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

FYI, I contacted the developers of this game and they said they are watching this thread :)

Well then, I want to reiterate this to Paradox:

If you guys do this right and bring us a modern city building game worthy of being a successor to the 10+ year old Simcity 4, I will buy everything you release for it. Gladly. With a smile on my face.

I'm pulling for you guys, give me a reason to spend the money and I will!!!!! :)
 
I can't tell someone I think they're awesome? Being a CEO of a game dev company is pretty damn sexy to me. As a fellow sexy human, I say that being sexy is an admirable quality.

Sure, but this is hardly the place for it. I will say no more as apparently I'm the only person here who can see a problem with this.
 
FYI, I contacted the developers of this game and they said they are watching this thread :)

giphy.gif

Just wanted to say I wasn't excited for game like this from TT times.

Looking forward to play your baby, CO and PI!
 
SimCity is extremely USA centric in the urban planning department. I hope Cities is a little more universal.

Genuinely curious, what does that mean?

I'm not an urban planning expert, but what I think it means is that the general RCI relationship zoning (common in America) has been a main staple for city builders since the first SimCity. Long long ago, as industry started to become more of a common thing in a town, it ran into the problem of pollution and other problems due to industry and residential being in the same area. One of the main characteristics of American city zoning is dividing up the main 3, Residential, Commerical, and Industrial, to improve health and keep people from living nearby dirty areas.

From a gameplay perspective, having those 3 main variables as things a player has to balance is a pretty straightforward and easy to understand mechanic, especially back in the days of SimCity 1.

USA urban planning also has a history of greater car usage due to this as well as other factors like interstate systems. The European model is more conducive to mixed use zoning and such, but is harder to distill into a simple and fun gameplay mechanic.

After all, we are playing a game, first and foremost.
 
I'm not an urban planning expert, but what I think it means is that the general RCI relationship zoning (common in America) has been a main staple for city builders since the first SimCity. Long long ago, as industry started to become more of a common thing in a town, it ran into the problem of pollution and other problems due to industry and residential being in the same area. One of the main characteristics of American city zoning is dividing up the main 3, Residential, Commerical, and Industrial, to improve health and keep people from living nearby dirty areas.

From a gameplay perspective, having those 3 main variables as things a player has to balance is a pretty straightforward and easy to understand mechanic, especially back in the days of SimCity 1.

USA urban planning also has a history of greater car usage due to this as well as other factors like interstate systems. The European model is more conducive to mixed use zoning and such, but is harder to distill into a simple and fun gameplay mechanic.

After all, we are playing a game, first and foremost.

Worth noting that the idea of just simply 'planning' a city is more of an American thing. Back in the day, people just kinda put stuff wherever it was easiest to walk.
 
Man, I rarely get excited for video games anymore, but boy am I waiting for this one.
It has that great simcity feeling to it

Im happy it took me this long to discover this game, because now I only have to wait a month.
Paradox has its shit together!
 
Worth noting that the idea of just simply 'planning' a city is more of an American thing. Back in the day, people just kinda put stuff wherever it was easiest to walk.

And this is so true, our cities in europe simply happened before
A good way to replicate this would be starting with a historical city center and start expanding from there
 
Not an option, a dev made mod. They also have unlimited money and hard mode mods which will ship with the game.

That's what I meant.

Will Cities Skylines have an unlimited money mode/option/cheat so you can create whatever city you want without having to worry about the city coffers?

Yes! You will be able to just build. It might be made as a mod, but it will be available at release.
 
Rollercoaster highways and train tracks! haha

This is great!

Yea so glad train tracks can be made like roads not just flat :)

Also put in my preorder last night (first one in a while for PC). Hope it lives up to everything its promised.
 
I wonder if cars and trains have to slow down for tighter bends.

I can't wait to play with the road system and see if I can break it.
 
Rollercoaster highways and train tracks! haha

This is great!

Rollercoaster Tycoon comes to town.

- edit -

Regarding mods, any info about how they affect the "validity" (correct word?) of your save games/cities?
As in is it like Skyrim and you can do whatever you want? Or more along the lines of EU4 where minor modifications are "allowed" (won't change the checksum) for the Ironman mode?

Not that I'm a big achievement <W-word> but if there are achievements along the lines of EU4 (as in real ones), it would be interesting/nice to know what you can/could mod and what you couldn't/can't.

And as a totally unrelated thing regarding my PC :
Changing to win 8 wasn't as horrible as I thought it would be, the re-installing of everything mostly. Took only ~2-3 hours and it hasn't been offensively bad with the stuff I hate, yet.

That screenshots reminds me of just one of the things I had issues with, with the new 2013 Sim City.

Can't wait for the 10th now. I need to sink my self in to a new game!

What is that? The tilt-shift thing?
 
That screenshots reminds me of just one of the things I had issues with, with the new 2013 Sim City.

Can't wait for the 10th now. I need to sink my self in to a new game!
 
Nice, i like that the roads/rail/highways can overlap with each other. Looks like you can create some really fluid junctions.
 
You're not, it's gross.

I agree, it's not really necessary. You think someone is awesome? Just say they're awesome. It's not rocket science.

I'm not an urban planning expert, but what I think it means is that the general RCI relationship zoning (common in America) has been a main staple for city builders since the first SimCity. Long long ago, as industry started to become more of a common thing in a town, it ran into the problem of pollution and other problems due to industry and residential being in the same area. One of the main characteristics of American city zoning is dividing up the main 3, Residential, Commerical, and Industrial, to improve health and keep people from living nearby dirty areas.

From a gameplay perspective, having those 3 main variables as things a player has to balance is a pretty straightforward and easy to understand mechanic, especially back in the days of SimCity 1.

USA urban planning also has a history of greater car usage due to this as well as other factors like interstate systems. The European model is more conducive to mixed use zoning and such, but is harder to distill into a simple and fun gameplay mechanic.

After all, we are playing a game, first and foremost.

Even older cities in the States don't fit very well into the SimCity model of urban planning. Places like New York City and San Francisco have lots of mixed-use buildings. Any building with a store at the bottom and one or two apartments above it is mixed-use residential-commercial. And places like Boston have ridiculous road systems in part because many of them are just paved cowpaths and the like.

Skylines will already be ahead of SimCity because it'll have actual transit lines and seems? to have more pedestrian-oriented road network options. But I don't think it has mixed-use zoning, and the more recent avenue/boulevard designs that incorporate, say, wider sidewalks, bike paths and integrated street-level rail, are missing as well.

It's not clear that we'll ever get a game that encapsulates turn-of-the-century city planning, rather than games that bolt on new features to what feels like a fundamentally 1950s way of thinking about urban planning. But if Skylines is at least an improvement, I'll take it.
 
I agree, it's not really necessary. You think someone is awesome? Just say they're awesome. It's not rocket science.



Even older cities in the States don't fit very well into the SimCity model of urban planning. Places like New York City and San Francisco have lots of mixed-use buildings. Any building with a store at the bottom and one or two apartments above it is mixed-use residential-commercial. And places like Boston have ridiculous road systems in part because many of them are just paved cowpaths and the like.

Skylines will already be ahead of SimCity because it'll have actual transit lines and seems? to have more pedestrian-oriented road network options. But I don't think it has mixed-use zoning, and the more recent avenue/boulevard designs that incorporate, say, wider sidewalks, bike paths and integrated street-level rail, are missing as well.

It's not clear that we'll ever get a game that encapsulates turn-of-the-century city planning, rather than games that bolt on new features to what feels like a fundamentally 1950s way of thinking about urban planning. But if Skylines is at least an improvement, I'll take it.

There are pedestrian only paths, but they don't accept zoning at the moment. Hopefully it's something they change in the future.
 
If any of the devs read this...

First off, great work.

Now for a suggestion. If SIM CITY did one thing really well it was building variety and a sense of progression and upgrading. I don't see a lot of variety in the city buildings.

Regardless, I'm picking this up. Looks awesome.
 
If any of the devs read this...

First off, great work.

Now for a suggestion. If SIM CITY did one thing really well it was building variety and a sense of progression and upgrading. I don't see a lot of variety in the city buildings.

Regardless, I'm picking this up. Looks awesome.

They have acknowledged this. Building that sort variety of assets is something that requires an army of artists - that's why Maxis could do it. CO has only 13 people in total (iirc) working on this. They elected (rightly, imo) to focus on gameplay.

More buildings can (and will) be added by modders. Variety won't be an issue for long.
 
They have acknowledged this. Building that sort variety of assets is something that requires an army of artists - that's why Maxis could do it. CO has only 13 people in total (iirc) working on this. They elected (rightly, imo) to focus on gameplay.

More buildings can (and will) be added by modders. Variety won't be an issue for long.

Yeah, I think it's a smart move on the dev's part. If they build a solid and fun core game then the mods will come. The mod community will easily and eagerly flesh out the graphical variety that the small dev team couldn't afford to do.

I'm really MUCH more concerned with game mechanics than building variety at this point.
 
I kinda want to preorder, but then again i kinda wanna wait to see how it runs.
BUT, i'm thinking it should be solid on a i7 @ 4,3ghz and a GTX 970.
Wat do. I need my city building fix.
 
I kinda want to preorder, but then again i kinda wanna wait to see how it runs.
BUT, i'm thinking it should be solid on a i7 @ 4,3ghz and a GTX 970.
Wat do. I need my city building fix.

It won't run. Don't even bother. /s smileyface
 
I kinda want to preorder, but then again i kinda wanna wait to see how it runs.
BUT, i'm thinking it should be solid on a i7 @ 4,3ghz and a GTX 970.
Wat do. I need my city building fix.

You can most likely run any game you want for the next 5-10 years.
 
More on unlocking the max 25 tiles:

http://forum.paradoxplaza.com/forum...CIAL-statement-on-the-map-size-from-Colossal/
First of all we apologize for this unbelievable mess in communication and misleading information that you have received on the modding of the map size. Like we have stated in the Reddit AMA and here on the forums, the map size in Cities: Skylines is 9 tiles which we know you can run with the supported hardware.

However after realizing the extent of this miscommunication and modders' expectations we sat down with the team and discussed the map size further this morning. As we are not comfortable in growing the map size due to multiple issues it will cause there is not and will not be any official support for opening all 25 tiles.

But Cities: Skylines is all about modding and player control. Therefore we will hand an olive branch and open the code so that increasing the map size to a maximum of 25 tiles is possible through the modding API at launch. This is something the team wants to do against all reason so this is not official support.

The modders who wish to increase the map size realize that they do it solely at their own risk and will not expect any support from Colossal Order with the multiple issues this may cause. We at Colossal Order will do no testing what so ever regarding the increased map size.

On behalf of the Colossal dev team,
Mariina

ps. Let's move on to waiting for the game to release? Under 2 weeks to March 10th! We are super excited to hear what you think of the game!

I hope people don't misinterpret this nice gesture.
 
It's like all of their previous work was practice for this game.
 
Top Bottom