Jump to content
Hamish

SimCity: Confirmed Features

38 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Anyone have any word on whether or not the new game is going to have Agriculture zones? It'd be a shame if it didn't.

Share this post


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

Anyone have any word on whether or not the new game is going to have Agriculture zones? It'd be a shame if it didn't.

Unfortunately no, there won't be agriculture in this release.

Perhaps it'll be included as an add-on in the future though. Or depending on how the modding tools end up I could see an agriculture industry being made sometime.

  • Like 1

Share this post


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

They took some of the features of Sim City Society. whats in Sim City Societies should stay in Sim City Societies

The some features taken from Sim City societies:

1. The Alien gift Disaster in Sim City Societies they used it there almost same way the disaster is implemented they take citizens from the streets and buildings only difference is to make it look like they didn't copy from Societies they changed color of tractor beam.

2. Some missions need neighbors. (hate this cause this is Not Sim City Societies remember when you drive out of town as a bad guy I saw in a video in youtube that in Sim City 2013 there should be at least a neighbor for that to work)

3. In some cases you need neighbor to grow city faster (keep this in Sim City Societies don't bring it to Sim city 2013)

If I find out more I'll post it here what features more they took from Sim City Societies and im not yet sure about this one buildings are upgradable like in Sim City Societies they need clicking just to upgrade.

Share this post


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

They took some of the features of Sim City Society. whats in Sim City Societies should stay in Sim City Societies

The some features taken from Sim City societies:

1. The Alien gift Disaster in Sim City Societies they used it there almost same way the disaster is implemented they take citizens from the streets and buildings only difference is to make it look like they didn't copy from Societies they changed color of tractor beam.

2. Some missions need neighbors. (hate this cause this is Not Sim City Societies remember when you drive out of town as a bad guy I saw in a video in youtube that in Sim City 2013 there should be at least a neighbor for that to work)

3. In some cases you need neighbor to grow city faster (keep this in Sim City Societies don't bring it to Sim city 2013)

If I find out more I'll post it here what features more they took from Sim City Societies and im not yet sure about this one buildings are upgradable like in Sim City Societies they need clicking just to upgrade.

What?! None of those were in SimCity Societies! Some of those were in SimCity 4 and all of those are in SimCity Social.

--Ocram


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:  
 

Anyone have any word on whether or not the new game is going to have Agriculture zones? It'd be a shame if it didn't.

Unfortunately no, there won't be agriculture in this release.

Perhaps it'll be included as an add-on in the future though. Or depending on how the modding tools end up I could see an agriculture industry being made sometime.

I hope that agriculture is an add-on or included somehow. No farms, no food. No food, no cities!

Oil and other minerals are a resource, but not food?!? Couldn't it be done like the oil field or the mine, where a barn is built (on land that is prime for farming), and fields added around it, to "extract" the resource?

Maybe the logistics of what to do with a "food" resource is the problem. Would it go to an industrial zone to be processed into goods? Or would it go to a neighbor city to increase its population growth? Not to mention would GlassBox be able to handle ensuring every Sim got his or her byte of food every day?

Share this post


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

Looks like right now food is just assumed to be produced and consumed.

Share this post


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

It appears many of the functional service buildings like power, water, busses, hospitals, police, fire, etc can have additonal Modules. Example: You place the base Wind Power plant which starts with 90 Wh, then you can add additional modules on the property which in this case is wind turbines. A small turbine adds 90Wh each, and it appears there is large turbines available for more power. So no more destroying a low capacity plant to replace it with a high capacity plant... of course no more single standing wind turbines of SimCities past....

I am going off the multiple videos for most of these:

Main buttons across the bottom from left to right:

  • Bulldoze,
  • rail,
  • road,
  • power,
  • water,
  • sewage,
  • trash,
  • city (like city hall, etc),
  • fire,
  • medical,
  • police,
  • education,
  • bus,
  • parks and
  • "Special" buildings.

Special buildings

  • Metals
  • Petroleum
  • Trade
  • Gambling (6 casinos seen in the video)
  • Electronics

Transportation

Buses:

  • bus park (park car, switch to bus),
  • small local stops,
  • depot (with garage modules for additional buses),
  • Terminus (likely for city to city bus traffic)

Streetcars (like San Francisco):

  • hub station,
  • small local stop,
  • avenue with streetcar rail in middle,
  • standalone streetcar rails (light single tracks)

- Trains:

  • Passenger station,
  • standalone rail (heavy dual tracks)

- Boats

- Planes:

  • Regional Airport,
  • Local Airport

Power

- Wind Farm (with additional modules: ?transformer?, service road to be placed on the property, small and large turbines)

- Coal Plant (with additional modules)

- Natural Gas Plant (possibly with modules)

- Hydro electric?

- Nuclear (very likely to include modules)

Water

- Water tower

- Water pump (for pumping water longer distances from towers over aquifers)

Sewage

- Sewage Output pipe

- Water treatment plant

Waste

- Garbage dump

- Recycling (haven't been able to see the available buildings yet)

Trading

- Sim City World (online trade)

- Trade Depot (regional trade)

- Trade Port (to allow current city to trade elsewhere)

Zoning:

- All 3 Residential (R1 is Free)

- All 3 Commercial (C1 is free)

- 1 Industrial (Free)

- No Farms (yet)

Roadways:

2 lane

4 lane

4 lane (avenue)

4 lane avenue with streetcar rail in the middle

Each roadway has the option to be placed in straight line, curved, and larger roadways like avenue can be placed in city block grid format with small neighborhood roads placed inbetween.

Services

- Police: small and large (both with additional modules)

- Hospital: small and large (both with additional modules)

- Fire: small and large (both with additional modules)

Online options known to date

- Play with anyone (they take on another city in your region or you in theirs) via matchmaker

- Play with someone specific

- Also see Trading options above

"It appears many of the functional service buildings like power, water, busses, hospitals, police, fire, etc can have additonal Modules. Example: You place the base Wind Power plant which starts with 90 Wh, then you can add additional modules on the property which in this case is wind turbines. A small turbine adds 90Wh each, and it appears there is large turbines available for more power. So no more destroying a low capacity plant to replace it with a high capacity plant... of course no more single standing wind turbines of SimCities past...."

If you wanted to create a line of windmills along a ridge, you can. You draw a service road out from the wind farm lot, to which you can attach windmills. So, you can place the station at the bottom of the cliff, and draw a service road up and along it, if you so wished. This is useful, as sometimes you can't fit a wind power station where the strongest winds are. More power is produced when you place your windmills in windy locations. (Btw, the windmills will turn into the wind, so you see them facing the proper direction).

"Waste

- Garbage dump

- Recycling (haven't been able to see the available buildings yet)"

Waste is managed on a 2-tier system - garbage cans and recycling boxes. These are 2 completely seperate systems. Garbage is collected with garbage trucks and taken to the city dump. Here you can simply dump the waste, or burn it with an incinerator module addon. You can draw a service road out from the dump and place more dump sites along it to increase capacity.

Recycling boxes are picked up by recycling trucks and taken to the recycling plant. Here, the waste is sorted. By adding the relevant sorting line module addon, you are able to retrieve the relevant material from the waste. For example, adding a plastics sorting line module will allow you to retrieve plastics from your recycle waste. Retrieved materials can be supplied to local industry.

Waste capacity is dealt with slightly differently between cities than SC4. Rather than selling or buying 'capacity', you can choose instead to volunteer x vehicles to a city to collect their waste for disposal in your city. For example, if I have ample capacity in my dirty city, I can send 3 garbage trucks over to another city to take some load off their system.

Transportation:

In the mass transit menu you have subgroups: Buses, Trolleys, Ferries, Planes.

In the buses menu, you can build a shuttle bus depot, which gives you a fleet of small shuttle buses. You can then build bus stops throughout your city. You can also build a park-and-ride facility, which is basically a bus stop with a car park attached. Then there is the large bus terminal, which provides you with larger city buses. The large bus terminal also provides a bus connection to other cities. You can add more parking space to your depot/terminal to increase the size of your bus fleet. Unfortunately the large bus terminal doesn't seem to hold many buses even when the maximum number of garage modules have been added.

Trolleys (trams) require a depot, where your trolleys live, track (which can either be the GLR-in-Ave type, or standalone track), and stations (which can only be placed on the roads).

Ferries are simple - just a port. Build one in each city to provide a link by sea.

Aircraft...not tested this out yet. City airports are required for helipads for the police, city hall, mayors mansion. The larger airport we've seen belongs to the Great Works Project.

  • Like 1

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


  • 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