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Thread: Cities: Skylines

  1. #1

    Default Cities: Skylines

    Colossal Order, the magnificent little Finnish company, release this title on the 10th March.

    As a huge fan of their Cities in Motion and CiM2 games, this is the game I've been waiting for for a while now.



    On the surface it seems very much Sim City, with residential, commercial, and industrial zones, healthcare, police, fire etc etc etc.

    A few teaser vids ...








    But there also seems to be a lot more going on under the surface, a lot more depth. Districts, persistent citizens who change with age, dynamic water movement, policies, working public transport, themes, modding ability. And EXPANDING MAPS!




    The Dev Diaries have a lot more info.

  2. #2
    Cool, I am actually quite in the mood to play a more constructive game next.
    "Wer Visionen hat, sollte zum Arzt gehen." - Helmut Schmidt

  3. #3
    Definitely interested in this one.
    We're stuck in a bloody snowglobe.

  4. #4
    Yes, me too. I didn't buy the new Simcity because of the small city size. I think they screwed up the game by basing it so much on online play - the internet's too slow for the data transfers/ server capacity needed for everyone to have big cities. Fuck online play - if this turns out to be good, I'm in.
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  5. #5
    I went ahead and pre-ordered it, I didn't realize it was this close to release date.

    The city size in the new Sim City pretty much ruined it for me - the online thing was stupid, also, but it didn't require me to actually make friends and play with others, or it would have been unlikely for me to buy it.
    We're stuck in a bloody snowglobe.

  6. #6
    I read somewhere that the limit to city size was driven by the online play - big cities made it unplayably slow. Maybe if the US had internet that was as fast as Europe's or Korea's it wouldn't be an issue...

    Post a recommendation after you get some play time...
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  7. #7
    Maybe if they'd made the game Single Player it wouldn't have been an issue.

    They could have even had small cities for online and large cities for offline.
    Quote Originally Posted by Ominous Gamer View Post
    ℬeing upset is understandable, but be upset at yourself for poor planning, not at the world by acting like a spoiled bitch during an interview.

  8. #8
    A little bit of insight into why Simcity was what it was

    https://reddit.com/r/SimCity/comment...yville/cp4whh2
    "In a field where an overlooked bug could cost millions, you want people who will speak their minds, even if they’re sometimes obnoxious about it."

  9. #9
    Hm ... I'd been led to believe that the small city limitation in Sim City 5 was a limitation of the Glassbox engine.
    Last edited by Timbuk2; 03-10-2015 at 08:36 AM.

  10. #10
    8 hour countdown to unlock.

    Some Let's Play vids to whet your appetites.







    ... mid game ...







    ... and late game ...




  11. #11
    Quote Originally Posted by Timbuk2 View Post
    Hm ... I'd been led to believe that the small city limitation in Sim City 5 was a limitation of the Glassbox engine.
    That was discussed in that OG link, lower down. Glassbox apparently uses a lot of resources.
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  12. #12
    I'm having fun with it - there is some learning curve, though

    I'm about ready to abandon my first game and move on to another, I think.
    We're stuck in a bloody snowglobe.

  13. #13
    Yep I'm liking it too.

    Taking my time, finding out about how it all works and hangs together.

    The unlocking of different aspects of the game by population growth, or other means, seems well-paced, well-judged. Things don't come too quickly or too slowly. Am not very far in yet though; only 2 or 3 hours

    Couple of screenshots from my game:











    Have today booked off work to really get into it though.

  14. #14
    .... and only ~ 3 hours in, with a population of ~3,500, already the option to buy a new tile and expand the limits of the city is available ..


  15. #15
    I haven't much time with it yet, but it seems pretty decent. It looks extremely moddable, which is nice too.

    I won't be posting screenshots though - Timbuk's are much nicer looking. Mine always end up very griddy. I may have to start a new city and just try to force myself to stop optimizing and go for something more aesthetic.

  16. #16
    Thanks.

    ~25k citizens now.


    Passenger train stations gone in, one of them to the left here.





    And cargo terminals for industry, export, import.





    Oil producing district, taking advantage of natural resources. Dam to the right.





    Low density residential which I'm trying to gentrify, but so far failing.





    Buses are somewhat ... oversubscribed. Hoping demand will lessen once I get round to putting metros in.

    Last edited by Timbuk2; 03-11-2015 at 05:35 PM.

  17. #17
    I will buy it for the weekend. Seems everyone so far likes it.

    I really like the free style, bending roads and tracks. Now if they had a European style building theme, that would be cool.

    When I think about European style. I would really like to have a game that starts with Anno 1404 and goes right through industrialization into post-modern times with your city. Keeping the old town from the previous phases.
    "Wer Visionen hat, sollte zum Arzt gehen." - Helmut Schmidt

  18. #18
    I love the containerized freight. I must buy and stop playing Simcity 4....
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  19. #19
    Quote Originally Posted by earthJoker View Post
    Now if they had a European style building theme, that would be cool.
    They have three different themes you can play with apparently, one of them is northern European. Not investigated it yet though.

  20. #20
    Quote Originally Posted by Timbuk2 View Post
    And cargo terminals for industry, export, import.
    What does that mean? Is it an abstract "some industry is being produced/imported/exported" that is only really reflected visually or with cash; or is it fleshed out with eg particular resources and production chain that you can produce and import/export at a market value?
    Quote Originally Posted by Ominous Gamer View Post
    ℬeing upset is understandable, but be upset at yourself for poor planning, not at the world by acting like a spoiled bitch during an interview.

  21. #21
    I will try it as soon as I get the game.

    There was a European street style add for Sim City 4 I always used. This one: http://www.wiki.sc4devotion.com/inde...ad_Texture_Mod
    "Wer Visionen hat, sollte zum Arzt gehen." - Helmut Schmidt

  22. #22
    I read in a review that there is a bug with the traffic system which results in traffic jams when there shouldn't be. The reviewer said his city ends up with poor health because garbage trucks can't pick up trash and hearses can't pick up the dead because traffic congestion is so bad. He showed a picture of a three lane highway with a single line of bumper to bumper traffic down the center. Have you guys seen that bug?
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  23. #23
    Quote Originally Posted by RandBlade View Post
    What does that mean? Is it an abstract "some industry is being produced/imported/exported" that is only really reflected visually or with cash; or is it fleshed out with eg particular resources and production chain that you can produce and import/export at a market value?
    Okay. There are two types of industry here; generic industry, and specialised industry.

    Generic industry produces generic goods.
    Goods are either bought wholesole by shops, food outlets, department stores etc in your commercial areas and sold on, or are exported to outside connections.

    Export overlay map shows industrial buildings which export their goods to outside connections - Pink - as opposed to those whose goods are transported to commercial zones to be consumed by your city - White.





    So far as I can tell, every industrial building produces a good, which is then exported or transported internally ... which is pretty damn cool I think.





    Then the specialised industries. These are either renewable; agriculture and forestry, or non-renewable; ore and oil.
    There is an overlay map showing where your natural resources are, if indeed you have any.
    You then zone industry and create a district which specialises in that resource.

    Import map shown here. I have blue, green and yellow buildings, which are those which need ore, forestry and agricultural produce respectively. As my city doesn't produce any of those, yet, these need to be imported.
    Big black zone to the top right is my oil producing district,, the only specialised industry I have so far.





    Again, there will be trucks which need to transport these imports to every building which needs it.





    Cargo terminal will lessen the number of import/export trucks on the roads, reducing pressure on traffic. But goods still need to be taken to and from the terminal itself.

    Lots of oil tankers from my oil district heading to/from the terminal ...





    ~

    Quote Originally Posted by EyeKhan View Post
    I read in a review that there is a bug with the traffic system which results in traffic jams when there shouldn't be. The reviewer said his city ends up with poor health because garbage trucks can't pick up trash and hearses can't pick up the dead because traffic congestion is so bad. He showed a picture of a three lane highway with a single line of bumper to bumper traffic down the center. Have you guys seen that bug?
    No specific bugs, no.
    Traffic isn't perfect; far from it, and there are little niggles here and there. But given the utter complexities of traffic flow, and the fact that Skylines simulates every citizen going to/from work or school or the store, and every industrial/commercial building transporting their produce around, the fact that the whole thing doesn't gridlock is quite something.

    It drives you to improve your road systems continually to relieve congestion, and put in public transport to do likewise. It's fun
    Last edited by Timbuk2; 03-13-2015 at 07:28 AM.

  24. #24
    Quote Originally Posted by Timbuk2 View Post
    Okay. There are two types of industry here; generic industry, and specialised industry.

    Generic industry produces generic goods.
    Goods are either bought wholesole by shops, food outlets, department stores etc in your commercial areas and sold on, or are exported to outside connections.

    Export overlay map shows industrial buildings which export their goods to outside connections - Pink - as opposed to those whose goods are transported to commercial zones to be consumed by your city - White.

    So far as I can tell, every industrial building produces a good, which is then exported or transported internally ... which is pretty damn cool I think.

    Then the specialised industries. These are either renewable; agriculture and forestry, or non-renewable; ore and oil.
    There is an overlay map showing where your natural resources are, if indeed you have any.
    You then zone industry and create a district which specialises in that resource.

    Import map shown here. I have blue, green and yellow buildings, which are those which need ore, forestry and agricultural produce respectively. As my city doesn't produce any of those, yet, these need to be imported.
    Big black zone to the top right is my oil producing district,, the only specialised industry I have so far.

    Again, there will be trucks which need to transport these imports to every building which needs it.

    Cargo terminal will lessen the number of import/export trucks on the roads, reducing pressure on traffic. But goods still need to be taken to and from the terminal itself.

    Lots of oil tankers from my oil district heading to/from the terminal ...
    Sounds pretty interesting. So its modelled in the sense of consumers need goods so go to the shops, shops need goods so buy it off industry kind of sense then?

    But there's no particular kind of advanced supply chain? Ie to make an example: lumberjack from your forest creates wood, this goes to a lumber plant where it gets processed to lumber, lumber goes to a carpenter who makes furniture, furniture goes to a shop, consumer buys chairs from the shop. Does that kind of production chain exist?

    I see from the pictures named types of factories like for boxes and ice cubes ... is that just fluff and its simply "goods" or is it broken down beyond that?
    Quote Originally Posted by Ominous Gamer View Post
    ℬeing upset is understandable, but be upset at yourself for poor planning, not at the world by acting like a spoiled bitch during an interview.

  25. #25
    Quote Originally Posted by RandBlade View Post
    Sounds pretty interesting. So its modelled in the sense of consumers need goods so go to the shops, shops need goods so buy it off industry kind of sense then?

    But there's no particular kind of advanced supply chain? Ie to make an example: lumberjack from your forest creates wood, this goes to a lumber plant where it gets processed to lumber, lumber goes to a carpenter who makes furniture, furniture goes to a shop, consumer buys chairs from the shop. Does that kind of production chain exist?

    I see from the pictures named types of factories like for boxes and ice cubes ... is that just fluff and its simply "goods" or is it broken down beyond that?
    That level of simulation would be A. Awesome and B. I'm guessing unlikely. The complexity of simulating each good's supply chain, customer demand, related transportation, blah blah blah - sounds like a blast to model but a huge amount of data crunching, yes?
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  26. #26
    Senior Member Flixy's Avatar
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    Pfft, transport tycoon did it
    Keep on keepin' the beat alive!

  27. #27
    The Anno and Settler games where awesome when it came to supply chains. But Anno didn't calculate the transportation within a island, you only have to transport between island.
    "Wer Visionen hat, sollte zum Arzt gehen." - Helmut Schmidt

  28. #28
    Quote Originally Posted by RandBlade View Post
    Sounds pretty interesting. So its modelled in the sense of consumers need goods so go to the shops, shops need goods so buy it off industry kind of sense then?

    But there's no particular kind of advanced supply chain? Ie to make an example: lumberjack from your forest creates wood, this goes to a lumber plant where it gets processed to lumber, lumber goes to a carpenter who makes furniture, furniture goes to a shop, consumer buys chairs from the shop. Does that kind of production chain exist?

    I see from the pictures named types of factories like for boxes and ice cubes ... is that just fluff and its simply "goods" or is it broken down beyond that?
    It looks like it really is broken down beyond that. There's only four resources really in the game (agriculture, lumber, ore, oil), but it looks like they at least have raw & refined breakdowns. If you have a lumber processing industry but no raw lumber, your city will import the raw resources to fuel the industry, and then re-export the goods it produces.

    I don't know for certain how much detail the simulation goes into - there may be only 12 types of goods in the game, or it may break it down further.

  29. #29
    Quote Originally Posted by Flixy View Post
    Pfft, transport tycoon did it
    Railroad Tycoon did too
    Quote Originally Posted by Ominous Gamer View Post
    ℬeing upset is understandable, but be upset at yourself for poor planning, not at the world by acting like a spoiled bitch during an interview.

  30. #30
    I have created myself a delightful mess of a traffic problem in my second city; I think I may abandon it in favor of starting over with a third using what I have learned now about the way the game lets traffic flow.
    We're stuck in a bloody snowglobe.

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