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terzetto

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About terzetto

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  1. When one's passionate, the words vomit forth without consideration to brevity... at least that's how it seems sometimes . btw, liked your music. It was very fugue-like and some of the tracks were pretty atmosphereic (nice pictoral allusions too when used). Good job.
  2. Originally posted by: mayors There are other empire/city building games I think cimcity can learn from. Civ IV - Militiary - It would be nice to see invasions in Simcity, although it would be sorta wierd i have to admitt Resources - A city with a copper resource gains a new trade item and also some projects are halved in building costs (eg copper havles the building cost of the Internet) city specialists - At the start, when all or most of the population is required to work for food, but later on as technology and population increases, more food is available and some people are able to specialize, eg become scientists or engineers. In simcity, this could be implemented by having a threshold of an amount of citizens required to work and be productive but changes as with education, population etc. They would affect the city through things like altering building costs, affecting what buildings sprout in RCI zones. Pharoah - (this is a really old game) Military - again. storyline - in pharoah this is the story of your family line from predynastic periods to the new kingdom. sometimes you are required to build a prospering city, other times you are given a city that is in dire need of improvement. Rank - if storyline was implemented, this would mean the player would need to ascend in rank in order to gain some advantages. eg, a player may start at the Council Member rank and work his way up to mayor. lower ranks would not have access to things like zoning high density and so on.quote> Slippery slope here. I've always dreaded the idea that SimCity may become a strategy scenario based game in line with the original Warcraft and all its various decedents. Simcity is heavily dependent on strategy and could be considered as such a game but it is primarily an open ended city simulation. As such, it is almost one of a kind; there are very few games out there where the goal is to build for the sake of building. The game mechanics would suggest that your goal would be a functioning successful city as defined by achieving positive in game ratings and stats but these can be worked around for the sheer fun of building a custom city (cheats, special lots, mods, etc). To introduce restrictions into the core mechanics of the game that would limit your freedom to scenario specific objectives would decrees the value of this very special franchise. It would become one of the many instead of a singular one. There have been scenario's in previous installations of the series but I'm guessing they've met with limited success, hence they're lack of inclusion on sc4. The first Simcity I played was for the SNES and I do remember there being a Bern traffic scenario and a Tokyo "Godzilla (Bowser)" scenario even way back then. I didn't find them particularly interesting or useful now or in any other version since. Another scenario editor might be fun but, in my opinion, it shouldn't be worked into the core mechanics of the game. It should be bundled as a separate function or add-on. My objection to any kind of military activity would fall under the same criticism as the scenario idea. It would add a level of strategy to the game that isn't in synch with the original intention of a city simulation. I'm also a fan of the Civ franchise and find that the newer versions are much more pleasant than the older due to the fact that you can avoid war in many instances. The custom game option even lets you set a permanent peace parameter if you wish. I believe that the ability to build without the fear of unintentional destruction is at the heart of the Simcity series. The stress and anxiety that would normally come from the threat of conflict in those other types of strategy games comes from the threat of economic collapse, aband
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