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SimCity a disaster for you? Take a look at Cities: Skylines (not related to CitiesXL)

swoon

Member
they said there are between 400-500 different buildings.

remember that they got different artstyles going on too what with the southern and northern artstyle.

modding is gonna add a ton of variety too.

unless you can mix and match art on a per building/time period basis it doesn't matter.. i'm sure modding will get the game there, but it's fairly dull looking out of the box, especially since it's a city planning game, not a logistics game. could be my basis from being married to an architect.
 
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Quill18 @quill18 · 19m 19 minutes ago
This kind of intersection is proving to be super effective. Cars use all 6 lanes. No traffic light. http://i.imgur.com/nB7CfPD.jpg @Cities_PDX


In city planning there is this idea of traffic calming. This is the inverse of that idea. I do wonder how pedestrian agents are going to effect driving agents. I've only watched quills stream yesterday and his city was the inverse of a transit and pedestrian oriented city so it didn't seem like there were even many pedestrians in existence.
 

Rentahamster

Rodent Whores
bi level streets?

As in, building an elevated street directly on top of another one. This doubles capacity, while saving space. The only extra space you need is for the on/off ramps that connect top and bottom.

Here's a post I made back in August of last year. At the bottom of the first screenshot, you can see how I built an elevated highway right above an avenue.

I've been messing around with mods, and I find myself having a lot of fun with this game again. Here are a few shots from a concept city I had in mind.

The concept: Pack over 700,000 sims into the city, have no mass transit, and keep traffic manageable.

Result: Pretty easy with a few choice mods. One way roads, and highways really help out in this regard. I can add all sorts of outlets for traffic so that the main roads don't get too congested. The regional roads mod helps out a ton too, since I can utilize the space outside of the city box for my road network, and leave more space inside the box for actual buildings.

Here is a bottom section of the city. The basic "neighborhood unit" is one giant one way street loop. It goes from the top of the pic to the bottom. the community college eats up the students, and the workers have lots of space to go to the factories. I've highlighted the tunnel where the road loops around and goes all the way back so that the sims can go home. You can also see the additional elevated highway that I have looping all around the city. It adds yet another path for sims to drive, which eases congestion.


This is the top section, so you can see the residential buildings that the sims came from. You can see each loop feeding back into itself. There are also onramps and offramps that connect each loop to each other seamlessly. Since ramps don't have traffic lights, traffic flows very smoothly between them.


Here is the bottom part of the city again where you can see more of the regional roads that I've put in that adds inlets and outlets from the main regional road. No longer am I bottlenecked by that tiny ass city entrance. I can add more entrances wherever I like.



For funsies, I also added casinos and landmarks to a section of the freeway, which adds even more cars. My layout can handle it with no problem, whereas in vanilla SimCity, this would probably kill your roads.

Everyone gets to work and school on time and then back home. During nighttime, the roads are clear since everyone made it back home very quickly.
 

Klyka

Banned
Well I know you can increase the heights of your streets but no idea if you can put them directly above each other
 

Setre

Member
After watching some streams I'm pretty sure I'll be picking this up.

I've got a question as well that I figure is best asked here than anywhere else. Anyone know of any city building game that's set in a medieval period? Preferably with no combat.
 
After watching some streams I'm pretty sure I'll be picking this up.

I've got a question as well that I figure is best asked here than anywhere else. Anyone know of any city building game that's set in a medieval period? Preferably with no combat.

Banished is the closest you are going to get. With the Colonial Charter mod it is pretty rad, if a bit easy.
 

Rentahamster

Rodent Whores

Grief.exe

Member
After watching some streams I'm pretty sure I'll be picking this up.

I've got a question as well that I figure is best asked here than anywhere else. Anyone know of any city building game that's set in a medieval period? Preferably with no combat.

Banished was one of the best games I played last year, really jump started my interest in the city building genre.
 
I'm not sure I'd call Banished a "city building game" in the same vein as SimCity. I mean, you do build a town or whatever, but it seems pretty focused on survival rather than building and running a large city.

After you understand the game surviving is trivial after the first hour. The real challenge is building as vast a city as you can, or becoming a trade powerhouse, or maxing out your health and happiness, etc. After my third town I never had a single other failed city on hard.
 

Mengy

wishes it were bannable to say mean things about Marvel
After watching some streams I'm pretty sure I'll be picking this up.

I've got a question as well that I figure is best asked here than anywhere else. Anyone know of any city building game that's set in a medieval period? Preferably with no combat.

Banished. Banished. BANISHED.

You want Banished but you just don't know it yet, it's a great game, go get it right now.
 

Rentahamster

Rodent Whores
I'm not sure I'd call Banished a "city building game" in the same vein as SimCity. I mean, you do build a town or whatever, but it seems pretty focused on survival rather than building and running a large city.

After you understand the game surviving is trivial after the first hour. The real challenge is building as vast a city as you can, or becoming a trade powerhouse, or maxing out your health and happiness, etc. After my third town I never had a single other failed city on hard.

Yeah, once you understand the mechanics, it's pretty easy. But getting to that point (especially without using any guides) is a fun and challenging adventure. You can see how crazy our populations got in my Banished challenge event.

http://www.neogaf.com/forum/showthread.php?t=788912
 

Mengy

wishes it were bannable to say mean things about Marvel
I think it was mentioned in Quills Road Tutorial but this is not possible because the pillars of the bridges need to be placed on free space.

Yeah, you are correct, no multi-level roads. That might be a good candidate to get modded in though.


Also Shaldome, very nice Pools of Radiance avatar!!! :)
 

Alavard

Member
Man, I wish I could be playing this right now

Paradox have been absolute geniuses in their marketing and their decision to lift the embargo for streamers a week before release. It's the perfect amount of time to bring the hype to its maximum level and then release the game before much of it drops off.
 

Klyka

Banned
Paradox have been absolute geniuses in their marketing and their decision to lift the embargo for streamers a week before release. It's the perfect amount of time to bring the hype to its maximum level and then release the game before much of it drops off.

the price point of the game helps a lot too.
you watch the stream and think "hey i'd like to play that!" then you see it's 20$ and just pick it up.
 

Mengy

wishes it were bannable to say mean things about Marvel
the price point of the game helps a lot too.
you watch the stream and think "hey i'd like to play that!" then you see it's 20$ and just pick it up.

Yeah, the price point of the GMG sale coupled with the early & very positive streamers is ultimately what swayed me to pre-order. It's a great value, I spend more money when the gf and I go out to Five Guys for a couple of burgers. I'm certain that Cities Skylines will give me more value than some burgers do...



I wonder if I'll be able to make a mod to put Five Guys into CSL?
 

Mengy

wishes it were bannable to say mean things about Marvel
That's terribly sad news. Maxis has been one of my favorite studios up until Simcity 2013. :(


I'll always treasure my Simcity 4 though. Hopefully CSL can carry on the distinguished banner that Will Wright and Simcity established.
 
So glad that there is a new king in town. City Skylines may not sound as cool as "Sim City", but I can get used to the name.

Maybe they can hire some SC talents? Did SC do anything right? Online maybe? Can't wait for Skylines to rake in the cash and push the genre even further.
 

Sober

Member
I feel more like CSL is taking up the SimCity2013 mantle right now, maybe it'll be good, maybe agent simulation just needs a few more games before we're fed up with it or there's some insane breakthrough. Who knows right now?
 

wit3tyg3r

Member

Goodness... the timing on this is huge!

GDC is right now so it seems like they were maybe hoping this news to go mostly quietly under the "noise" of GDC announcements.

Also, Cities Skylines is less than a week from release and has been getting overwhelmingly positive feedback. I figured EA/Maxis would want to try to redeem themselves as the city sim gods after their SimCity 5 fuck up, but it looks like EA decided to just throw in the towel instead...

Good news for Colossal Order and Paradox, though. Seems like they will be the next reigning champions of the city sim genre.!
 

Rentahamster

Rodent Whores
I feel more like CSL is taking up the SimCity2013 mantle right now, maybe it'll be good, maybe agent simulation just needs a few more games before we're fed up with it or there's some insane breakthrough. Who knows right now?

Agent simulation is an obvious evolution of the franchise, IMO. They just need to get it to model more real life behaviors, while not destroying CPUs.
 

Grief.exe

Member
Goodness... the timing on this is huge!

GDC is right now so it seems like they were maybe hoping this news to go mostly quietly under the "noise" of GDC announcements.

EA always plans their negative announcements like that actually. I believe the last studio they closed was under similar circumstances.
 

Psykoboy2

Member
If all goes well for Colossal Order and this release, I really hope some of those Maxis folks might find a job with them and join forces.
 

Sober

Member
Agent simulation is an obvious evolution of the franchise, IMO. They just need to get it to model more real life behaviors, while not destroying CPUs.
I'm still not sold. I don't need the game to both let me have wall-to-wall skyscrapers and then also have to physically simulate tens of millions of people. Agent simulation is fairly new, at least for urban city simulations, so I'm not entirely sold when the last attempt (SC2013) kinda didn't do what it was expected to do.
 

DEO3

Member
We should probably give credit where it's due, as much as SimCity 2013 burned the lot of us, it still laid the groundwork for Cities: Skylines in a lot of ways. The graphical style, the UI, and the agent based system, are all ripped straight from SimCity 2013. It also showed what a huge demand there was for a solid city builder, and it really crystallized what consumers want - and don't want - out of one. In the end, Cities: Skylines success couldn't have happened without SimCity 2013's failure.
 

Klyka

Banned
I'm still not sold. I don't need the game to both let me have wall-to-wall skyscrapers and then also have to physically simulate tens of millions of people. Agent simulation is fairly new, at least for urban city simulations, so I'm not entirely sold when the last attempt (SC2013) kinda didn't do what it was expected to do.

I can't tell you how great it looks and feels when you see those cars drive around they are are actually driving around and not just acting like they are.

Solving traffic issues in this and seeing the cars suddenly flow feels HUGE and that's just from me watching other people play.
 

Rentahamster

Rodent Whores
I'm still not sold. I don't need the game to both let me have wall-to-wall skyscrapers and then also have to physically simulate tens of millions of people. Agent simulation is fairly new, at least for urban city simulations, so I'm not entirely sold when the last attempt (SC2013) kinda didn't do what it was expected to do.

There is a level of complexity and management that an agent based traffic system can offer that a simulation based one can't. With agents, you have something in real time that you can mold and influence, and there are a lot more layout factors that contribute to your overall flow.

In the statistical model, like in SimCity4, traffic modeling was pretty good, but still unrealistic in the sense that roads had unlimited capacity, and things like bottlenecks weren't really something you necessarily had to design around.

Granted, SimCity2013 isn't a good example of how it should be, but it is the only example we have so far, and in my time playing it, I see how it adds a lot of dimensionality and dynamic feedback during gameplay that I couldn't get from SimCity4.

I don't think the failure of SC2013 was because of the agents themselves, but because of how the whole game was designed. I won't get into all the rest of that now, but as far as the agent-related problems go, they were:

1. Glassbox did an agent simulation of not just citizens but fucking everything, like water, electricity, poop, tech levels, and communication. Way way unnecessary, and made the game very unoptimized.

2. Their behavior was random and stupid. Pathfinding was bad. The work/shop/school behaviors were bad. Non-persistent jobs and homes? Worked out less than stellar.
 

GeoGonzo

Member
We should probably give credit where it's due, as much as SimCity 2013 burned the lot of us, it still laid the groundwork for Cities: Skylines in a lot of ways. The graphical style, the UI, and the agent based system, are all ripped straight from SimCity 2013. It also showed what a huge demand there was for a solid city builder, and it really crystallized what consumers want - and don't want - out of one. In the end, Cities: Skylines success couldn't have happened without SimCity 2013's failure.

I never played that game but from what I read, I'm inclined to agree. Well put.
 
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