a day 1 purchase. You bunch of enablers.
This was my tutorial city but I guess I'm just going to keep on working on it. A lot of road options being tied to population annoyed me because I wanted to rearrange the existing highways and such so it isn't exactly what I was after but oh well. I'm not that far along yet.
My industry buildings need more services to upgrade but I don't know what that means. I have fire, police, garbage, cemetery, clinic and highschool workers. Also some bus routes.
The best part is that you can actually name your city "Buttville" now without the EA overmind telling you "NO, SMALL CHILDREN MIGHT SEE YOUR CITY NAME! I'M CHANGING IT TO ****".
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KragaarA Million Feet Tall of AwesomeRegistered Userregular
Good to see the release of this is going so well and that it looks like a good game. I'm a bit busy with other stuff now but the next Steam sale that comes along may break me since my wishlist is getting longer.
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
Wait, no- wait, wait. . . aaand there goes all my free time for the foreseeable future.
The best thing I can say about this game is that it feels like I am playing a real Sim City 5.
A Capellan's favorite sheath for any blade is your back.
I'm a little bit dissapointed w/ how easy it is, my first city just passed 30k people, i had no idea what iw as doing at the start, and never came close to dropping into negative money or having to take a loan =/
1) Shut the fuck up not-twitter fake people about stupid shit that I did 15 years ago OH BOY ENERGY CONSERVATION YEAH THAT DOESNT GET ANNOYING TO SEE AFTER THE 80TH TIME THIS MONTH NOW FUCK YOU SAY GOODBYE TO YOUR HOUSE.
2) I wish you could drag infrastructure (roads, waterpipes, etc) across roads like in Sim City. It gets annoying setting up nice clean grids when you have to do each crossroad segment by segment.
3) WHY DOES A BUILDING THAT IS LITERALLY ACROSS THE STREET FROM THE FIRESTATION KEEP BURNING DOWN WHAT THE SHIT.
Things I would like to see is a Sim City style terrain editor or random terrain generation, because I want dams. all the dams. Without pulling a @Ninja Snarl P and flooding the world.
So how do you draw highway on/off ramps over the highway? I figured it would just auto raise the road, but it doesn't seem to. I need to loop the ramp from one side of the highway over the other side.
Figured it out. Page Up and Page Down changes road elevation.
I'm a little bit dissapointed w/ how easy it is, my first city just passed 30k people, i had no idea what iw as doing at the start, and never came close to dropping into negative money or having to take a loan =/
Well if you want a challenge there is a Hard Mode.
A Capellan's favorite sheath for any blade is your back.
I am having trouble with delivering electricity, one coal factory isn't enough for a three block town and I often can't afford buying a bunch of turbines and their upkeep. I miss upgrading facilities.
Also, how do you deal with wasted space in this? You can only build zones on either sides of roads so there's a lot of not zoned spots when making blocks, it looks messy. CitiesXL had that fill empty spots with a a plaza or park that I quite liked.
Ravelle on
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited March 2015
Okay so this mod All Areas Purchasable is pretty great. It allows you to purchase all 25 tiles. With this you can make Mega-City One!
And yeah, holy crap, if you want to be challenged turn on Hard Mode. That setting does not fuck around.
edit- Some things to expect from Hard Mode.
Everything that can eventually happen will happen right out the gate. Fires, crime, people getting sick, people dying.
Crime will be a problem in Industrial areas too. Maybe it always was, but in the first three cities I built it never seemed to need a police presence.
Things are a little more expensive. Nothing too drastic though. Stuff that was 12k is now 15k, other things that were 6k are now 7.5k, or utilities that cost 0.20 to maintain now cost 0.60.
Power/Water/Sewage will be an ever present enemy and you'll desperately try to stay ahead.
Citizens will bitch about pretty much everything. True to life I suppose.
On the plus side the requirements for each Milestone are lessened.
Axen on
A Capellan's favorite sheath for any blade is your back.
I'm a little bit dissapointed w/ how easy it is, my first city just passed 30k people, i had no idea what iw as doing at the start, and never came close to dropping into negative money or having to take a loan =/
That is fine by me. All I ever did in Sim City was turn off disasters and put in the infinite money cheat. All I want to do is build a city, and random disasters suck.
All the textures seem to be blurry unless I get in close with the camera. Almost like the FOV is messed up. Anyone have a similar problem or a solution?
psn: PhasenWeeple
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That_GuyI don't wanna be that guyRegistered Userregular
All the textures seem to be blurry unless I get in close with the camera. Almost like the FOV is messed up. Anyone have a similar problem or a solution?
That's a "feature" called Tilt Shifting. You can turn the slider all the way down in the settings.
DietarySupplementStill not approved by the FDADublin, OHRegistered Userregular
Question: one thing I liked about SimCity 2013 was the industry portion: setting up different industries to mine or extract things, then shipping them out to supplement your economy. Does this game have that?
Yeah you can set industrial focuses for mining, oil, farming, forestry, or just standard industrial. You need the resources there to use them but they can be quite useful. For instance, farming and forestry make no pollution
My friend is working on a roguelike game you can play if you want to. (It has free demo)
I played for a couple hours last night, and fairly impressed. I think it'll be a city building game that's easy to start with but then hard to get just perfect. My small town has a population of about 3500 now I'm I'm learning some of the hard lessons of how to make traffic move nicely. I'm not going to give up on the town but it's going to be a bit of an adventure fixing traffic.
Population numbers in the game are "reduced" as to say. Large buildings which could accommodate 500 people have been intentionally made to house 30 instead. This is done because the game will actually track every single cim, so there is an actual limit on how many people can live in your city.
If they went with realistic numbers, it would take much longer to start getting these higher density buildings, and you would hit the population cap much quicker before having a large city. Also traffic issues would increase 20 fold.
yea, I can't imagine the local compute power it would take to actually individually track say, a million digital people living in the city. the game would slow to a crawl.
The irony is that with SC2013 EA tried to offload some of that to a cloud compute engine so it could do more in depth tracking. Unfortunately it blew up in their faces when the servers crumbled at and after launch and then the city sizes were capped to be too small anyway.
That was actually a lie, the only thing done in the cloud was intercity exchanges between players. It was a ridiculous claim used to justify the always online aspect.
How are you guys feeling about the longevity of the game so far? Specialization variety is a big draw for me, and the job types that I have heard about so far have seemed somewhat limited (the four industries, factories, offices and presumably shops and utilities). Does it feel like you are making markedly different decisions when building a mining town vs an office metropolis?
It wasn't even real multiplayer because of its god awful syncing, depending from which region you were checking in on Project Sites, the result wasn't updated in real time and it said something different for each region making it impossible to supply efficiently, sending something over to another region also took over 30 minutes.
Your office metropolis can turn into a death spiral pretty fast if you haven't set up the right kind of infrastructure. Things like dense commercial still need adequate road access for deliveries and having too many bottle necks can cause a disaster. There's not a super variety yet, but I think the game will grow pretty fast considering how popular it is.
Also! Keep lots of places for cars to U Turn. The AI LOVES to U turn when it can, and I'm not sure they actually will u-turn at a regular intersection.
i wonder if you can mod the ui to just multiply your "population" by 100, that would probably give you a more accurate number on the display, even if it only exists to make you feel better about your city
I suppose this game is a pretty good candidate for the (generally very reasonable) paradox DLC model. I wouldn't mind seeing five years of regular free mechanical updates to the main game alongside paid specialised content like casino towns, hippie communes, advanced industries etc.
i wonder if you can mod the ui to just multiply your "population" by 100, that would probably give you a more accurate number on the display, even if it only exists to make you feel better about your city
This is basically what simcity 2013 did and everyone freaked about it when they found out
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
Question: one thing I liked about SimCity 2013 was the industry portion: setting up different industries to mine or extract things, then shipping them out to supplement your economy. Does this game have that?
Yes, but it's not nearly as complex as SimCity 2013's City Specialization system. Which is one thing I'm disappointed about. That's one of the major things SimCity 2013 did really well, I'd like to see something similar for this. Perhaps with an expansion.
i wonder if you can mod the ui to just multiply your "population" by 100, that would probably give you a more accurate number on the display, even if it only exists to make you feel better about your city
This is basically what simcity 2013 did and everyone freaked about it when they found out
It might be possible to mod in, but the UI is still using custom code, as it was written before UnityUI was available. They've said they're planning on changing it to use UnityUI at some point (although tunnels are going to be the first major update).
Mods also have access to Unity's scripting engine (whatever it's called), and the devs have said you can use it for hacks...
And if a user chooses to install a mod to make the pop counter have an extra two orders of magnitude, they can't freak out to the devs. (Well, they can, but they'd be silly geese!)
Question: one thing I liked about SimCity 2013 was the industry portion: setting up different industries to mine or extract things, then shipping them out to supplement your economy. Does this game have that?
Yes, but it's not nearly as complex as SimCity 2013's City Specialization system. Which is one thing I'm disappointed about. That's one of the major things SimCity 2013 did really well, I'd like to see something similar for this. Perhaps with an expansion.
See that was one of the flaws with SC2013. With the very small city size if you really wanted to have a specialized city it wasn't self sustainable. If you wanted to build a city that was mostly for say, industrial use you then didn't have enough land to have enough population to fill all the jobs. That's where the region concept came in as then hopefully you'd have a friend who made a city that was pretty much all residential but essentially had no jobs. So that city's sims would commute to your city and work thus making your city able to function. but then that system was so fundamentally broken because the servers were broken, then people stopped playing, and the only way to set up a self sustaining region was to just build all the different cities in a region yourself, which then defeated the entire purpose of it.
tl;dr: SC2013's city specialization didn't work, hopefully these guys do it better, and I'm glad they're taking a more cautious approach to it.
I actually got to play for a couple hours last night, and found myself in one of those 'just finish this one thing then off to bed' before staying up way later than I intended to get a good night's rest before work. I'm really enjoying the city-building so far, and I feel like I've barely scratched the surface; I don't understand industry specialization at all, and I haven't dug in to set various policies or really create districts to see what all I can do with them. I did, however, wreck my first couple attempts by over-building roads because I was trying to plan everything ahead of time, and only ended up putting things so far apart that it wasn't sustainable in the short-term. Once I finally got off the ground, I ruined a city by spending all my money building a highway, only to build an entire side the wrong way and pretty much wasting money, only to have my trash service fail for some reason and sending my city into a death spiral.
But when I quit things were going swimmingly on my latest city, and I've learned to save before starting big building projects, just in case I place something wrong or a mechanic works differently than I thought it would. I really like how my city is starting to shape up, and more so I love that I don't feel constrained into squeezing everything into this tiny little plot of land. I've just barely grown big enough to start building offices, so obviously I've a long way to go, but already I can kinda see that this setup will probably lead to cities that aren't really that different from one another in terms of industry specialization and what-not.
As others have said, Sim City did have a cool system for specializing in industry, but it was completely ruined by the tiny plot sizes and always-online crap that didn't work properly. This game has the plot sizes, but not the level of specialization, which is a bit of a disappointment. However, I'm thinking that there will be DLC in the future that adds more stuff in, and I can totally see myself going for it.
Oh man I just remembered that SC13 didn't even have save games, everything was hosted online, so you couldn't play around, since everything was permanent. What was worse though, sometimes you'd log out, come back, and find that your save was set back by 3 hours, or simply not there at all. Ugh, what a fuckup of a game that was.
Posts
Okay I beat the game, I'm done now.
Wow, a disaster of biblical proportions.
This really is the proper successor to Simcity.
Yeah there is a pretty big disconnect between what your population is and what your city looks like.
I got fucking Manhattan going on over here and my pop is like 10k.
Heh, not a big deal or anything, just silly.
This was my tutorial city but I guess I'm just going to keep on working on it. A lot of road options being tied to population annoyed me because I wanted to rearrange the existing highways and such so it isn't exactly what I was after but oh well. I'm not that far along yet.
My industry buildings need more services to upgrade but I don't know what that means. I have fire, police, garbage, cemetery, clinic and highschool workers. Also some bus routes.
yeah the actual population fill seems too low. like mine is 20k. If I look around the city, traffic and pedestrian wise, there is definitely more than 20k people running around.
Got my city up to over 20k. I'm not sure you can really tell all the minutia going on in this overhead screenshot but this has been a lot of work. I even managed to build a ridiculous powerful dam without flooding my entire city!
First screenshot is of the first town towards the bottom of the screen. In the middle you see the industry, and far away at the top, there is the other town. As you can see, I looped the highway counter-clockwise around the main city.
Second screenshot is taken from the other side, with the second town at the bottom of the screenshot. The second town has a quite a few extra highrises.
Third screenshot is of the first town proper, where you can see the road-layout (NOT GRID), as well as the three districts. I basically went with low density residential all around, except for around the wide avenue that cuts through the middle of the city, where I have bigger residential and commercial zones.
Fourth screenshot is also of the first town, just from the riverside. You can make out the center-avenue, which forms the heart of the little town. Not pictured, the windmill farm just outside of the bottom left corner, past the highway.
The best part is that you can actually name your city "Buttville" now without the EA overmind telling you "NO, SMALL CHILDREN MIGHT SEE YOUR CITY NAME! I'M CHANGING IT TO ****".
The best thing I can say about this game is that it feels like I am playing a real Sim City 5.
1) Shut the fuck up not-twitter fake people about stupid shit that I did 15 years ago OH BOY ENERGY CONSERVATION YEAH THAT DOESNT GET ANNOYING TO SEE AFTER THE 80TH TIME THIS MONTH NOW FUCK YOU SAY GOODBYE TO YOUR HOUSE.
2) I wish you could drag infrastructure (roads, waterpipes, etc) across roads like in Sim City. It gets annoying setting up nice clean grids when you have to do each crossroad segment by segment.
3) WHY DOES A BUILDING THAT IS LITERALLY ACROSS THE STREET FROM THE FIRESTATION KEEP BURNING DOWN WHAT THE SHIT.
Things I would like to see is a Sim City style terrain editor or random terrain generation, because I want dams. all the dams. Without pulling a @Ninja Snarl P and flooding the world.
Figured it out. Page Up and Page Down changes road elevation.
Well if you want a challenge there is a Hard Mode.
Also, how do you deal with wasted space in this? You can only build zones on either sides of roads so there's a lot of not zoned spots when making blocks, it looks messy. CitiesXL had that fill empty spots with a a plaza or park that I quite liked.
And yeah, holy crap, if you want to be challenged turn on Hard Mode. That setting does not fuck around.
edit- Some things to expect from Hard Mode.
Everything that can eventually happen will happen right out the gate. Fires, crime, people getting sick, people dying.
Crime will be a problem in Industrial areas too. Maybe it always was, but in the first three cities I built it never seemed to need a police presence.
Things are a little more expensive. Nothing too drastic though. Stuff that was 12k is now 15k, other things that were 6k are now 7.5k, or utilities that cost 0.20 to maintain now cost 0.60.
Power/Water/Sewage will be an ever present enemy and you'll desperately try to stay ahead.
Citizens will bitch about pretty much everything. True to life I suppose.
On the plus side the requirements for each Milestone are lessened.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
That's a "feature" called Tilt Shifting. You can turn the slider all the way down in the settings.
If they went with realistic numbers, it would take much longer to start getting these higher density buildings, and you would hit the population cap much quicker before having a large city. Also traffic issues would increase 20 fold.
The irony is that with SC2013 EA tried to offload some of that to a cloud compute engine so it could do more in depth tracking. Unfortunately it blew up in their faces when the servers crumbled at and after launch and then the city sizes were capped to be too small anyway.
Also! Keep lots of places for cars to U Turn. The AI LOVES to U turn when it can, and I'm not sure they actually will u-turn at a regular intersection.
This is basically what simcity 2013 did and everyone freaked about it when they found out
Yes, but it's not nearly as complex as SimCity 2013's City Specialization system. Which is one thing I'm disappointed about. That's one of the major things SimCity 2013 did really well, I'd like to see something similar for this. Perhaps with an expansion.
It might be possible to mod in, but the UI is still using custom code, as it was written before UnityUI was available. They've said they're planning on changing it to use UnityUI at some point (although tunnels are going to be the first major update).
Mods also have access to Unity's scripting engine (whatever it's called), and the devs have said you can use it for hacks...
And if a user chooses to install a mod to make the pop counter have an extra two orders of magnitude, they can't freak out to the devs. (Well, they can, but they'd be silly geese!)
See that was one of the flaws with SC2013. With the very small city size if you really wanted to have a specialized city it wasn't self sustainable. If you wanted to build a city that was mostly for say, industrial use you then didn't have enough land to have enough population to fill all the jobs. That's where the region concept came in as then hopefully you'd have a friend who made a city that was pretty much all residential but essentially had no jobs. So that city's sims would commute to your city and work thus making your city able to function. but then that system was so fundamentally broken because the servers were broken, then people stopped playing, and the only way to set up a self sustaining region was to just build all the different cities in a region yourself, which then defeated the entire purpose of it.
tl;dr: SC2013's city specialization didn't work, hopefully these guys do it better, and I'm glad they're taking a more cautious approach to it.
But when I quit things were going swimmingly on my latest city, and I've learned to save before starting big building projects, just in case I place something wrong or a mechanic works differently than I thought it would. I really like how my city is starting to shape up, and more so I love that I don't feel constrained into squeezing everything into this tiny little plot of land. I've just barely grown big enough to start building offices, so obviously I've a long way to go, but already I can kinda see that this setup will probably lead to cities that aren't really that different from one another in terms of industry specialization and what-not.
As others have said, Sim City did have a cool system for specializing in industry, but it was completely ruined by the tiny plot sizes and always-online crap that didn't work properly. This game has the plot sizes, but not the level of specialization, which is a bit of a disappointment. However, I'm thinking that there will be DLC in the future that adds more stuff in, and I can totally see myself going for it.