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hello all, i know this seems a pretty stupid question to ask here, but i am planning an Air base simulator for release on Itch.io! but i really need help, as i don't have team behind me or a boat ton of money to make it! the concept features of the sim are: all of the worlds military aircraft (AI only!) from the cold war to date. available as freeware addons scenery of different airbases, such as RAF lyneham, raf linton on ouse, and rivolto, like the aircraft, these will be available as freeware addons real human speech for AI pilots, ground crew and ATC, in each of the worlds accents onboard cameras onboard every single aircraft, so you can see said AI crew in action from the cockpit or any other area aboard the aircraft! real engine sounds Custom squadron and livery maker Air to Air refuelling QRA launches (can either be set to random, or be triggered by the players) air displays (which can be set for any aircraft, and any type of display, solo or fomation!) animated pilots and ground crew day/night cycles changeable weather avatar mode, so you can walk, or even drive around each base! ground vehicles radar map, to show positions of each aircraft in the simulated world! peace time/ war time scenarios
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Version 1.0.0
684 Downloads
The Park And Ride Traffic Simulator Plugins are modified versions of the NAM's latest and greatest Simulator Z 3.0 Traffic Simulator Plugins (last updated with NAM 45), with one key difference: the Car transit type has its "Travel type can reach destination" property set to "False". This means that Cars cannot directly reach their destination, thereby requiring Sims to use Parking Garages or Parking Lots, or use alternative forms of transportation, like mass transit or active transit (walking) to reach it instead. All NAM Park And Ride Traffic Simulator Plugins are labeled as "Simulator ZP" to distinguish them from the standard, non-Park And Ride Simulator Z files in the NAM. While this package can technically act as a standalone, we recommend using it with either the full Network Addon Mod or NAM Lite, to have a fuller SC4 transportation experience. IMPORTANT! Installing this Plugin but failing to provide parking or alternative forms of transportation may lead to significant changes in the behavior of existing cities, so one should either take care to retrofit those existing cities with the necessary infrastructure (parking lots and/or mass transit), or one should consider starting a new city/region. Further details on the operation of the standard edition of the NAM Traffic Simulator Plugins, including more information regarding capacity levels, network/transit type speeds, and other details can be found in the official feature guide at sc4nam.com. Compatibility and Installation (Short Version) The minimum requirements for running the NAM Park And Ride Traffic Simulator Plugins are as follows: A compatible retail copy of SimCity 4 Deluxe Edition OR SimCity 4 with the Rush Hour Expansion Pack Windows/Linux (via WINE): Any digital retail edition, or any disc copy updated to at least Version 1.1.638. macOS: Any recent digital edition of the Aspyr port for macOS (installation on the App Store version is more difficult, and the NAM Team is limited in our capacity to provide installation help to App Store users). The now-rare non-Deluxe/non-Rush Hour copies of SimCity 4 are not supported. Attempting to run the NAM Park And Ride Simulators on a non-Deluxe/non-Rush Hour copy of SimCity 4 will cause the game to immediately crash to desktop (CTD). A system with the following specs: Any system which can run SimCity 4, with 40MB available disk space. Java Runtime Environment (JRE), in order to run the installer. (The Java Development Kit, or JDK, will also work, but contains extra files not needed unless you're a Java developer.) Adoptium's open-source edition is recommended, though JRE and JDK can also be acquired in proprietary/commercial (but free to download) form from Oracle at https://www.java.com. Additional Requirement on Mac (optional for Windows/Linux): JDatPacker by memo. JDatPacker is a tool for consolidating folders of SimCity 4 plugins. This can speed up the game's performance, and on macOS, this helps alleviate issues with the Aspyr port's known "number of files limit", wherein exceeding a certain number of files/folders within the game's Plugins directory can cause the game to crash. To install NAM Park And Ride Traffic Simulator Plugins: Install the Java Runtime Environment (JRE) (if already installed, skip to Step 2). Run the NAM Park And Ride Traffic Simulator Plugins Installer (NetworkAddonMod_ParkAndRideSimulators_Setup_Version1.jar). Follow the installer's instructions, clicking on each tab on the top bar in order. Agree to the mod's terms on the initial "welcome" tab to proceed with the installation. select the options you would like to install under the "files" tab. Select the install location under the "location" tab. Unless you have set up an alternate location for your Plugins folder, or happen to be on the Mac App Store version of the game, this should Use the "setup" tab and run the "cleanup" feature to remove any conflicting Traffic Simulator Plugins (NAM or otherwise), such that the Park And Ride settings are applied in game. Finally, move to the "install" tab. Click the "Start installation" button to begin the installation process. When the installation is complete, the progress screen will display a message, "All selected components installed!". Close the installer, using the "X" button or, on macOS, the red circular button, in the upper right corner of the window. You're all done installing the mod. Load the game and enjoy the NAM! Manual Installation - Advanced Users who are unable or unwilling to install Java can perform a manual installation of the NAM, something which the new file architecture introduced in 2020 makes far more possible than the previous "Monolithic" releases. This method requires a file decompression tool capable of opening .jar files, such as 7-zip (Windows) or Keka (macOS). To begin, open NetworkAddonMod_ParkAndRideSimulators_Setup_Version1.jar using your file decompression tool. The Park And Ride Simulator contents are located in the "installation" subfolder. The current installer uses a series of character flags at the start of directory names, in order to instruct the installer how to order the options, whether they're mandatory or optional, etc. Numbers preceded by the at sign ("@"), i.e. "@1", "@2", etc., are merely being ordered with this flag. Any directory with the caret ("^") in front of the name (or behind a "@" ordering flag) is mandatory. Any options where the equal sign ("=") and the dash ("-") are present are mutually exclusive--only one should be installed (the "=" option is the default). Remove any existing Traffic Simulator Plugins from your Plugins folder first, then copy the desired capacity level (Classic, Low, Medium, High, or Ultra) into your Plugins folder. The cleanup.txt file in the root of the .jar file can provide you with a list of conflicting file names. DO NOT INSTALL MORE THAN ONE OPTION. A Note Regarding The Former Traffic Simulator Configuration Tool (TSCT) The NAM's Traffic Simulator Configuration Tool (TSCT), first introduced alongside NAM 31 in March 2013, was officially discontinued with the introduction of Simulator Z 3.0 in NAM 45, released in September 2022. Further research conducted on the traffic simulator by z resulted in discoveries that some of the simulator parameters that had been modifiable in the TSCT, such as network capacities, were far more sensitive than previously thought, and that use of the TSCT could significantly degrade simulator performance to unacceptable levels. The tool also required significant reprogramming, as a number of features with it did not work as intended, and there were also difficulties with being able to recompile it from the source code that was available. The settings modifications to create Park And Ride options do not degrade NAM simulator performance, and as such, this package exists to make up for the fact TSCT had been the easiest way for the average user to use the Park And Ride settings for the simulator. Previous efforts to include Park And Ride options in the NAM installer itself resulted in a number of users complaining after accidentally installing Park And Ride simulators, which led to their relegation to the "Park And Ride" checkbox in the TSCT. The only other simulator parameters that are safe to modify from the out-of-the-box NAM settings are the Monthly Fares per Sim per Tile and Monthly Costs per Network Tile properties. As the TSCT is officially discontinued, given that it modifies parameters that degrade the NAM's Traffic Simulator, no technical support will be provided to users who still utilize it. Other modifications to the NAM Traffic Simulator's settings performed with other tools besides the TSCT are also at the user's own risk, and the NAM Team cannot provide technical support, nor will the team assume any responsibility for any resultant issues. More details about decision to discontinue the TSCT, on a property-by-property basis, can be found in the Traffic Simulator Features Guide at sc4nam.com. Distribution and Old Versions The NAM Team only provides support and allows distribution of the most recent NAM version. The same is true of the NAM Park And Ride Traffic Simulator Plugins. Users wishing to hold onto old versions should back them up in their personal archives. Note again that no technical support will be provided for this, nor may any user or site redistribute any old versions. Network Addon Mod - Credits The following named members of the major SimCity 4 fansites and Discord servers have, for whatever particular reason, been specifically included here for their special contributions during the NAM's history. Very special thanks goes towards them in the making, supplying, &/or supporting of this mod &/or its contents possible in one way shape or another: z - Main Simulator Developer Lucario Boricua - additional major research mott - early research/initial Park And Ride concept jplumbley - early research the7trumpets - early research Tarkus - 2023 Park And Ride modifications and release engineering Ulisse Wolf - additional release engineering support Daeley - original Java installer design b22rian - Simulator Z testing pierreh - Simulator Z testing NAM Founders Redlotus the7trumpets Tropod NAM Team Lead Tarkus NAM Technology Evangelist Haljackey NAM Logo MadSim (original design) Ramona Brie (updated design) Special Thanks Webmaster & administration staff at Simtropolis, SC4Evermore, SC4Devotion, ModDB, and SimCityPlaza. All (other) members of original Simtropolis Modd Squad, especially the Modd Squad founders. And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after almost 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did and released 20 years ago. Here's to 20 more. ;-)- 3 Comments
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I have just come back to SC4 after finally getting it to run on Win 11 last played on XP 15 years ago at least. I went through the posts on how to install the NAM, which worked fine. I have been following ROBs Red Hot Spot how to guides which are excellent! however he discusses the use of the TSCT which I do not appear to have in version 47 of the NAM. I have read a lot of long posts and become thoroughly confused by it all trying to find the TSCT or an newer version but there is too much information, none of it simple and mostly contradictory it seems to me anyway. Please tell me is the TSCT or something else available ("Config Z") in NAM 47 I should be using to "tweak" the traffic simulator or is the entire tool removed and it is automatically adjusted? Where in the user interface to I find these tools or are there stand alone versions. I am using the full NAM not the lite version and I am running the GOG version of SC4 fully updated as per the essential upgrades thread here. TIA Jonah
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[Survey] What does the city builder simulator of your dreams look like?
Viloneo posted a topic in General Off-Topic
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-
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Ploppable jobs and the demand simulator (ports)
monkeywater posted a topic in SimCity 4 General Discussion
So I am working on a new region. I know for ploppable industry and commercial that it is important to have enough job demand before plopping the files. Is this valid for port pieces as well? I would like to start the region around a port, which means placing it before i place any residential, but I want to ensure I won't irreparably harm the simulator by doing so. What do port jobs count as? Are they civic, industrial, or commercial? thanks! -
NAM on Windows XP - Just to cross-check
TheMurderousCricket posted a topic in NAM & Transit Networks
Yesterday, I installed the NAM's traffic simulator element and would just like to hear one of the NAM expert's opinion if what I did was correct. First of all, my current Windows XP setup is unable to run Java environment. It just says that my "CPU is incompatible" or some other nonsense along these lines. This is why I had to perform a manual install. Again, the only thing I wanted to get was the improved traffic simulator (read: fastest not shortest). In order to make it, I did the following: 1. I copy-pasted the mandatory core .dats into the "Plugins" folder. 2. Then, I copy-pasted the traffic simulator .dats. into the "Plugins" folder. 3. Then, I browsed the simulator presets, copy-pasted .dats located in the "Low" folder and, again, dropped them into the "Plugins" folder. That is all. When I launched the game, I was happy to find out that the simulator has indeed taken effect - most of my streets have low traffic congestion. Also, the fastest routes are indeed the ones most used - a chain of farms located in the vicinity of a rail cargo station has finally started to send their goods via rail, instead of a winding, rural road located nearby. Is it reasonable to call it a successful installation? The only two issues that I can see; 1. Sometimes, I can't connect diagonal road pieces to horizontal/vertical road pieces. However, I'm not sure if this has already been the case previously or not. It seems it has something to do with other objects being right next to the road. 2. In the highway menu, there is a NAM icon telling me that some element is outdated... Which I don't really mind, given that simulator is the only part I use. -
I'm REALLY excited for Microsoft Flight Simulator. All my life, I've been into aviation and I hope to one day obtain a private pilot's certificate. They're doing so many things right. The game is being developed by Asobo Studio in Bordeaux. At the moment, it's the only other game I'm into other than New Cities, Cities: Skylines, and SimCity 4. All my life, fiction has frightened me, so the only games that don't frighten me are ones that "mimic reality." For a game to just "mesh with me," it also takes an active community continuously developing new content for the game. Microsoft Flight Simulator will be sure to have that. In the latest Feature Discovery Series video update, one of the employees of Asobo Studio had talked about how 37,000 airports were manually edited for use in the game and that 80 of the most played and busiest airports were given more attention and what they deemed to be the most iconic airports were given even more special treatment when it came to detail. The next Feature Discovery Series will be released next week. It'll be about Instrument Flight Rules (IFR). As opposed to Visual Flight Rules (VFR) where pilots fly based on their visual surroundings, when pilots fly IFR, they fly based on their instruments. Above the clouds, pilots must fly IFR. No, I'm not in the alpha, but those in the alpha have been saying good things on Reddit and they've been saying them as vaguely as possible. There's an NDA associated with applying for alpha testing.
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Hello Fellow Simmers, I've been playing Cities: Skylines for a while now. I feel like the game could be dramatically improved if the economics of sim life was expanded on. This could potentially provide a whole new level of realism and even offer insights into real world economies if programmed correctly. At present it feels like the economy is not really 'modelled' but rather an approximation for how a simple economy is assumed to behave. In reality this makes the game fairly predictable and dull (imo). To countenance these issues a few additions to the game would have to be made: - Each sim person would have a bank account. New sims could simply be spawned with, say 100 credits, on their arrival in the city. A more complex approach but realistic approach would be for sims to take on a loan when they build or expand a house which they then have to pay back with interest. They would then earn money from work and spend money when they buy goods and services. - Each business would likewise have an associated bank account which is used to pay workers, buy materials, receive funds for goods/ services. - Every in game transaction would consequently have a simultaneous economic transaction. For example, when goods/ raw materials are delivered, sims attend work, sims use public transport etc, a financial exchange would take place between the two parties with the net sum of each transaction being zero. For example, a sim might pay one credit to ride on the bus and the bus company would receive one credit for providing this service. The economic simulation would essentially work in tandem to the current game as it is with everyone's bank balances updated in realtime. As it stands the economy would not really have any effect on the workings of the game, it would simply tick along in the background and provide an indication of profitability/ turnover of businesses, affluence of sims in different areas etc. In order to tie the economy to the workings of the game there would have to be a mechanism for price levels of goods and services to change over time. This would in turn effect the profitability of businesses and the wealth of citizens so that dynamic economic processes can be observed. A way to alter price levels would be to use a simple supply/ demand ratio for goods and services available at different locations. For example, if there are fewer passengers waiting for a bus service then the price of a ticket would be reduced accordingly. Say 10 passengers are waiting for a 15 seater bus then the standard price, and corresponding financial exchange, would be reduced by two thirds. Likewise if 30 passengers were waiting for the same 15 seater bus then the price per passenger would be doubled. Further, the more affluent passengers would use the service first whilst less affluent ones would have to wait for the next bus (hopefully when the price becomes cheaper!) The same system could work with all transactions. The supply of raw materials to factories would vary depending on the abundances of timber/ farm produce with the demand dependent on the number of factories within a certain distance/ transport costs. The supply of goods to commerce and demand from consumers effecting the price of commodities. The number of educated workers and the availability of jobs will effect wages. Even the supply and demand of electricity, water, schooling could follow this model. All of this would make a stock exchange available where the current price and history of all commodities can be viewed. The game would now take on a whole new dimension where some civilians will become wealthy and others become impoverished. Businesses might go bankrupt if supply chains become clogged with traffic and prices rise too quickly. This would then lead to unemployment and a shortage of demand from consumers. There could also be runaway inflation if prices and wages escalate simultaneously leading to inequality across the city. A whole new set of user controls could be assigned so that the economy can be fine tuned. This might include variable income taxes for high earners/ low earners, interest rate levels, expansion of the money supply (quantitive easing), subsidies for certain industries, pollution taxes on road transport etc. The potential for this game as an economic simulator could be far greater than it currently is as a simple city simulator. Just need some good programmers out there to rework it ...
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Evening commute - "Max Time" implementable?
Kartenhaus posted a topic in SimCity 4 General Discussion
I have recently spent some time reading up on the inner workings of the Traffic Simulator, and so far I have a very positive impression. Due to the work of the NAM team in particular, it appears to be a pretty balanced system which has also been a real joy for me in actual gameplay. Great work there! Now I have recently realized one small thing, which I feel most of you might already know about. It's that evening commute trips appear to have no time limit whatsoever. What this means in an example, is: We can lay a short one way road towards commercial/industry zones so that there is a short enough morning commute. But for the evening commute we can create a ludicrously long one way road back, with something like 50 toll booths, so that we can make a really nice profit without repercussions (I tested this myself). All of this is possible due to the aforementioned missing time limit. Therefore I want to formulate the question: "Is there any way we can implement a maximum time limit for evening commute?" I found the technical information on "Commute Trip Max Time" here: https://www.wiki.sc4devotion.com/index.php?title=Understanding_the_Traffic_Simulator#Commute_Trip_Max_Time ----- Side note: Man it would be so nice if we legally got the full SC4 source code sometime in the future… -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
kotcity posted a topic in City-Building Games
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". Why? 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. Roadmap See https://github.com/kotcity/kotcity/wiki/Roadmap 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!- 275 Replies
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Hi all, I've been quite absent to the game for some months now and I wonder if there have been any improvements to the traffic simulator? Last time I played, it was still that the Sims would always choose the shortest route available, not the less congested, which rendered e.g. overpasses and the like over congested crossings useless, as they happened to be somewhat longer than the direct way. This kind of broke the game for me finally - now I wanted to drop in and see how things developed :-) Looking forward for an update :-)
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The title says it all. Due to my admittedly poor math skills and the poor quality of information in the Prima Guide, I can't figure out: is it possible to improve the health of sims outside the coverage radii of hospitals/clinics by using the Farmer's Market and CPR/Free Clinic Ordinances together?
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Create a sprawling industrial city on Saturn's Moon, Titan. Compete with the other Great Houses of Titan for resources, territory, and power. Do battle with ships, technology, influence, or the sheer productive power of your factories. Stake your claim to the Industries of Titan in this innovative sim/strategy game! http://store.steampowered.com/app/427940/Industries_of_Titan/ Industries of Titan is the second game from developer Brace Yourself Games. About as wildly different as you can get from the Rhythm-based Rogue-like that was Crypt of the Necrodancer, but given the overwhelming success it had I'd like to think it's in quite safe hands. I say that with some bias, given it's what I consider my favourite game of all time To add to the excitement, accomplished Video Game Music Composer Danny Baranowsky is once again working with Brace Yourself Games to create the games Soundtrack. You may also be familiar with his soundtracks for Super Meat Boy and The Binding of Isaac, or maybe even the Twitch emote in his likening, DBstyle. Key Features, as taken from Steam page: Design your city and grow it from just a few small buildings into a massive metropolis! Set up production lines inside your factories to turn raw resources into ever more powerful devices and buildings Balance the needs of your workers, your factories, and your buildings to produce a powerful, efficient economy Design the interiors of your battleships by strategically placing weapons, shields, thrusters, and more, to reduce weak points and maximize fighting capability Overcome your enemies via tactical battleship combat, technological superiority, political influence, or the sheer productive power of your factories Gameplay is "real-time with pause" -- play at your preferred pace! Created by the team that brought you Crypt of the Necrodancer, with art by Sir Carma and Nick Gunn, music by Danny Baranowsky, and audio by Power Up Audio. Additional Links: Game Website - http://industriesoftitan.com/ Game Twitter - https://twitter.com/IndustriesGame Game Facebook - https://www.facebook.com/IndustriesOfTitan/ Developer Twitter - https://twitter.com/braceyourselfok Sir Carma Twitter - https://twitter.com/sir_carma Nick Gunn Twitter - https://twitter.com/Gunn3D Danny Baranowsky Twitter - https://twitter.com/dannyBstyle Power Up Audio Twitter - https://twitter.com/PowerUpAudio
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Okay, I'm pretty sure my simulator isn't actually broken, but I'm racking my head trying to figure out how the game works, I picked up a copy after several years of not playing and am trying to get reacquainted with the game mechanics but I'm finding myself bewildered on the process the simulator uses to construct residences and also some RCI demand mechanics. I don't have a problem with low-wealth Sims, if that's what the demand calls for, then so be it. What I do have a problem with is the simulator building extravagant mansions when there is NO high-wealth demand whatsoever. Within seconds of the high-wealth buildings being completed, a jobless icon appears over the house, almost always due to "long commute time". A few high-wealth sims in the city have a long commute time, but still have a job. This is what pisses me off. There is no demand for high-wealth, but the simulator builds high-wealth mansions even if there is no high-wealth jobs available, JUST for the sole purpose of putting more low wealth Sims in there. Again, I do not mind putting low-wealth Sims in my city, what annoys me is that these huge mansions are built and are automatically downgraded and look like a fat stain on my city blocks. Is this normal? Is the simulator meant to do this? Then a problem coupled with the aforementioned one is this seemingly un-satisifiable low-wealth demand. I will zone new areas and have mansions constructed and are downgraded to low-wealth instantly. All the residences are supplied with power, water, excellent education, supple police and fire coverage, close commute times to Commercial Office, High-Tech and non-RCI buildings and even a few landmarks to boost mayor rating. Any thoughts, comments or ideas are greatly appreciated.
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I've seen quite a few of the screenshots for this game, and I've noticed various people complaining about the textures and the cartoonish look of cities and buildings, plus there are ugly rumblings about small city sizes. I think all of these problems could be solved if SC5 just stuck with the isometric view, like that of SC4. Four different angles, several zooms and that's it. That alone would cut down on the graphics requirements but also allow for more detailed textures on buildings, props, terrain, roads and so forth and give this game the 'SC4' look. Also it would allow for bigger city tiles because again there's less demand on the graphics engine. I just think 3D city simulators always get the colours, tones, hues and lighting wrong and oversimplify on building models because they must seen from a 3D perspective. I would be perfectly happy to buy SC5 (or SC 2013 as it known) with just an isometric view because it would have curved roads, a new stimulation, those building add-ons (which are really clever and cool!) and more, plus you would get detailed textures because everything is not being rendered in 3D.

