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KnowitallSim

Basic concept of societies = good...so

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    ...I think most of us agree that we would like to see some aspect of societies in a SimCity game.

    I mean, the concept is nice...it'd be good to have your city influenced by your decisions like that and to have different cultural neighborhoods.

    I think we've all wanted that at some point or another.

    But...why...why did they have to get rid of electricity? Pipes? Zoning? Railroads, Subways, Highways? Why? 15.gif

    It could have been a great game if it still had all of that stuff and the societies aspect wasn't as vital to the gameplay, and more of a new feature.

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    You aught to go to the Tilted Mills Forums. There are some very interesting discussions going on about what your talking about. Strictly speaking most of the services remain in SCS.

    Fire Stations, Police Stations, Schools, Recycling Plants, Hospitals, Parks and Power Plants all remain. How they function does differ.

    Rather then forcing you to provide the said services you could in theory manage your society to one service alot and not need another at all.

    A inherently peaceful Society needs less security then a violent one. Even then you may seek other alternatives such as mental conditioning.

    Ideally my perfect city would be a Educational Community of Agrarians. Meaning they are ultra smart farmers. Think High Tech Apartments surrounded by farm land.

    Zoning is one feature that Scs takes a very interesting slant on. There is Small, Medium and Large Structures. Theres a new layer though. Some housing is suited for people who like to live near industry. Some housing is better suited to farmers. There will be structures suited to each kind of Society. Now if you zone a house near a Industrial Plant youll need Hospitals for them. Whether they like that housing or not, the people will need to deal with the consequences.

    The same applies to Industry though. Perhaps you want some industry in a clean city. Mayhaps you would want a electronics plant near your clean housing? So how do you acheive this? Well idiots cant work in those places so you need schools. You may need a clinic to compensate for some pollution. Its like a giant puzzle2.gif

    I wouldnt be to worried. They may have adjusted the formula. ALl that the game is really missing is Random zones. Hell the game even has traffic statistics.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Originally posted by: Techleo You aught to go to the Tilted Mills Forums. There are some very interesting discussions going on about what your talking about. Strictly speaking most of the services remain in SCS.

    Fire Stations, Police Stations, Schools, Recycling Plants, Hospitals, Parks and Power Plants all remain. How they function does differ.

    Rather then forcing you to provide the said services you could in theory manage your society to one service alot and not need another at all.

    A inherently peaceful Society needs less security then a violent one. Even then you may seek other alternatives such as mental conditioning.

    Ideally my perfect city would be a Educational Community of Agrarians. Meaning they are ultra smart farmers. Think High Tech Apartments surrounded by farm land.

    Zoning is one feature that Scs takes a very interesting slant on. There is Small, Medium and Large Structures. Theres a new layer though. Some housing is suited for people who like to live near industry. Some housing is better suited to farmers. There will be structures suited to each kind of Society. Now if you zone a house near a Industrial Plant youll need Hospitals for them. Whether they like that housing or not, the people will need to deal with the consequences.

    The same applies to Industry though. Perhaps you want some industry in a clean city. Mayhaps you would want a electronics plant near your clean housing? So how do you acheive this? Well idiots cant work in those places so you need schools. You may need a clinic to compensate for some pollution. Its like a giant puzzle2.gif

    I wouldnt be to worried. They may have adjusted the formula. ALl that the game is really missing is Random zones. Hell the game even has traffic statistics.quote>

    Sorry, that's not SimCity.

    SimCity is NOT a giant puzzle.

    It has no zones, no transportation, no pipes, no power grid...it's really sad.

    NOT SimCity.

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    I love the concept that they've taken, and it's quite honestly the next step that was there. The way they should have approached this concept, however, is for the city to grow around the way you build it. Keep the zoning, many transportation options, pipes, power.. but depending on how you create your city, a different demographic thrives. I dunno, I'm by no means a game designer.. this is just what makes sense in my mind. 2.gif

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