Jump to content
Sign In to follow this  
MandelSoft

A small but powerfull idea: The Planning Tool

27 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

It would be nice if there were addon packages, or seperate games, for colonial or Carribean style cities, Asian and European and American styles, with homes to reflect the the regions.

Also, Mrtnrln's idea of a planning toggle is great. There should be a realistic day mode, where the traffic reflects the time of day and there is no new construction. Also a growth mode, where buildings grow and taxes are collected.

Plus, building customazation (like Spore, but more realistic). This could make unique suburban homes, or modern row houses. You could then adjust populaton stats acording to the size, but it would have boundries.

And (finaly), when the region is made, you can decide if you want it to be temprate, arid, or tropical. This would make realistic weather, and no plam trees on a New England region.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I think this is a good idea.

Perhaps the game pauses, and you do all this. If you for example (i've done this many a time) place a bus stop or something in the middle of an office block by accident, it can maybe show you that you've done so. Then if you want to undo it you could do so.

It could also be useful if the plans sort of took time to happen. I mean, lets say a massive company moves its HQ into your downtown, which causes an increase in traffic, so you want to expand the road that links to it. But the office block is next to the road and requires demolition to widen the road. You give them notice, they move somewhere else, and all the jobs are kept! As opposed to the SC4 problem of demolishing a building with 6000 jobs that sorta kills the momentum of your downtown. If they could move somewhere else then it makes hte game more realistic also, as.. well, no company just vanishes when it's HQ has had to be 'remodelled'.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Totally in favor of this feature!

I remember a similar topic turn up for Cities XL, some queue system to allow to build up a urbanistic project, allow for its modification, before finally execute it. It would be perfect.

The glassbox engine would have to deal with the suspension (or disabling) of the simulation aspects for this "Planning Tool" to be possible, though.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I've always wanted something like this in SimCity, but we'll just have to see if it ever comes to eventuation...

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Totally love this idea! Especially since it sounds exactly like what ill be doin in a few years time (hopefully) city planning!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That is another Boomtown (Cities Unlimited, Metropolis Project, Urbs Urbis...Simtropolis 1000) fan suggestion I would love to see implemented in a commercial game.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

This is an idea that has caused me to toss and turn in my sleep for years... I used to like drawing city plans when I was younger and before we got a computer and then in 2003 I discovered on said second hand computer a game called Simcity 2000 which was like all my dreams come true, only ironically the one flaw was I couldn't plan a city any more, and had direct actions instead. (Which meant either drawing a plan on paper and trying to implement it or laying down roads and services and trying my best to afford it all neither of which worked dreadfully well)

This 'planning tool' is not only pseudo realistic and thus in keeping with the vaguely educational and real vibe of the game but also a useful concept, which for instance if you planned part of a city or a new development, or the whole city layout, would allow you to do so much you can't now. In fact I can't think of a single flaw with the ide as long as it's implemented properly. hould be fairly easy to create too for the developers I should think as it would be a graph or map which when saved would cause constructions

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

If everything was zoneable (as it should be), you wouldn't need a separate planning mode. You could just use a "Reserve X" tool to reserve whatever it is you're wanting to utilise the land/sea for. These Reserve X areas would also potentially have their own YIMBY/NIMBY effect.

For example:

Reserve Markers:

-zone areas Reserved for XYZ/future i.e. reserved for hospital would generate YIMBY, reserved for Jail would generate NIMBY.

-When you want your reserved thing to kick in, click & action it to generate/construct.

-There would be an immediate (very small) cost to implement Reserving said area, with full projected cost on generation.

What I'd like to see is Blueprints/MasterPlans:

-'(Pre-)Designed layouts; that player can select & place/designate area with.

-Custom blueprints: user able to create own.

To be able to use 'Copy & paste' style.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Very good idea, I've wanted something like this for years, in any city building game.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I think it would also be useful to have a regional planning tool. Say for instance you wished to have a network of freeways linking cities or areas, or a terrain feature (imo terraforming should be regional anyway, at least with regards to terrain height) or a rail network etc. However naturally if you had already build a sprawling city you'd need to do these things at ground level also. But for new developments and planned cities it could work. Or a blueprint tool which would allow you to place individual modules within a zoned civic space.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    ^ Programming-wise in a City Simulator game, that's not really an easy thing to do. Besides, a simple planning tool already has kind of an undo function: you can just cancel the plan.


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think this idea would be fantastic. Maybe you could also add a "save project" feature in case you don't quite have the funds, or aren't ready for the changes yet. This would allow me to plan for a great city infrastructure before I even fully build the city. Since money cheats probably won't be available, this will be an essential cost-saving tool.

    • Like 2

    Community Management Team Cities: Skylines Paradox Interactive

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Also if they could be saved as separate files you could upload/download city plans, and integrate this with google maps etc to 'download real cities'

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Can we please just get an "undo" button?

    I don't think an undo button is really necessary. If you plop something in the wrong spot, oh well. It shouldn't cost too much to destroy it and build it again. This is why you save before building something expensive. If you mess up, you can just leave without saving, come back and everything will be fine. Like Maarten said, it is harder than it sounds to implement.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This is something I always wanted to do in sim games, but I suppose because of hardware & software limitations made this impossible, plus this is how it actually gets done in the real world through contractors.

    Now let's take this & put it in the online portion of the game, wether that be solo or multiplayer.

    Say you wanted a new housing estate built, you could either do this yourself or ask the people your playing with on multiplayer or the community through a "City Planer" part on EA/STEX, where you upload the portion of the city you want built on (uploads only roads & greyed out where its already developed).

    You then award the contract to the one you think is best & you pay them the money from your budget (in game money, no real money) which gets put into their budget.

    • eg. Brief
    • Uk $ housing estate To cover x sq. acre's
    • Simi/Detached & terraced housing (W2W)
    • 3 road conections
    • Cycle lanes 2 bus stops
    • Small shopping parade (3-5 shops)
    • Budget - xxxx
    • (include pictures of construction & surrounding area & images from the net & google maps cord's)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The contractual idea sounds like it's sailing towards getting SimJobs to earn Simoleons. (People becoming recognised SimContractors working on SimProjects in SimWorld)

    In Multiplayer Mode though I suppose the tool could be worked on as a team like a design document.

    The contractual idea sounds like it's sailing towards getting SimJobs to earn Simoleons. (People becoming recognised SimContractors working on SimProjects in SimWorld)

    In Multiplayer Mode though I suppose the tool could be worked on as a team like a design document.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I would also like a transport designation tool. Say you want to designate a certain route (road) as a trunk line that will eventually become an avenue for example. The simulator would set aside the space for the future road expansion (just like road Rights of Ways work in real life) and any development would be build beside the road with some sort of buffer between the future road expansion and the property line. This way, as in the example above, if XYZ corp comes along and plops a 6000 job office tower next to your roadway you won't have the trouble of demolishing the new building just to expand the road capacity to handle the buildings demands. The road would simply grow into it's own Right of Way.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This is how I plan cities when I wish them to become skyscraper filled metropolises, by using two roads with space in the middle instead of a single road, but of course IRL many cities aren't planned from the start, and certainly very few would have been planned with knowledge of what the future would bring. Real life cities have to deal with these issues. However I would agree with the idea of a 'upgradeable road' that had space set aside either side, the same could go for a railway.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This is something that many of us have been asking for, well... For years now.

    The difference only in the name, (although I like planning better) as we used to call it the "Blueprint" mode that would allow us to lay down any building, highway, freeway, roads or other build-able items in blueprint mode and it would leave a blueprint of the item. This blueprint mode can be turned on and off from viewing them, but it would really help for games that don't allow you to place things like Highways or avenues early in the game and thus force you to either leave space and hope it is enough and you make no mistakes about it, or you have to demolish stuff later on to place those items again. Especially useful to me for when I want to place a highway through my city but can't yet afford it, I would place the blueprint of a highway and not be able to build anything else on that space alloted for the highway. When it comes time to build the highway I should be able to simply right click on part of the blueprint and choose to build xx miles of the highway, or in the case of a building, right click the blueprint and choose to build it. Then the charages would be taken out of my treasury and the items would build.

    When I say it lays down highways, buildings etc in blueprint mode, what this would mean is that it would show a "ghost" image of the highway, building or items and not allow anything to be built on them unless the blueprint was destroyed or moved in some way.

    I don't know why no developer has picked up on this idea, it's absolutely brilliant and would be utmost of help to the player of a city building game.


      Edited by City Planner  

    When you're tired of games of destruction - Visit www.citybuildergames.com for games of construction.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This is how I plan cities when I wish them to become skyscraper filled metropolises, by using two roads with space in the middle instead of a single road, but of course IRL many cities aren't planned from the start, and certainly very few would have been planned with knowledge of what the future would bring. Real life cities have to deal with these issues. However I would agree with the idea of a 'upgradeable road' that had space set aside either side, the same could go for a railway.

    Yes and no. Many roads are planned with a right of way it just varies (as always) with the intended use of that road and the time period it was planned in. For example many 4 lane roads might have been laid out in the early 19'th century (or even earlier and so have narrow rights of ways and thus little expansion capacity. Many inner city streets have been built right up to the narrow Right of Way. When these streets become busy intermediate corridors the become congested.

    Contrast that with modern planning that often plans and designates what will be a minor community street, what will be a collector road, what will be a intermediate transportation corridor, and what will be a higher order highway/freeway/etc. Often the right of way is established for what that corridor will become in the future (say a 6 lane intermediate corridor) however starts out as a fairly minor 2 lane road. The road grows with the growth of the growth of the region.

    The 401 is a prime example of maintaining a Right of Way. It was often panned for having a wide swath of land retained as a right of way, however this allowed it to grow to the 18 lane monstrosity that it is through parts of Toronto (good or bad); rather than having to build a whole new highway

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Yes, so one could build both timeline based cities that grow organically like many historical ones or modern planned citys/suburbs.

    If these blueprints could be saved to a file, they could be uploaded and downloaded like cities. A neat idea for downloading a city without a large file size. Of course with the new online nature of the game maybe that will become an obsolete suggestion.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I was thinking about this yesterday when playing on a hilly tile; the simulator was causing issues where the shaping of the terrain for a tile of road would make it impossible to complete the road as I planned because there's no way to communicate that to the game so it can shape the terrain accordingly.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections