Rentahamster
Rodent Whores
That's not controlling zoning density. Some of the absolute busiest, densest neighborhoods around where I live are the smallest streets, due to their proximity to mixed use zoning and mass transit.
There are narrow high density streets in SC5.
This is something that I complained about too when I first played the game. Limiting the density of a high capacity road is something that is easy in SC4, but you can still do it in SC5. You just need to dezone the area when you don't want the buildings to upgrade anymore. It's more of a hassle and requires more micromanagement.Sometimes you want larger streets to use as thoroughfares to high density areas, but don't want high density zoning around them. It's a bad model.
Anyway, maybe you're not discounting the issues, but saying "the devs want to fix them" or "they're not feasible right now" doesn't make the game better for it.
This is my argument:
The underlying engine, in going from spreadsheet approximations to hundreds of thousands of individual agents working together in their own self interest on a micro scale to create emergent macro behavior is a huge increase in complexity.
This required a reduction in city size due to not wanting to increase the min specs too much.
While the size has decreased, the complexity density increased (the game is much more complex per unit of space), and IMO, the overall complexity has increased as a result. I can attest to this from my experiences playing the game and seeing how all the elements interact with each other.
SimCity 4 was a cakewalk for me. No mods, hard difficulty, 1 million sim population in a medium tile no problem.
SC5 required a lot more planning and thought from me in order to maximize efficiency. Yes, part of that was due to the game being new, but I could tell that I was juggling many more variables in my brain when playing SC5 than when playing SC4.
I find the additional complexity and challenge to be very fun. Others might not feel the same, and that's their prerogative.