I just wanted to add that I think it would be great if somehow the two projects could get together so both could receive contributions at the same time, and the community has a working city simulator while Urbs Urbis is being programmed. In the end there would also be one game working to push the limits of computing power while there is still a game that will play well on lowend machines.quote> As far as I've understood, not a single line of code has been written for urbs urbis yet, so in my opinion it might be more beneficial to combine forces with an already existing project than to create two projects with a common aim. I've also voiced this opinion of the Urbs urbis forum. I can't see how this would restrict anyone from carrying out their vision, because due to the nature of Open source, if the programme isn't developing like you'd want it to, you can always do a fork. Same goes for graphics. With the game being open and rather modular, you can always adjust graphics performance by adjusting LOD and effects. CPU performance can likewise be adjusted for by using e.g simpler pathfinding algorithms on weaker machines. The main benefit of a merger would be that Opencity already has the core parts written, so you don't have to re-invent the wheel to get somewhere. Originally posted by: Poetic This game definitely looks very interesting and I hope it takes off. However, we shouldn't count SimCity Societies out yet.quote> Trust me, it wouldn't even cross my mind. Opencity and Simcity Societies are works of completely different time perspectives. Societies is developed by a company and slated for launch later this year. Opencity is developed by a community and might reach a Simcity 3000 level of sophistication in 2-6 years. Not only are we comparing apples to oranges here, but the oranges are from the supermarket and the apples from a tree in your back yard, if you get my drift. The point here is that as for the oranges, you take what you get.* The apples, however, have development potential which you can control yourself. It requires patience and hard work, but the reward is the most perfected apple, or in this case, the most perfected city simulator to date. * Bar modifications, of course, but I'm somewhat skeptical of how much we are allowed to tinker with the gameplay mechanics of SCS. We might be able to switch out every building into custom ones if we like, but the game will probably still focus on social energies rather than zoning, infrastructure and finance. And if someone is able to go far enough to change that, well, that's already pretty much a new game.