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i just have done some research before start a new city and thought about share with you the best of what i found
first thing is this vídeo, explaining How to make an attractive city, by the School of Life.
this video shows 6 topics about how a city can be prettier :
not be so chaotic or so ordered must have visible life must be compact must have easy orientation and some mistery must have a ordered scale must have local places to go [Click to see the video]
take a look and post your opinion
maybe i make some posts like this one, what do you think about it?
This is about the 7th time I've installed on a new computer over the years. When is someone going to make an easier installer? All this clicking through pop up windows to install an item. Just once I'd like to just drop my content into plugins and play but no, I've got about 3 weeks of clicking just to install content before I can play. It's a good thing this game is so enjoyable and will still be around for another 15 years. Maybe some day I'll break down and buy a recordable BR disk and burn my plugins folder so I can just dump it back in when I reinstall again.
Pegg Bank began as an experiment in city building using techniques that would prevent the Infinite Commuter Loop, an issue this Mayor has always dealt with.
Named for the Star in the Reasonably Priced Car on the episode of Top Gear at the time, Simon Pegg.
This coastal town began with 4 little towns in a surrounding region, only one being connected by a single road to the north.
The town began along the coast, focusing on Manufacturing industry. Soon the growth spread to commercial and more people began to move in.
Currently plaguing the city is the mass of commercial buildings that have taken over the majority of the coast. As seen in the photo above, it is the same time of building over and over.
How can this city move beyond this sprawl of commercial?
With hardly 20K sims living in Pegg Bank, upgrading to high density commercial is not an option at this point, even with the healthy budget with a surplus of at east a few thousand over expenses.
Residential areas are compact, with the majority of buildings being constructed on a 1x1 tile.
The residential developments are created in pods of 10x10 with roads or streets 2 tiles apart to lead the 1x1 homes to the main street down the middle. That main street will lead directly to the commercial (where the majority of sims work)
How can this small city expand, knowing that the majority of land area will go to commercial builders?
New Zealand is a country in the southwestern Pacific Ocean consisting of 2 main islands, both marked by volcanoes and glaciation. Capital Wellington, on the North Island, is home to Te Papa Tongarewa, the expansive national museum. Wellington’s dramatic Mt. Victoria, along with the South Island’s Fiordland and Southern Lakes, stood in for mythical Middle Earth in Peter Jackson’s "Lord of the Rings" films.
KotCity 0.49.3 (Lucky Friday 13 Edition)
Windows/Mac/Linux builds now available at https://github.com/kotcity/kotcity/releases/tag/0.49.3
Source code available at https://github.com/kotcity/kotcity
Problems? Ideas? Chat with the devs at: https://gitter.im/kotcity/Lobby
Current status: source available, game is pre-alpha but already "does something".
After many years of not seeing any new city builders descend that are satisfactory, I decided to take matters into my own hands. Why? SimCity 2013 was REALLY disappointing. Cities Skylines is fun... but it doesn't seem to scratch that itch that SimCity 4 does. Even though there are still patches and new content coming out for SimCity 4, it's definitely on life support. I looked around at a few of the city simulators available but it doesn't seem like anyone is really working on a modern version of SimCity. The few recent city simulators I've seen break down like this:
Cities Skylines: Probably the king, but doesn't seem to be a city simulator. I have lots of fun with roads and so forth but something is missing. SimCity (2013): YECH! They really goofed this up... between emphasis on online multiplayer and agent based everything it seemed to really stink. Citybound: Looks interesting but a couple of years on and there's not much to show... Banished: Pretty interesting, but I don't like the setting and development seems to be pretty much done. OpenSC2k: Good start but not much more than a map viewer right now. (also relies on "borrowed" assets from the original game) To a certain extent, I think that the departure of statistics-based simulator and the shift to agent-based simulations has fundamentally changed modern city simulators.
Conclusion: Make my own!
So... after doing a bunch of research on SimCity, SimCity 2000, SimCity 4, urban dynamics, Will Wright, pathfinding, etc. etc. etc. I have the beginnings of a new city simulator!
My rough plan is to hit somewhere between SimCity (1989) and SimCity 2000. I want huge maps, accurate traffic simulator, cross platform play, and a moddable game. Eventually, if the game works and people like it, it'd be great to further develop it and become a viable alternative to SimCity 4.
The game is written in Kotlin and is fully supported on Windows, MacOS and Linux. It's open source and will be free for the community.
Would love to hear thoughts, comments, complaints... want to chip in? Join the project on GitHub! Don't want to do anything? Hang around and we will eventually release!
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