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The New Official Next Generation Sim City Wish List

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Originally posted by: bernardoAZ

It is also American in the lack of commercial sex workers.  

quote>
 

Probably becuase they want the game to be rated 'E' (for EVERYONE).

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Originally posted by: Patricius Maximus
Originally posted by: bernardoAZ

It is also American in the lack of commercial sex workers.  

quote>
 

Probably becuase they want the game to be rated 'E' (for EVERYONE).quote>

In Europe, the SimCity games are rated 7 years and older for some reason.

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For the next generation Sim City game, I would go along with some of the ideas that they originally were going to use in SC4.

My idea would be the ability to build buildings on angles and have roads available at more angles (say, 16 angles instead of 4), and essentially have the buildings in 3D, but still stuck to the four main views. That means that the buildings are really 3d, and when you place them, they can be at any angle and the game would render the image of the building at that particular angle, which would lend to a much more realistic city layout, while still giving us who have lower end computers a chance to play it.

I would also include a regular play mode and a sandbox mode. I know that most people like to play without cheats and let their city grow at they may, but I like to plop the buildings to make my cities look good, and do get tired of using a slew of cheats to do it.

I would include more realistic buildings than what SC4 had, like stuff you'd actually see in cities, WTW commercial, warehouse industrial, etc. I don't see 100 smokestack boilers and 500 of those annoying blue-roofed buildings in my hometown.

And finally, I would introduce a good custom BAT program that's easier to use and understand than the SC4 BAT programs.

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I would just like to see huge and ultra futuristic cities like the, "Vertical City" in Star Wars and the ones in the Anime Film Metropolis.

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more realistic rails :X and other mass transit things :X single rail only 3.gif with upgrade to double rail and electrified one just like Rail Road Tycoon

a large gamma of stations to choose from

i'm sure they will include great buildings there

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Originally posted by: bourneid

SIGNAGE!  lots of signage!

I said this earlier today over at the tilted Mills, and have commented about it to every bat'er i have had the pleasure to talk to, to add signage to there bats, and to the game.

By signage I mean billboards, signs, and such on and around buildings such as billboards and banners and such... think Times square or any road that contains lots of buisness, shopping malls, and stuff. 

With EA already putting realworld ads in games... some work and others dont... but with SimCity (or any of this type of game) this model is not out of place, but accually would lend realism to any city layout.

Imagine the possabilitys....

quote>

If the companies pay....maybe it could even lower the price of the game!

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We are talking about SC5 ideas here right? After sim city societies I thought that was going to be the end of sim city. Are you guys saying it's possible that 5 is going to come out? Some of the stuff that I would like on my wishlist has already been included by other people such as less grid like city planning but I haven't seen my idea so here it is: user specified roads. For example, click on the road icon, and a query pops up asking how many lanes, whether its one way or 2 way etc etc, and then once all the options have been selected then you can start plopping the road that you wanted. So that means you can build any road you want instead of being limited to 2 lane one way roads/avenues and the current highways.

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THERE IS NO WAY I'M READING ALL THE REPLIES, so I might say what already has been said.

1. RESOURCES -I saw this earlier, so I thought I should piggyback. We should be able to take advantage of everything the map has to offer. For example, if I were to mine coal, I could sell it for a monthly profit (to my citizens or to other places), or use it to increase the efficiency of my Coal Power Plant. Same with Uranium. Oil could effect how much my sims are paying for gasoline (and they could annoy me about it. (just like now)) Other resources, like silica, iron, granite, copper, etc. could effect what kind of industry develops (High silica output could make more hi-tech computer manufacturing more desirable, while iron ,w/coal could influence Steel Mills.)

When trading electricity, water, and garbage, I want to trade also the new resources (paragraph above), and convicts (no more city prison, but a regional/federal prison.

2. CIVICS - No, not the buildings, or the car, but A CUSTOMIZABLE GOVERNMENT (Like in Civilization IV). Is my city communist?! Or is it free market? Is my city a city state, or part of a larger group (a state/province, a country, or AN EMPIRE?) Could I choose between free religion, or "worship or die"? And also specific laws, with their own pros and cons.

3.MAYOR'S ADMINISTRATION - Please, LET US PICK OUR ADVISORS! It's optional, so newbies won't get lost, but we hire our advisors, by selecting from a list of many, and pay them according to their skills/personality, (A hardworking, well payed Transportation Advisor will report on big problems, and do all the little stuff for me, while a cheap, lazy Utilities Advisor might not warn me about a malfunctioning Nuclear Reactor, until it's too late)

4. POWER!! -More power plants. Hydrogen, Fusion Reactors, Hydroelectric, Geothermal, Microwave, Incinerators, Win Turbines, plus the fossil fuels, also in different sizes (small to huge), no more, "Hmmm, that coal plant is too big for my nowhereville town.".

5. NO GRID -Grids are a no-no, EA! It's taboo from now on!

6. GOVERNMENT BUILDINGS -It goes with capital city, but I want more gov buildings, like mints, immigration, treasury, various departments (agriculture, food & drug, security,etc.). Weapons Testing Ranges, military bases, Top Secret research facilities, DMV, etc.

7. REALISM -I could have gone on, and on, and on, but my simple message is this:

EA, or whoever is making this, WHATEVER YOU WOULD FIND IN A REAL CITY, PUT IT IN THIS GAME!!

(Transit, rewards, buildings, recreation, zones, power, water, climate, WHATEVER!!!)

8. SIGNAGE (billboard with the big mac thing) - I'm not so sure of that, I mean, it kills the Sim idea, which I admire greatly (That goes with the Simlish as well!). But to be safe, make it optional, or customizable (EX. *On a billboard* Ndragonawa says do what Ndragonawa says or DIE!).

Updates:

9. HISTORY -Maybe some ruins of an ancient in my modern city would be very interesting. I could host research digs, for a slight education boost, or open it to tourism, for some extra cash.

10. THE DISK -This doesn't have anything to do with the game itself, but what comes with it. A BAT is a must, like in SC3KU. This is because I registered my copy 4 YEARS AGO, and I haven't got my activation e-mail. Plus maybe some older long forgotten sim games (SC Classic, 2K, etc), to show newbies where SimCity laid it's foundation.

11. REGIONS -Regions was a great feature, and it must carry on! Regional Terraforming would be a great addition, so making a region would be alot easier, instead of doing it one by one.

12. RANDOM/ PLANNED EVENTS -I've played SCS, and one of the very, very, very, few things I liked was the random events. Stuff like oil spills, riots, stock market bubbles, etc. Lets keep that, and add more events, plus maybe some quests or hidden tasks to accomplish. Stuff like, the Simlympics coming to town, or an ambassador from a distant country.

13. FANBASE -A good idea is to let the fans in on this, like what Monte Cristo is doing with Cities XL, which is letting them help with the process (letting them choose what content they want). In fact, you should let the fans make the buildings they want, and submit it, and all you have to do is choose which ones are going in. 

I'll update when needed!

(Can someone please send me a copy of the BAT? I really need it!!!)

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Were too late! The game is an epic fail. It is not a simcity game. It was designed by a different company. It would of been a new fresh look for simcity if it was made by the same company! Monte Cristo's Civ City Rome and Simcity Societies are earily the same. It sucks!

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Originally posted by: mazman34340 Were too late! The game is an epic fail. It is not a simcity game. It was designed by a different company. It would of been a new fresh look for simcity if it was made by the same company! Monte Cristo's Civ City Rome and Simcity Societies are earily the same. It sucks!quote>
 

First off, this is about the wishlist for the NEXT GENERATION SimCity, not about SCS.  And EA tried to copy City Life, by Monte Cristo, NOT CivCity: Rome, which was by Firaxis (The makers of Civilization IV)!

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I think there should be ALOT more city styles to chose from, becuase i personally hated the overly ultra modern approach in simcity 4, everything is way too modern! Also real religion must be included, I don't want to feel like the entire secular thing was just there so that atheists would feel better... ALSO: VERY IMPORTANT--------------------------------- GIVE SIMS BRAINS! Sims in Simcity 4 are functionally retarded, they cannot find a job even though a store opened up RIGHT NEXT TO THEM, also they are WAY too picky and spoiled. I mean, most people don't even work in the same city as they live in, but the sims MUST be withing a few blocks of their work place, that is extremely unrealistic sinse sims are willing to go bankrupt becuase their target job is an hour of commute, what? ALSO, TERRAINS! I hate having to build in the bland green terrain, I want simcity 3 terrains! I also think there should be a point where sims become more than just mad, they become unruly and dangerous. I mean, where are they moving? THE CITY IS IN THE MIDDLE OF NOWHERE AND THERE ARE NO OTHER CITIES ON EARTH! Sims must realize their standards and demand them, or threaten you with revolution, or worse, deposition. Standards will rise one you get an airport of seaport, becuase contact with the outside world means sims want what the other sims are having. Standards will, however, will be decided on how you play, which is determined when you found your city. Are you an evil despot or benevolent Hero- King? To make things easier new cities will have more money to start and a small base population, and a small monthly income which will eventually disappear... Standards will NOT rise over time unless you are spoiling your sims with beautiful parks, sumptuous theatres or education... Each class will, however, have a different standard, as the rich demand more rights (a more flexible law system should be included), and will demand ABSOLUTE power over the poor. The poor will accept rough times for a while until new cities start appearing on the horizon (note that you do not build ALL the cities, the rigion works in REAL TIME and so no more exploitative money-making schemes or cheats, you can build more citeis though but you have to work fast, the more population in the region the more other despots try to build their cities there 9.gif). When these cities appear the poor will begin to learn of their workings (albeit slower thant he rich, if you are evil it is in your best interests to keep them in a level of solitary confinement), and in time will begin to shun the other cities which will increase overall happiness (the benefit of being good in the begining) which wil cause you cities to boom, but if the other cities are better by a wide enough margin the poor will begin to slowly dismantle your government, the middle class will then steo in and begin to point out your backwardness and force you to make changes, like education and better health care. If you accept these things your city will upgrade and enjoy all the benefits of your neighbors, but if you dare shun your sims they will destroy your government (it will not happen instantaniously, the rich will warn you MANY times) and you will be forced to flee and found a new city, one which can retake the old one if you want to be mean that way (plunder, rape, destroy and such...). Note that all the neighbors will have similar problems and if a revoluton begins in a neighboring city the royal family will ask you if tyhey can flee to yours, if you let them your city will love you more but your neighboring city will refuse contact with you. If you kill them or deport them the neighbors will offer you lavish gifts and you own city will begin to question your judgement (if you were "good")... I also think there should be a military element in the game, an optional one of course (like an option for a region called "barbarian lands %" or something like that...), you will need to defend your city and recieve happiness bonuses and gain more authority, all of it should be OPTIONAL of course... Saying that there should be more options regarding to building your city. Your first city will become the capitol of your "city state", build another city next to it and you will recieve tribute, making you richer, but the tribute will be linked to the population of your capitol ONLY, you can change the oamount of tribute you recieve but the cities will become very mad and their relation ship with you wil become more unstable, however you can change you capitol if you think your first city is a bit fugly... I also believe disasters should be TOTALLY random, the bigger the rarer, but the more awsomer to watcherererer...... (note you should be able to turn them off if you are wuss, but note that the SIMS will be paying for the repairs MUAHAHHAHAHA!) Those are my ideas, take 'em or leave 'em...

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Pedestrianized streets

Particularly in dense city centers. It would be nice to be able to build pedestrian-only streets. Additionally, homes shouldn't have to touch a street in order to be occupied. I liked this aspect of Sim City 3000. Unfortunately, in SC4, a zoned lot won't be developed into anything if it doesn't touch a street. SC 3000 was more pedestrian friendly. SC4 is pretty pedestrian-unfriendly. I understand if a major industrial or commcercial development needs to touch a street, but this shouldn't be a requirement for low or medium density residential buildings, as long as a road is at least nearby. In SC3000, a lot can become a home if a road is at least nearby, it doesn't have to physically touch. They should bring that feature back.

The ability to make more than one building historical with a single click

I'd love to be able to easily make an entire block or a group of buildings historical, rather than spend a lot of time doing it individually. Or...even better...if I can manipulate the game settings and request that certain buildings are automatically rendered as historical whenever and wherever they pop up. (If I can actualy do this in SC4, I'd love for anyone to PM me on how to do this).

More transit options

I want trams/streetcars. Several cities have 'em in real life. SC4 doesn't.

Mixed-use zoning and mixed-use buildings

I'd love to be able to zone a lot as both commercial and residential. I'd like to see buildings that have both residential and commercial functions. Like in real life cities: a building with businesses (shops, restaurants, bars, cafes, offices) on the first floor, and apartments in the rest of the building.

Rail overpasses

I want to avoid railroad crosses as much as possible by building rail overpasses over roads.

Diagonal streets and buildings that pop up or can be plopped diagonnaly

As in real cities.

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Tell all of you the truth Maxis/EA should be the creators of the game not Tilted Mill.Tilted Mill just messed up the whole series up ,and now you have long time fans of the game turning to Monte Cristo's Cities XL. This is a big video game crash for Maxis/EA. just to say RIP TO THE SIMCITES SERIES.


The Modern Day Man

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Some of this may have already been covered. There's a lot of good ideas above.

The one thing I would like to see is a functional regional power grid. Cities would have the option of buying or selling power to/from the grid.

Pricing per megawatt would be dynamic and reflect supply and demand in the region. This way if a region was generally short on power (high demand), a city could raise funds by generating power for the grid. Alternately if a region was energy rich, a small city could save money by buying power from the grid rather than generating it within its boundaries.

Cost of construction and maintenance of the main transmission system (which would need to be added) would be factored into the cost of power. In this way, creating a lot of transmission capacity would drive the cost of power up, while effectively planning the grid would keep costs low. Cities would connect through a sub-station lot, which would have a limited capacity and be paid for by the city.

This elimantes the SC4 system of directly buying from your neighbor. I've found that in some cases the game won't allow power to be available across one or more cities regardless of supply and demand (at best its buggy).

Another thing I would like to see is consumption of goods. In SC4 industry creates goods that then vanish off the edge of the map regardless of what's next door. Supply and demand would rule the viability of industry with goods distributed to commercial zones, distributed through regional connections to commercial zones in other cities in the region, and finally as a last resort, shipped off the map through highway, rail, and seaport connections. Likewise goods would be imported to meet demand locally.

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OK, long thread and I won't be able to read everything, bit here would be my suggestions.

1. Make it approachable to newcomers while satisfying hardcore players. I'm not talking about difficulty levels, but the scope of the game. For example: Allow the option of developing one single city (in which you get just a single "city square" to develop) or a region. That allows newcomers to learn the concepts of single-city development, then get into regional development when they are ready, while hardcore players can dive right into regional development.

2. Utilities: Allow the option to require residents and businesses pay for them, just as in real life. But do it so that a balance is struck netween usage and what you charge for them (in other words, high rates aren't tolerated in smaller cities because usage isn't as high).

3. Transportation: Include the acquisition of easements/rights of way when it comes to widening roads. Not every city in real life sees four-lane or six-lane roads plopped down before development takes place... there are always the cases of roads starting as two-lane and getting widened. Ditto for highways, same with certain mass transportation networks... not everything is planned out so far in advance right from the start of a city's development.

4. Development of buildings should not be based on the desire for a certain wealh-level building alone. Demand for jobs/availability of jobs should be accounted for. Ditto for park and rec structures... high-wealth buildings should pretty much demand they be nearby or they aren't likely to develop. Land value seems to default to high in SC4, but the default should be low, and it should have an influence on what will develop. The player should be able to gain more control regarding what types of buildings develop, rather than the simulator just whimsically picking it and leaving the player feel the only thing he/she can do is just deliberately ignore a part of town and make it rundown because too many people are building big mansions and then can't find jobs.

5. When querying places of work, breakdown the number of jobs taken/unfilled by wealth level. This would help further in determining exactly what wealth levels need to be attracted to fill available jobs.

6. More realistic number of residents per home. A single family home should never have more than two people working, at least until the kids are old enough to take jobs.

7. I like an idea earlier suggested about zoning areas specifically for shops and for offices. SC4 seems to have this bias to keep turning shops into offices simply because demand suddenly goes up a slight amount for offices.

8. Don't make certain government buildings as rewards. City halls, courthouses and such should be building that the player can put in the city because they provide services that residents will need.

9. More variety on the ordinances and do introduce some more that allow the player to earn money. Perhaps the charging for utilities could be done in this way. Also, junior sports programs are something people should pay money for, as is the case in real life (I know a few free programs exist in real life, but not one city makes every such program free).

10. Streamline public services a bit. Fire stations tend to pop up throughout cities, but with police, you mostly have main stations then substations popping up. The police kiosk introduced in Rush Hour was a good idea. Schools should be set up more with the idea that they can serve more students as you increase individual funding, but that there will be a point reached where residents don't want them to be too far away, depending on the type of school. Hospitals can be under a player's control, but private practices should spring up in commercial services or zone areas where private practices can go (and they would pay taxes like in real life). I'd just like to see them done a little more like in real life, where you know, for example, you can't just stick with one elementary school and keep expanding it, but you shouldn't have to plop them down every so many blocks because the simulator thinks it should serve more than just actual K-8 students.

That's what I have at the moment.

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My Wish List::

- To reiterate a common desire, no grid, (maybe a finer grid?).  Though I'll go crazy being OCD. 

- No more circular radius of effect.  Instead, a customizeable district border that either retains area or adjusts bus/ambulance funding based on area and distance.  (I can make a neighborhood of sims suffer the 20 min drive I took to school for four years)

- Automatic funding adjustments.  Sometimes, it's not really worth your time to micromanage the health system for a growing neighborhood.  Have something like the airport expansion popup from an advisor "This School has more students that it can handle, would you like to increase funding? YES NO."  

- Never really liked the road access arrows, too tedious to make neighborhoods the way you want them.  My ideal zoning system would be simply marking off areas around non-grid like/off axis roads.  Lots would conform to contours you customize in making the zones and roads.  Even civic lots and rewards should strictly have a square footprint.  As long as their is sufficient free space for the footprint of the actual structure, the flat space arround it such as lawns and parking lots would then conform the odd shape it may be placed in.

- If there is region play, one should be able to junp directly to other cities.  

- Realistic rendering.  SC4 still looks somewhat cartoonish.  (I could regret this as the color palette in SC4 adds to the escapism).

- Non-isometric viewing angles and street level views including upward angles.

- Region terraforming

- More realistic/varied destroyed building debris.  

- Ability for large fire spread.  I missed that from simcity 2000 to literally have your entire city in a raging inferno.  I could even be satisfied with the slowly moving fire in sc3k.  

- Bring back plane crashes.  Maybe not post-9/11 sensitive but honestly, what about the deaths due to earthquakes, fires, and tornadoes?

- Realistic money.  I've always thought of a simcity simoleon as equivalent to a 1000 dollars.  I'd rather see that amount.

I'm sure I could think of more just playing the game.

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I'd probably kill myself by reading all of the replies... but, here are a few requests...

1) Dump the grid. When roads in real life are widened, all attempts are made to leave the existing buildings intact. It would help if the roads weren't dependent on the grid. Also, buildings are built facing more than two directions.

2) Advisors that can handle things. I read this idea on pg 1, and it is a really good idea. I'd love to see the advisors that can control taxes and funding and transit and services (but only if you let them)

3)Disasters that happen randomly. Also, they need to be larger in scale. Earthquakes leave entire cities in ruins, not just a thin 5-block area.

4) Plenty of expansions. New features, and new buildings are added each time. For example, the original game could be like Sim City 4, with only a few changes, like graphics and getting rid of the grid. But, expansions could come out allowing for irregular cities, more buildings, maybe even passage of time and other changes.

5) Real money amounts.

6) The ability to start from any time between 1800 and 2010. Along with the time feature, technology should match. All roads would be dirt, and maybe the option to begin paving could come around 1890, and paving slowly becomes cheaper. Also, roads could age with potholes and dulling out. Buildings only build in styles popular in that time.

7) The ability to choose climate. This could also influence building styles, such as Mediterranean.

I'll probably think of some more later.


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1.Get rid of the grid, and replace it with a super-grid of much smaller pixels, so roads and buildings can be placed at several different angles.

2. I like the ability to pick particular buildings as in SCS, but make zoning free, at least on a lower difficulty setting, so that cities can be master-planned more easily from the beginning, this could include a "road" zone for places where roads would go. Of course they are only plans, and not buildings and cities could grow in a different direction. I also see these roads as evolving on their own, from when they are zoned they should become trails, then with some money can be paved, but its hard to say how wide it should be, as built in sidewalks, medians or bike paths can grow also in a road zone.

3. Any new game should be dual disk blu-ray, and have a ton of buildings, and of course lifelike terrain, and of course keeping it easily modifiable. With 20-30Gs to start with, let some independent ones on as well. This should include different styles of architecture from several different places in the world.

4. I've always wanted the game to be more historical, it would be nice to have much older time periods, starting without electricity. This would not be as hard as it sounds, it would just require a large collection of different buildings.

5. earth-sheltered homes and buildings, bonus mega buildings like giant domes, spaceports, remember arcologies?

6. Cities and places from real life, on a realistic scale. This could be done with some of my earlier suggestions, real cities can be laid out pre-zoned with zoned roads, inviting us to recreate them, which could get especially interesting if paired with historical gameplay. Or if given a good building architect tool it can allow someone to entirely recreate a city or as close as possible. Need: Paris, New York, London, Rome, Los Angeles, San Francisco, Berlin, Moscow, Tokyo, Beijing, Hong Kong, Dubai, Jerusalem, Chicago, Sydney, Portland, Seattle, Vancouver, Cairo, Toronto, Montreal, Quebec City, Humboldt, Mecca, Madrid, Amsterdam, St. Petersburg, Nuuk, Lagos and nothing less!

7. Regions are so daunting, at least for me, should still be available, but maybe move some online, or make it optional, or have the game build cities of similar size to yours in selected auto-mayor mode building themselves at the same level as you, or some controlled level.

8. Housing tracts, it could be done in a special way, as a short term business with four model homes, and an empty lot, but the lot may not pay off for you if no one comes to buy, or all the land may not be used up right away, or worse a whole lot of empty homes. Similar thing could be done for housing projects, trailer parks, suburban shopping centers. This could be done in a clever way with different buildings that are randomized or adjusted to terrain, so that if you place two or three next to each other they are not the same, with randomized textures and different styles things can get complex.

9. Designate parks as zones that can grow their own flora and fauna the bigger they are, imagine a thick forested jungle next to perhaps Lagos?

10. Building variants, in the Sims when you buy a table, it comes in different colors and shapes even, I like the option to pick out my own buildings as in SCS, but I would like to see buildings with different variations.

11. More cool special buildings that can be used only in very remote locations, so they can be attached to a city in the same region by a highway or something, I'm thinking along the lines of Off-shore oil platforms, giant power plants, dams, coal mines, diamond, gold mines, missile silo, launching pad, secret government base.

12. Keep and expand on all the great transport in this game. Need highways, freeways, subways, etc. to be top-notch, perhaps allow for more underground buildings.

13. I loved Democracy 2, I think there are definitely some things there that would help this game, especially seeing as the it would help to have an event like an election occur every few years in the game, but still play mostly to help the city grow, yet policies would certain effects on the buildings and sims in the game.

14. maybe introduce trade, or commodities, financial services, entertainment, tourism, manufactured goods, food.

15. save our old cities! if its not too much of a bother, it would be nice to see old cities in a new game, where I can bring them up to date, I miss my Sim City 3000 Paris, but if they can put in a road map of the region and just let me build it, and of course not just have the option of diagonal or vertical, but a grid of much smaller pixels, buildings that can not just four different directions or eight, but something more like sixteen or thirty-two.

16. If there was a way to play different cities in a region by simply double clicking it or something easier, it would help. Also, region play may be more fun if it was more the central focus of the strategy and money source, so clicking on cities would still put you into a city wide mode, but you can have income coming from oil platforms from another end.

17. I like how in SCS, workplaces are responsible for generating income, I think the building types there and the idea of that game needs to be incorporated.

18. parking, parking lots, and parking structures

19.Resource specific buildings! you can only build that gold mine where there's some gold. imagine gold boom town scenarios! Like how in SCS oil refineries provide prosperity, the same could be done for all kinds of resources.

20.HD graphics, optimized for 64 bit operating systems.

21. something else cool, like in Sim Copter you could fly around in your own SC 2000 cities, I love to walk around my own city freely checking building stats as I pass by other sims. make a mayor sim, put me in a mansion and maybe I can drive around the city.

22.Something totally unexpected and awesome!!

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1.No grid. 2.Regional terraforming. 3. Underground terraforming [ such as creating hotspots, fault lines,continent edges,cratons,mineral pockets etc. 4.Weather 5. Scale-able disasters [such as choosing width and density the asteroid/comet] 6. Domino effect [disasters causing, scaling,transforming or extinguishing other disasters [Example;a volcano ignites a wildfire, which gets caught by a tornado and merges with it into a firestorm, evaporating volcanic lahars, with the rain extinguishing the firestorm,but creating a steam explosion on the volcano,increasing eruption strength] 7. Mining for funds 8. Every disaster can independently happen

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1) Natural resources should play a more important role:

Water should come from reservoirs, rivers or streams instead of  'just' pumps.  Forested watersheds should privde the most/best water.  Residential should pollute water (leaky cars in driveways/lawn fertilizer treatments).  Natural resources should offer industrial benefits.  There could be logging (maybe even sustainable logging)/biofuels/water production/protection.  IRL rural places the environment provides jobs and resources via private/county/state/national forests.

2) The game should be playable out of the box (and/or via easy updates).  As far as I'm concerned SC4 is garbage.  You can't build a nice region without Sims getting stuck in infinite loops.  To enjoy the game the way I can only assume it was meant to be played you basically have to use mods/addons.  I like mods/addons, but the game should function properly without them.

3) Undo

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3. Any new game should be dual disk blu-ray, and have a ton of buildings, and of course lifelike terrain, and of course keeping it easily modifiable. With 20-30Gs to start with, let some independent ones on as well. This should include different styles of architecture from several different places in the world.quote>

sorry to burst your bubble but the amount of computers that have blu-ray is way too limited to put a pc game on a blu-ray disk (unless it should be a PS3 game)

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I read (almost) the entire topic and I must say that I agree with most of you.

Today, however, while playing RH (= yes, I got it!), I sent an UFO on my city. While the UFO was still doing-what-he-likes-to-do, I've started driving a F-something (from the Area 5.1 or something like that) in order to fight against those evil aliens. Of couse, nothing happened, but I thought that it would be cool if the player / mayor was able to fight against a few not-"natural" disasters such as evil Robots and UFO . Of course, this "mode" should be optional, since SimCity is not supposed an "action" game (...I think).

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Here are my wishes for the next SimCity:

1)fully 3D graphics (but maybe SC4 graphics-based, because if SCS graphics-based, it will lag so much)

2)traditional SC4 gameplay, mix with SCS gameplay (except the one-by-one style building just remain the zoning style)

3)changeable camera angles (dimetric, trimetric or full 3D angle)

4)same features from the NAM and SAM will appear and are draggable

5)weather and seasons (well, SC2K had weather and seasons, but that wasnt realistic)

6)customizable terrain texture (dirt, desert, grassland, arctic, etc..)

7)the sims 3 characters walking around the city

8)'combineable' infrastructures with buildings (e.g., monorail stations inside malls, buildings, etc...)

9)waterfalls

10)hydroelectric power plants

11)real-life cars

12)realistic animation of the bulldozed building.

13)'combinable' civic areas into buildings (e.g., police stations into buildings, etc..)

14)customizable city standards (no industrial/accept industrial; road rules no left turn, no overtaking...etc...)

15)giant TV screens (same to that one in New York) can be put on large buildings and add some videos downloaded from youtube or other video-uploading websites

16) animated building props (elevators, flags, lights, etc...)

17)you can choose what building will be put into that zone (if the lot is still vacant), whether R,C, or I.

18)turn on/off the grid or reduce grid size

19)customizable road textures (euro, default, american, asian, etc...)

20)the sims 3 houses can be imported to 'SC6'.

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1.trolleys, monorail, etc. on the road.

that way it would be easier to build a mass transit network after your city became a big one

2. ability to designate states, provinces and get full census data

3. Comm. and Ind. totals in region view

4. Separate buildings of universites that fit into a normal grid (i.e. quad, administration, school of________)

5. fish farms

6. airport/ seaport zoning

7. Hurricanes! Floods! Riots! Fires! (and you need to be able to call them like you could in 2000 too)

8. those good old priscilla cheats

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Here's my idea its kinda big, there may be some spelling and grammatical errors in it.

There would be 4 levels  

Default = Easy, 

Intermediate = Easy but with some non default options

Hard = Most non default options are available

Pro = Everything is available, A pro at SC4 should have no problems with this level.

A player can rise up by completing three 3 cities of that level (example you building three easy cities you can go to intermediate on your next city so on and so on)

This can be turned off but is available for new users.

Weather / Disasters

    Flood, Blizzard, Heat, Cold, Earthquake, Hurricane, Tornado

        have it effect the city and residents

    example ( Blizzard messes up travel within the city, it causes potholes etc)

    Weather can become a disaster.

   

    Fire, Riots, Boycotts, etc.

Choice for type of Land

    (ice, flat, desert, rainforest, swamp, mountainest)

Region

    ( Acts like a province/state/county government)

    You dont have to pay with if you do you can get money/rewards :

        They may pay for your roads or your transit,

        You become the capital of the region

        Region government buildings in your city = more development.

You pick where your city is and play it but you can sometimes be visited by Regional     Advisors Like ( head of health dept, education dept, transportation dept, governor etc.)

Two cities can merge into a larger city if there no more than two spaces away however something     must be in the empty space ( farming, suburbs, industry, business district, power plants etc.)     something must be connecting the cities

City    

You have to do everything from within your city.

You can create the city borders

        from within your city you can make a road/avenue/highway the city limits

        everything outside of that is suburbs.

        You can have your city expand into those suburbs etc.

Two cities can merge into a larger city if there no more than two spaces away however         something must be in the empty space ( farming, suburbs, industry, business district,         power plants etc.) something must be connecting the cities

Transportation (Streets, Roads, Avenues, Highways)

1 Merge Streets, Roads, Avenues

    * In most major cities there is no difference between streets and roads except for name

    * Have different sizes from 2 lane all the way up to 6 lanes

    * Some places have long wide avenues and in others they are the same as streets so they  all should fall in one catorgory

    * Amount of lanes = if its a street or avenue   

2 Have different size Highways  2 lanes all the way to 12 lanes

    * Have highways more realistic to the real thing some are like avenues

3 Get rid of One Way Roads, have that merge into the new road systems

    * You select wether your building a street,avenue,highway and then you decide if its one way or     two ways

Education

    Schools

        Have a choice between sizes you can have small schools to highrises as schools.

        Have elementary, middle/junior high and a highschool.

   

    Colleges

        Have small or large Colleges.

        Different types of Colleges (medicine, Business, Science etc)

    University

        Have more than one University design (urban, suburban, country)

Government

    City laws (you can decide or a default setting)

    City Pay (choose salaries for government workers or default setting)

    City should not pay for churches at all.

    Courthouse, City Hall should not be rewards

    Police, Fire  fall under Government section.

    DMV    (handles traffic/transportation problems)  (NEW)

    Social Services        (NEW)

Rewards

   

    Transit/Transportation reward (City gets a grant for transit/transportation)

    Entertainment/Lesure  ( City Gets a Mall, Park, Arenas/Stadiums, etc)

   

    Health ( City gets a Regional Hospital, Health funding grants etc)

Transit (Trains, subway, elevated rail, monorail, bus etc.)

New types Regional/National rail , Regional Bus , City Rail ( Lightrail/ Heavyrail/ Tram/ Streetcar ) City Bus

All types of rail can now become subways (travel underground) most can anyway in reality

You have the ability to merge  Regional / City rail , Regional / City Bus

Regional/National rail can be Monorail, Highspeed rail, Maglev or Heavyrail

City Rail can be Monorail, Highspeed rail, Heavy Rail, Streetcar, Tram, Lightrail.

All transit part of same system.

If the lines go outside of the city limits the cities are in an association together dealing with thevtransit/ if it effects one city it effects the other.

Like a regional system would have members and each city which the system travels in is a     member like when if two juisdictions I can one think of one right now which is the DC Area     system; where DC, and the counties in Maryland and Virgina all decide on what to do with the transit they all vote on it.

Ability to price fares

    choice of zone fare or base fare

        You pick city or regional fare and then you decide on prices

        (City fares would be local transit, Regional would be like Amtrak or Greyhound)

        You can select nothing and will go on default.

Allow stations that serve all types, all stations at least serve to types of transit to save on space and the major station in the city serves everything.

Design and layout bus/rail routes completely you decide name lines/routes, what stops where, what street what goes on etc.

1 Underground

    *more realistic

    *built in and under buildings.

    *stations take up less space

        real stations dont take up as much space as the do in Sim City

    *stations can be where two lines meet but exit does not have to be directly on top

        In most real systems the stations are not directly above the entrance/exits

    * Build stations where ever desired

        most stations are built where the designers want but the price may be lower/higher         depending on the area.

   

2 Elevated /slightly below grade/groundlevel

    * allow station  trains to run in the middle of Roads, avenues, highways

        allow a player to drag tracks on to a road,ave,highway and the middle of the             road,ave,highway becomes the rail route and anytime  you create a point where streets         cross the tracks go underground and then come back up like real systems

    * Build stations where ever desired

        most stations are built where the designers want but the price may be lower/higher         depending on the area.

3 Rail/Highspeed rail/Maglev

    * All current types of rail are available, you have a choice between tradional rail,             Highspeed rail or Maglev. You can start off as a traditonal rail and then upgrade to the         other or start from the others but if you upgrade you have to pay X amount to upgrade the     system within the city.

4 Bus

    * Intercity Bus

        Have the ability to create bus routes if you desire like a real city.

    * National Bus/Regional Bus (like Greyhound)

        Region as a whole pays for it through taxes

I know this is quite long I was thinking of how things work in a real city so if you dislike or don't read everything I totally understand.

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Morning All,

This is a very cool subject. Unfortunately I didn't read all 6 pages so I  hope I'm not repeating what someone else wrote. 

One of the very few things I would like to see improved in SC4 is the in-game menu system.  I have been loading new awesome content from Simtropolis and other sites and for the most part it isn't hard to find once you start the game, but in some cases (like with all the airport addons) it can be confusing when there are 30, 40, 50 or more items in a one column and you only see 6 or 7 at a time.

I would like to see a menu system more like in the SimCity Destinations game.  Some kind of pop-up window that would have controls such as sorting or filtering.  see include image as an example

post-286647-12985105142361_thumb.jpg

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was wondering if anyone thought of creating urban legend lots or nastalgia lots , I would like a camp crystal lake that goes with my parks and recreation, also a slaughterhouse masacre house for my ploppable farm district, maybe an elm street and amityville house for my residental areas

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I would love to see water ABOVE sea level, as in you make a volcano or something, and place a "water spawn" or something in it, and water "flows" down to the lower point.

Yeah, it would be hell to program and would likely chew up memory... but it would be cool.

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1. No grid, really I'm always fighting with the grid

2. More ways to move your sims.

3. More different buildings

4. Graphical upgrade, Everything 3D

5. More realism, continue with the RCI but let sims protest when you place a coal plant in their neighbourhood. And off course realistic consequences after disasters, no power, no water, decreasing population and so on.

6. Work out the agriculture, I think people really want to make a town that is build on agriculture. It's fun to see how a town is surrounded with farms.

7. weather depending on the season, height and climate.

8. click and drag parks

It must be the same concept as SC4 but more worked out. I don't mind a 8GB game with high system requirements.

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I highly doubt there will NOT be another Simcity. Without maxis and EA trashing it like no other. I don't see there will be a new simcity or a 5. IF you want Simcity 5. Try Cities XL. It's close to your specations.

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