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Just bought the game: What were Your first impressions?

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So, 5 hours passed since release...

 

 

MmMXgjg.jpg?1

 

I find myself confused constructing roads, like I did in CIM2  :rofl:

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i've spent a lot of time in CiM2. It's helped. Small sections, free-hand tool is the best IMO and then transition to straight when you're joining. (Excepting standard grid, of course.)

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like the traffic simulation the best. I like seeing the trucks bounce and move. It makes a small town look really busy. I like building spread out and making everyone use cars and watch the traffic back up just like real cities.  


"this working too hard thing is hardly working"

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I'm having lots of fun but I already have a bit of a mental wishlist. I wish I had more information exposed when I clicked on a building. Like "has water" or "too far from schools" or "poor fire coverage."  I'd love Caesar II levels of detail, but I'd take SC3k. I think any radii shown when placing a building (like noise pollution radius for windmills or street coverage for police stations) should be shown when I select it after placement as well. And in some cases I wish I could have more than one data view at the same time--it's hard to plan specialized industrial zones, for example, if you cannot see the resources while doing anything else. I'm finding chirper unhelpful too: Why doesn't it tell me there's an electricity shortage? But I have to hear over and over about how someone lost his wallet.

 

I'm sure I'll think of more :) but for now I'm going back to the game.

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I honestly still have problems adjusting to a SC2013 type of game rather than SC4. It's like I've loved and played SC4 so much that I am sort of... wel.. addicted to the type of gameplay it offered. I just can't like or get used to forced region connections. But aside of that I'm enjoying it more than SC2013 and am sure to enjoy it more if there are going to be mods that make it more like SC4.


Hello World

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I really like the game so far.

 

There are are a few things that bother me:

 

This game needs lots and lots of electricity? WOW like if you are unable to build a hoover dam you kinda forced to build 15-20 power supplies :O

The highway road system, how do you change the direction of the road? You always have to drag it in the correct way or it won't work!


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I'm finding the interface a bit clunky, I feel lost compared to SC2013 and SC4

 

Things feel too big as well, plus the colour combination doesn't quite do it for me

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I am sure those familiar with the SC games love this one! As for myself, I am trying to get used to it. I only played SC4, and to be honest, this one feels a bit weird..lol..I am sure that with practice, I might get used to it. And...I miss NAM...lol

 

One thing that does annoy me is the fact  you need a road to place parks...imo, a gravel path or brick path should do the trick...but oh well, that is just a minor detail. Also, the size of the decoration items is not varied enough..we should have smaller parks, smaller statues, etc, imo.

 

Overall interesting game. Will definitely give it a chance.

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I'm loving it sofar :)

CJ is up and running as well. I think my SC4 CJ is going to have a liitle break :)


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Can't stop.  Gotta keep playing.  Here are a couple shots of my town so far,

 

Qwve9Y2.jpg

dE5Wtpr.jpg

 

 

I downloaded a "Fall" color tint off the workshop.  It's super warm and inviting!

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I've been mainly playing it like I was playing SC4 (grids and whatnot), but am starting to follow the terrain with my roads more now. It's so liberating somehow, not being constrained to a grid.

UyMKU3i.jpg

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As I was fortunate to play the early access version, what impressed me was the pure depth and realism of the simulation.

 

For example, you can create bus routes and assign stops to chosen locations. This kind of works by hovering the cursor over the roads, then clicking to place them. Once I'd setup two routes, I thought it'd be nice if they were colour-coded (in the info view). After playing around, not only did I discover a handful of colours, but there was a whole pallet similar to the one in MS Word! Another neat feature is on created routes, there are designated buses which operate. As the route is colour-coded, each bus will change to that colour you selected. So basically, you can observe the city and know what route the bus is taking, just from the colour. I hadn't quite got there, but you'd think similar options are included for other forms of transport.

 

Even though the simulation is deep, everything seems to make sense & appears logical. This makes it fun to play, and means you can go about exploring to find new things. Visually the game looks great and the city seems alive. The building textures also stand out; they're not cartoonish and appear more rustic than what I've seen in SC13 (especially on industrials). There's also quite a lot of city information, such as the special 3D views and building queries. You can create districts by 'painting' an area, and set policies (aka ordinances), or specialise them. There are even some good old graphs which represent the main data about the city.

 

From my experience, there are a couple of minor things, mainly to do with frequency of occurrence. The first was with fires. Even with more than enough fire engines, I found they consistently started widespread across the city. Another thing was the building repetition, especially with commercial & industrial buildings. I noticed there were a few warehouses and stores which built a bit too often. There were also perhaps a few too many doughnut vans around. Although maybe Homer Simpson had a say in that, as one of the default city names was, you guessed it... Springfield! :lol:

 

Anyway, these issues did not detract from my initial positive impressions with the game, and I'm sure they could easily be fixed if needed. Additional content through modding or new releases may also remedy the repetition.

 

My next move, purchase the game! :)

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I am enjoying it thus far. It feels like it makes a LOT more realistic sense than SC13. I don't find myself saying, "well, that's not how it works in real life at ALL" nearly as much. I'm looking forward to really getting to know the simulation and build some better planned cities, as right now I'm just kind of messing about.

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I needed a smaller park so I spent 5 minutes in the asset editor and created one.

 

Job done :)

 

I am sure those familiar with the SC games love this one! As for myself, I am trying to get used to it. I only played SC4, and to be honest, this one feels a bit weird..lol..I am sure that with practice, I might get used to it. And...I miss NAM...lol

 

One thing that does annoy me is the fact  you need a road to place parks...imo, a gravel path or brick path should do the trick...but oh well, that is just a minor detail. Also, the size of the decoration items is not varied enough..we should have smaller parks, smaller statues, etc, imo.

 

Overall interesting game. Will definitely give it a chance.

 

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Does this game have an Auto-save? Ahh if not it needs one! Lost a lot of progress from a video driver freeze!

 

anyway I have a lot of problems with traffic coming into and out of the city from my Industrial area, so this was my rough solution :)

The overhead ramp is for outgoing traffic, from the industrial area, via the roundabout

And I have a pedestrian bridge just behind it...

 

8O9ftWT.jpg

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As I was fortunate to play the early access version, what impressed me was the pure depth and realism of the simulation.

 

For example, you can create bus routes and assign stops to chosen locations. This kind of works by hovering the cursor over the roads, then clicking to place them. Once I'd setup two routes, I thought it'd be nice if they were colour-coded (in the info view). After playing around, not only did I discover a handful of colours, but there was a whole pallet similar to the one in MS Word! Another neat feature is on created routes, there are designated buses which operate. As the route is colour-coded, each bus will change to that colour you selected. So basically, you can observe the city and know what route the bus is taking, just from the colour. I hadn't quite got there, but you'd think similar options are included for other forms of transport.

 

Even though the simulation is deep, everything seems to make sense & appears logical. This makes it fun to play, and means you can go about exploring to find new things. Visually the game looks great and the city seems alive. The building textures also stand out; they're not cartoonish and appear more rustic than what I've seen in SC13 (especially on industrials). There's also quite a lot of city information, such as the special 3D views and building queries. You can create districts by 'painting' an area, and set policies (aka ordinances), or specialise them. There are even some good old graphs which represent the main data about the city.

 

From my experience, there are a couple of minor things, mainly to do with frequency of occurrence. The first was with fires. Even with more than enough fire engines, I found they consistently started widespread across the city. Another thing was the building repetition, especially with commercial & industrial buildings. I noticed there were a few warehouses and stores which built a bit too often. There were also perhaps a few too many doughnut vans around. Although maybe Homer Simpson had a say in that, as one of the default city names was, you guessed it... Springfield! :lol:

 

Anyway, these issues did not detract from my initial positive impressions with the game, and I'm sure they could easily be fixed if needed. Additional content through modding or new releases may also remedy the repetition.

 

My next move, purchase the game! :)

 

With the fires, try the fire alarm districts policy

 

And the same for the complaint someone had for power draw, there is a policy to reduce consumption. My industrial areas get that....

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I like so far. Will there be tile sets of any sort? The architecture as it stands is a bit cacophonous and makes it difficult to recreate many parts of the world and I don't know if mods will allow you to block default Paradox buildings.

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I like so far. Will there be tile sets of any sort? The architecture as it stands is a bit cacophonous and makes it difficult to recreate many parts of the world and I don't know if mods will allow you to block default Paradox buildings.

 

Right now we don't have options like this. But it's been a commonly requested feature so it may very well be added, assuming modders don't beat us to it.


Community Management Team Cities: Skylines Paradox Interactive

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couldn't you guys use districts to deploy tile sets the way farms and forestry works with industrial zones?

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Love the game!  I have been playing it for 5 hours.  I hate you Colossal Order!  This will consume a Colossal amount of my time.  The game, really, in my opinion, is truly special.  I like the depth, the graphics are good - but definitely not great, and it is just really, really fun.

 

Some quick things:

  1. The game is friggin awesome.  Great job CO!
  2. I like how large the area to play is.
  3. I love districts and setting different policies.  I wish there was a more aesthetically pleasing way to represent them in the game.
  4. I love that you can name almost anything in the game.
  5. I would love to be able to name streets, and see street signs and exit signs for street names generated on highways.
  6. Is there an easier way to name a bus line than finding a bus on it and chasing it around to name it?  I would love to be able to do that.
  7. Sounds are really good in the game.
  8. My game crashed after 5 hours of playing.  The population was about 9,400 and the cash was about $300,000.  What's up with that crash?  I am typing this now during a break.
  9. I love how the buses have the different colors.
  10. Street options are just downright awesome!  I mean you guys really did a good job there.
  11. Graphics need to be spruced up a bit.  It's good, but it needs to be better.
  12. I can't wait to set up my first rail system.
  13. Setting up a bus line is not intuitive.  I figured it out but it took longer than it should have to do so.
  14. I may be the only one to ask for this: but can we get more variety in what chirper says.  I love the chirper and find it to be informative.  I just wish what it said was more relevant.  Of course, the jokes are good too.
  15. Sometimes I can't tell where a problem is or what needs to be done about it.  It will talk of a fire but then I can't find it.
  16. See my notes in the thread on what I thought after watching people play it.

 

I do have a few questions:

  1. When can we expect to see more variety in the buildings (residential, commercial and industrial) that spawn?
  2. When can we expect more variety in the educational facilities?
  3. Will we get a library?
  4. Bottom line: any idea on when more variety will come?  I think that will knock the game out of the park.

In sum, the game is a smash hit.  I like everything about it.

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7-8 hours in, and TOTALLY BUMMED it's only Tuesday night!!! Why!!!

 

316rz40.png

 

And my little traffic problem :rofl:

 

2lt5zlf.png

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I don't have it yet but it looks like I will very soon. I like what I'm seeing so far.

 

Question: Can we plop or designate as historic individual buildings? That always helped me in SC4 to break up any repetitive or unwanted growth issues.

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couldn't you guys use districts to deploy tile sets the way farms and forestry works with industrial zones?

 

It's not an issue of if CO can do it, but rather when. They have a rather large list of things the community wants, so it's all about prioritization.

 

  1. Bottom line: any idea on when more variety will come?  I think that will knock the game out of the park.

In sum, the game is a smash hit.  I like everything about it.

 

Last I checked, there are 404 buildings on the Steam Workshop. The game has been out for about 10.5 hours. Roughly 38 buildings per hour, so.... how many buildings do you consider to be enough variety? =)

 

I don't have it yet but it looks like I will very soon. I like what I'm seeing so far.

 

Question: Can we plop or designate as historic individual buildings? That always helped me in SC4 to break up any repetitive or unwanted growth issues.

 

Not at this time. I think this feature was one that was so small, albeit important, that it wasn't really thought about or given attention. I'd be surprised if a mechanism like this isn't added in eventually. Once again, assuming that modders don't beat us to it, haha.

 

[EDIT] Just to be clear, I can't promise that CO will add these features, I just think it's likely. CO really likes to please their fans, so it's only natural.

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Community Management Team Cities: Skylines Paradox Interactive

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Posted:
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couldn't you guys use districts to deploy tile sets the way farms and forestry works with industrial zones?

 

It's not an issue of if CO can do it, but rather when. They have a rather large list of things the community wants, so it's all about prioritization.

 

  1. Bottom line: any idea on when more variety will come?  I think that will knock the game out of the park.

In sum, the game is a smash hit.  I like everything about it.

 

Last I checked, there are 404 buildings on the Steam Workshop. The game has been out for about 10.5 hours. Roughly 38 buildings per hour, so.... how many buildings do you consider to be enough variety? =)

 

I don't have it yet but it looks like I will very soon. I like what I'm seeing so far.

 

Question: Can we plop or designate as historic individual buildings? That always helped me in SC4 to break up any repetitive or unwanted growth issues.

 

Not at this time. I think this feature was one that was so small, albeit important, that it wasn't really thought about or given attention. I'd be surprised if a mechanism like this isn't added in eventually. Once again, assuming that modders don't beat us to it, haha.

 

[EDIT] Just to be clear, I can't promise that CO will add these features, I just think it's likely. CO really likes to please their fans, so it's only natural.

 

 

Uh how do you download it off Steam?  I tried but could not bring it into the game.

 

Also, the game is now starting to freeze.  I am on a Macbook Pro retina.  Any ideas?

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Making money is too easy imo even on the hard mode.  Besides that and a few glitches here and there, awesome game and well worth the hype.

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I like all the options, especially the ability to move  existing government buildings and utility buildings to a new spot.

I moved an elementary school and fire department (the big one).

 

On the other hand I haven't figured out how to build a street overpass (does it get unlocked later).

 

Also I am currently confused on dams.

 

---

 

I do hate landfills, I wish I could zone them like in older Simcity titles instead of having to build them, empty them, build a new one.

 

I think the game is solid, though needs some minor issues fixed.
oddly enough the Steam version never asked me to input my key.

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couldn't you guys use districts to deploy tile sets the way farms and forestry works with industrial zones?

 

It's not an issue of if CO can do it, but rather when. They have a rather large list of things the community wants, so it's all about prioritization.

 

I get ya, I was just thinking of a way for you guys to do tile sets without having to start a whole new system.  You guys know what you're doing!   :thumb:   

 

/backseatdriver

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    I must say, after playing for a while, that performance is outstanding! Even on my 6 year old computer I can play without any fps loss.

     

    Things that bothers me:

    • onramps and offramps needs some tweaking to be smoother especially when connecting ground to elevated.
    • ground pollution still looks unpleasant :(

    On the other hand everything is great :D 

    I respect the devs for their work :)

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    This game, this game well what can i say I FRUCKEN LOVE IT! Good job paradox! Its gotten me back into city building games!

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    I will definitely be buying to see what all the fuss is about, but does it just turn into skyscraper after skyscraper, or can you make it a bit more of a natural evolution?  

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