One of the things that modding SimCity was able to do was enable bi level streets. I'm anxious to see if that works in this game too. I haven't seen anyone try it yet.
bi level streets?
One of the things that modding SimCity was able to do was enable bi level streets. I'm anxious to see if that works in this game too. I haven't seen anyone try it yet.
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.
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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
bi level streets?
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.
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.
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 exactly that. Came out last year. Made by one guy. ONE.
http://www.shiningrocksoftware.com/game/
http://www.neogaf.com/forum/showthread.php?t=767594
http://www.reddit.com/r/Banished
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 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.
Well I know you can increase the heights of your streets but no idea if you can put them directly above each other
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.
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.
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.
Thats too bad. Hopefully modders do this game wonders.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!!!![]()
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.
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.
Game is just simulating induced demand, it's a feature, not a bug /s
http://www.wired.com/2014/06/wuwt-traffic-induced-demand/
But who knows what their public transport participation rate is based on. Build it and they will come?
Skyestorme is uploading videos again. Episode 6 is up
https://www.youtube.com/user/SkyestormeGaming/videos
Honestly, based on their actions, sometimes I feel like EA don't give a shit either way.
I have to imagine some of those people have been there for a long, long time.
Well it was a fun 12 years, but it's time to turn off the lights and put the key under the door. #RIPMaxisEmeryville
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?
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.
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.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.
EA always plans their negative announcements like that actually. I believe the last studio they closed was under similar circumstances.
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'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.
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.