SimCity a disaster for you? Take a look at Cities: Skylines (not related to CitiesXL)

Well, I know what I want out of the game, and it certainly seems to be that... but I've been burned too often of late to pre-order. I'll pick it up a week or so after release based on what GAF says.
 
Not pre-ordering is a good choice no matter what the game is, but I trust both Colossal Order and Paradox enough to take the risk for this game.
 
SimCity 5, besides the obviously tiny plots for building a city, was a pretty good game. Just so happens that the small city sizes completely killed the game and having to depend on other players in your region was lame. I've never heard good things about the Cities series, but glad to hear this is being done by a different studio. The trailers and gameplay videos look solid... I'm counting on you, Skylines!
 
SimCity 5, besides the obviously tiny plots for building a city, was a pretty good game. Just so happens that the small city sizes completely killed the game and having to depend on other players in your region was lame. I've never heard good things about the Cities series, but glad to hear this is being done by a different studio. The trailers and gameplay videos look solid... I'm counting on you, Skylines!

Different franchise altogether. Cities XL is not at all related to Cities: Skylines. Confusing, I know.
 
Anyone know if you can link multiple cities together with freeway/power line/etc like Simcity 4?

There is no "region" like in SimCity 4. You do everything in one plot of land. However, the max size in Cities Skylines is much bigger than SimCity 4.

The max size city in SimCity 4 is 4km x 4km (16 sq km). The max size in Cities Skylines is 6km x 6km (36 sq km), or over twice as large.
 
There is no "region" like in SimCity 4. You do everything in one plot of land. However, the max size in Cities Skylines is much bigger than SimCity 4.

The max size city in SimCity 4 is 4km x 4km (16 sq km). The max size in Cities Skylines is 6km x 6km (36 sq km), or over twice as large.

It can also be modded to 10x10km, but we don't know how well it runs at that size yet.
 
I just imagine it's an homage to TT. That way it gets easier to accept.

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Sigh, Id like a new Train Tycoon! So many awesome god/strategy games I miss
 
There is no "region" like in SimCity 4. You do everything in one plot of land. However, the max size in Cities Skylines is much bigger than SimCity 4.

The max size city in SimCity 4 is 4km x 4km (16 sq km). The max size in Cities Skylines is 6km x 6km (36 sq km), or over twice as large.

This sounds ridiculous
 
SimCity 5, besides the obviously tiny plots for building a city, was a pretty good game. Just so happens that the small city sizes completely killed the game and having to depend on other players in your region was lame.

No, Simcity 5 had some great aspects to it (fantastic UI, music, and graphics) but it was a pretty bad game (broken simulator, fake numbers, bugs, bad design decisions, online only, etc). The small plot sizes were horrible but even still they aren't what truly ruined the game.


It's why I'm holding off buying Skylines until a week or so after launch. Simcity 5 looked great until people got their hands on it and spent time in it. But man am I crossing my fingers that Paradox got it right!
 
I enjoyed building a garbage dump city in Sim City 4.

I guess it shouldn't be an issue in Skylines, since stuff like policies don't automatically cover the entire city.
 
Can't speak for that guy, but for me I enjoy building different types of cities and link them together.

36km is pretty big, but it can't compare with having 20 16km cities in one region.

Perhaps, but the only time you could really look at the big picture and take it all in at one time was in region view where you couldn't do anything. Most of the time you're in city view, and couldn't even see the rest of the region.

With modding you can go even further than 36 sq km.
 
Can't speak for that guy, but for me I enjoy building different types of cities and link them together.

36km is pretty big, but it can't compare with having 20 16km cities in one region.

Yeah, for as good as Skylines appears to be, the lack of true region play is a let down. I really want a modern city builder to have the modern equivalent of Simcity 4's region play, which was brilliant. Simcity 5 had utterly stupid region play, they missed the entire point of what made SC4's so great.


What I wish modern city builder's would do for region play is have a huge grid of city blocks. Lets say a city block is 4km square, 2km X 2km. Now, the region is made up of something like 30 x 30 of these, it spans 60km X 60km. When you open a city you actually pick a 4x4 grid of these, or a square section of 8km X 8km. This way you can seamlessly build an immense region of "blocks" that all link directly together but the simulation is only running any 4x4 of these at one time, the grids you have opened. Basically it's Minecraft's chunk system put into a large scale city builder.

Seems like an obvious evolution of the modern city builder to me, yet no one has even attempted it in any form whatsoever.
 
No, Simcity 5 had some great aspects to it (fantastic UI, music, and graphics) but it was a pretty bad game (broken simulator, fake numbers, bugs, bad design decisions, online only, etc). The small plot sizes were horrible but even still they aren't what truly ruined the game.

I agree, I recently reinstalled SC5 after Cities: Skylines caught my eye, and to this day the game still has a lot of issues with the simulation, it's feels as though the reason they had to make city plots so small is because the game is fundamentally broken, and that if we were allowed to build anything larger it'd instantly become apparent. The Art/UI/Music teams all did a great job though, and I'm glad Cities: Skylines isn't trying to reinvent the wheel there. In the end I just don't think an agent based simulation is ready for prime time, and I expect Cities: Skylines will run into a lot of the same issues as SC5 had because of it. I'd take a large stable statistical simulation any day of the week over small buggy agent based one - I mean does anyone really care if they can follow any individual sim around town? If so, play the fucking Sims, that's what those games are all about. Let city builders be about the bigger picture.
 
I just really hope they have taken cues form SC in regards to how easier their UI was to navigate and use and hope this game wont be the cluster fuck that their last game was and the Cities XL series
 
I just really hope they have taken cues form SC in regards to how easier their UI was to navigate and use and hope this game wont be the cluster fuck that their last game was and the Cities XL series

The presentation I got during Gamescom had a pretty intuitive UI. They also had some great tools to use when you build your city, such as brush tools to mark different zones.
 
Could my surface pro 3 (i5 4g ram)run this game?
I have the same model and it handles Cities in Motion 2 which is also built on Unity just fine. I'm sure you won't be able to run at at native resolution and full settings, but drop the res and some settings and it should be fine I hope.

Looking at the previews it does look really fluid and optimised. There's a 60fps preview on YouTube that talks about the smoothness, even with a really big city.
 
In the end I just don't think an agent based simulation is ready for prime time, and I expect Cities: Skylines will run into a lot of the same issues as SC5 had because of it.

Skylines has two very large things going for it:

1. it is 64 bit
and
2. it is designed with multicore support

Those two things alone are going to give Skylines a huge edge over SC5 in the simulation department. I still can't fathom why Maxis designed glassbox as a single core simulation, it still astounds me to this day. Just very bad and narrow minded design decisions from the very outset.
 
Those two things alone are going to give Skylines a huge edge over SC5 in the simulation department. I still can't fathom why Maxis designed glassbox as a single core simulation, it still astounds me to this day. Just very bad and narrow minded design decisions from the very outset.

May have even been why they had to focus on small scale, online development. They backed themselves into a corner early with design decisions, then had to trim down to yield acceptable performance.
 
I'd be very interested in knowing how the game performs on the min spec machines. Because I'm honestly considering finally updating my ancient 32bit vista to 8.1 finally for this if the min spec machine could run this reasonably well.

My crappy pc is Core2Duo E8200 @ 3.2GHz, 4 gigs of ram and 750 Ti.
 
Skylines has two very large things going for it:

1. it is 64 bit
and
2. it is designed with multicore support

Those two things alone are going to give Skylines a huge edge over SC5 in the simulation department. I still can't fathom why Maxis designed glassbox as a single core simulation, it still astounds me to this day. Just very bad and narrow minded design decisions from the very outset.

This game does more then what Maxis could never do or wouldn't do and people keeping fear in it will in the end the same is just so weird to read it here it isn't made by maxis/ea or focus interactive there not related to each other only in spirit looking at the video's it looks to run very stable.
 
Sending off my question to Colossal Order tonight.

If you have some you'd like me to pass along, please PM me as many as you want but make sure your top 3 are the most important to you as those will be asked first.
 
I just really hope they have taken cues form SC in regards to how easier their UI was to navigate and use and hope this game wont be the cluster fuck that their last game was and the Cities XL series

It's really improved. By improved I mean essentially ripping the base UI straight from SimCity 2013. I'm not complaining though.

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I'd take a large stable statistical simulation any day of the week over small buggy agent based one - I mean does anyone really care if they can follow any individual sim around town? If so, play the fucking Sims, that's what those games are all about. Let city builders be about the bigger picture.

My main problem with statistical simulation is how lifeless it can feel. I don't know, maybe it's possible today for statistical simulation to emulate the better aspects of agent simulation.
 
My main problem with statistical simulation is how lifeless it can feel. I don't know, maybe it's possible today for statistical simulation to emulate the better aspects of agent simulation.

Agent simulation has the advantage of being more accurate. That traffic jam is a result of actual people travelling that route, not an estimation based on people working and living in the area. But relying entirely on agent simulation takes a lot of computing power, especially for things that do not need that complex of a simulation like power and water. I think a mix of both would be the best, and still keep the city looking alive. Of course, graphics also go a long way in making a city look lively.
 
Did you end up getting it? Or are you talking about your experience from the beta?

No, I owned it for a week. I got my money back from Amazon after I decided I hated it and that I much preferred SC4 (plus the server fiasco really made me regret buying it at all). I had a bad feeling during the beta, but that one hour time limit really was effective at hiding the flaws of the game. I never did buy it again, not even when it was on sale for $20. To hell with that sham of a Simcity game, LOL!
 
Yeah, for as good as Skylines appears to be, the lack of true region play is a let down. I really want a modern city builder to have the modern equivalent of Simcity 4's region play, which was brilliant. Simcity 5 had utterly stupid region play, they missed the entire point of what made SC4's so great.


What I wish modern city builder's would do for region play is have a huge grid of city blocks. Lets say a city block is 4km square, 2km X 2km. Now, the region is made up of something like 30 x 30 of these, it spans 60km X 60km. When you open a city you actually pick a 4x4 grid of these, or a square section of 8km X 8km. This way you can seamlessly build an immense region of "blocks" that all link directly together but the simulation is only running any 4x4 of these at one time, the grids you have opened. Basically it's Minecraft's chunk system put into a large scale city builder.

Seems like an obvious evolution of the modern city builder to me, yet no one has even attempted it in any form whatsoever.
Agent simulation gets in the way of that. I'm sure people are gonna get furious when they see a residential highrise only have 10 households in it or something. IIRC, 1 million pop is like their 'soft cap' of high population, because actual real numbers would probably just be too much of a strain.

At the very least CSL will be the SC2013 we all wanted but didn't get. Region play in this is alright, if you get a huge map and slowly expand to other plots, especially if you get to mod in more plots and all that. I'm sure the harder-core crowd would want something more like SC4 and to abandon agent simulation altogether, but who knows where the wind blows.

Agent simulation seems to work fine for supply chain city builders but doing a real urban city builder, I'd personally rather than just abstract most of it rather than trying to simulate every single individual and then have to pare it down.
 
Agent simulation gets in the way of that. I'm sure people are gonna get furious when they see a residential highrise only have 10 households in it or something. IIRC, 1 million pop is like their 'soft cap' of high population, because actual real numbers would probably just be too much of a strain.

At the very least CSL will be the SC2013 we all wanted but didn't get. Region play in this is alright, if you get a huge map and slowly expand to other plots, especially if you get to mod in more plots and all that. I'm sure the harder-core crowd would want something more like SC4 and to abandon agent simulation altogether, but who knows where the wind blows.

Agent simulation seems to work fine for supply chain city builders but doing a real urban city builder, I'd personally rather than just abstract most of it rather than trying to simulate every single individual and then have to pare it down.

I agree. The only thing agent simulation is needed for is a simple commute calculator. Two points: home, destination—with a check every week or so for the shortest way to get from point A to B to allow for additional roads, mass transit, new congestion, etc. That's it, imo.
 
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