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City-building game(s)

Found 28 results

  1. We are currently working on a new city builder called Urbanist, and I thought I’d make a small post about it here and maybe share more about the development in the future. Urbanist is a strategy and simulation game where you transform small settlements into lively cities. You expand your island, manage resources and production chains, and gradually build a reputation as the next great Urbanist. You can find out more about the game on our Steam store page: https://store.steampowered.com/app/4149490/Urbanist/ We would love to hear your feedback, ideas, or suggestions for the game’s development! (We are a small two-person team, so please bear with us if our replies take a little time — we’re reading along!)
  2. Taking a Christmas break from my Tropico Story, to make a tread/story about my newly acquired Anno 1800. My first Anno Series game. Just finished the (tutorial style) campaign. Now heading into the sandbox, no intension making it hard, just want to enjoy this first game on normal settings. The first thing I encounter is this funny personality. January 1808 A subject of Danish King Christian 7. I am sent to Faroe Islands to reclaim as much as possible, as we lost control after the war with England in the early 1800’s. With just one flagship, a small group of settlers, and a little bit of resources and rigsdaler (old Danish money). We settle on the Island of Streymoy. Starting a simple farming village and a sawmill. Currently 120 people. March 1808 News of Streymoy soon spread in Denmark, farmers come from the poorest regions, mostly in Jylland and on Fyn. Local production of “brændevin” (Strong alcohol) and simple working clothes have begun. The first pub called “Værtshuset” is now able to serve the locals. Even a fire station was constructed and the first brick building. June 1808 In May, I send an article to Copenhagen Newspaper, Danske Post-Tidende, recruiting specialised workers to join our community. Soon we got a brick factory, and a slaughter house, creating sausages, like black pudding, medisterpølse and different kinds of salami. The brick factory employees, are organized in a worker union, the first of its kind in the world. A subject of William I of the Netherlands have settled a nearly island, we are currently at peace with them. We now got 277 farmers and 150 workers living in our port town Thorshavn. Map
  3. So, I am watching trailers for this "Tiny Glad" game that is another one of these procedural sandbox games: So, for me- just building a castle or whatever really isn't that much fun if it isn't connected to a larger city building element. Get this idea though: A building editor like the one used for Tiny Glad could be the backbone of the entire city building game. We just need road and rail, and the players design all the buildings using an in-house building editor and then they can upload and populate the game with their custom buildings. There could even be procedural elements built into the buildings- where floors could be added as the land value goes up etc. The entire game should just be the basic road and rail, maybe electric infrastructure, but there is a building and map editor that are the core of the game. The players use an in-house editor to create all the industrial, residential, commercial airport buildings, shipyards etc.. There are textures and stuff they can use, but make it super easy to import custom textures etc.. All the designers supply is the building editor, map builder, and some road and rail stuff. players build the rest, upload their creations *(to be saved locally, not on the cloud) and do it for fun.. This game would go crazy so fast!
  4. My name is Lavrentij Vaslov. Son of Mikhail Vaslov a prominent member of the Central Committee of the Communist Party of the Soviet Union. I was sent by my father, to build up and industrialize a rural area. Starting some iron mining and exports to the Russian Soviet Federative Socialist Republic via the nearly Grodno region. Luckily, I will get some help from my father, providing me with many of the basic needs, water supply, fuel, electricity and he will also see to the delivery of materials from Grodno, but we will of course have to pay for those. He will also guarantee a trusted supply of inhabitants with a respectful attitude towards the Communist Party and our projects. Editorial: Since I don't have the patience for the comprehensive tutorial and campaign. I want to start with a relatively easy setup. The game can (and should) be played on "realistic" so you have to produce everything yourself, or transport it from a border station. Vehicles need fuel, buildings need heating and electricity, farming needs fertilizer, roads need asphalt factories, buildings need concrete, and so on. But I need to run a few test scenarios to understand it first. To show the original game, this play-through has no workshop items.
  5. I was puzzled by how the city builder game looks in the eyes of other people and the entire simtropolis community. Please take this survey in google forms so that people have a clear vision of what the community wants from current and future projects in this genre. I will publish the results later. https://docs.google.com/forms/d/e/1FAIpQLSf90DCopvNhGPzVG6_c1XHW8Uhz-16zizU8TSaUp0-jtJV3xA/viewform?usp=sf_link
  6. This is the latest maps from statistic department Overview map of Bounty Islands (North) 2064 Overview map of Bounty Islands (South) 2064 NORTH DISTRICT Mountain Village (east) 2064 Mountain Village (west) 2064 Plateau Village 2064 ----------------------------------------------- BOUNTY CITY Presidente Jakub District 2064 Harbor District 2064 Saint Mary's District 2064 Cattle Road District 2064 Shark Beach Suburb, Cattle Road District 2064 CEPERO ISLAND Cepero Capital City 2064 Industrial Zone 2064 South District West, Miner’s Town, 2064 South District East, Lucia Village and Plain Hamlet, 2064 D'ANGELO ISLAND D’Angelo Town, 2064 Southern D’Angelo Island, 2064 ANTONIA Del TORO ISLAND, 2062 ----------------------------------------------- Public Transport Map 2052 ------------------------------------------------------------------------------------------------------------- THE STORY OF BOUNTY ISLANDS Prologue: After hundreds of Years where Bounty Islands was a leftover and almost forgotten colony, “THE KING” have managed to spread a rumour in Europe, that precious metals have been found on the islands, hoping to attract new immigrants. As far as we know, no such metals have been discovered. But people and heading for Bounty from all over the old world. This story is about some families descending of the original Spanish inhabitants and a few of the people and families coming to the Islands in the early waves at the end of the 19th century. Other people may appear along the way, I don’t know how many I will follow. Well aware that investments were needed “THE KING” transferred some reasonable funds to the Governor, most of it was spend on a ridiculous oversized mansion to host the Governor family and his private guards, but some was at least used to upscale the main islands infrastructure. Rubén Ruiz One of the lucky townsmen to get a job at the new Rum Distillery was 35 years old Rubén Ruiz, he was from one of the old farmer family’s but he preferred working in the Rum industry to the sugar plantation. His wages were more than doubly. Rubén was married to Dolores with three children, but all old enough to support themselves. People at Bounty Islands get their children at a young age, in fact Rubén already had a grandchild, 1 year old David Sánchez, son of daughter Ane.
  7. There didn't seem to be an on topic general forum; only off topic. But what is the definition of a city builder? Of course SC4 and CS are. Is the Tropico series city builders? Is the series that started with Caesar and went on to Zeus, Pharaoh ... city builders? Is Transport Fever 1/2 city builders? Is there a formal definition of a city builder game or simulation? What is its feature set? What does it model? How do city builder games differ from professional software tools of these conduction research and city simulation or city design? Have their been any really novel approaches to this game genre? Like the original idea to marry SC4 with The Sims? What are the essential features of city builders? What is the most important features that most these games are missing; or their limitation? Are there open source efforts to either produce a city builder from scratch or reengineer one such as OTTD? Should City Builders be sandboxes or goal driven? Should there be a competitive aspect as there was in RT1/RTD/RT2/RT3? LET'S TALK. I know there is Discord, but I am still trying to figure out why that attracts anyone, beyond MP game players. Thanks.
  8. Hi! So I got a little off topic in the "How to run SimCity 4 Natively above 1920x1080 in Hardware Mode!!!" thread (https://community.simtropolis.com/forums/topic/759666-how-to-run-SimCity-4-natively-above-1920x1080-in-hardware-mode/?do=findComment&comment=1765515). I was trying to say that while SimCity 4 can run at 8K, it might not be ideal.... Look at the user interface in regard to everything else. Below is Timbuktu. The UI in City Life: 2008 Edition was barely readable at 4K. At 5860x3240, it was a lost cause. Below is a screenshot of City Life in 1440p on my 4K display that's set to 5760x3240. In the screenshot below, I've applied Nvidia Image Scaling that's available for purchase on Steam. Now, below is SimCity 3000 Unlimited at 4K. It looks beautiful, but it's unplayable for me due to the miniscule user interface. Below is SimCity 3000 Unlimited set to 1440p. That is definitely playable for me! That about concludes my scaling experiments. With SimCity Classic, it was just a matter of setting the correct Windows compatibility settings. Thank you for reading!
  9. Patron

    Some of the Banished players have been trying out Patron on Steam Its minimum system requirements are a bit much for my computer re graphics, so I haven't tried it out myself Minimum: Requires a 64-bit processor and operating system OS: Windows® 10 (64-bit) Processor: Intel® Core™ i5-3470 or AMD Ryzen™ 3 1200 Memory: 8 GB RAM Graphics: GeForce GTX 1050 3 GB or AMD Radeon™ RX 560 4 GB DirectX: Version 11 Storage: 10 GB available space Sound Card: DirectX compatible sound card https://store.steampowered.com/app/1538570/Patron/
  10. City State 2

    City State 2 Released Now ! Some months ago I tried City State a SimCity like builder game with some nice edges where some different political options where presented tropico style. Looks just like SimCity 2K 3K graphics not much less. With a similair fashion of highs and lows to deal with it had a new fresh look at city building. City State 2 presently released got 3D and looks way advanced on his previous release. City State 2 system specs are little like City Skylines with a I7 16 Gig memory and certainly a fast graphics card wich is as CSKL out of my reach for now. Modding may be a little furthur no new about perhaps, look very good. ! Hope everyone have a look at the game at steam ! https://store.steampowered.com/app/1352850/Citystate_II/ and on Youtube KingMeeMaw videos " Hope you like it ! Kschmidt
  11. Transport Fever 2

    Transport Fever 2 is a tycoon game that plays similarly to OTTd - you transport passengers and cargo and get money for it. On the process, cities slowly grow. However, it also offers the tools to make it a visually appealing city builder as well. No, no management tools like health, education, hydro, etc. If you want this then this game is not for you. The only thing from SC4/CS that you have control over is transport - roads and public transport, where it is better than the latter, especially SC4. If you do not mind that - i.e. just want to focus on building and looking at your city, or just want to focus on the traffic aspect, then it is a considerable alternative to SC4/CS. Like CS, TpF2 is a full 3D game. It is newer and has better graphics, better road and rail building tools, no ingame limits like segment/building limits, and much better public transport management tools. It is also less "blocky" than CS or SC4 as the minimum blocking square sizes are very small - i.e. a vanilla 1x1 house occupies over a dozen of these square blocks, unlike SC4/CS where they occupy the whole square. As result of this, downloadable buildings and roads come in all sorts of sizes. The big improvement over its predecessor TpF 1, as a city builder, is that it now the game allows you to plop new towns in the game. This enables you to very quickly build sprawling cities - faster than CS will ever be. Ploppable buildings and other assets allow you to complement them. No direct control over zoning - like its predecessor, by default all cities are built with a similar amout of RCI to each other. However, a mod allows you to change these values to any of your liking, so you can quickly plop new residential, commercial, and/or industrial neighborhoods, or a mixture of them. Mods also allow you to decrease the maximum cap of RCI per building, which is good if you want to buld big - this is an agent-based game like CS so performance is a big consideration. The main disadvantage over SC4 or CS is that its mod base is much smaller, especially non-transportation methods. There are good options here and there though, enough to add variety and detail to your cities. I made a guide for this if anyone is interested: https://steamcommunity.com/sharedfiles/filedetails/?id=2538066706 Some images from one of my cities:
  12. Hello ! I'm currently designing and creating a city building game (sort of), see here: I'm excited to talk with different members of this community to help me steer the project in an interesting direction. I hope that your insight could help me, as I often face big design walls which are hard to surmount. An recent example was how to do the lot layout, which ended up not that great (see video), but I feel that by talking with city building veterans, I could have done better. Anyway, glad to have discovered this forum.
  13. NewCity by Lone Pine

    Thanks to @morcupfor their post, not sure my computer up to playing it and its still only Steam Early Access so it might never reach an official release, still its good to see companies doing more city building games https://store.steampowered.com/app/1067860/NewCity/
  14. Because of the stupid engine limitations (regarding segment, route, and prop limits, specifically) and the instability (after every game and mod update) of CS, among other quirks, I have used Transport Fever as my default City Builder - note: NOT management, never cared about it even in CS/SC4, but just building - for a long while. I have been playing on this region for a while now. It is based in a real life metro area (actually, a number of them); props if you can guess it without looking at the tags. The map, whose savefile is at 1.25 GB and growing, pushes computers' limits to the maximum, and is about 32.8 km by 16.6 km - which feels bigger and less blocky thanks to much smaller increment/block size than CS (for example, a zoned building in CS can normally be 1x1 to 4x4 big, while TF buildings occupy at a minimum somewhere around 15x15 much smaller blocks) - and would have hit CS limits regarding segment, agent, route, prop, and even tree limits, long time ago. Only downside is the lack of mod diversity; decent amount but most of them are European-based. Transport Fever 2, which was released back in December, has more mods, including many imported from TpF 1, and more mod diversity, but I started this region before TpF 2 was released.
  15. Theotown for Android/iOS/PC

    Anyone heard of Theotown? In my opinion the best city builder available for mobile devices, and by far the best free one. It is a 2D game with isometrical projection, and with all the usual basic services such as zoning, landmarks, education, hydro, security, parks, roads and transit, etc., as well as plugins, it reminds me of a mixture of SC4 and SC2000. There is a number of difficulty levels, or you can just play in sandbox mode, with no need to worry about finances. Maps have a decent size. Yes, it is free, but "P2W" (if there could be such a thing in city builder games...) does not get in the way of anything really (I do not need to mention examples...). The only - slight - limitations for a casual gamer that I have seen are the requirement to watch ads for each plugin downloaded (or you can spend diamonds, they are not hard to get for free), and that the highest speed forward is blocked out. Tunnels also require some diamonds, but again, not much, unless you build lots of them. Also, no online requirement. Also on Steam, for a few bucks, if you are interested. Image provided is from a city of mine, made in less than an hour over a couple of sessions.
  16. Olá pessoal. Não sei se vocês sabem, mas foi lançado um novo construtor de cidades, ele se chama NewCity (Lone Pine). É um jogo promissor e que lembra bastante o SimCity 4 . O jogo é em 3D real, e os gráficos são muito bonitinhos. Ah, o mapa do jogo é enorme, chegando a ser de 125 x 125km (que é o mesmo que 15625km²). É muito grande! Até a trilha sonora do jogo é convidativa hehe. Enfim, aqui está o trailer: Aqui são fotos das minhas cidades: OBS: Eu participo do alpha fechado (joguei o NewCity antes do jogo ser liberado para todo mundo), então algumas coisas minhas são diferentes das que estão no jogo já lançado oficialmente. O criador (Lone Pine) é independente e está sempre conversando com os council-chamber. Enfim, o NewCity é uma alternativa para quem gosta do SimCity 4, mas tem vontade de experimentar um jogo novo, com gráficos totalmente em 3D, no estilo bonitinho, com novos recursos.
  17. Hello everyone, since I am - like most of you - a big fan of the classic SimCity series I thought about creating my own project in that kind of style almost five years ago. I hope it's ok to tell you about my project in here. My project is called Road to your City and is a city building and management game with a heavy emphasis on football. If I might introduce myself: my name is Christian, I am living in Germany, I am 35 years old and work as a senior software developer. In my spare-time I am working on the project for almost 5 years now. I did everything by myself (except for sound & music since I don't have the talent) - the concept, the game engine, all kind of graphics and the gameplay programming of course. I thought to sign up over here because there might be some people being interested in my project. The game already ran through two alpha stages and will be released in 2019. In my Discord channel there is already a small but very nice community with some enthusiasts really loving the game, testing and supporting it. End of January I am going to start a Kickstarter campaign (including a demo version) which is meant to lift the game on another level concerning graphics and audio but it won't have any influence whether the game will be released or not - the game will definitely be released in 2019 as an Early Access (if the Kickstarter works out I will be able to make a full release by the end of the year). Whoever read this post until here - which makes me really happy by the way - might be interested in more information. Here is another short description of the game and its current features. Road to your City is a city building and management game with a heavy emphasis on football. Slipping into the role of mayor, you are tasked with growing your city from a tiny village while simultaneously establishing a successful football club. Meet the wants and needs of your citizens and allow your city to flourish, all the while developing your football club from grassroots to world class powerhouse. Build a city for people to live and work in. Create homes and provide jobs. Found a football club, adding and developing talent as it grows. Install and maintain training facilities to provide your players with the best development environment possible. Enter your club in competition, starting with the district league all the way to the premiere competitions in world football. Construct a football stadium and use your inevitable success on the pitch to attract new supporters. React to security, satisfaction and population developments by upgrading or expanding your city with the buildings it needs. Deal with unpredictable events such as players leaving or hooligans causing trouble in your stadium. Further your city’s financial situation by providing services like TV, fan shops, and banks. Request and acquire funding to develop both your city and club. And much more! Here are some additional screenshots: If you're still reading the post - I have even more information. Since October 2018 I'm also on YouTube releasing devlog videos regularly. In these videos I am talking about the development progress over the last few weeks and the future plans. Here is a link to my channel: https://www.youtube.com/channel/UCiQxQHUVo608vL11_czbiKw Here's the first in that series: I'm also using the following social media: Twitter: https://twitter.com/yheekygames Facebook: https://www.facebook.com/yheekygames Discord: https://discord.gg/BwTx373 Instagram: https://www.instagram.com/yheekygames IndieDB: https://www.indiedb.com/games/road-to-your-city I'd be happy for any kind of feedback and maybe we'll see each other on any platform. Thank you very much for your attention! Cheers, Christian (Yheeky)
  18. Have you guys seen this yet? New PC game claiming to be the most deeply complex city builder ever. Basically a SC4 for modern day. Metropolisim website Metropolisim Steam page Metropolisim Twitter
  19. Have you guys seen this yet? New PC game claiming to be the most deeply complex city builder ever. Basically a SC4 for modern day. Metropolisim website Metropolisim Steam page Metropolisim Twitter
  20. Foundation

    Foundation is a new medieval city builder that has just achieved full funding over at Kickstarter.
  21. Hi There, Long time member on the forum, haven't commented in a while after the hype of Skylines wore off. I am watching the city-building genre kind of go stale. The last really good city building game was SimCity 4.. as Skylines is riddle with issues that make it (at least for me) annoying to play at best, but almost nonfunctional. Often, (when a smaller scale especially) visually cities can look pretty good from some angles, but the game isn't fun, and I think I have slowly put my finger on why that is. Cities Skylines was released at the perfect time to become hugely successful; a long drought in the City-Building Genre, combined with spectacular crash-and-burn always online annoyance of SimCity with tiny maps really alienating their fanbase, as well as the non-success of games such as Cities XL, and XXL. The media Hype was huge around Skylines, and enough people believed it appeared that the game would be the perfect replacement for SimCity 4 that sales took off. Right out the gate though, on the first day of gameplay I started to notice a number of things that didn't feel good about the game: 1. Bad City Graphics (Usually I'm not a graphics stickler, but in a city building game the graphics are very important. The graphic style almost looked like a Mars Colony more than any city on Earth. The super vibrant pastel blues, greens, yellows, and pinks complimented soil that turns purple when it got polluted.. (interesting design choice). At many levels of zoom, obvious graphical switches between large and small model files loading really grabbed the eye, and sharp looks to many of the buildings (for some reason the graphics, even when on higher setting are headache inducing. To this day, the base graphics appear mostly the same as they were at launch, instead of say replacing them with better looking "Brooklyn/NY" designed sets for example, having paid the model designers a bit to use their sets commercially. Any mods added to the games already long load-times, which makes them not as fun as they could have been. Which leads to.. 2. Game Load Times Ridiculous It's hard to have fun playing this game, when even with the mod that speeds stuff up, game takes many minutes to load.. and what's even worse, when exiting the wait is excrutiatingly long. It's hard to have fun playing a game when load times are this poor and you're afraid to exit a city or do other things out of fear of waiting so long. 3. Game is Clunky - Over Ambitious / Under Optimized The Traffic in this game is both a high point and a low point - It's a high point in so much that laying roads is flexible and rather easy to do and cars are individually simulated. There are also individual sims being generated and followed around everywhere. Every agent you see is simulated, not procedural generated. Well, this is great in theory, but as the city grows, you can tell the computer isn't haven't too much fun playing 'simulate every little thing' on this scale. Usually around 100K population the simulation slows down, and thinks start getting clunkier. Around 250K things are pretty much unplayable (I bought a new computer for this game, apparently not the right one) to the point of generally being annoying in a 3D environment. This makes this game not so fun for building large cities - Not to mention a mod is needed to open up all the tiles on a map (come on guys). Simulating Flowing Water was ambitious, but it might be the straw that broke the camel's back computer performance wise, and is it needed really? Also, the joy of vehicles etc. quickly moving around your city is lost, as things run slower and slower due to so many agents being simulated. This is the trade-off on simulating everything down to the single agent. Which I think was a big mistake. Had they procedural generated some aspects such as general traffic maps and just populated areas with vehicles where the player is focused and just generally simulated traffic elsewhere I don't think this game would have been such a CPU hog and building truly large cities would have been more possible. For other areas, agents should have been simulated: Trains, Boats and Airplanes etc- these are large-scale infrastructure that people would pay more attention to on a larger map. Every single car on the other hand, let's just make this game playable and proceedurally create cars on the road when necessary to allow larger cities. 4. Very Large Cities Hard to Build Due to CPU Constraints. Kind of mentioned this above, but very large cities are hard to build due to CPU constraints. The cities in Skylines, while bigger than SimCity 2013 are actually smaller than a SC4 region for example. In this aspect, we took a step backward in the city-building genre, and arguably one of the main reasons people play city simuators is to make massive cities. Unless you're running this thing on a supercomputer, that's just not possible. 5. Zoning / Zone Depth / Lack of Skyline Simulation For a game called "Cities Skylines" there really isn't much skyline developing in any city you build, unless you plop buildings. There is a sea of "mid rise" skyscrapers topped out all about the same height- What a letdown! I was hoping to see a gentle arch toward the most expensive land values in town, and a corresponding skyline, but nope, there apparently is little, if any actual city simulation taking place regarding land values and other factors contributing to tall buildings. Zoning is more limited than previous city buildings, and zones are 4 (very small) boxes deep. Zoning left many players very discouraged, with hopes that the zoning issues could be fixed via modding, but apparently they can not. Both of these things are very bad for Colossal Order, as long before the game was launched people were pointing out the "painty" look to road placement, ergo "4 deep zones".. It just doesn't look right and creates for a repetitive/painted look to city growth. Even SimCity 4 would build in some generic blocks which is a much better method to placing zones and streets. 6. Really Bad Sound Effects I don't usually complain about sound effects in a game, but these are the worst sound effects I have heard in a game in recent memory. From the terrible bulldoze sound that is way too loud, repetitive, and just frankly annoying, to the sirens blaring way too loud and constant it's hard to be more annoying. Really nothing positive to say. How could it be this bad, and not fixed with an update? Yikes. 7. Stubbornness on the Side of the Developers Want 3 Zoning densities? Too bad. Want Zones deeper than 4 tiles? Too bad. Want realistic looking buildings? Too bad. Don't like the Chirper? Too bad. Don't want Pastel Colored Goofy buildings and vehicles? Too bad. Want the entire map playable? Too bad. There was a lot of almost cockiness/stubbornness with how the developers have interacted (or not) with the city-building fanbase. I think this team did an acceptable job making a city builder in 3d, but not an exceptional job in any way shape or form, and they have shown they really don't care what the majority of fans want or ask for, they're going to do it their way anyway. 8. Limited Transportation/ Lack of Sim. Ships at ports will drive over land if land is terraformed, limited shipping aspects, trains run way too frequently it's almost a joke, and don't really serve much of a purpose. Airports are a joke, super tiny. No ferry options. No zoning of Aiports/ Seaports. Trams etc. are an extra money-grab. etc.. Especially the trains aspect was seriously botched in this game, and generally any type of transportation that isn't a road seems pretty flimsy/not simulated or thought about very well by the developers. 9. No Large groweable buildings Since zone sizes are 4x4 and there appears to be no real building simulation running in this game (whereby downtown areas would get taller buildings than other areas) the only way to make a "skyline" pop is to add plopabble buildings. This is a huge letdown for most city building fans, as growing taller buildings is pretty much the entire purpose of a city building game. I've said it before, but city building is more like gardening than anything else.. You create the conditions necessary for development, but have to wait for it to grow to its potential. Just selecting a building and plopping it completely misses the boat on what the purpose of a city building game is. The anticipation of seeing what a new large skyscraper will be, as it grows from foundation up is a huge aspect of city building games which is generally overlooked. Not to mention, the lack of building height variety, and this game is a complete let down, with repetitive looking cities with buildings all on pretty much the same lot size and no focus to the skylines and urban development. Really, really bad. Yes, CO was able to sell many copies of its game, but after playing for a while, I think most city builder fans clearly understand this game is not "the one" by any stretch. Because Skylines was marketed so well, came into the market at the right time, etc. it gobbled up a majority of the city building fanbase.. Who were "happy enough" with it to not ask for a different game.. The irony is, Skylines might kill the city building genre for a while. Had this game not come out, I wonder if we all might be playing a much more fun, actual city simulator game that for all intents and purposes could be a better City Builder right now. I personally think this game is not fun, has a number of serious issues, and is actually fundamentally irritating at times, unlike anything I experienced with any SimCity game. I think the City-Building genre has shown a very rabid fanbase that will spend money on a good city building game. Let's hope we get that game. Or Maybe, the fact that Cities Skylines sold so well, and really wasn't a finished city-building game and could have been a lot better will interest some other game designers to try their own attempt at a city-building game? Hard to tell whether Skylines will dominate the city-building genre for a while longer, or whether another developer thinks they can do better and the market is still viable. If Skylines has shown one thing, it's that City-builder games can and will sell, and make plenty of money. The super-shooter/racing etc. gamer needs are met, but city-builder fans have been under appealed to, making the opportunity still there for a very profitable city builder if done correctly.
  22. How would you rate each of the city-builder games you've actually played. Listed below I've included the games generally covered on ST. If there is a city-builder game that you play that is not on the list then add it to your list of games actually played and give it a rating. The ratings are from 1 to 10. There are 9 listed game titles and 1 'other' which you can name or choose not to. If you have not actually played the game give it a rating of n/a, or simply leave it off your list. A rating of 1 would be what you consider the least, a rating of 10 would be what you consider the best. You can either rate them as a list from 1 to 10, or rate each one individually between 1 and 10. Either way it should be obvious which way you decided to rate the games. You can copy and paste the text below to enter your ratings. You can also quote the text below and enter your ratings in the quote box. +++++++++++++++++++++++++++++++++++++++++++++++++ 1. Cities Skylines ___ 2. SimCity (2013) ___ 3. SimCity 4 (Rush Hour) ___ 4. SimCity 3000 ___ 5. Cities XXL ___ 6. SimCity Buildit ___ 7. City Life ___ 8. SimCity 2000 ___ 9. SimCity Societies ___ 10. Other ___ ++++++++++++++++++++++++++++++++++++++++++++
  23. Megacity Builder

    Hey my game just went live on Steam. I've been working on the series since 2009. A city builder that has all the bells and whistles you know and love with one twist. In Megacity Builder you build a whole nation not just a city. Pass laws at the national level. Fiddle with the budgets at the city level. Build cities like in classic city builders while producing resources to feed your massive capital. Massive game world to keep you busy building for many hours. 1) A city builder where you build not just a city but a whole nation. 2) Procedurally generated maps. 3) Subways, disasters, plumbing, everything you'd expect in a city builder. 4) Research products to sell on the world market. 5) Produce everything from tomato soup to jumbo jets. 6) Build rural towns to produce resources. 7) Build factory complexes at the capital. 8) Enact laws and national programs. 9) 190,000 tiles to build on. A truly massive game world. 10) Diplomacy with other nations 11) Trade resources with your neighbours. 12) Sandbox game play, be a peaceful nation or build a military. 13) Generous money supply, keep building not waiting. http://store.steampowered.com/app/630360/Megacity_Builder/ I hope you enjoy it. I enjoyed making it.
  24. E06 - 2 districts, 1 terminal

    Back again with episode 6 - this time around I made sure I got some districts done, along with a custom cargo train terminal. Hopefully you all enjoy
  25. Evolving World

    Hello everybody, i come here to show you a city builder game project. It's on kickstarter and wait for fund to be the next gen city builder game. Evolving world Kickstarter Help this project to make it happen.
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