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OwlFancier posted:That's very much what workers and resources is about. I finally looked this up and drat that looks pretty sweet. Though also probably a huge time sink like all these games.
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# ? Jun 10, 2021 12:21 |
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# ? May 23, 2024 06:39 |
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Count Roland posted:Though also probably a huge time sink like all these games. Isn't that the point?
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# ? Jun 10, 2021 14:08 |
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All of this sounds miserable, Ill keep my infinite money zen garden thanks.
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# ? Jun 10, 2021 15:30 |
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I like the idea of semi-realistic constraints or consequences - e.g. building an airport suppressing residential demand in a large area unless extra amenities are provided or hugely increased demolition costs for high-value areas - to encourage the player to think about where/what they should build. More city management, less traffic shaping sandbox.
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# ? Jun 10, 2021 16:05 |
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Astronomical costs for bulldozing anything (and especially roads) would be an interesting challenge mode. Bonus points if you also couldn't bulldoze at all, you just mark things for destruction and have to wait a couple years (well, maybe a couple weeks on the Skylines timescale) for the destruction to actually happen, during which (if you're demolishing buildings) demand in the surrounding area tanks.
Eric the Mauve fucked around with this message at 16:12 on Jun 10, 2021 |
# ? Jun 10, 2021 16:10 |
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Eminent domain would be a reasonable thing to add, you could very easily be able to toggle it.
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# ? Jun 10, 2021 16:20 |
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Yeah my ideal city game actually does have politics and special interest groups. Abstracted away to "political capital" or something. For instance if local wealth homeowners have a ton of established power as an interest group, it would cost a poo poo ton of political capital to plow a highway through their neighbourhood or even upzone their area, but that poor neighbourhood along the river doesn't have as much power so you can plow through there easier. Stuff like that shaping your city would be extremely fun to me. But just like Workers & Resources some difficulty options and the ability to just flat out disable entire mechanics would make it good for everyone. In W&R there is a detail power generation and distribution system as well as every single vehicle in the game needing fuel so you have to manage gas stations and make sure those gas stations are supplied with gas. You can turn off needing to do any of this stuff if you so want. All this stuff like political capital, local interest groups, detailed budget and economic poo poo could all be turned off and adjusted with sliders so everyone could get the experience they wat.
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# ? Jun 10, 2021 18:03 |
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I, too, lust for more abstract sliders to manage.
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# ? Jun 10, 2021 19:44 |
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Pretty sure Baronjutter was talking about being able to choose just how much you'd have to engage with political capital, detailed budget, etc. Not "managing sliders" but "choosing difficulty"
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# ? Jun 10, 2021 19:51 |
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As a fun distraction I think it would be cool if they offered a dumbed down transport-only game mode. Like OpenTTD with really really nice graphics.
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# ? Jun 10, 2021 22:58 |
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Citystate kinda tries to mesh politics/economics with the city building and it has region play, too., but it has a major shortfall where the dev injected their personal politics into it including the whole reactionary racist "immigrant caravan" thing in the game and homeless camps. I like that it at least tried to include those indirect aspects into the sim even if it was problematic. It's been said by others in this thread already, but my ideal city builder would have: - region play like SC4 & citystate - social/political issues to address (but good luck on doing that in a satisfying manner) - social/political factions to deal with- but leaving the player the option to go back to imminent domain for every decision. - a 'zoning' phase before you build something where you plan it out before it gets built, and maybe some construction time with associated bad traffic around it so a whole-rear end new borough of a city doesn't just appear overnight.
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# ? Jun 10, 2021 23:10 |
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Ohhh man City States, where the absolute clear best policy is having a 100% libertarian tax shelter for the rich. The government doing anything is just automatically less effective and efficient. Set taxes to zero, no business or labour regulations, and let capitalism flourish!
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# ? Jun 10, 2021 23:14 |
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Yeah that game was hosed and I feel bad picking it up without knowing what I was getting into or supporting by buying it and playing it long enough to not get a refund.
frogge fucked around with this message at 23:23 on Jun 10, 2021 |
# ? Jun 10, 2021 23:17 |
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frogge posted:Yeah that game was hosed and I feel bad picking it up without knowing what I was getting into or supporting by buying it and playing it long enough to not get a refund. Oof, thanks for taking the hit so I could take those off my wishlist.
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# ? Jun 11, 2021 00:58 |
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A mod came out and it's great. https://www.youtube.com/watch?v=9g0tqme0LRE
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# ? Jun 11, 2021 01:33 |
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Count Roland posted:Hearing rumours about a sequel to this gene got me thinking of what I wanted to see. I'd like to see actual zoning tools in the sense that the game would procedurally generate buildings based on zoning ordnances, rather than repeating cookie-cutter models over and over.
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# ? Jun 11, 2021 11:19 |
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See a more integrated version of this sort of thing is exactly what I would want for a sequel, being able to set up infrastructure on a building or block level would really help with making nice looking and working areas of the city.
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# ? Jun 11, 2021 11:43 |
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The takeaway from that video, to me, is that I need to download a thousand individual assets.
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# ? Jun 11, 2021 16:05 |
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Chef Boyardeez Nuts posted:The takeaway from that video, to me, is that I need to download a thousand individual assets. Welcome to trying to add any theme mod to this game.
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# ? Jun 11, 2021 17:50 |
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Chef Boyardeez Nuts posted:The takeaway from that video, to me, is that I need to download a thousand individual assets. Same, which finally re-convinced me that it's crazy to get back into this game.
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# ? Jun 11, 2021 19:11 |
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The biggest thing, honestly, is the vanilla game doesn't have nearly enough parking to look realistic. That's the major thing about any of these hyper realistic cities, like that dude's Target, they're absolutely covered in paved parking.
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# ? Jun 11, 2021 20:30 |
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I really just wish it was easier to manage collections of assets and themes within the game.
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# ? Jun 11, 2021 20:39 |
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lament.cfg posted:The biggest thing, honestly, is the vanilla game doesn't have nearly enough parking to look realistic. That's the major thing about any of these hyper realistic cities, like that dude's Target, they're absolutely covered in paved parking. Depends on if you're making an American car-centric city or an European/Asian transit-centric city.
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# ? Jun 11, 2021 22:27 |
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I was thinking further on how you'd represent various types of mixed-use development, and came to the conclusion that it could also handle parking lot paucity (even compared to suburban Asia) and the impact it has on both real city design and car supremacy in city builders well. For the mixed-use part, I think the key is to maintain a library of building 5x5m tiles, 1x1 for a low-value 4-resident SFDH or an 8-worker convenience store with parking all the way up to 100x160 for a 30,000-worker heavy industrial plant in the mold of Boeing's Seattle operations. Rather than just scaling how much demand is satisfied based on zone type + land value, and assigning a random map representation based on category, give each building stats in each of your RCI (or expanded RCI) categories; weight the choosing of each new building based on how well it matches the current RCI demand, and do not allow bulldozing of non-abandoned buildings (or allow it on a very long delay, traffic penalties, etc.) Zone types govern which of these tiles are available in the pool and their weights rather than the direct stats. IE, for the Japanese model, exclusively R and C 1x1s or 2x1s (4/0/0 SFDH, 12/0/0 studios, 0/400/8 all 8 low-ed convenience stores, 0/40/4 2 low ed/1 medium ed/1 high ed offices) for Low-rise Residential 1, all the way up to literally any tile in the game that will fit which isn't heavy industry in Quasi-Industrial, followed by a quick fade to I-only. Let the player nudge weighting when they have an idea of what's coming in the near future, and have more manageable/coherent political factions to deal with if you want to simulate that, by being able to partner for development in selected blocks/areas with different groups, everything from land advertising efforts who will prioritize SFDH and offices to rail companies who will spam high-C buildings while demanding a tract of land for a station in exchange for building the transit spur themselves. Making parking -also- a stat that can be provided to the building, ie giving it R/C/I/P numbers and having P quickly fill up and cap all other capacity unless walkability and transit are provided in a way that's only solved by mass spam of mediocre R or C/mediocre P combos or 1x1 lots that only provide P, would do a lot to make the lot sprawl look more realistic, to accentuate the difference between a town which can't take advantage of the highest R/C buildings and a city which can, and to cut down on auto traffic centeredness by creating a class of pop that quite literally can't get on the roads (since their home has no or insufficient P.) E: To integrate with the hybrid statistical-agent model: Each building provides RCIP in varying amounts (which may be 0 in some or all categories) and demands infrastructure in rough scale. Player's first choice: heavy infrastructure spending for eventually high-value high-rise, or lighter infrastructure spending for quickly mid-value low-rise? Area (max. 100x100 or 200x200? auto-blocked out on highway connection or transit station construction, logic like Civ culture?) calculates its total R, C, and I. Lowest is subtracted from the other two to cover internal foot traffic. Once complete, sweep the area map and also remove any demand that's covered in two street or transit hops. Once that's complete, sweep the map and remove any demand that's covered in five street hops or fifteen highway hops, but also remove a P at either end. If that leaves an area with no more P, remove it from consideration. Add the number of P used to baseline traffic. Expand as necessary for an RCI model that includes offices, entertainment, etc. Schools for example could also be implemented this way, as a proportion of R which demands S rather than I. Introduce C(Luxury)/I(Specialist)/E(Experience) demands, and pop agents with a regionwide range for these, ruining parking and traffic in your downtowns. Mandoric fucked around with this message at 03:00 on Jun 12, 2021 |
# ? Jun 12, 2021 02:21 |
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Jasper Tin Neck posted:I'd like to see actual zoning tools in the sense that the game would procedurally generate buildings based on zoning ordnances, rather than repeating cookie-cutter models over and over. Even if they didn't do full procedural, the SimCity 4 method of defining the building but the garden or plot is dynamic would be a huge step up. Combine that with a simple dynamic paint system so that buildings can be different colours, and dynamic levels of dirty. And a skyscraper system where you can define base-middle-top and the middle can be repeated a number of times for varying heights. Those last two in particular would be really really easy to do and vary up things a lot.
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# ? Jun 12, 2021 03:32 |
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spent a whole evening trying to make various simple mods and asset packages work; finally made it load without a dozen error messages every ten seconds reading "ObjectNullReferenceException: Details: no details" (gee, thanks). having a ball drawing all the lines on my highway nodes and stuff. doing my best with this fancy RICO thing to make something that actually looks like a growing town on actual geography rather than a grid on a flat plane. was quite happy with the low-density stuff, but the high-density zoning is pulling from european assets (ads in German etc) that I think are default but I don't know how to override. currently looking at RICO and contemplating replacing each one individually with something I like better, and realizing the depth of the precipice I'm standing on
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# ? Jun 12, 2021 15:34 |
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Getting so pissed off with Cities Skylines that you join the local city council
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# ? Jun 12, 2021 16:42 |
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Getting so pissed off with the city council that you ascend to the roll of Demiurge
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# ? Jun 12, 2021 16:47 |
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If I quit to main menu and then try to load a game or start a new game, it 100% of the time freezes up as soon as the map finishes loading. Basically if I'm going to reload a save or load a different map I always have to quit to desktop and relaunch the game entirely. Is this a known thing or is there a particular mod that's known to cause this?
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# ? Jun 13, 2021 01:58 |
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Entropic posted:If I quit to main menu and then try to load a game or start a new game, it 100% of the time freezes up as soon as the map finishes loading. Basically if I'm going to reload a save or load a different map I always have to quit to desktop and relaunch the game entirely. Is this a known thing or is there a particular mod that's known to cause this? This is normal. If you ever need to go back to the main menu for any reason, just Exit To Desktop and restart the game. I think it has to do with this being a Unity game, and Unity loads some mods at certain times which can lead to mods being loaded multiple times.
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# ? Jun 13, 2021 02:04 |
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Wow your buttons work after you exit to main menu? My textures bug out on the main menu and none of the buttons, including exit, work.
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# ? Jun 13, 2021 10:43 |
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I've never made a north american city before, having fun finally using all those NA assets I'd skip all these years. My project is to recreate my model railway plan but in skylines, then expand the narrow slice that I plan to model into a full sized city. haven't touched skylines in a couple years so tons of new mods to learn. Node controller is such a game changer! Some pleasant street car suburbs, the only ethical suburbs. This is where I'm actually recreating my model train plans. The buildings are wrong but the general shapes and roads/tracks are spot on. I love paved and street running track. Had to do some PO fuckery to remotely fit any of these buildings. Downtown will mostly be fairly pedestrianized streets with good transit and bike access. This part is again like my industrial area, fully replicating my model train but with not exact buildings obviously.
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# ? Jun 17, 2021 21:18 |
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MikeJF posted:Even if they didn't do full procedural, the SimCity 4 method of defining the building but the garden or plot is dynamic would be a huge step up. Doesn't CS already do these two? Actually it might not do the second one, although I feel like I've seen it, but I'm pretty sure I see low-density houses with different trees, playground bits, etc. in the backyard or commercial buildings with/without billboards.
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# ? Jun 17, 2021 23:16 |
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There's a very limited one where when you place a prop it can be randomised which specific one shows up out of a set.
MikeJF fucked around with this message at 04:14 on Jun 18, 2021 |
# ? Jun 18, 2021 04:11 |
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Okay, I'm blown away. This mod has fixed a TON of the issues I've had with traffic in Industries zones. The fact that you can apply your customizations to every single building of that model is fantastic. I can't wait to keep playing around with this mod. Absolute game changer.
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# ? Jun 19, 2021 03:43 |
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Otacon posted:Okay, I'm blown away. This mod has fixed a TON of the issues I've had with traffic in Industries zones. Obviously you need a spawn point and every (or most) doors.
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# ? Jun 19, 2021 04:38 |
Baronjutter posted:Yeah my ideal city game actually does have politics and special interest groups. Abstracted away to "political capital" or something. For instance if local wealth homeowners have a ton of established power as an interest group, it would cost a poo poo ton of political capital to plow a highway through their neighbourhood or even upzone their area, but that poor neighbourhood along the river doesn't have as much power so you can plow through there easier. Stuff like that shaping your city would be extremely fun to me. But just like Workers & Resources some difficulty options and the ability to just flat out disable entire mechanics would make it good for everyone. In W&R there is a detail power generation and distribution system as well as every single vehicle in the game needing fuel so you have to manage gas stations and make sure those gas stations are supplied with gas. You can turn off needing to do any of this stuff if you so want. All this stuff like political capital, local interest groups, detailed budget and economic poo poo could all be turned off and adjusted with sliders so everyone could get the experience they wat. I read an article recently that said some poor/ethnic areas in the US that had highways built through them for that reason are actually fighting against having those highways removed now, even after plans are made, as they fear the gentrification that could happen afterwards.
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# ? Jun 19, 2021 05:48 |
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Since tree brush seems to be broken is there another mod to use to mass plant trees?
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# ? Jun 23, 2021 03:43 |
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So a bunch of the DLC and creator packs are on sale on Steam. Are any of the creator content packs worth it? It sounds from the reviews like the buildings from those packs just get added to the regular pool of RICO growables and there isn't a district style included? You'd think it would be a no-brainer to have a district style that lets you zone the new buildings when you buy them. Are there mods to easily do that? So far trying use custom district styles is my absolute least favorite aspect of modding in this game, it seems like a giant micro-managey headache.
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# ? Jun 24, 2021 22:02 |
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# ? May 23, 2024 06:39 |
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Entropic posted:So a bunch of the DLC and creator packs are on sale on Steam. Are any of the creator content packs worth it? It sounds from the reviews like the buildings from those packs just get added to the regular pool of RICO growables and there isn't a district style included? You'd think it would be a no-brainer to have a district style that lets you zone the new buildings when you buy them. Are there mods to easily do that? So far trying use custom district styles is my absolute least favorite aspect of modding in this game, it seems like a giant micro-managey headache.
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# ? Jun 24, 2021 22:20 |