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Baronjutter posted:The previous two DLC's had at least a feature here and there I was interested in, like bikes and trams, but this one seems entirely skippable. But i'm sure there will be something like "Oh by the way all the major mods make use of some incredibly minor feature added in the DLC, so if you want to use this improved public transit mod you need bullshit disasters" Helicopters are kinda cool I guess but yeah that's all I got.
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# ? Oct 7, 2016 19:23 |
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# ? May 24, 2024 15:41 |
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Baronjutter posted:The previous two DLC's had at least a feature here and there I was interested in, like bikes and trams, but this one seems entirely skippable. But i'm sure there will be something like "Oh by the way all the major mods make use of some incredibly minor feature added in the DLC, so if you want to use this improved public transit mod you need bullshit disasters" Eh... CO actually seems to be going out of their way to avoid things like that; major systemic changes like Night/Day or Weather get rolled out to everyone, and the building events system of Match Day seems like it was half made just for modders to take advantage of and that was totally free. They make sure that all users are running on the same version of the engine regardless of whether they have an expansion or not, it's just access to specific features are toggled off.
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# ? Oct 8, 2016 07:30 |
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If you can't click on the helicopter causing it to fall out of the sky potentially starting a blaze then I don't know what.
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# ? Oct 9, 2016 12:47 |
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The Deadly Hume posted:If you can't click on the helicopter causing it to fall out of the sky potentially starting a blaze then I don't know what. We need Captain Maxis to randomly save parts of the city, too!
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# ? Oct 9, 2016 16:26 |
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I actually like the emergency shelters and radio broadcasting element of disasters. Unlike, say, the road cleaning/snow clearing stuff in snowfall where it was just arbitrarily giving you another building you have to build, setting up a broadcasting and shelter network will at least involve planning out traffic routes to those shelters, which plays into the part of the game with depth (the traffic system). It feels kind of pointless to save your citizens when population and income can grow so quickly, but maybe having lots of people die in horrible disasters will lead to a huge decrease in immigration in your cities and make saving people actually worthwhile.
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# ? Oct 9, 2016 18:13 |
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I can't wait to build a pristine utopia and then drop a nuke on it.
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# ? Oct 9, 2016 19:28 |
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duffmensch posted:We need Captain Maxis to randomly save parts of the city, too! Only CAPTAIN HERO can save us now!
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# ? Oct 9, 2016 20:12 |
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I've read over the last few pages and I'm glad I'm not the only one feeling that this game lacked something. Hopefully they can improve it for a sequel or something.
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# ? Oct 17, 2016 22:31 |
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The flipside though is that I started playing some tropico 5 this weekend and I really missed cities' level of traffic simulation. Now I have tasted the fruit of intersections and road hierarchies I can't go back anymore
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# ? Oct 18, 2016 15:15 |
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Considering picking this up, since I had a lot of fun loving around with city builders as a kid but haven't touched them in many years. My main question is how much the game's mechanics support unique or gimmick cities, e.g. if I want to make one of those terrifying pristine commuter towns / planned cities, will I be able to stamp out any trace of local industry and low-to-middle-income housing, or will I have to build something that's overall balanced and just rely on districting to create the Hank Scorpio assed parts of my city?
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# ? Oct 31, 2016 20:53 |
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Jenny Angel posted:Considering picking this up, since I had a lot of fun loving around with city builders as a kid but haven't touched them in many years. My main question is how much the game's mechanics support unique or gimmick cities, e.g. if I want to make one of those terrifying pristine commuter towns / planned cities, will I be able to stamp out any trace of local industry and low-to-middle-income housing, or will I have to build something that's overall balanced and just rely on districting to create the Hank Scorpio assed parts of my city? All your jobs and stuff has to be there on the map, but the map is really big once you've bought all the sections, especially if you use that mod that opens up all the tiles. You can pretty easily get to a point where there are squeaky-clean suburbs where everybody commutes to an industrial hellscape located elsewhere. As for income levels, you'll mostly find that higher "level" -> bigger/nicer building, so just raise property values a lot. I don't think cims really have income brackets, but there are property values that correspond to the capacity/quality of a building.
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# ? Oct 31, 2016 21:07 |
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You can also go almost entirely office and have pretty much no industry if you want.
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# ? Oct 31, 2016 21:21 |
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deadly_pudding posted:All your jobs and stuff has to be there on the map, but the map is really big once you've bought all the sections, especially if you use that mod that opens up all the tiles. So it'd be about cranking up property values and creating lots of zones with demand for highly educated labor and none/few zones with demand for uneducated labor, got it
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# ? Oct 31, 2016 21:25 |
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Your city has a demand for industry, commercial and residential, and the game will also keep track of the education of all your citizens. Office buildings satisfy industrial demand just like factories do, but office buildings need high school and college graduates, which take a while to build up from scratch. So if you started a new city, you'd have to start off with some industry but once your education system gets going there's really nothing in the game to stop you from building a gross middle-class utopia by educating everyone and giving them office jobs. Fair warning though, the city management doesn't have an awful lot of depth to it and the meat of the game is mostly about learning how to manage traffic.
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# ? Oct 31, 2016 21:31 |
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So is there a good pack or normal buildings from the workshop I should subscribe to? I want some variation in the homes and businesses and probably industrial buildings. I'm on the snow map if it matters. ColoradoCleric fucked around with this message at 03:09 on Nov 1, 2016 |
# ? Nov 1, 2016 03:06 |
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Agreed to Skylines is close but not quite there on The Definitive City-builder Here's screenies of my current city tho sad my up-res mod ceased to be supported several patches ago ;; Man Musk fucked around with this message at 05:10 on Nov 2, 2016 |
# ? Nov 2, 2016 05:03 |
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Man Musk posted:Agreed to Skylines is close but not quite there on The Definitive City-builder All it really needs to become definitive is true wealth/density separation, but I don't think it'd be doable to do that without creating an entirely new game.
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# ? Nov 2, 2016 07:05 |
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MikeJF posted:All it really needs to become definitive is true wealth/density separation, but I don't think it'd be doable to do that without creating an entirely new game. Ya, that's the observation I think is really spot on It's just really baffling why both wealth and density would be on the same linear path like that I guess it's still good fun since the last truly great city game was released like 15 years ago,
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# ? Nov 2, 2016 07:08 |
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Man Musk posted:It's just really baffling why both wealth and density would be on the same linear path like that I think it was just a scope thing. Remember, when they got into this they were basically expanding on their experience with Cities in Motion and thought they'd be selling a fraction of the units they actually sold.
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# ? Nov 2, 2016 07:30 |
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Its also worth noting the bulk of the team's experience is in transit systems in general and not urban sociology and economics.
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# ? Nov 2, 2016 13:20 |
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Well, ya. There's only 1 real lever in the game (get citizen from point A to B) and the only way it really progresses that challenge is thru density some ideas to mix that up idk // * make mass transit more engaging by having it be class-based (what modern metropolitan system _isn't_ characterised by class to some degree) * some sort of region play, maybe with industry or tourism, to add a distance dimension to transit * have a better system to make traffic flow more engaging than increasing lanes (which ultimately often does nothing since the AI is fine stacking behind a lane leaving others that go to the same place empty) it just feels poorly designed, if mechanically fine and nice to look at they need a better expansion strategy ~ ~ ~ ~
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# ? Nov 4, 2016 23:29 |
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I need a new computer regardless, but I am interested in finding one that can reliably run this and similar games. Am I barking up an expensive tree? Is this game worth playing?
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# ? Nov 12, 2016 19:29 |
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Idiot Kicker posted:I need a new computer regardless, but I am interested in finding one that can reliably run this and similar games. Am I barking up an expensive tree? Is this game worth playing? Well I could play it just fine (on medium settings) on a laptop with a GeForce 525M, which is pretty low end nowadays. And yes, it's pretty much one of the best city builders you can find.
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# ? Nov 12, 2016 19:38 |
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Negrostrike posted:Well I could play it just fine (on medium settings) on a laptop with a GeForce 525M, which is pretty low end nowadays. Good deal. I don't want to end up in some huge quagmire of sound cards and soldering, haha.
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# ? Nov 12, 2016 19:40 |
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I still haven't played since BP's metro overhaul mod was announced like 6 months ago or what ever. Apparently the hold up is mostly art.
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# ? Nov 12, 2016 20:09 |
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Building my first city, I'm <6,000 people and already having traffic troubles where, uh... basically all my Industrial exports are going out via one single intersection with the highway. How can I encourage them to use alternate routes / make that intersection have a higher throughput? (Am I explaining this well enough? It's kinda hard to describe, beyond "the traffic in my city is fine, except for where it connects to the highway, which is bright red.")
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# ? Nov 14, 2016 11:41 |
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Ghost of Starman posted:Building my first city, I'm <6,000 people and already having traffic troubles where, uh... basically all my Industrial exports are going out via one single intersection with the highway. How can I encourage them to use alternate routes / make that intersection have a higher throughput? (Am I explaining this well enough? It's kinda hard to describe, beyond "the traffic in my city is fine, except for where it connects to the highway, which is bright red.") At 6,000:ish, I take it you have unlocked the ability to build actual highways and on-ramps? If so, now is the time you need to design your first highway on/off-ramp monstrosity with dedicated feeder lanes, cross-overs, and bypasses (for anything that doesn't actually need to use the highway). A lot of this is getting to terms with how the game handles forks in the road – which lanes are fed to where, and how traffic splits and merges between those lanes. One thing you should probably experiment with is how you can split a 6-lane/2-way road into two bits of 3-lane highway, and how you can then split that highway into three different outgoing (or incoming) lanes for the three possible directions: left, straight ahead, and right, using single-lane ramps to direct the traffic to their destination. The other thing is to learn to space things out because a lot of this will require a fair amount of space unless you want to create a massive headache for yourself (and slow traffic due to sharp turns), and/or start overdosing on mods to bypass the restrictions on where pylons need to be placed.
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# ? Nov 14, 2016 12:14 |
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So... all of the businesses around that current intersection... I'm guessing I should resign myself to bulldozing all those poor bastards?
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# ? Nov 15, 2016 02:56 |
Yep. Good news is, C:S has almost no penalty for bulldozing things. Just zone some more space somewhere else and people will move right over.
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# ? Nov 15, 2016 03:46 |
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Also, if you suddenly find yourself in front of google maps, studying cloverleaf freeway designs, don't panic. You've just started playing C:S for real. No, really — studying and copying real highway designs will help a lot. Not everything translates, doubly so since real road construction has to take cost and existing structures into consideration to a much larger extent and end up with some really odd solutions at times, but it's still good inspiration for what you should be going for.
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# ? Nov 15, 2016 05:33 |
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Tippis posted:Also, if you suddenly find yourself in front of google maps, studying cloverleaf freeway designs, don't panic. You've just started playing C:S for real. I'm still trying to find a highway exit design I like. But I am lucky enough to interact with my favorite highway interchange on a fairly regular basis. wheeeeee! And I got to go through this fun sunken turbine a few times when I went up to Charlotte, that was fun. What a cool design. They really took advantage of the surrounding topography. http://www.dbia.org/awards/Project%20Team%20Awards/Pages/I-485I-85-Turbine-Interchange.aspx https://goo.gl/maps/BT8QBs1d3rt hailthefish posted:Yep. A Robert Moses' wet dream right there. Now there's a guy to study. A real douchebag sometimes, but drat it, he got poo poo done. https://en.wikipedia.org/wiki/Robert_Moses . Dude loved cars and parks, but hated humans. Suspect Bucket fucked around with this message at 10:42 on Nov 15, 2016 |
# ? Nov 15, 2016 10:20 |
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Hawt.
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# ? Nov 15, 2016 10:38 |
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Google pinavia interchange, build them everywhere because PRETTY. Also, Helixed Highways because why not.
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# ? Nov 15, 2016 15:56 |
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hello my city building friends. i have come visit this thread to share a rural area of the city i am building in the hopes that you can help me Make Little rear end Great For The First Time (click for zoom) thanks to the magic of MSPaint i have color coded the roads so you can tell what they are (it's tough to see the lanes from that far up) RED - interstate highway ORANGE - local highway BLUE (bold/thin) - major/minor local roads GREEN (bold/thin) - major/minor industrial roads YELLOW - public highway, private race track use (think Nürburgring)
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# ? Nov 16, 2016 04:22 |
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I don't mean to shame and only to point out that it seems you have a lot of dicks in your asses.
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# ? Nov 16, 2016 14:52 |
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Any curated mod collections I should look at?
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# ? Nov 16, 2016 15:25 |
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Suspect Bucket posted:A Robert Moses' wet dream right there. Now there's a guy to study. A real douchebag sometimes, but drat it, he got poo poo done. https://en.wikipedia.org/wiki/Robert_Moses . Dude loved cars and parks, but hated humans. Here is a good article about how he in particular hated humans who were not white.
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# ? Nov 16, 2016 15:55 |
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zedprime posted:I don't mean to shame and only to point out that it seems you have a lot of dicks in your asses. haha i'm glad at least someone acknowledged the things i do when i get bored of making interchanges then just imagine growing up on the rough streets then getting sent to Big rear end Regional High School
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# ? Nov 16, 2016 16:37 |
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Red Bones posted:Here is a good article about how he in particular hated humans who were not white. Yeah, like I said, a douchebag. But at least the bus service has gotten much better. I used it all around Nassau until I was 22, as I didn't feel like paying for a car. The bus took me right to the malls, college, the beach, and the train. The beach service to Jones was quite good, dropped you right in front of the concourse right at the water tower. Two bucks for a bus was better then six bucks for parking on busy days. And that's why I make sure my Cims have good public transportation. Gyshall posted:Any curated mod collections I should look at? Depends. What are you looking for? Suspect Bucket fucked around with this message at 20:18 on Nov 16, 2016 |
# ? Nov 16, 2016 19:58 |
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# ? May 24, 2024 15:41 |
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Suspect Bucket posted:Yeah, like I said, a douchebag. But at least the bus service has gotten much better. I used it all around Nassau until I was 22, as I didn't feel like paying for a car. The bus took me right to the malls, college, the beach, and the train. The beach service to Jones was quite good, dropped you right in front of the concourse right at the water tower. Two bucks for a bus was better then six bucks for parking on busy days. Specifically, Quality of Life/UX improvements and adding more growables.
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# ? Nov 17, 2016 20:42 |