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Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

Are there any good historical city builders? I meant to try the one set in Assyria (?) but haven’t got around to it yet.

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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Frosted Flake posted:

Are there any good historical city builders? I meant to try the one set in Assyria (?) but haven’t got around to it yet.

Pharaoh is very good, especially with the remaster

I would say Caesar with the Augustus 3rd-party mod is also good

Nebuchadnezzar is more cerebral/involved than the Impressions Games series, but has way more potential for elaborate city setups because of it

HallelujahLee
May 3, 2009

there was a decent one thats also ancient rome civcity rome i think it was called

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
If you have some patience and can download some mods from 2012 Children of the Nile remains one of my favorites. Pay city employees in bread as your farmers bring in the harvest!

HallelujahLee
May 3, 2009

Benagain posted:

If you have some patience and can download some mods from 2012 Children of the Nile remains one of my favorites. Pay city employees in bread as your farmers bring in the harvest!

forgot about this one and its good

John Charity Spring
Nov 4, 2009

SCREEEEE
I'm going to stick my neck out and say that all the Anno games are awful so don't even bother with them

recent Tropico games have had an interesting idea with the eras that you go through so you start as a colony then have to get independence then go through the world wars then the cold war etc. but the implementation is pretty shallow and you also have to put up with a really grating cartoonish portrayal of the Caribbean that occasionally gets pretty racist, so it's not really worth it

the original Stronghold is actually a pretty good builder in sandbox mode if you want a medieval setting

HallelujahLee
May 3, 2009

John Charity Spring posted:

I'm going to stick my neck out and say that all the Anno games are awful so don't even bother with them

gamers rise

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I've never played an Anno game so I support John Charity Spring

___

A game I did pick up, and played through yesterday and today, is Cartel Tycoon. As the name implies, it's about running a [stereotypical] Latin American drug cartel. In the real world I would challenge the notion that drug cartels exist at all, but taking the mainstream view of it gives us a strong baseline to establish a gamified model from.

You grow the opium, and you move it to an airfield, and it gets smuggled into the United States, and the Cessnas come back with stacks of "dirty money".

To launder the dirty money into "legal money" (and the game explicitly keeps track of both separately), you have to establish front businesses, like taxicab companies and casinos.

You can, actually, still pay for things like maintenance costs and even building costs with dirty money, but that means physically transporting stacks of cash to where they are needed, and lots of vans going in and out of your private residence raises heat.

Eventually you will expand to the full extent of what your starting region can support, and you'll need to take over another province of this fictional Banana Republic. If the neighboring region is still "on the level", then it could be as simple as corrupting the mayor of the next town over by paying off his debts, having your lieutenants assassinate a competitor, and giving him several hundred kilos of coke.

If, however, the neighboring region is under the control of a rival cartel, then you'll have to send your lieutenants to start a gang war. The combat is rudimentary and is mostly based on "strength values" pushing against each other in a tug-of-war until you can seize control like a game of Risk, but the interesting part is that the longer the gang war drags on, the higher the heat rating rises, which means a protracted conflict is bad lest the heat meter rise high enough that you attract the attention of the BOPE Elite Squad and hit a game over.

This is the second such tycoon game I've gotten into in as many months, and it's also one that deals with criminality. Upon reflection, I feel as though the interesting aspect to this specific subject matter is that by existing outside of the bounds of legal capitalism, as it were, a lot of the veneer falls away to just the fundamental aspects of "manufacture a product, sell it for a profit, reinvest the profit into seizing a monopoly"

If you had to do it all above-board, it would be a lot more complicated, yes?

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
I played Anno 1602 a shitton on LAN when it was initially released. It was good for its time imo, obviously don't recommend playing it now. 1701 and 1503 had incremental improvements on the formula but then also each introduced new poo poo which wasn't very good imo. Anno 1404 really nailed that era of Anno games and if you ever liked any of those 4 I can't imagine that one not being the favorite of the bunch. Then they did a bunch of future poo poo I bounced off of hard and otherwise can't comment on.

I mostly like 1800, though the big thing to figure out about it is that the real way to play isn't so much building ever-expanding production lines but going for maximum benefit from the trade union type buildings and the things (mostly people/characters?), I dunno what they're called) you can buy and slot into them to get insane stacking productivity boosts and changing input requirements and poo poo. It's... fine? Ultimately that's just not really what I'm looking for in a game like this, but there's so much game there and a lot of the interface and execution is done well enough that I still sank in a whole bunch of hours and probably will again once the right mood strikes me.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

gradenko_2000 posted:

This is the second such tycoon game I've gotten into in as many months, and it's also one that deals with criminality. Upon reflection, I feel as though the interesting aspect to this specific subject matter is that by existing outside of the bounds of legal capitalism, as it were, a lot of the veneer falls away to just the fundamental aspects of "manufacture a product, sell it for a profit, reinvest the profit into seizing a monopoly"

If you had to do it all above-board, it would be a lot more complicated, yes?

Oh yeah this is why I've always been rather interested in and read a lot about illegal markets like drugs, prostitution, alcohol during prohibition and some of the arms trade. It's all capitalism, but with a level of honesty, even in popular media, that you don't otherwise encounter. Some of the mask, so to say, is gone.

IMO it tells us a lot about how it incentivizes people to treat one another, and it's primarily due to the capitalism aspect rather than the illegality aspect.

Lostconfused
Oct 1, 2008

The difference between legal and illegal capitalism is that you can't just send a bunch of guys with guns to kill the competition.

You'd have to start a war first to do it legally.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Lostconfused posted:

The difference between legal and illegal capitalism is that you can't just send a bunch of guys with guns to kill the competition.

You'd have to start a war first to do it legally.

*a whole bunch of CIA guys all laugh in unison*

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
so I kept watching that urban planner guy on youtube, and I discovered that Cities Skylines has explicit, non-modded support for streets with bike lanes.

on the PC, you do need the "After Dark" DLC to get it, but it comes included out-of-the-box in the console and Switch versions (since they were released post-"After Dark" and so were part of the base game for those platforms), and so I made it my mission today to play through the game far enough to unlock it

they're quite far down the "milestones" list - the 5th one down, requiring a town of 4,200 population in the map I was playing. Fortunately, Cities Skylines does support simply letting you do an upgrade-in-place of all your roads, so I was able to convert pretty much all the roadway into having bike lanes as soon as I unlocked it without having to tear up my city

the simulation is fairly generous - it allows for people taking their bikes all the way across town, from their house to their factory job, and back, and it does make a serious dent in the traffic problem, especially when combined with public transportation

this was a relaxing way to spend an afternoon

Tankbuster
Oct 1, 2021
It lacks the sovl of Workers and Resources.

KomradeX
Oct 29, 2011

Tankbuster posted:

It lacks the sovl of Workers and Resources.

Whos got the screen shot of the Dev telling people that are complaining about the game to stop thinking like capitalists?

Tankbuster
Oct 1, 2021
which game?

sullat
Jan 9, 2012

Orange Devil posted:

Oh yeah this is why I've always been rather interested in and read a lot about illegal markets like drugs, prostitution, alcohol during prohibition and some of the arms trade. It's all capitalism, but with a level of honesty, even in popular media, that you don't otherwise encounter. Some of the mask, so to say, is gone.

IMO it tells us a lot about how it incentivizes people to treat one another, and it's primarily due to the capitalism aspect rather than the illegality aspect.

Played a game called "City of Gangsters" not too long ago that was about prohibition. It was kind of fun, building up supply chains for making illegal booze and then selling it while bribing cops to look the other way and murdering rivals and stealing their stuff. There is an expansion that also lets you bribe politicians but it seems like too much micro for too little gain to be particularly interesting.

KomradeX
Oct 29, 2011

Tankbuster posted:

which game?

Workers and Resources Soviet Republic, someone was complaining about just not buying things like in other city builders on the Steam Forums and he told them to stop thinking like such capitalists. Maybe i'll ask the videogames thread. That thing moves too.drat fast

KomradeX has issued a correction as of 05:13 on Apr 7, 2023

Tankbuster
Oct 1, 2021
no post about it here. I am watching the city planner dude playing city skylines and there's a lot of things that just pop up in that game. You zone the houses and they get built. W&R has you do everything manually, like factorio.

Danann
Aug 4, 2013

are microdistricts the meta in workers and resources soviet republic?

Griz
May 21, 2001


Danann posted:

are microdistricts the meta in workers and resources soviet republic?

the game basically trains you to build microdistricts - your first town will be a cluster of services and a bus station with apartment blocks around it within walking distance, with more housing built as improved roads increase walking distance. then when it's done you build and expand another self-contained block on the other side of the perimeter road.

no one has personal cars unless you specifically import or manufacture cars and let citizens buy them, so everyone ends up designing walkable districts by default.

Griz has issued a correction as of 06:59 on Apr 7, 2023

Mister Bates
Aug 4, 2010
W&R is one of the only city-builders I have ever played where traffic is not abstracted in any way and every single car on the road is a simulated agent that actually needs a clear path to its destination in order to get there (Cities Skylines sort of does this but there's a very low agent limit and also cars that are stuck for too long will disappear and teleport to their destination). if you try to do a car-heavy republic it quickly becomes clear why most city sims don't do this - namely that if you try to simulate traffic realistically it turns into a loving nightmare that makes mass transit look like a vastly superior alternative to personal cars in pretty much every way, and you will spend an inordinate amount of time engineering your road network to try to minimize congestion - minimize, not eliminate, since there will always be congestion somewhere.

It also doesn't abstract fuel - even in something like Skylines with the various traffic management mods that eliminate the teleporting cars and require them to actually drive to their destination, they never have to stop to get gas. Cars in W&R do, and if you have a lot of them that means a lot of gas stations and a lot of infrastructure for moving and storing that fuel.

having to build all of that infrastructure from scratch really drives home how stupid it is, the game is an incredibly effective piece of anti-car propaganda

I usually have a small number of personal cars to ensure that certain high-value buildings are kept operational and the people who work them are kept loyal - mostly doctors and educators, as well as very distant things like rural fire stations that are too isolated to justify a dedicated train route - but basically everyone else is taking a bus/train or walking, because gently caress dealing with literal thousands of automobiles.

palindrome
Feb 3, 2020

I've been playing so much katamari damacy reroll. I feel like I could rolll up the posts on this page as if they were 2D chalk drawings on the sidewalk.

how disturbing

Tankbuster
Oct 1, 2021
yeah but can you make neat bus/tram systems tho.

KomradeX
Oct 29, 2011

Tankbuster posted:

yeah but can you make neat bus/tram systems tho.

I don't know if I can. I was going over the tutorials for W&R amd goddamn even that is daunting to the game

John Charity Spring
Nov 4, 2009

SCREEEEE
it's really easy to set up bus lines in W&R, you just designate each stop for a vehicle then you can assign other vehicles to that same route that you've created

a working railway with branch lines and so on that doesn't end up in a total train jam is another matter though. took me a long while to get my head around it but now it's second nature

KomradeX
Oct 29, 2011

John Charity Spring posted:

it's really easy to set up bus lines in W&R, you just designate each stop for a vehicle then you can assign other vehicles to that same route that you've created

a working railway with branch lines and so on that doesn't end up in a total train jam is another matter though. took me a long while to get my head around it but now it's second nature

Yeah the train network thing is reallybgetting to me cause I dont know what the difference between a semaphore and a chained one is and why you need to use one over the other or where. My baby brain is just too use to Simcity/Cities Skylines where you just lay the track

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
https://twitter.com/PresidentSunday/status/1644783463160246272?t=qDJPtJM_ORPUn7hm9b2Mng&s=19

Mantis42
Jul 26, 2010

the earth was colder and the ocean lower back then

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Didn't HOI3 launch with Stalingrad way the hell off where it was supposed to be

Slim Jim Pickens
Jan 16, 2012
HoI3 had a completely hosed map because they turned the entire world into a pseudo-hex board but still tried to give each province a name. This is what New York looked like

Raskolnikov38
Mar 3, 2007

We were somewhere around Manila when the drugs began to take hold

Slim Jim Pickens posted:

HoI3 had a completely hosed map because they turned the entire world into a pseudo-hex board but still tried to give each province a name. This is what New York looked like



needs a little WWE logo on stamford

Minenfeld!
Aug 21, 2012



RBS/UBS and a hundred hedge funds.

Also loling at super Danbury.

Maximo Roboto
Feb 4, 2012

https://twitter.com/supremacy1914/status/1645758609043886081

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die



:thunk:

John Charity Spring
Nov 4, 2009

SCREEEEE

KomradeX posted:

Yeah the train network thing is reallybgetting to me cause I dont know what the difference between a semaphore and a chained one is and why you need to use one over the other or where. My baby brain is just too use to Simcity/Cities Skylines where you just lay the track

easiest way to explain chained signals is that they require the signal ahead of them to also be clear to allow trains to proceed. helpful if you want to make sure a branch line is clear before trains turn and then block the line coming the other way, that kind of thing

palindrome
Feb 3, 2020

I can appreciate the efficiency but it seems safer and more reliable to have all train tracks be one-way only. You'd rarely have head-on collisions that way. Just appropriate a few meters of extra land along the lines.

Minenfeld!
Aug 21, 2012



You'd still need signals for capacity.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
https://twitter.com/TilFolkvang/status/1646551857589022720?t=ENuG8LUWUsyvsP4MDmAhOw&s=19

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lobster shirt
Jun 14, 2021

the game of thrones mod for crusader kings 3 releases tomorrow. i am looking forward to this. thank you for reading.

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