Jump to content

1,285 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

@TommyWebster: Max 16 tiles per region, it's 16*2^2= 64 sq. km total. My smallest SC4 Region is bigger than that!

  • Like 2

Share this post


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

There are many ways EA could've pulled off large cities (single player)

Best Approach:

- They could have the cities adjecent to each other similiar to SimCity 4 with sizes varying from 2 km x 2 km (being the smallest) to 16km x 16km (or even 32km). That way, you could work in separate sections and the simulation would only run in that area and you could still see the area past the boundries (view distance could be a graphics option). You can click on the outer boundry and go to the other city/district.

(2nd Best approach)

- Keep the cities apart but have different sizes. The sizes can still range from 2 km to 32 km.

In my opinion,

They have chosen the worst possible way instead, which is 2km x 2km maps scattered not adjacent! 1.25 miles across is a sadistic joke. I better hope they're going to surprise us with larger maps, either at release or after release, their method is...hmmm, how do you say... an Abomination. I wouldn't say cruel, as they AT LEAST put some effort to make us anything at all. But they're upsetting the hardcore fans.(myself included)

I know this is off topic, but this is how Simcity 4 modding affected me:

I bought Simcity 4 in 2007, (I was 6th grader at the time) and I was still at tutorial levels. Enjoyed it, and then played it all summer in 2008, made a city with over 1 million people, then lost interest. Then, I started playing this game again, that's how I stumbled upon here and all these mods, such as NAM and RHW. Since then, I regained my interest, I still play simcity 4 till this day! (I play it today, in 2012, It'll be almost 5 years in a month since discovery!

Sorry for going off topic, but I felt I needed to say this. THIS game needs to be moddable, especially with Tile sizes.

*PS, I wouldn't be surprised if they didn't include highways, there are interchanges that take up the entire 1.25 mile maps! Why would you put a highway in a village?

  • Like 2

Share this post


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

I never really used anything but the 2k-by-2k sized city in SC4... I mean, built a few successful cities on the larger tiles, but for the most part, my best cities were 2km. Yeah, I know that it's unrealistically small for a real city, (my town of 800+ people is barely larger than that) but It's what I've always worked with and I'm fine with it. I was thinking that the uproar (like this post) was due to the fact that the cities would be even smaller than in SC4 (like the small tile size there). I'm not appalled with the tile size, but more the fact that the tiles won't border each other, so you can't make a realistic metropolitan area like in SC4. I think that there should be larger cities than that, but I think there are more pressing problems with the new game.

  • Like 1

Share this post


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

I never really used anything but the 2k-by-2k sized city in SC4... I mean, built a few successful cities on the larger tiles, but for the most part, my best cities were 2km. Yeah, I know that it's unrealistically small for a real city, (my town of 800+ people is barely larger than that) but It's what I've always worked with and I'm fine with it. I was thinking that the uproar (like this post) was due to the fact that the cities would be even smaller than in SC4 (like the small tile size there). I'm not appalled with the tile size, but more the fact that the tiles won't border each other, so you can't make a realistic metropolitan area like in SC4. I think that there should be larger cities than that, but I think there are more pressing problems with the new game.

yes, the tile size isn't the issue as much as the fact that they aren't adjacent. that's what really kills it.

  • Like 6

SimCity 2013: Too much sim and too little city...

Share this post


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

What got me twisted up were the crater maps and mountain maps where the mountain was the centerpiece....Where is the city supposed to be?

Mountain village tile?

The region view with itsy bitsy squares looks just so unappealing. Even if the square blocks were towns, they still look weird. I have never seen a town that is an exact square, or has one corner that is right angle. I have never seen cities made up of same size square blocks of suburbs!

The ridiculous looks of the region view makes me wonder if those developing the game still play or care about SimCity the game.

Just wanted to point out that Chicago's suburbs, particularly the closer-in ones, are mostly squares and rectangles.

Not that I like the idea of what you're mentioning. Who ever heard of a town with nothing else around it building all the way to its township borders with possibly high-density zoning? Nobody, since SC3K, that is.

  • Like 1

Share this post


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

Seriously, why does each city have to be the size of a small city in SC4? This is honestly the only thing that will keep me from playing SC2013 for an extended period of time.

Could somebody from Maxis explain to me what the reason was to design the cities so small?

Share this post


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

uhhhg.... i aint from maxis but,

in a simple answer, most affordable computers would not be able to run a massive metropolis with its current graphics setup....

plus its the same size as the medium sized tile as in sc4


I am not afraid to push that glowing red button

I survive April 2011 PlayStation Network downed services

I could tell you those nuclear codes, but i would have to kill ya as well

Share this post


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

It has to do with the complexity of the simulation engine, remember the one thing that keeps Simcity form CitiesXL is the simulation. How do you think the average computer will fair when running hundreds of thousands of agents. Transferring tons of resources, and running a path finding system. This is not Simcity 4 with statistical simulation.

Share this post


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

But you cannot use the entire size of the tile - at least that's what I saw.

You can use the whole tile (that was the definition of the tile is...), but the tiles are just not directly adjacent.

I'm fine with the tile size.

Share this post


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

Here is a math analogy. Your cpu is only able to handle so much "area" of a simulation. You can have a shallow simulation using statistics to simulate the effect of things like crime and pollution and, as a result, have a wide simulation with large cities. On the other hand you can have a deep simulation where individual sims are simulated, power and water units actually flowing through pipes, real resources moving around your city. But, because your cpu can only handle so much simulation area, you have to narrow the width of the simulation by having smaller cities.

Maxis/EA chose to go for a deeper simulation but have to make it a more narrow. This I am personally ok with. Also, because this is a totally new engine from scratch it can't use existing code from past sim cities. SimCity classic through sim city 4 used cells (the "grid") for much of the simulation logic. It would not surprise me if parts of SC4 used code that has been reused going all the way back to SimCity 1.

Indiana: While that city looks cool and massive in the region view, in reality only one chunk of that is "alive" at any one time. The simulation of neighbouring cities is limited to only a few things. Not even pollution is spilled over. So while the region view looks very awesome, really you are only playing with a mostly isolated chunk.

  • Like 4

Share this post


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

Yup. It all comes down to processing power. Dynamic city simulators are very complex and CPU-intensive beasts, and when you go into full-3D that burden increases all the more. If you ever tried playing SC4 with anything close to the minimum requirements (I remember playing it on a P3-533 back in '04), it lagged pretty bad once you got above 20,000 population on a large tile. We're finally at a point where it's actually somewhat feasible with the hardware (hence why there was 10 years between SC4 and the next SimCity), but there's still limitations, and developers of city simulators inevitably come to crossroads of which direction to go within those limitations.

As croxis eloquently stated, EA Maxis has decided to go for a more in-depth simulation of smaller geographic areas. And as they have what appears to be an impressively scalable engine in GlassBox, when the hardware catches up, the breadth of the simulation can then be expanded.

-Tarkus

Share this post


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

The thing is, they developed the game so people with older computers can play it. At the end of the day, they have to cut stuff in order to do that and map size was what they decided to cut. I wish we could have at least 2.5km^2 maps, not that much bigger, but enough to make a difference.

People with the minimum specs will probably still have trouble running this game just because of how much stuff is going on in the background.

Share this post


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

Why they ever thought they should do in-depth simulation on a level similar to The Sims in a SimCity game is beyond me. It's just not worth only being able to make small towns.

I'll take 4 km maps over not seeing any cars at all in the streets.

  • Like 2

Share this post


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

Why they ever thought they should do in-depth simulation on a level similar to The Sims in a SimCity game is beyond me. It's just not worth only being able to make small towns.

I'll take 4 km maps over not seeing any cars at all in the streets.

I'm afraid you're probably in a vast minority on that one. Simulating how the cities work is the top priority, even if it means abstracting how the cities look.

Anyway, It's not been confirmed that the smaller cities are a result of the Glassbox engine. There's so much stuff getting simulated under the hood that 2km by 2km is the best they can do.

  • Like 1

Share this post


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

But you cannot use the entire size of the tile - at least that's what I saw.

You can use the whole tile (that was the definition of the tile is...), but the tiles are just not directly adjacent.

I'm fine with the tile size.

yup the dealbreaker is the gaps between them. And a MAXIS dev on the official forum was talking about this very issue and they said they didn't want to give up the real time/same time simulation in the next cities that would be required to fix this...according to him it was "awesome" to see your friend's city growing in the distance...

  • Like 2

SimCity 2013: Too much sim and too little city...

Share this post


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

Here is a math analogy. Your cpu is only able to handle so much "area" of a simulation. You can have a shallow simulation using statistics to simulate the effect of things like crime and pollution and, as a result, have a wide simulation with large cities. On the other hand you can have a deep simulation where individual sims are simulated, power and water units actually flowing through pipes, real resources moving around your city. But, because your cpu can only handle so much simulation area, you have to narrow the width of the simulation by having smaller cities.

Maxis/EA chose to go for a deeper simulation but have to make it a more narrow. This I am personally ok with. Also, because this is a totally new engine from scratch it can't use existing code from past sim cities. SimCity classic through sim city 4 used cells (the "grid") for much of the simulation logic. It would not surprise me if parts of SC4 used code that has been reused going all the way back to SimCity 1.

Indiana: While that city looks cool and massive in the region view, in reality only one chunk of that is "alive" at any one time. The simulation of neighbouring cities is limited to only a few things. Not even pollution is spilled over. So while the region view looks very awesome, really you are only playing with a mostly isolated chunk.

Well thats where SC4 comes in, where you have map makers, region makers etc. to adjust the size of the region, and if it goes slow cuz the region is too big, thats their fault, and those cities xl maps are so much bigger than sc4 large city tiles, combine with graphics and everything else and you still can run it on a low end computer


A wise person once said "April Fools? Ya'll too old to be worrying bout April Fools but you better have that rent money"

Share this post


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

The fact of the matter is that GlassBox has a less in-depth simulation in many aspects than the Sims 1 even and it has smaller requirements than Bridgeport for the Sims 3. As computer hardware improves, they will most likely release an expansion pack with much higher minimum requirements that brings a lot of lost features. I also hope for farms to be delegated to Regional Minor Works.

--Ocram

  • Like 2

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:  
 

wow I never though of it that way, but I don't think they could change the form of the region with an expansion pack, that will be kinda hard to me, and plus you might have to erase your cities too


A wise person once said "April Fools? Ya'll too old to be worrying bout April Fools but you better have that rent money"

Share this post


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

those cities xl maps are so much bigger than sc4 large city tiles, combine with graphics and everything else and you still can run it on a low end computer

Cities XL has considerably higher system requirements than the new SimCity. I can actually run the new SimCity on my current laptop, but I can't run Cities XL. CXL was optimized for single-core 32-bit CPUs with high clock speeds, which don't really exist on the market, as the CPU makers have shifted their primary developmental focus toward multi-core processors and energy efficiency.

As Ocram pointed out, as technology advances further, even in the next year, it'll allow the game's developers more latitude, and because they've built GlassBox in such a way that it's easily scalable, they'll be able to pounce on it.

-Tarkus

Share this post


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

Let's all really hope that is the case. If it is truely scalable and modable combined with a solid core similation then this really could replace SC4 for the next 10 years. Cause let's face it, as much as we love it there really are issues with SC4 that make it stale no matter the amount of custom mods and lots, atleast imo.

Share this post


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

Let's all really hope that is the case. If it is truely scalable and modable combined with a solid core similation then this really could replace SC4 for the next 10 years. Cause let's face it, as much as we love it there really are issues with SC4 that make it stale no matter the amount of custom mods and lots, atleast imo.

Nope. SimCity 4 is one of the best games I've ever played. I think I will continue to play it well into the future as EA comes out with all of this fancy new stuff that is garbage to me.

Share this post


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

Let's all really hope that is the case. If it is truely scalable and modable combined with a solid core similation then this really could replace SC4 for the next 10 years. Cause let's face it, as much as we love it there really are issues with SC4 that make it stale no matter the amount of custom mods and lots, atleast imo.

Nope. SimCity 4 is one of the best games I've ever played. I think I will continue to play it well into the future as EA comes out with all of this fancy new stuff that is garbage to me.

I think this misguided notion of "replacement" is a large part of the reason why there's been so much hullabaloo blown about since the details about the new game began to emerge. There's a lot of people acting like the mere existence of a new SimCity means that they can never go back to SC4, and that they're somehow going to be "forced" to play the new one instead, simply because it is new.

And as much time and effort as I've invested into SC4--and as much enjoyment as I've gotten from it--I'm certainly going to keep playing it, regardless of the new SimCity. It's safe to say that SC4 is one of my all-time favorites. The alleged "bugs" in SC4 are pretty minor, and they've never really bothered me, and I've never had issues running it on newer hardware/OSes.

-Tarkus

Share this post


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

those cities xl maps are so much bigger than sc4 large city tiles, combine with graphics and everything else and you still can run it on a low end computer

Cities XL has considerably higher system requirements than the new SimCity. I can actually run the new SimCity on my current laptop, but I can't run Cities XL. CXL was optimized for single-core 32-bit CPUs with high clock speeds, which don't really exist on the market, as the CPU makers have shifted their primary developmental focus toward multi-core processors and energy efficiency.

As Ocram pointed out, as technology advances further, even in the next year, it'll allow the game's developers more latitude, and because they've built GlassBox in such a way that it's easily scalable, they'll be able to pounce on it.

-Tarkus

I recently looked at the requirments, and yeah it said 2.5 ghz, thats wierd though, my old pc was 64 bit, 1.6 ghz. and 3 gb of ram, and it ran as smooth as a console game


A wise person once said "April Fools? Ya'll too old to be worrying bout April Fools but you better have that rent money"

Share this post


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

Let's all really hope that is the case. If it is truely scalable and modable combined with a solid core similation then this really could replace SC4 for the next 10 years. Cause let's face it, as much as we love it there really are issues with SC4 that make it stale no matter the amount of custom mods and lots, atleast imo.

Nope. SimCity 4 is one of the best games I've ever played. I think I will continue to play it well into the future as EA comes out with all of this fancy new stuff that is garbage to me.

I think this misguided notion of "replacement" is a large part of the reason why there's been so much hullabaloo blown about since the details about the new game began to emerge. There's a lot of people acting like the mere existence of a new SimCity means that they can never go back to SC4, and that they're somehow going to be "forced" to play the new one instead, simply because it is new.

And as much time and effort as I've invested into SC4--and as much enjoyment as I've gotten from it--I'm certainly going to keep playing it, regardless of the new SimCity. It's safe to say that SC4 is one of my all-time favorites. The alleged "bugs" in SC4 are pretty minor, and they've never really bothered me, and I've never had issues running it on newer hardware/OSes.

-Tarkus

I knew that comment would ruffle some feathers. :D I didn't mean "replace" in such a literal sense. I was just talking about a fresh game that could rival SC4 in it's lifespan.

I agree that SC4 is the best city builder to date. But if we weren't all interested in something even more then we wouldn't even really care about the direction SC'13 is going in.

Share this post


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

But you cannot use the entire size of the tile - at least that's what I saw.

You can use the whole tile (that was the definition of the tile is...), but the tiles are just not directly adjacent.

I'm fine with the tile size.

yup the dealbreaker is the gaps between them. And a MAXIS dev on the official forum was talking about this very issue and they said they didn't want to give up the real time/same time simulation in the next cities that would be required to fix this...according to him it was "awesome" to see your friend's city growing in the distance...

Yep indeed. I could live with the smaller tile size, but those gaps are just killer. I have always thought of SC4 as more of a hobby rather than a game. It's basically the modern day equivalent of the model railroad. That is going by the wayside here though. The gaps mean we're going back to Sim City being a "game" rather than a "model", which for me is a real shame. SC4 is a great model, but the simulation really lacks depth in some areas. I was looking forward to having a new model with more depth, but that doesn't seem to be where we're heading. I may still buy SC2013, but if I do, I'll be buying it as a game not as a model and it probably won't be at release.

Share this post


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

http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gmuw3

Apparently the whole "reconciling edges" thing along with road connections between cities was also a factor in segregating the player's cities.

Not sure why, but apparently the devs thought it was a big problem in SimCity 4.

Again, I'm not sure why, since I've played SC4 for almost a decade and so do many people I know and none of us have ever experienced issues with those features.

So, apparently it was either just a big problem in SC4 no one in this community was ever aware of or Maxis is getting desperate for excuses.

  • Like 1

Share this post


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

According to one of the maxis devs in a reddit thread, they actually tried adjacent cities. The issue they ran into was both simulation and cosmetic. Unlike SC4 you can see neighboring cities in SC2013. To keep cpu costs from being stupid high they disable the simulation in neighboring cities. It resulted in the neighbor city looking "lifeless" with no people are cars walking around. If they simulated the neighboring cities so it didn't look dumb then the cpu and ram required would be beyond most people's computers.

While it is easy to say to "make it an option," we don't know what the code looks like to determine how long that would take.

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


×

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