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City-building game(s)

Found 15 results

  1. Thinking about getting back to this game! Kinda miss playing
  2. What do you think?
  3. While SimCity may have gone under the radar, the Cities Skylines franchise appears to be picking up the slack. Maxis' iconic series may have built the genre, but Colossal Order has shown the industry what an urban city-builder can look like. Cities Skylines 2 will attempt to revolutionize the genre once again, but hopefully it still looks at the SimCity series for some inspiration. SimCity 2013 may have killed the franchise, but that does not mean it has nothing to offer other aspiring city-builders. The game added a couple of interesting and unique features that have not been emulated by an urban city-builder since. Concepts like multiplayer and modular building upgrades could work really well if given the care they deserve, and Colossal Order seems to be the perfect development studio for the job. RELATED:Cities Skylines 2's Promise May Be More Than Paradox Can Chew SimCity 2013's Multiplayer Should Be Expanded in City Skylines 2 One of the coolest features that SimCity's 2010s reboot introduced was probably its online mode, but the unique concept has been heavily overshadowed by the way Maxis handled it. Players were forced to engage with the feature, and servers did not work at launch. Constant server outages made the game unplayable, and those server woes ultimately caused SimCity to fail. However, the concept could work well if given the right amount of care. SimCity's multiplayer mode let players build their own cities alongside each other. The game was split into multiple regions, with each able to house multiple cities. Players could join these regions, pick a plot of land, and then construct their own city, sharing or selling resources with other players. They could work together to build giant Great Work projects that benefited the entire region like an International Airport, Space Center, and Arcology. Cities Skylines 2 could take this online experience and improve upon it. Instead of forcing players to participate in always-online functions, it could be offered as an alternative mode. Players could once again build cities alongside each other, and work together to build a better tomorrow. Colossal Order could even expand Maxis' concept by adding ways to sabotage other cities, a more involved trading system stemming from resource competition, and even more Great Works projects for players to work toward. SimCity 2013's Modular Building Was a Great Addition Another interesting SimCity feature that has not really carried over to other city-builders is its modular building system. Civic buildings and emergency services are an important part of any city-builder, and players are usually forced to place more of the same building as their city expands. Their city may quickly fill up with schools, hospitals, police stations, and other civic buildings. It is a core part of the Cities Skylines experience, but SimCity chose to do it a little differently. Some of the buildings in SimCity could be upgraded with new pieces. For example, players could add more cells or car garages to a police station, more classrooms to schools, helicopter pads could be built on fire stations, and the resident superhero could get a host of new building upgrades. Each of these upgrades could be placed on the building wherever players wanted, and each one would improve various aspects of that service. This feature made service buildings feel more alive, and is one of the main things that SimCity 2013 got right. Paradox has yet to show off any Cities Skylines 2 gameplay, so there is a possibility that a version of these features exist already. The modular building system is the most likely to appear, but a form of multiplayer may be in the cards as well. There is no way of knowing until Paradox Interactive reveals something more, but if these features are not in the game they should be considered. Cities Skylines 2 is currently in development.
  4. Will there be a real SC5?

    Hi there, im playing SC since the Amiga Version. SimCity never dies But i cant understand, why they wont be able to set up SC5? It would be a Hit. Happy Holidays, Dirk
  5. *NEW* SimCity 2015?

    I was browsing the web today and saw a new 2015 Launch (Nov 2014) of SimCity by Origin. What is this?? Is it any good? I looked around Simtropolis and found no mention of it, unless its skylines or a reboot or expanded version of the SC 2013 which i thought was a networked game for FB. I've always played only SC4RH+STEX (since 2004) but when my computer slowed down after so many years that it would no longer play it, I took some years break. I'm building a new computer this year, and intend to play again by summer, but will it be SC4 again? Or some new, better, replacement in the franchise? Here's what I saw: This all sounds legit, but because it hasn't taken over Simtropolis after 2 years out, I'm at a loss for what it is, and if its worth it compared to what I love (SC4). Any replies by people who know, would be appreciated. Thanks!
  6. Industrial Revolution

    Public Region: Industrial Revolution Started by: Randy22E, on Aug 15. Server: North America West 1, Region Map: Viridian Woods ====================================================== Consider playing with random disasters disabled, as well you can find a reliable mod on this site that will disable the day/night cycle so you can focus on gameplay. You can enter and view cities from the main menu without having to claim a city. +++++++++++++++ All welcome to join. ---------------------------------------------
  7. Starting New PUBLIC Region, May 4, 2017 Username: Randy22E SimCity 2013, NA release, Digital Deluxe, 10.3.4 Individual Game Settings: Disasters disabled Text Chat Settings: Origin disabled, In-game enabled Server: North America West 1 Region Map: Viridian Woods Region Name: Heavy Trade 2 All welcome to join. +++++++++++++++++++++++++++++++++ PROGRESS: No. 9 on Leaderboard for Simoleons. All cities full May 11. Pop. 965.000 ================================ Here's a link to the official site server list and status: http://www.SimCity.com/en_US/server-status Issues related to online game-play: ~~~~~~~~~~~~~~~~~~~~~~~~~ I haven't completed a list of official (non-user-created) DLCs for SC5 (2013), but below are general indicators of what variation there may be in content between players online: Editions: Limited, Digital Deluxe, Collectors Releases: Windows: NA, EU, AU, JP, UK, Worldwide, Mac OSX Latest Version: 10.03.04.00 ------------------------------------------------------- So far I have determined that user-created mods are less likely to cause difficulty in online game-play than the yet 'unfixed' condition of different official DLCs causing the 'unable to reclaim' error. If a city is abandoned by another player and you can't reclaim it, it is most-likely because of the variation in official DLC. Not being able to reclaim an abandoned city is most-likely the difference of which 'release' is being used by different players. Some content that was available for free and has been discontinued is furthermore likely to cause the error. ------------------------------------------------------ All welcome to join means ALL regardless of geographic location, release or OS. From the multiplayer menu you can view a region and visit the cities in the region without having to 'claim' a city to get inside to look around. This way you can choose from several public regions with active players to join, and then claim a city in one you want to play without immediately leaving behind an abandoned city that can't be reclaimed by others if they have different DLCs.
  8. Lancaster Pointe, Viridian Woods, SimCity 5

    From the album City Showcase (S3-23-M)

    This first pic is from the corner of the region out at sea. This is my anchor city for the region which I use to generate traffic, utilities, trade, and positive cash flow. In between the MegaTowers what looks like a UFO is actually a blimp entertaining tourists, I use tourism to kick-start a region and then develop industry. The city is nuclear powered and provides utilities and services to the surrounding cities.
  9. Hello fellow players of SimCity. Here's Trylk (Seb for an easier name), I am a modder of SC5 (2013) who decided to remain on the game for a few reasons. (Details in another post) So, I'm not here to talk about myself, etc. I'm here for you, to answer your mod requests and try to give a second chance to this game. Okay let get to the serious part. ---------------------------------------------------------------------------------- Project name : Omega Co. 2.0 Objectives : Remake the OmegaCo transportation tubes to allow a more accurate zoning. Enhance the factory in order to stabilize the needs, the production stats, etc. Allow a better control of which ores/oils are extracted. The way it's going to be done : Separate the ressources extractor to create two differents units that will extract "Oil" and "Ore" (one ressource per module) If possible, enhancing the transport tubes to make the transfer slower or faster. Ex : You have a mining site far of your factory, by default, your transportation tubes transport the ressources that've been extracted at an "medium" speed. Well, since you're far, you want to have a faster ressource transfer from mining site to factory. Same thing's going on if you got a pretty near mining site. Mining units would need ControlNet (approximately 50) <<This is subject to be modified in the future>> What about mod compatibility : Here's a list of the planned mod compatibility : MultiPlopper add-on Regional tools Enhanced stats for industries and workers. (More detailed UI) Do you got any images ? No... Sadly not... Later, I promise that as soon as the firsts testing waves will come, I'll make pictures and add em. So make sure to subscribe and keep an eye here!
  10. I propose we add a maps section to the STEX, because of offline mode locally saving maps to your computer. Is this possible?
  11. first of all where do most people put them? random or strategic location? what levels do you put in them? and in what order? what crowns do you use/like the most? also what zones do you place around the rest of your city? like do you not zone commercial because you place all the commercial in your megatowers? and other stuff like that. And any other discussions about megatowers you can think about as a whole. To start off, I normally just place them randomly around my city and not next to each other, but usually with a MagLev next to one exit. I try to place the mall/office levels around my skybridge (thinking back to SimTower I thought that would be a good idea) and the skybridge as close the center as possible (level 4 or 5 usually) so every level has equal access to them. I also place the levels as needed. The megatower adviser guy usually tells me what is needed in them. I also favor the solar crowns because two of them can power any CoT city I've built so far plus the solar crowns don't take up any room in your city and if you have all eight megatowers you can place at least one of each type of crown anyways (so it's not like you don't have room for the others). Here is one problem I have with them. After playing a city for a long time (usually by game year four) my megatowers start to go abandoned. The residential levels say they can't find work so they move out, then my office/mall levels start to go red because they're losing shoppers/workers from the residential moving out and soon I have entire megatowers that are red. Has anyone else encountered this problem? If so how do you fix it? Another thing I can't figure out is that a residential level in one tower is red and an office level in another tower that is directly connected with skybridges is also red. The residential says they can't find work and office says not enough workers. The solution is easy, get the residential from one building to work at the office in the other (isn't this what the skybridges are for?), but they're not smart enough to figure this out for themselves. How can this problem be solved? These problems really affect my Academy cities, because my Academy is basically ran off the megatower population, then my ControlNet drops when they leave and something ran by ControlNet stops working which leads to other problems. So that is why I wanted to start this discussion for megatower strategies and problems (for me and everyone else to understand how to use them better/more efficiently).
  12. Chain Plopper

    Version 1.0

    9,729 Downloads

    Hey all, this is my first mod, please help me by posting comments, criticisms, and IT'D BE COOL IFs. Also, let me know if something isn't working. What Does Chain Plopper Do? You know how easy it is to plop tons of bus stops in a very short period of time? I made many other things work this way! Now it's super easy to add the max number of buses, trade depot lots, and many other things very quickly! (CLICK ON THE IMAGE ABOVE FOR A GIF DEMO) Example: Bus Depots are great, but if you're building a brand new one in a city bursting at the seams with cash, it's very tiresome to click the bus garage, then plop it, then go back and click the same icon for another garage, then plop that one, then go back to the menu... ad infinitum.... To quote America's favorite female comic: ACK! My God, Surely You are Some Coding Master! Actually, most of the credit should go to Oppie (and all those working tirelessly on the SimCityPak tool! But ProcsKalone did a whole lot to help me out too, In fact, he pretty much told me how to do it, all I did was do it. So i just want to give a shout out to him. <generic shout/> Furthermore, I have a couple known issues right now: Ambulances for Medical Clinic won't chain. Ground Floor Jail Cells for Police Station won't chain either. I have no effing clue if it's compatible with anything else. None. If you find anything please let me know. Also, anyone is free to take this file and change it as they like, just please give me credit if you do so :-D You fool! Shut up and Tell Me how to Install Your Brilliant Mod! Simply download the attached file, and unzip "Chain Plopper.package" into you SimCityData Folder. There, you're good to go! Enjoy all, Chucksef
  13. Anyone would like to play with me and be activlly playing with one another in the game? I would like to be able to have a small group of ppl to play with and having people to cooperativlly play with. I think everyone agrees the game is only fun if everyone works together or you play by yourself. So if anyone wants to join me in a game group clan thingy for simcity just message me on origin. I have a website to organize the information and skype, raidcall, msn, etc... Ofc i wont give that here since its against the forum rules. If anyone is interested just drop me a pm. thanks! matt
  14. @ 5:00 gives details that your resources are predetermined @8:10 asynchronous play ... friends or foes are not needed but will determine what you can do in your city are far as supply and demand @8::50 other players can hurt your city through pollution/crime source :
  15. I dont know about anyone here but that was a deal breaker for me. A city cannot function by itself if were limited to such a small size. I dont care how robust the engine is it just wont work for what most of the people on ST play the game for. 2 km is a size of ONE niegborhood in a large city. Therefore its impossible to play the game solo and have just one city. Unless the modders here would ever find a way to increase the map sizes Id be back in the consider buying this game. This new engine is starting to sound like something too big for its own shoes size. Discuss........
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