It's been too long since the last city builder thread so watcha buildan, Anons? Post your downtown gains here
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It's been too long since the last city builder thread so watcha buildan, Anons? Post your downtown gains here
CRIME Shirt $21.68 |
Shopping Cart Returner Shirt $21.68 |
CRIME Shirt $21.68 |
What mods are good for comfy simcity4 again?
play simcity3000 instead
are you a minimalist or what?
Finished the mission before I could fully envelop my ziggurat in houses. Made some mistakes earlier on and didn't feel like relocating everything so I just made a happy mess of it all.
Not that anon but SC3K can still be a lot of fun. SC4 usually requires mods like NAM these days while SC3K can be ready to go immediately. While SC4 has more depth it can be a bit more demanding of a player, especially because you have to deal with regions. Also SC3K's soundtrack is goat.
Good/pretty sprites usually age way better than 3D graphics.
that's a very nice looking pharaoh spiritual successor
And it's a fun game too. It's just not quite on the same level as Pharaoh or Emperor yet but it's getting there. It runs a lot better and you can customize the colours of all decoration, main temples and decorative roads which is really cool. I really like the way gods work in the game because there's all sorts of cool combinations you can make and change based on what bonusses you need.
Pharaoh wasn't that good
t. just finished it last month
The workforce concept was certainly better than tropico's "every citizen must leave near work" idea but RNG pathing just made resource management hell
Yeah but Pharaoh has a tonn of content, Nebuchadnezzar only has 12 missions, 5 of which are part of the tutorial. The older games can be a pain to play that is why I like Nebuchadnezzar, you need to pay less attention to how the game is going to path your walkers. You don't need to make roadblocks.
Pharaoh also has more interesting mechanics for the monuments, the temples in Nebuchadnezzar only require bricks, no advanced materials. The work camp that builds the temple also doesn't require a workforce, once enough bricks are delivered a new piece of the temple will be erected.
Pharaoh had more sovl than Nebu, and it was very good given it's a 20 years old game. Given enough time maybe the slavs that are making Nebu can churn out a good product, they added a lot of stuff since the beta I was in, but it still not as enjoyable as Paraoh.
Roadblocks, dipshit.
moronic zoomers whining about games they can't even play.
shut your prostitute mouth.
The glitches, dead squares, effed up port mechanics, courthouses being literally glitched over roadblocks, having to micro the shit out of every level over 6 hours because otherwise it's too inestable to meet objectives and absolutely moronic culture goals balancing (the second most resource intensive building in the game educates 600 people, lol hope you have enough papyrus) all made late game pharaoh a chore.
Lovely game. Don't play any map that requires over 7000.
Yeah i like the game a lot but designing good layouts is more like building a circuit board or something than designing a city
Any games I should pick up? I like Planet Zoo, and I remember actually liking Sim City 5 (I'd never played a city-builder before.)
I just picked up your game, Anon!
Nice. Post some cool Ziggurats when they are done. Most if not all new missions unlock new options for the design of your Ziggurat. There has been a newsupdate for the game just today. The next update is going to have walls and some war economy aspects and a whole new set of missions based on the new mechanics. It is going to be a paid dlc however.
https://store.steampowered.com/news/app/1157220/view/3355759153943829193
They already started israeliteing on it? Jesus christ I just bought it on a whim and already regretted it.
Well everything they promised is in at this point. I think the game is well worth the price when it's on sale, it's fun and it takes quite some time to finish all the missions. The first five or so missions are easy but the final few are hard.
I remember war being among the thing they promised. Having it in a paid dlc is israeliteing in my book. It's also true the price of the base game, on sales, is fair, but still frick DLCs.
120% reccomend Parkitect. I find it way better than Planet Coaster actually. It's also a theme park sim but their goal was to just refine what RCT was and add much requested QoL features. Despite this it does have it's own interesting mechanics that I feel like offer a ton more depth than what PC has. It's biggest feature is supply logistics. All shops and stalls have inventory and trash also has inventory as well. Because of this you actually have to make backroom supply lines in order to keep your shops open and to dump off garbage. Decoration also plays a key roll as well to this as guests do not like looking at supply buildings and roads so you quite literally have to go full Disney and make secret paths, entrances and rooms for your staff to rest and distribute supplys.
I have already given up buying this game twice when all I had to do was confirm the purchase.
The graphics of the game look so souless, especially the ones they use on the Steam page.
Define soulless, what do you mean exactly? Do they look too clean, to few details. I'm not the other anon you were talking to. I'm just curious.
I consider "souless" graphics that appear to be technical rather than the work of an artist.
I've done my research, there are youtubers who basically just play this game and they show parks that have a kind of "diorama" style that is quite attractive.
But I know that they're using mods and I don't know how much work I will have to do to make the game acceptable for my taste. That shouldn't be my job, by the way.
Just to illustrate, here is an image from the game NewCity, which is one of the ugliest games I have ever played. It's "souless" because its art is basically a bunch of low-quality placeholders made by someone with no aesthetic sense at all.
Parkitect is light years ahead of this, let it be clear. Note: Newcity at least has the excuse of being a regional city builder with maps larger than 70kmx70km.
The game is quite literally RCT. If you don't want to go crazy with scenery and rides you don't have to. I made this ride with no mods. The real b***h was that I gave it syncronised lights.
Not that anon but I don't think any Park sim to this day can match RCT2 in aesthetics.
RCT aesthetics are timeless but I disagree completely. Parkitect comes with so much QoL stuff and general content that RCT doesn't have that it's really hard to go back. The fact that you can make entrances/exit connect on any side than just the front is enough for me.
What QoL stuff does it have over Open RCT2?
>Made with unity so it's a shit ton easier to make mods for it.
>Smarter AI for guests and staff
>Entrances/exit can be connected on the side of the building instead of just the front.
>Day/night cycle. Many rides(mainly flat rides) have full lighting effects on them.
>Just about all objects are resizeable.
>just about all objects can be recolorable.
>Even rides and lights are fully recolorable
>Has a color brick where you can even insert color codes to get exact color you want.
>You can save a ton of preset colors as well.
>Scenery does more than just look good. It also blocks rain over the tile so you can properly make buildings and in door areas.
>guests properly use transport rides. They will even stay on the ride till it gets to the proper station for them.
>Coaster creator is a shit ton better. Instead of using preset pieces it's a bit more dynamic, meaning your transitions and hills are smoother and look more realistic.
>You can add your own MP3 music for rides.
>Guests using boats aren't moronic so they will get stuck and loss less. They also have an option of playing bouys so you can much more easily define their areas.
>Shops and what they sell also effect the guests a bit more as well. Fries shop will make them thirstier. Coffee shop will be more popular when it's cold and make guests walk faster.
I also completely forgot. Parkitect also has multiplayer as well. Up to 8 players with the option to choose shared and seperate money and even lists all the mods used on the server.
Comfy.
have you tried not being a gayot and just going to the screen shot section of the game, or doing ANY research at all on it?
Looks better than what I remember. I was gonna buy this once, but I figured it was gonna be a worse version of other titles.
>Nice. Post some cool Ziggurats when they are done. Most if not all new missions unlock new options for the design of your Ziggurat. There has been a newsupdate for the game just today. The next update is going to have walls and some war economy aspects and a whole new set of missions based on the new mechanics. It is going to be a paid dlc however.
Yeah, I'm really enjoying the missions atm.
Cost me like $0.80 on keysites.
Cities Skylines and Sim City 4 are the two biggest city builders, with SC4 focusing more on the managment side and CS focusing more on the traffic and logistics side. Both are good, but both can be a little overwhelming if you've never played the genre before.
Sim City Socieites has this build into the game, if your city has enough buildings that the game considers 'cyberpunk' then it will re-theme the streets and add new visual elements like neon signs to existing buildings. It's pretty cool, but the game starts to run horribly long before you fill in the map.
>Smarter AI for guests and staff
>Entrances/exit can be connected on the side of the building instead of just the front.
Picked the frick up for this alone. Replaying RCT right now, and these might be the two things that are annoying me the most.
Parkitect devs set out to just refine what RCT had and what fans wanted. If you liked RCt I gaurenty you will enjoy it. I find it much better than Planet Coaster specially in the managment aspect.
Another really cool thing about the game too, the devs have monthly build off contests for rides. The top 5 winners get their blueprints added in to the game. Pic related was mine for one of the contests, it did not win, though the devs did give me an A for creativity and for being the first to finally pull something like this off (another fun fact, all submitions cycle through the home screen of the game till the contest is over, so there was a whole month of this poping up on the homescreen) they also told me to NEVER do this again.
Make a custom region it’s not a mod but it gives you much more room and you can make it so there’s only large tiles I prefer it that way. Nam of course. realistic density for commercial and industrial zones mod. the industry/commercial will provide more jobs in exchange for higher pollution and higher consumption of power and water. The mod that changes the color of grass depending on elevation and has snow, you can tweak the public transportation usage in nam i usually keep it at American but if you move it higher up and public transportation is more useful, there’s more but I can’t think of all of them
Does anybody have opinions on the NewCity game? Or is it just another dead early-access title?
Seems like ever since the success of Banished and EA murdering the Sim City series a lot of new games billed as "City Builders" are more like Banished rather than Sim City-like. Most of those dying before getting out of early access due to being too ambitious, incompetent, or scams. Games inspired by games like Pharaoh seem to be getting popular recently too.
lol I forgot I had this game from a sale a long time ago. Looks like it might be on its last legs but they also have a discord server so they might be posting updates and communicating there.
Workers and Resources: Soviet Republic seems to be the thing in that regard right now. You gotta build and set up industry chains and eventually manufacturing and export. It's still EA and according to their roadmap it'll be out of EA by the end of the year.
>more like Banished
because they are literal chinese asset flip 100% copies
The devs broke something in the last update.
As for the game itself, it doesn't have many features. You don't have to worry about energy, water, sewage, services (other than basic things like education and health), etc.
The game is focused on moving people around, so you need to worry about creating a road and then a rail network that makes sense.
The differential of it is that the scales are realistic, I think the map is more than 70x70 km, it is bigger than many real life metropolises.
In any case, it is a game that is quite incomplete and now having trouble running properly.
why can't they manage themselves.
Been tweaking my Times Square style city center.
that's pretty cool
Looks barren tbh
The city is still growing but more crowded now. Should be a proper clusterfrick in the future.
Keep us updated bro
Hideous, New Arbat and every place like it should have never been built. I can feel it sucking my soul away.
What city builder is best for it's complex gameplay/strategy? I don't care too much about the aesthetic part
There's also Captain of Industry if you want something more along the lines of Banished + Factorio. Workers and Resources is the pure city builder option though.
Depending on what you want exactly, there is a choice between Emperor, Captain of Industry or Ostriv.
The game that I always comment on in this respect but never recommend is A-Train, especially the newest one (A-Train: All Aboard! Tourism). As it is more on the business management side and is based on scenarios with pre-set goals, the strategic level can get insane. But to access the good part of the game you have to get used to a terrible UI that works all the time against the player. On Steam there are guys with 300+ hours of gameplay that do not recommend it precisely because of the UI and how hard it is to manage things when you have many vehicles and trains.
I remember playing the original PC version when I was 13 or so. My brain must have worked faster because the new version gets hard as frick. I don't remember having issues with it.
a-train 9 v4 looked kinda fun and i bought it, but.. holy frick. the line management is atrocious. having to ride the entire line, picking directions at every single junction... frick
and network building kinda sucks too
then i pirated classic and it was kinda fun... but at some point that too got too tedious, micromanaging export lines? or something? played like 10 hours and didnt even finish the tutorial
seems like sovjet workers republic & whatever is the most in-depth & playable game currently out
You don't need to use the route manager, there are more practical ways. But I suggest you ask for a refund from A-Train 9 if there is still time. Ideally, you should pirate A-Train 9 v5.0 and apply the fan patch to translate it.
About A-Train Classic, it doesn't have much relation to the Soviet game. Classic became obsolete after Tourism, in my opinion, but the logic of both games is the same. Each scenario has an urban problem and you need to use your company's resources to solve it, and of course make a profit during the process to keep the company economically healthy. During the process you will deal with real state, stock exchange, subsidiaries, trade, etc., besides of course the management of the train lines which is where the autists usually focus. The game isn't about creating a production chain, it's more about making strategic decisions that will bring profit to your company and progress to the city.
Got to Tropican Skies missions on T6, but there's something off about the logistics system that I dont like
I feel like nonspecific goods shouldnt be prioritized to transport hubs over docks, and i end up having to wait 8 months, halting my logistic network, to have positive income
I banged my head into the wall relentless with that mission repeatedly going broke as my logistics broke down. Heres my tips
>build ships starting island
>build everything else on fertile island
>you will screw up a few times until you maximize space
>set cargo plane for import/export on this island (functions like a dock)
>wait until have two weapon factory, two rum distillary, two cigar factories
>have plenty of positive money
>expand to third island, bare essentials for population
>transport weapons, cigars, rum to this island
>store in a warehouse until you have 3k
>save, start the quest chain, whenever morty wants anything allow it from warehouse
>other two are simple to solve
Logistics do breakdown often with teamsters om archipelago.
What should I think about Going Medieval /vst/? I'm deliberating on grabbing something from Epic with the current discount coupon and that might be it.
It's 3d rimworld with z-levels, medieval only with no magic. It's EA, but new content is somewhat slow to come out. They are just now getting into animal husbandry. Enemy AI is a bit braindead.
Waiting for Farthest Frontier and Builders of Egypt
Just finished the first 2nd scenario in Frostpunk.
New Manchester didn't make it...
Wish more citybuilders were focus more on challenging missions instead of sandbox survival.
Considering how many people were disappointed that Frostpunk wasn't sandbox, I don't see it becoming more common
Who was disappointed? It sold very well.
There is an endless mode.
How much sandbox you want to get?
The problem with Frostpunk is that its tech and law trees were VERY shallow. You unlock everything by midgame. So while there is an endless mode, there is really no reason to play it over the campaign.
And the campaign suffers as well. If you've set up your city correctly, there is nothing for you to do during the final storm except go take a shit in real life.
The fall of winterhome is a cancer scenario. I beat all the non-expansion scenarios, but the cancerous disorganized burned buildings makes me want to quit and play a comfy a new home.
Frostpunk is just a fricking puzzle game that tries to preach morals. It's not even that difficult and there is no skill involved.
So are all city builders, what’s your point?
That game was not a city builder. I can still boot up SC3K or OTTD and play for hours, the game has no reason to play more than once.
Imagine not even knowing what citybuilders are, but b***hing about them anyway
Only tropico does that AFAIK, it's a great solution for banished copies games that dont have much content.
Those are city survivals and are more interesting IMO, having an objective and challenges to overcome is much more interesting than just zoning shit with infinite money. SC4 is also challeging and is the most famous for a reason.
However lazy devs gonna be lazy, they will just build a raid system that increases overtime, a resource gathering system and call it a game.
I want to like Rimworld but I hate the edginess and the fact that it uses modern and scifi tech. It's disappointing that there aren't more Rimworld clones for me to scratch my itch.
there's a rimworld clone with actual z levels caled dwarf fortress. no sci fi shit either
>ascii graphics
There is Songs of syx in the same genre.
I am guessing that the anon wanted a game, not an autistic physics simulator with no semblance of balance.
But, but, mermaid farms!
it's a very moddable game. my last colony was basically knights vs zombies
Sounds fun. Modlist?
You can always disable the high tech factions and just not research high tech shit. There's medieval mods and you could make an ooga simulator by only having tribals and limiting yourself to tribal tech.
possibilities are endless
>I hate the edginess
What did he mean by this?
Thinking of trying cities skylines again.
-did parking ever get patched/explained ?
-does adjusting the garbage truck slider still do nothing? (Says it increases the # of trucks but does not seem to affect trash pickup)
cities skylines still has issues but its the best modern day city builder out there and can look really impressive with mods and patience. Parking works, but its not needed and sims still have pocket cars I think.
I just find Cities Skylines dull. There's no challenge beyond traffic management. And while the freeform planning is nice, I find it just results in ugly unused area, when I'd much rather that buildings were freeform too instead of conforming to a grid.
Same.
I hate that it can't scale up well.
The endless battle with traffic and the dumb way districts work is what caused me to drop Cities Skylines
I guess they don't have mixed districts where there is business AND residential together don't exist in Sweden or something. At least they got around to making it so that roads make noise depending on the traffic level and not just because it's a certain type of road. I could have sworn four-lane roads used to make as much noise as a busy airport, even if no cars were actually driving on it. (unless it's always been like that and I'm just going senile)
i've never really had trouble with traffic except when i first picked up the game. mods can help, but only so much
even then, the "solution" is kind of repetitive and fixed
funnel traffic down big roads, use roundabouts in some places, and realize you're gonna have to completely re-do entire sections of your fricking city later in the game
I will agree that that is the biggest drawback of CS. IRL, a lot of area is filled with trees. This is definitely doable for 3x3km cities, but once they get larger its hard to have a lot of trees without performance issues. I tend to make smaller cities for this reason.
>I'd much rather that buildings were freeform too instead of conforming to a grid
How many IRL buildings are freeform?
most of them??!? Outside of urban areas its more common than not especially for businesses
>did parking ever get patched/explained ?
If there is a parking slot in the general vicinity of a cim's destination they will park on it, even if it make little sense to park that far, if no slot is found, they'll just drive to their destination and apply miniaturization technology to their car before putting it in their pocket
Parking isnt essential, the game has failsafes
>does adjusting the garbage truck slider still do nothing? (Says it increases the # of trucks but does not seem to affect trash pickup)
It does increase the amounts of truck each trash processing facilities can send, however trash management has always been dogshit due to traffic and how much trash your population unrealistically output
Get a mod to fix that
What are some tips to start good in Cities Skylines? I just got the game on sale (can't pirate with my ISP unfortunately) just to try it out, and I'm kinda intimidated by the early game. My starting city feels really soulless and unauthentic. How do I git gud?
C:S is giga soulless no matter. All the fancy screenshots you see are from heavily modded games. Yeah you can build really neat stuff in it with unlimited time and autism but the gameplay itself has always felt very barebones to me.
>but the gameplay itself has always felt very barebones to me.
how is that
do you want to micro-manage a 200k city? if anything i'd like some option to delegate some parts of city management
>planning bus routes is not micromanagement
that's probably all CS has, its the macro that is lame
You can build very soulful cities if you have the dedication and time. I recommend you to get a lot of RAM, SSD and a good CPU for starters, otherwise you'll be troubled. After that mod the game intensively.
how is it soulless?
>Each person is simulated unlike SC4
>Tons of different policies and methods of transportation
>lots of way to make money and industry can be micromanaged as well
>Huge populations
What do you expect for a large scale city builder? Even smaller builders like banished have around the same level of depth for their cims.
And for you all who complain you need mods to have a good experience. Just download the mods. Its super easy and you honestly look like lazy whiny b***hes because you want a game that will just magically let you erect perfect cities in 10 minutes. I can tell you that with a few mods and a couple hours of patience you can make pretty cool shit.
>just magically let you erect perfect cities in 10 minutes
Like in C:S
>Each person is simulated unlike SC4
Clearly you are moronic because this is completely false. SC4 simulated all their sims. The differece though, and why CS runs like ass is because CS also physically renders them.
also
>Tons of different policies and methods of transportation
>lots of way to make money and industry can be micromanaged as well
>Huge populations
all of these are fricking false. CS is shallow as hell and traffic is even done better in SC. All CS has going for it is 3D which vanilla CS is absolutly souless and boring.
>BUT MY MODS!
generally speaking any game that needs a billion mods to either fix it or make it look good is a shit game. SC4 even without mods look a billion times better than most modern games and even plays better and sims better too. CS is good if you want to paint shit but that's about it and you can still do it better in SC4.
>generally speaking any game that needs a billion mods to either fix it or make it look good is a shit game.
this, thank frick I start meeting this mindset more often instead of blind mod worship
Are you one of those kids who couldnt get their cities to work in SC4? Kek
Cities Skylines is so stupidly easy that you will always swim in money and you can just paint the map however you want. It's a shallow game, with shallow dlcs, and the policies are useless. Also frick the useless industries they put in the game. And the fact that there is literally no working mod to increase difficulty or realism of the simulation side of the game, tells you a lot about most of the players. It's just good to paint a good looking city, nothing less, nothing more.
>And the fact that there is literally no working mod to increase difficulty or realism of the simulation side of the game
I mostly agree with these kinds of criticisms for CS but now youre just making it blatantly clear that you have no idea what youre talking about because there are plenty of mods that do that such as Real Time, Realistic Populations, and endless mods that let you tune variables about the sim.
Real time is buggy as hell and I believe it is not even updated since a lot of time, or at least it was until last time I played and fixed my modlist.
Realistic Population is a must but it is unable to fix how much the game is easy, and there is no real escape to the game hard limits on agents number and so on. And yeah, while some mods try to push these limits, it's still pretty bad that the game needs those mods and vanilla is basically a cancer experience if you push a city over a certain population.
I can make functional cities in SC4 pretty easily. The only difference is I have to wait a little more to build cash up. Just face it; your sim shitty game is old and not as feature rich. People make cities in CS that look so real you can barely distinguish from real life. It has its issues, but anyone with half a brain will tell you its a better game. Face it kid; your sim shity died when EA took the biggest stinky sim shit called SC2013 and embarrassed themselves. They tried to wipe the massive poopoo stain with updates and mediocre DLC, but the stinky crap permeated their buttcheeks and EA was forced to throw away their underwear as well as the entire series.
Have fun playing in tiny resolution looking at square roads while I erect sprawling highways and highrises with mods from a modding community that isnt moronic. I also have 5x the map size and I never have the feeling of constraint that SC gives me. Your game is dead and all you have to hold on to is a game from 2003.
why are you trying so hard paradrone?
Not a paradrone. C:O is as much paradox as Maxis was EA, they just publish the game. I'm not even bashing on SC4 for what it is: a game made in 2003 that was the best city builder until CS (and probably a bit longer since CS on launch had issues and way less content).
They're literally the same thing where you build money and then make your city look cool, but I'm sure your 2D game is so much better because new = bad.
>They're literally the same thing where you build money and then make your city look cool, but I'm sure your 2D game is so much better because new = bad.
Different anon, but SC4 still looks vastly superior to Skylines.
Weak bait.
Does CS scale with cores? It's slow on my octocore once I hit over 250k people. Biggest city was over 900k but it runs in single digits. I can see why that anon prefers sc4. I just like to design cities but it gets tough when you get big.
Yeah the game is not very good with BIGGUS numbers.
what's the biggest city you've done in C:S?
I had to dig around old screenshots. Around 140-150k.
How does your PC handle such stuff. I want to play it so badly, i have a lot of DLC's, mods and still FPS drops to like 40 something and i want it to be smooth. PC is good. RX 580 STRIX, ryzen 5 3600, but the fps drops hard...
I've gotten close to 200k population on a laptop. Get a good computer with top line specs. I start getting slow around 100k pop, but it still runs the game without issue.
In Sim city 4 I love over 20 million in one region
One thing I do like about SC4 over the newer games is that the buildings in SC4 have a more "real" look to them, with weathering and grime that you usually see on buildings after a few years while C:S buildings look almost plastic.
Probably a mod that fixes that though
For a 20 year old game it looks right purty someimes.
One thing that annoys me is without mods population and density is not really a concern. It seems they made 3families live in one home so you could have a 300k pop game while fitting in the tiny map. Playing with realistic population mod is a lot better and more challenging. Building high density will put a strain on your infrastructure like irl. There are simple things they could do to fix the game( rework and optimize asset meshes, rework the default lighting(hideous) rework the population and demand) simple tweaks mods do that I have no idea why they weren’t integrated early on. It seems they just pander to the ppl who use it more like a lego set than people who actually like playing the game for a challenge.
it's pretty easy to get a good self-sustaining city started if you aren't absolutely moronic, but ultimately it boils down to traffic management
if vehicles can't get around your city your economy comes to a standstill and you bleed tons of money
making sure to manage power use early game is important, do not expand unless your power grid can take it (that can be as simple as increasing the power budget until you can afford another plant)
garbage management is important too, but even that boils down to traffic
once you get the hang of it then mod the FRICK out of it to increase actor limits and get better roads/ object editing shit and custom buildings to your heart's content
it's a great game if you just wanna design a big comfy city, there isn't much of a challenge at all once your city starts making money
as far as DLC goes, i'd only recommend getting the industries.
but again, that boils down to managing traffic, too (and workers, to an extent)
late game sometimes your city will be too educated and your industrial areas will becoming abandoned, but that's solveable by just keeping some of the population dumb by not building universities near them
Using priority roads and making sure they have proper traffic flow + using roundabouts for the intersections of major roads + trying to avoid placing high-traffic buildings facing priority roads will make traffic pretty easy to manage. This makes it easy to keep traffic flow at 70%+ even getting towards 100,000 citizens, even without making good use of other transit options.
Industry and ploppable buildings usually have the highest traffic production. Offices have the lowest (and have high noise tolerance) so they're ideal for placing along larger roads, if that's something you plan on doing, with commerical a second best option. The pre-built roundabout for large roads is massively larger than it needs to be.
Don't concentrate all your industry in one place, especially if you have the industries DLC. The traffic will be much harder to manage.
Unless you install mods you will need to build way more crematoriums and garbage disposal facilities than the game says you need. Both systems are terrible.
Always pause the game if you're doing any construction that might disrupt power lines, the game has an extremely low tolerance for power disruption before buildings empty out.
>does adjusting the garbage truck slider still do nothing?
It does increase the number sent out, but the ai for garbage collection and the balancing of garbage production is still dogshit.
Solved genre
looks disgusting
>city builder video
>goes with a horror theme
>somehow works
wtf
Never underestimate weaponized autism
uncultured zoomers leave
Mass urbanization is one of the man-made horrors beyond comprehension Tesla warned us about
Nonsense, that's like saying music is solved because there's only a set amount of musical notes.
look like an infection,we are lucky that this guy don't use is autism in brewing pox
It looks like a city that Dredd would police
You vill eat ze bugs, you vill own nothing, and you vill be happy!
They really don't make them like they used to. No point in skylines and no other cities builders released in the past ten years. Banished?? Frost punk????? Not even one.
This is the shit AIs will generate to produce hivecities for mongrels.
>that tiny park at the center
lmfao
K I N O
>hasn't been done for SC4 or C:S
We need to go denser
kowloon city builder when
>guys, what kind of business you think goes around here?
Looks like a motel that rents rooms by the hour.
H O R R O R
Anyone else really excited for sweet transit?
I'm looking forward to it. It doesn't look too heavy on the city building aspect but I'm more interested in it for the trains/logistics simulation anyways.
>been waiting for cities skylines to go on sale on switch again
>its been the longest stretch since release its not gone on sale
IDK why I want it on there so bad, I have it on PC. It's almost principle now.
>playing a city builder that needs mods on a console
Why would you do that to yourself?
how long until somebody uses UE5 to build a super realistic city builder?
how's augustus? did they add new campaigns?
Night time skyline
starting town built around pre-existing old town to man the fuel refinery, on which I'm basing my starting economy on.
can you get skyscrapers with only 1 city in SC4 or do I really have to bother with regions
You can make a shitty farming community in 10 minutes first and that'll get you at least some high-rises.
How the frick do you do agriculture in this game? I have plenty of agricultural space vs population, but the demand is nearly going off the graph, it's ridiculous. I think I remember a tooltip saying that agriculture is calculated region-wide, which might explain it (not that my other cities are very big), but in that case, why does this city, that only has agricultural and a few low-density commercial jobs, have the highest demand out of all of them? In fact, I'm pretty sure my biggest city has the lowest demand for it.
Also, how much of a problem is it if I split my city across the map like this? Other than the range of services, that is.
I'm pretty sure agriculture just has infinite demand so you can always pop out more jobs in a pinch
I've never seen its demand graph go down or into the negatives
Agriculture only works in low density/empty cities.
once you have a big city (with the pollution which comes with it) farms will be abandoned
is there as ingle modern city builder that isnt just american suburban hell and traffic jams
t. guy who's played a lot of cities skylines
Tropico series is modern, but Caribbean banana republic goodness
Workers and Resources: Soviet Republic is, well... guess. It's soulful in its own weird and ugly way, and the logistics management autism is absolutely off the charts
Citystate. More of a focus on politics over detailed urban design.
Maybe if you plan on making your own city builder and you're scavenging for inspiration. I liked the way there were particularly large pieces of infrastructure that served the entire region, but I don't think it actually added that much to the game because of how tiny the regions were.
Funnily enough SimCity: Societies also let you build cyberpunk cities, so maybe cyberpunk citybuilders are cursed.
>Citystate. More of a focus on politics over detailed urban design.
I've played it, and it's dumb as frick. The only winning move in this game's politics was to not engage with them at all, you can build a sustainable nation without passing any laws.
I go ancap and never got much problem.
cliff empire
Started playing this town almost 2 years ago but I lack the inspiration to finish it. How do I design an japanese styled road network in SC3K?
Look at a map of a Japanese city?
Yeah but you can't really make canals or dense enough railroad systems that have grade separation in SC3K. I've looked at plenty of maps but it's really hard to translate. OpenTTD does a better job at it because railroads take up way too much space in SC3K.
Pic related is an american styled city I made earlier. It has a railroad that is either elevated or lowered so there's almost no level crossings. You can see the lowered railroad in the upper part of the image.
This is a suburb of the same town, it has an elevated track almost surrounding it. I wish there was a bit more variety in all the service and infrastructure you can build, like stations that aren't 4x4 squares but a bit smaller. Or smaller hospitals, police stations, etc.
>JPEG screenshots
cringe
Oh no what a disaster.
idk I think so far you are doing fine. Japanese cities are very walkable and dense so your block housing is fine and you bus stop spacing it also good. I forgot how many tiles roads can reach for influence, I think it's 3-4 blocks so you could make them a bit thicker. generally you have commercial along the roads with the houses on the inside. Since 3k only has technically 2 types of roads (regular and highway) I would just suggest treating the regular roads as just roads and not as residential street. As for trains lines are ususally built in sunken in rather than elevated so you should keep that in mind if you decide to continue.
Thanks a lot anon.
It's not THAT bad. I don't think distance matters. They should be in an area without air or water pollution. Also they shouldn't have access to water when you build them, this is the main trick. After they're there you can make the tiles historical and make some water infrastructure.
These where the rice paddies I made on the edge of the map. I wanted a slightly elevated highway throught them but now I don't have the space anymore. Maybe I'll recreate something similar on the other side of the map with a highway going through.
https://libgen.rs/book/index.php?md5=11540B6C65948CF6EE9C0A1E8D3F8C1E
This is the best book on the subject I've found
There are a couple ways to do it, one is to take a farm plot and then insert buildings randomly and far apart along road networks. then there's the way I did it here which is to take a lumpy map, pretend every hill is a mountain and build the most reasonable layout you can (something that works better in SC4)
these screenshots are dated 2012, can't believe I've been playing this city for that long, frick
Thanks a lot anon. I already tried to mix in low density residential with farm tiles. Making small clusters of houses arround hills is a good idea too. Maybe I'll restart with a bit more planning on a map with some lower hills.
nta but care to share another link to that book? I'm interested too
>tfw your Simtropolis account is from 2006
Based.
https://www.somethingawful.com/news/simcity-advisors/1/
https://www.somethingawful.com/news/simcity-advisors-return/1/
https://www.somethingawful.com/news/simcity-advisors-3/
were those all from SimCity2000? i couldn't read any of those playing as a kid but i think i remember them
after actually reading these there's no way all of them are real
Why would you think that?
There was a site where you could choose several games to create fake lines of this type, among several games one of them was Sim City 2000. I don't know if the guy used that site or if he simply edited the images. I don't remember the address of the site, unfortunately, it was quite fun with dozens of dialog boxes from classic games ready to be edited.
Found the site:
https://deathgenerator.com/#sc2k
that's a pretty cool site btw
aha, cool. the YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS! is real though, i'd love to see a list of all the real things they could say in the game. tried searching around but didn't find such a list. it's especially hard since it has become a meme.
Cities Skylines 2 WHEN
sdfasdfsadfsadf, sdfasdfasd.
> sdfiosajfosiajfd
So true brother
I've just been working on modernizing my backwater Eastern European industrial town.
>not a single tram in sight
yeah this is america no europe
I have one connecting the old town to the industrial area on the outskirts (the tram bridge is above the highway). I'm also adding another tram line to connect the new business district with the rest of the town.
>I've just been working on modernizing my backwater Eastern European industrial town.
Why not play workers and resources to do that?
I'll check that game out.
uhh... bros?
The problem is that roundabout itself. First of all, don't put anything inside that. Second issue, is that there are way too much road that connect to the roundabout, and they are too near to each. Also, don't put any zoning around the rounadbout and right before it, leave something like 4-6 buffer area with nothing cars will stop in before that. There are a lot of tutorials on how to set up turnabouts in the game if you look around, even on youtube, try to check them. Roundabouts are good to cheese out traffic issues in the game, but only if you can set up them right, once you learn it's quite easy to manage them.
First of all, don't put anything inside the roundabout. The second issue is that there are way too much roads that connect to the roundabout, and that they are too near each other so car will keep stopping at the junctions and jam the traffic.* Holy shit my ESL is showing up so much.
>roundabout
To me it looks like an American-style rotary without proper yield signs, not a real roundabout.
Yeah, but it doesn't change the fact it's the cause of the traffic issues he's facing right now.
the roundabout is definitely not the cause of the traffic, it's only the point where it accumulates the most
t. someone who never played vanilla CS
could not have been more wrong
t. 650 hours on steam, 99% of it on a pure vanilla game
looks like really poor city planning, i.e. where you actually layed out your zones in relation to where other zones are and where the entry/exit points are to your city
have less junctions, especially from inner zone roads to arterial roads
don't zone next to arterial roads
split up your districts into smaller enclosed blocks that connect to arterials, that way you will have less traffic within each block - if you have huge blocks/zones, all traffic from the rear will accumulate with the traffic at the front and you'll get bigger traffic jams while some pieces of roads will go unused
Invert the yielding. One single picture is not enough to judge what's going on, but it does look like you made a traffic circle instead of a roundabout. The main point of roundabouts is whoever's already in it has the right of way. Install mods to set this up if you need to. After a while see how it goes and find where the choke points are, the idea is to figure the most popular destinations and set alternate paths there.
>too much shit all connected by one roundabout with no other apparent connections
>that much industry
>awkward angles for cars to enter and exit
>yield signs don't look like they've been set up correctly
All roads entering the roundabout need yields and cars in the roundabout need right of way. Get rid of your industry and replace it with offices, I guarantee it makes up at least half of that traffic. Intersperse your commercial zones throughout your residential areas to cut the amount of cars on the road.
how do i fix this eternal traffic jam in the middle of my city
industry needs to be built seperate from residential and large commercial areas, and you generally want to make sure it has tons of unobstructed access to the nearest interstate
it seems a lot of players never really figure that out; if you don't your road system around industry traffic it becomes a major problem later
most if not all trucks in industrial areas are gonna be either coming in or going out of your city's map.
That’s horrendous. Watch some youtubers like Overcharged Egg or City Planner Plays so you can how to build a functional city.
>build roundabout
>it looks like a blown out ass hole
bro, you really need to learn how to use roads, 2 lanes are more than enough on 90% of the times, only get more lanes when you really need to.
Why did they make farms such a b***h to get right in SimCity 3000? You have an area of like 8x8 squares or so (so 800 bucks for one farm) you have to make sure the area is right, you want then far from the city but not TOO far, you're best doing it early game, need to get the timing right so that industrial demand is high enough, you have to take care of them like an egg because if land value rises or some polution comes in, or if one farm tile turns industrial you can kiss the whole farm bye bye, and then you also invite a disaster that exists only to say "frick your farms" (locusts) so I tend not to bother because some industry is cheaper and you can have some light-medium industry near your city without much issue
Just make them historical so they won't get wiped by other development.
>Make every tile of the farm historical
I had time for this shit when I was 8.
Or you could pick the asian tile set and just remove a large portion of the farm for some light residential or terrain changes. It remains a pain in the ass though.
I revisited my asian town, I removed a lot of the garden sprites in the low density area and made most of the buildings that spawned historical. I placed some landmarks on the hills and made some changes to the harbour. I'm still not sure what to do with industrial zones. I left a ditch in the part I made earlier for a high way, the train was elevated though and I think I'm gonna leave the existing parts elevated.
Does difficulty effect demand like in SC4 or is it purely just money?
No, I don't think it does, I have to consult the Prima guide to see what difficulty does besides the starting cash. Demand in SC3K depends on the year. Demand fluctuates like a business cycle loosly based on the world economy. After 2050 it goes into a repeating cycle but by that time demand will mostly always be there. There are buildings that increase demand of specific zones or like the spaceport that give a huge boost to all zoning demand.
>played the Impressions games over and over again as a kid
>absolutely cannot get into other types of city builders now
This spin on the genre is basically dead, isn't it, though? I can't find anything like it.
Nebuchadnezzar is almost there just a bit more content and missions.
Best city builder if I don't want completely flat cities?
workers & resources can be decent in that category
Is this technically a city builder?
yes
I guess people prefer calling those as 'colony builders'.
Is SimCity5 with some mods worth playing for any reason?
Its cyberpunk expansion is pretty much the only one of its kind, so it does have that going for it
Haven't touched SC4 in a while. Nice to see Dutch SC3000 anon still posting every now and then. :3
The images of the American city are still the same city I posted a year ago or so. But I started a new asain one now. I'm gonna make a couple of "mountain" villages and a bigger port city. I already made some farms that I'm going to mix with low density residential. I'm also going to make some new hills and cut those farms to make it look like they've grown organically between the hills. I'm also gonna dot the map with some monuments, I barely did this with the American styled city but I think it makes sense to have some historical landmarks on hilltops.
Hello city friends.
Here is the SC4 modpack I recently updated (last November, relatively recent at least lol). It has a boatload of vanilla friendly buildings, props and ploppables, game fixes and extra Maxis stuff. All dependencies included. Really good for jumping back into the game. Just need to add the latest version of NAM.
>https://mega.nz/file/HPwAEZQL#zP3kMoV1L9rNk8wPDVBkCw8UnmidNNXb0qfTsx1h1II
Big respect to the original plugin creators for not holding it against me for re-uploading your work :^).
You do great work in 3k. The asian tileset was always my favourite as a kid. This new map looks nice and natural, is it a real area or just made up?
Thanks. The new map is made up, it's easier that way and the scale is usually better. Had to move the castle to make way for a station. For now the idea is to make multiple small villages that are mostly connected allong small rivers with stations in the bigger villages. I'll try to make some dense housing in the future city centre at the same time because the low density housing simply can't match the demand. The biggest issue is that bridges in this game have a set height at which they are built meaning that always need slopes. If only this game had bridges and tunnels like openttd.
Can you recommend an SC4 region?
I recently used one of Puerto Vallarta that was nice. Lots of flat space with mountains and coastline.
On the one hand, at first glance it's nice to see far less bloat in the new modpack
On the other, damn the ommission of the elaborate PEG Marina pieces hurts
Might just put them back in manually
I could be wrong but the marina stuff felt like the PEG set that had the least brought over to Simtropolis... Maybe I just made that up so I would feel better for not putting them all in lol. Didn't really want to make a marina in the cities I was working on at the time.
Okay this corner is nearly done. Just need to switch a lot of buildings over time. Maybe I should design my own station to replace the regular one because it looks like shit and the scaling if off.
Oh no, even the ai draws square grids! Aaaarghhh!
The AI has discovered the power of MAGNASANTI
I’m surprised nobody mentioned the Cities Skylines humble bundle. I think it’s gone now, hopefully all my parabros capitalized
Someone posted it in another thread don't worry bro.
I bought CS for 5 bucks a long time ago and just use creamAPI to use all the dlc, frick those israelites.
Also I don't even play this shitty game anymore anyways.
What games will let me realize my dream of a walkable city?
Cities Skylines can have a lot of criticisms levied at it, but (especially with workshop mods that add zonable pedestrian streets) you can totally go hog wild making a walkable city and your Cims can and will walk and bike anywhere
Simcity 3000 also technically allows for a carless city if you go full Magnasanti with subways
Workers and Resources: Soviet Republic defaults to a walkable city because in glorious socialism cars are a luxury you have to make happen at great effort and expense, so people driving around is the exception there rather than the rule
Tropico varies a lot between different games in the series, but by default your adoring Tropicans footslog everywhere
Simcity 4, good, as it is, is terminally car and road dependent
Pharaoh
City Skylines got any better? I last played it in 2018 or around that (no dlc). My city lagged out when reaching around 100k people. Probably just my 2011 pc but wondering if they optimized it even more now. Been playing Tropico 6/4 and Going Medieval. Thinking of trying Soviet Republic or Captain of Industry.
It literally got worse. These days almost nobody optimize their games but Cities Skylines is an expecially bad case. There is so many shit designed like shit, like, if you save your game, go back to the menu and reload the game, everything will go to shit because the game will reload everything in the RAM (or something like that) and RAM usage will go over the roof. Despite it being a brainless city "painter" I loved the game, played more than 1000 hours, still, CS devs are useless pieces of shit.
Well, RIP.
And yet it's still better than Simcity 2013
Of course it is. Wouldn't have played 1000 hours if not. I guess shit is better than diarrhea isn't it?
True. Shit can be very satisfying to have, but diarrhea just leaves you empty feeling and drained
True and not only because there isn't a WORSE city builder than SC2013
Oh I'd say there are plenty worse
BUt none iwth as much pedigree and money behidn them as SC2013htmnx
wow I had a stroke
Made my first city that's not just squares
Post actual city. Looks comfy from the layout.
Were the hospital's meant to have some purpose? Did they get cut?
I think they were only decorative, but I'm unsure. I know churches in SimCity Classic and 2000 were special squares you couldn't collect taxes from as a reference to their IRL tax-exempt status, and some would pop up no matter what.
SC4 port running on modern hardware when?
Transportation map
Doesn't the GOG version work great?
city is starting to lag
traffic isnt great but whatever. at least im not getting mass die-offs like the last city.
Well yah, every vehicle entering and exiting the city has to go through that single circle
If you get mass die-offs you are doing something horribly wrong. Also like
said add some other way to get in the city.
die offs was my last city. happened so quickly that it was basically unsalvagable.
How did it started? I mean, it's really difficult to frick up so bad your city dies in CS, and it shouldnt happen only because roads are bad. The closer I got to something like that is me leaving the game running while being afk and devage water getting somehow into water intake.
death waves happen when your deathcare gets overwhelmed and either gets stuck in self-induced traffic jams, or just doesn't have the capacity to handle your city. once you get a lot of dead cim icons, it's a bit too late to react and you'll have at least some abandonment
next time you should monitor your cemeteries and crematoriums and make sure they have vehicles to spare to react to new deaths. if not then either increase spending, or build more deathcare buildings. might be smart to build them closer to the center
didnt have any collector roads on that one though. it was basically just a highway running through the whole thing.
I would add a high speed road from cozy square to woodland, and a road from Hawthorne to the highway on the right side of the pic. Mass die offs are from mass zoning. Everyone is the same age when they move in, so they die at the same time and it leads to that. Zone in smaller quantities or slowly over time to spread the effect.
I am colorblind so work with me here. The red line would help spread traffic and give you more than one entrance to your city. The yellow is another potential path. The blue or purple line would bring traffic to the bottom of your city. You have a space between two neighborhoods in pine hills that can be used for a highway or mass transit.
I expanded the city and added a highway connection in the upper part. Most of the traffic seems to have gravitated around the central circle now.
look how backed up the cars are
thinking of just slapping a highway across the middle and seeing if that helps
yea you are going to need more highway infrastructure and not use simple roundabouts.
this town has maybe 40k and the entire industry is located to the south, creating a ton of traffic going that way
this is my best traffic situation so far... all industry areas, factories etc. and lots and lots of highways around each area.
red zones are busy but have no traffic jams (except queues around cargo train stations)
slapped a highway across the middle and the traffic is back up to 80%. Much better for commercial now.
Is that brown wave sewage?
loved the bridge over the bay on the left.
4 is great but there is literally no difficulty, you have to leave the game afk for hours to actually fail. 5 improved a lot on the difficulty and management aspects of the game, also the political system is totally different. never played 6 so can't say anything about it.
>political system is totally different
In a good or bad way? It's way too easy to satisfy literally everyone in 4 so far, it feels weird building a socialist utopia only for the capitalists to have a 100% opinion of me.
it's incredibly hard, you can't control what the majority end up being, you will be fighting to win every election (at the beginning it will always be like 51%-49%).
the trading system is also harder, you won't be able to support your entire island with a single dock like you do in 4 and imports have to be done manually.
Give it a try when you get bored of 4, if you like challenges I bet you will like 5 a lot.
>dynasty system in t5 is just a gimmick. you cant even control your presidente manually.
>rebels are much more annoying despite like 70% approval rate and all the gibs they can possibly get. in tropico 4 when factions are unhappy they organize strikes first. here? immediately fricking storming your palace.
>there's less buildings and they're locked to research which makes walkthroughs too railroaded
>you can increase wages dollar by dollar in t4 whereas in t5 theres only 5 (i think) "budget" options
>no election speech in t5
>trade routes and manually importing things is better in t5 however you have to build a shitton of docks and cannot import unlimited goods like in t4
5 might as well be a different game which is why the "4 is the best Tropico game despite being 3 with DLCs" cabal hate it.
It's worth trying out since you can get it cheap (even cheaper with the cs.rin discount)
the problem with tropico 5's politics is that it doesn't tell what effect a building or edict will have on a faction's opinion of you before you do it
pretty sure it does, also most of them are quite obvious. Communists hates banks and lots of manufacture industry, capitalists hates lots of raw industry and free housing, nationalists hates tourism and open borders etc.
>pretty sure it does
it does not
you blind anon?
Can you just not read the word "before"?
???
You didn't finish your sentence?
>doesn't tell what effect a building or edict will have on a faction's opinion of you before you do it
>communists hate working
heh
No the communists dislike banks, all religious buildings and mansions. They like clinics, hospitals and any housing that isn't a mansion. I don't know if the game tells you this but the manual does.
found the commie
Play 1 if you want real challenge
great aesthetics. It's hard to get the "pleasingly geometric but without mindless grids everywhere" yet you pulled it off.
thanks. its my first city that i actually got all the milestones.
its the chocolate river. the city's main export.
Try making it an overpass and then having exit ramps if money isn't an issue. Maybe a cloverleaf would move traffic better. Are there stoplights on the circle?
Can we all agree Tropico 4 is hands down the greatest citybuilder of a time?
Ew
Thats not Pirate Cove.
Is Tropico 6 better than 4?
well here we have a new banished like game that promises to be better.
you know i dont hate the survival city building genre but i kinda hate how so far every new banished like game is just the same and dont improve on anything.
after 20 hours playing any of those games the challenge is over only the first winter show difficulty and is just a matter of repeat the same steps of building more 5 houses, build one more farm and its done
Yeah Banished itself was a superbly boring game. Just needed more work but the dev was done.
Farthest Frontier is by the devs of Grim Dawn which is a great game, completely different genre but I have some trust in them.
Any city builder that lets you build cyberpunk cities?
skylines with enough custom assets
see the mars series for example; https://www.youtube.com/watch?v=mO7waxG-KMU&list=PLkBlOw_hzgdfL6Gqw0l9P1TYKn_WIgrd-
>Skid Cities
>Industries of Titan
>SimCity Societies
>SimCity 2013 apparently has a sci-fi dlc or something
These are the only ones I can think of and none of them are particularly good.
I feel like a cyberpunk theme doesn't really fit a classic city builder. Usually, when you play these games, the goal is to build a perfect city (big, efficient, aesthetic, etc.). But cyberpunk is a dystopian genre and cyberpunk cities are massive shitholes. I feel like if you want to make an actual cyberpunk city builder you'd have to have a different approach.
>played solo to get the hand on Ymir after another update
>paper being a b***h and refuses to trigger
>mfw
When are we getting another /vst/ serb?
This is very pretty anon, I like it when people decorate and post screenshots.
>watching Citywokcitywall and his Mars city in City Skylines
>loving it
>get to the episode he pines over Fentanyl Floyd and shills some blm patreon bullshit
I fricking hate it.. Any other comfy Skylines youtubers that are creative and not some add ridden homosexuals?
I'm watching City Planner Plays series "The Ultimate Beginners Guide to Cities Skylines!" where he start with total vamilla game and, episode after episode, he adds dlcs and later on, even some of the mods. I found it quite enjoyable despite having played more than 1000 hours of the game and despite being used to use mods. It's refreshing to see someone actually try to play the game instead of wasting half an hour putting trees along a fricking garden of a stupid villa in the outskirt of a painted city.
but he's half black and went on a rant about it in one of the verde beach episodes, hes like a youtuber city autist obama
waiting for the 3rd DLC this season before bothering again, then I'll start a new game with the big new world update
Was his rant about how we are all bad and should pay him?
>be old white lesbian
>go to black queen presentation to show you aren't racist
>get called racist
kek
just popped in to say you're a filthy racist. you may carry on now.
There's not much space left to fill on the map. I want to cover the northern part of the map with sprawling low density suburbs. Maybe I'll add an artificial island with a second airport. I also want to make some winding roads up and down the mountain with maybe a microwave powerplant that should resemble some astronomic oberservatory.
Looks really nice.
Holy shit, Theotown is pure AESTHETICS, I dismissed at it first thinking it was a shitty mobile game, but it is incredibly comfy.
Simulation is still shitty tho, but I think it is the best city builder right now if you are really creative and want to just make pretty cities.
Absolutely right. Really comfy graphics, loads of user created buildings, it's a great game to make dioramas in. Simulation is trash, zoning for buildings is really bad (at least last time I played a couple years ago). Definitely recommend checking out on PC, don't know anything about the Android version.
yeah I'm playing on PC, cool thing is even the pirated version can download all the mods in-game if anyone wants to try it out.
Anyone else play Anno 1800?
Mfw all the DLCs.
God I hate this shit. You miss one and your so behind on everything.
Yeah... I don't buy many games but I shell out for Anno. Have all the season passes, a handful of cosmetic but not everything. Been working on this city slowly over the last couple weeks. Trying to minimize the amount of direct upgrading I do to neighbourhoods, like the town expanded as it advanced.
City early on.
btw did you know there's a secret first person mode in Anno 1800? ctrl+shift+r to enter it. it's pretty neat. has interactions as well (copied below from some search result i found)
You can interact with some people on the streets by clicking when they silhouette is marked.
Here are controls that I found in first person mode:
WSAD and arrows - walk around and strafe
SPACE - jump
SHIFT - run
ENTER - try it 😀
F - light a torch
O - Ask your people for prayer
P - make your people follow you
K - make them go away
L - make them disappear
And a little bonus, after you hit L people following you will be gone and horse cart will appear. You can interact with it and ride on the streets of your town 🙂
i regret buying Anno 1800, took a break and when i decided to play it again it wanted to force me to go online and update. in my singleplayer game that i bought, that i just wanted to play right at that moment without waiting for a 999 GiB patch to download. nah, uninstalled right there and if i ever decide to play anything from Ubisoft again i'll pirate it, get all the dlc as a bonus. including anno 1800, even if i bought it i will get a better experience playing a pirated copy. don't even care if i have to wait 3 years for it to get cracked, there's so much to play in the meantime.
from what i did play it felt like Anno 1800 didn't bring much news to the experience compared to Anno 1404, which i must have played close to 1k hours. beautiful game though. unfortunately had some woke shit in it as well, but that's just another reason to not support Ubisoft.
Update of city. Relocated the worker neighbourhood to clear up room for more other things.
anno is such a beautiful game, but the gameplay itself is super souless, I hate that everything needs to be built in a grid but the map itself is not made for it.
can you even grow zones without roads in SC4? same for C:S
I don't find it soulless. It jives with me.
Made enough room for the palace, world's fair and more investor/engineer housing.
nice graphics but i hate grids
if it at least supported 135 degrees roads and rotation
I love grids, but I think the game needs to be made clearly with the grid in mind, i.e. mountains, rivers, lakes, etc. need to follow the grid in a logical way.
The Anno series games don't usually do this right and the cities look artificial compared to the terrain.
>the gameplay itself is super souless
what? no
>muh grids
oh nevermind
you can make grids not be souless. Tropico 5 managed it.
Just bought the pack with everything
At first i was overwhelmed, but now i'm starting to get it.
Still playing with no AI tho
I will admit, I never play with AI, nor pirates. I just want to chill and make a city. When I was learning the game I restarted an awful lot, would have to reevaluate everything when something new got unlocked lol. Tractors and powered buildings especially require a lot of reorganization.
I'm trying to avoid making hyper efficient blocks and sacrifice minmax.
Pretty neat.
I just make a massive sprawling hellscape of 2x3 houses, need too many people.
Hell ya, it's comfy as frick
Very nice, it is rare to see someone actually make more irregular looking cities in anno 1800. Good job anon. Each and every let's player that plays these kinds of city builders just plops all their buildings grouped which makes for very ugly cities.
Thanks bro. Even when I make super dense cities I try to at least make them "natural" looking.
Comfy small town.
Bummer dude. I haven't played 1404 for a long while but 1800 felt like a big improvement to me.
Yes! I like to walk to vista points when I have a city mostly developed. It's great they included it even if a lot of the models look weird and have invisible textures in some places.
Do most people play Cities Skylines on sandbox? I hate how you can't plan your city properly because you have to unlock roads as you level up, seems like a ridiculous system.
Bro you can also just install 81 tiles mod and the one that unlocks all the roads since start. There is also a mod where you can set your starting money if you thing you will not have enough to start up your infra. You can still play the game normally, I usually do this (except the starting money, I think the ones they give you are enough), and just stick to vanilla for assets and so on.
thinking of picking these up if they are discounted for the summer sale. Any other dlc I should be keeping my eye on? Don't have any at the moment.
>$14.99 for a cosmetic park DLC
Do people really?
well im hoping i
t will be more like seven.
g2a
I think Parklife is neat, being able to build freeform parks and have them actually affect the city is a good mechanic
b-bro just look for a key shop.
why give money away when creamAPI is free?
Mass Transit and Industries have the biggest effect on the gameplay, followed by Green Cities, Parklife, After Dark and Sunset Harbor. Haven't tried airports yet.
-Parklife is useful for giving you something to do with odd shaped spaces and rough terrain, but you really need to be the kind of person who loves customizing the details of a build to get the most out of it.
-I really like the additions from green cities, even if a lot of its addtions are just straight improvements over the base game instead of having tradeoffs. New zoning options are good, add some visual variety and decision making to city zoning.
-Industries is is a huge addition to the game, making industry and industry logistics one of the most involved parts of the game instead of one of the least (which may or may not be a positive for you). Biggest negative is that it lacks a number of obvious features (eg oil is trucked everywhere, instead of just running a pipe, even if the buildings are next to each other), and export income fluctuates heavily, which can make it harder to judge how your income fundementals are doing.
-Snowfalls is worth having if you love the winter aesthetic enough to dedicate an entire city to it, or you absolutely must have trams in your city. Otherwise it's a miss with poor intergration into the rest of the game.
-Campus gives you a bunch of attractive buildings to play with, but does nothing to make higher education a more interesting or an important part of the city. Aside from some buildings giving bonuses it has no mechanical advantage over the base game plopable university. There's nothing really wrong with this one, but I'm probably the most disappointed by it.
-Sunset harbor feels like a bunch of ideas that didn't make it into older DLC, it's fine, but there's no reason to buy it if you don't already have Mass Transit, Industries, and After Dark.
The secret to traffic in C:S is not go full moronic on the zoning, especially the industrial one since it generates a shitton of traffic.
if you space it the industry zones around then traffic will also be more spread out as well.
Just played a little, I wish I wasn't so bad at citybuilding tho.
now next is try to at least start a city in workers and resources, that shit is pure autism
That looks pretty cool, is the game really called Foreear?
it's the name of the city, game is Theotown.
it has that SC2k vibe, and you can make HUGE cities, that plot is like the smallest one.
>Theotown
Oh of course. It looks really cool, I imagine it has a day and night cycle? The style reminds me a bit of openttd and a-train. Is it as in depth as simcity2000 or 3K?
yes, it also has rain, but it is super fast.
Game is super comfy and the customization is pretty good, seriously look at some videos on youtube. It also has an in-game mod workshop which is really cool too.
Only problem is that the game was originally a mobile game so the simulation is very basic, I don't think it evens simulate traffic beyond the very basic movements, but IMO it is the best city builder right now if all you want is make a pretty city.
Thanks anon I'll check it out. I always had a weak spot for things like weather effects and day and night cycles. Realistic graphics are nice but things like this can really give a game some charm.
and here is part of a city I made back when the lockdown started and I got some autism surge and actually managed to make something that didn't completely looked like ass.
Anyone knows how to take a screenshot of the whole plot in SC4?
you can try the pirate version, you can even download mods with no problem, game is 100mb anyway
I think I'll watch some people play the game. If it's on sale during the summer sale it's only gonna be the price of one or two pints. Very nice harbor town btw.
and another part.
>tfw I will never have this inspiration again.
American way of traffic management: put everything as far as possible from each other then spend rest of the time thinking which intersection is best
First step towards traffic management is minimizing traffic which happens through sensible city planning
I swear this happened to me. At SC 2013 launch I was playing and for some reason a donut shop spawned off to the side of a sky scraper. The thing was, the donut shop was spinning very slowly like it was a spinning top or something. I went to delete the sky scraper hoping it would delete the donut shop as well, instead it cause the donut shop to spin at MAXIMUM SPEED. I watched it for a full 15 minutes as it went from BAYBLADE LET IT RIP hyper speed all the way back to it's original snail spin. The game actually has what I guess is it an actual physics engine and the buildings are tied to it.
Lads, I looked over Steams upcoming city builder games. There must be about a dozen for 2022. None of them are pure city builders. Any of them look promising to you? What’s games are you waiting on?
I was watching summer game fest in the hope of seeing some city builders and there were a few that caught my interest were these (these might also have been the only city builders they've shown, I can't remember):
>Lysara: Summit Kingdom, trailer is basically the same as their reveal trailer, slightly worrying.
>Synergy, voice acting in the trailer sounds very amateurish but I really like the aesthetics.
>Abyssals, city builder but on the bottom of the ocean.
>Summit Kingdom
Nice, I'm tired of flat plains in citybuilders, a game tailored to mountain geography is one of the things I've wanted
>Synergy
Shit, I love the Moebius inspiration, hope the game lives up to it
>Abyssals
Neat concept, not feeling the aesthetics too much
>Lysara: Summit Kingdom
damn, cant believe i've never seen a builder like that or thought about it myself
>trailer is basically the same as their reveal trailer
you're right, that is worrying
Oh and the nebuchadnezzar dlc is looking good too.
Anyone played Patron? Its on sale.
Bumparino.
Reminds me of my all-Japanese region I did. Super comfy.
How is Surviving Mars? I'm basically looking for any comfy citybuilder I haven't played yet, and all the others are in Early Access
The demo for sweet transit is out and it looks like the player gets to build the cities in addition to just stations and railway tracks. Bit of a missed opportunity I would say, cities growing dynamically and having only indirect control over them is something that I don't believe has been fully explored.
Didn't the cities in Railroad Tycoon 2 grow, or did I make that up? You could definitely buy factories though
So did the ones in openttd, my issue is that they never differentiate, they all all end up as this blob of buildings that produce passengers and nothing else.
What if industries of different types would pop up, depending on location and population, for example the number of industrial buildings in a town/city is determined by the formula population÷1000, rounded down, giving a city of 3600 people 3 industries their type being determined by the proximity to other industries and current production chain development. For example there's a steel mill in Coalshire because it's a mining town, the city next door Nothingshire is biased towards developing a steel consuming industry upon reaching its thousand inhabitant.
Just another way of doing things, I hate it when I see whole factories stranded in the middle of nowhere, in a world obviously built for someone to connect this industrial "archipelago".
Actually that would make for a good post-apocalyptic train game, unite the pockets of civilization in a dead world, and build a rocket or smg idk
In OpenTTD the cities are "abstract", just to give you an idea of progress and demand.
A game that explores the idea of indirect growth and the cities are not "abstract" is A-Train. What triggers the growth is the movement of cargo and people that you're going to do usually with train stations. Then there is a system of synergy between buildings that will generate some logic in the kind of things that are built by the computer. Finally, in certain games in the series there are residential, commercial, industrial or government controlled zones. This will also dictate the type of development in each location, but there is always chaotic stuff going on maybe because it is trying to simulate Japanese urbanism that is mixture of plan and chaos..
Note: Just as a reminder, although I am talking a lot about this series in this thread I don't recommend buying any A-Train because of the negligence of the publishers and the shitty state they release the games in (at very high prices). I recommend the pirated version and only for those who have patience to deal with shitty UIs.
rrt 2 and 3 differentiate cities
each city has its own list of what industries can spawn there, and how likely they are to do so
it’s set in the scenario file so there isn’t much reactivity though
Railroad Tycoon 3 does this, it spawns houses near those out of town industries. for a 2003 game it was pretty good.
any good citybuilding games in steam sale?
already have cities skylines with all dlcs from humble bundle and workers and resources
Started playing Tropico 4 a few days ago and I'm fricking loving it.
Just wish the OST was way bigger, got repetitive in one fricking session, had to put on my own spanish music.
Are Tropico 5 or 6 even worth getting?
5 nope 6 yes yes
Is Citystate 2 any good?
Why did nobody tell me this '5 dollar early access vaporware'-looking shit is so COMFY?
You called yourself Hungry?
Magyarország didn't fit into the text box
lel
game?
kingdoms&castles
RRT3 is such a beautiful game for 2003.
But goddamn is it a pain to take a screenshot/video of it.
looks cool.
Is it better than 2?
Though to be fair, all I remember of that game is cheating in the most modern train and watching them whoosh around
it's a million times better.
RRT3 have the BEST economic simulation ever made, if you like management games you will love it.
It is a huge shame that this game never got a successor/remake.
RRT3 is absolute kino
>tfw played the game for like 10 years
>still have no idea who the devs are
>tfw no remake/successor never ever
it hurts so much bro
>still have no idea who the devs are
poptop, they made rrt 2 and 3, the first tropico, and the now-forgotten tbs shattered union
they were shuttered in 2006 with a few of the staff being moved to firaxis
It's not vaporware, the devs just released a huge update adding AI opponents, diplomacy, and new buildings.
The game us comfy as frick and fairly indepth for what it is.
He said it looks like 5 dollar early access vaporware, presumably based on the artstyle and UI
Comfy but it's a bit too easy.
Try it on survival mode.
oh neat they added blue houses
Screenshots don't show how good it looks, in motion is much better, but I'm having trouble with OBS.
I'm playing Kingdoms & Castles now, too
Does the efficiency of transport matter at all or do you just make one giant food-producing area and let all the peasants take their food out of the granary there?
Efficency matters because when they're walking they aren't doing productive shit so if everyone is taking forever to walk nothing gets done
For example main bottleneck on building speed is just hauling materials to the build site
That would be fine, if their pathfinding wasn't fricked. I've seen them walk diagonally across empty terrain because the road didn't exactly follow their desire path, yet they would've been much faster taking the road
Nice. Comfy town. Green power. Reasonable commute to work.
Before I decide if this is the one for me, can you please tell me the racial demographics.
100% diverse
Haha, I remember I posted this years ago. Glad to see it's still getting passed around.
It was the sequel to this and originally uploaded with the filename "Sim City 2013"
Did you have to use the n-word?
This was before the reddit influx so noone cared.
I miss when we could say Black person and gay without reddit tourists starting to jerk off about how much they hate either
I miss when we could say Black person and gay without reddit tourists complaining about how it's literally causing trans people to be killed
have a nice day.
Where are the worker and resources posters?
>bought "Workers and Resources: Soviet Republic"
>learning the tutorials
>railroads and semaphore
Frick.Not sure I'm gonna create a working rail system now.Also
>no sewer/water system tutorial at all
Welp.
yeah the game is still unfinished, especially the tooltips/tutorial part. Only reason I managed to not get super confused was because I played transport tycoon for years.
but the rail signals are easy to set up anon, common, get gud.
Signals are pretty easy but it'll be a while until you get there. You can play openttd if you need an extended tutorial, the signals work the same.
Sewage and water were just released in the last update, they're easy on flat maps but a bit of a b***h on hilly maps. I strongly recommend starting on a flat map. The random maps work fine for this.
Just should just start playing the game really, set up a little town with a coal mine and go from there. Start with a big money pool so you don't have to worry about building things with foreign manpower. You can turn sewage, water, heating and fuel off then gradually turn them back on as you wish without starting a whole new game.
>no sewer/water system tutorial at all
Water:
Well -> pump -> treatment -> (pump) -> reservoir -> pump -> tower -> substation. Use switches where needed. You need towers to keep up the pressure, just like in real life.
Sewage:
Septic tank -> pump -> (switch) -> (treatment) -> outflow. You can connect treatment to recycle water. "You need a proper slope" message means exactly that. Use pumps.
Someone correct me if I'm incorrect. I wrote it from personal experience and memory.
you don't need to treat all the water, just the water you gonna use for drinking, otherwise you will be wasting chemicals treating water to be used at industry.
google creamAPI, get all dlc. but I wouldn't even recommend playing CS in the first place.
I used to be like you anon, you just need to start small and slowly build up, also watching other people making their cities will help you develop you own.
fugg, misquoted
>you don't need to treat all the water, just the water you gonna use for drinking.
Ah, that's neat. Thanks.
any thoughts on northgard? is it pure RTS or something like settlers? the stuff on the steam page don't make it clear.
It's RTS with map divided into regions that have build limits. It would've been great if it had been done like Settlers 3 but no.
What are some must-have DLC for cites Skylines? i have the base game but because it's paradox the DLC list is overwhelming
Is this your first time with a Paradox game?
You buy the base game full price, then pirate all the DLC. Standard procedure.
might as well pirate the whole thing instead of risking a ban
what other City builders would you recommend instead? Sim City 4?
>what other City builders would you recommend instead? Sim City 4?
Yes and
and
and also pic related
it's a nice game the best part is the logistical part but isn't quaint and picturesque... i know that the Ussr architecture was a fricking garbage, but how about the nature and so on? It doesn't satisfied me, also it relies too much on the squares, for example look those streets and those rails are so straight.
>but isn't quaint and picturesque
I don't know. Some people have the ability to create pretty damn aesthetic cities in WR:SR. Here's and example I found online.
there are also tons of mods, I have seen houses and walls with graffiti on them, it was pretty neat.
and the game isn't finished yet, maybe later the devs will release more stuff to make pretty cities.
you won't get banned since steam downloads everything and there is only an ingame block for the dlcs.
Pirating is annoying because every time the game updates or you want to install mods you have to do it manually, while on steam it is done super easy.
>might as well pirate the whole thing instead of risking a ban
lol, lmao
nobody has ever been banned from pirating paradox dlc
everyone has been doing it for all their games
I hate these threads because it reminds me what an uncreative frick I am and that I can't build nice non-grid cities no matter how many guides I read
As it turns out, this shouldn't be a concern, it's only because Sim City and later Cities Skylines decided they should go to the decorative toy side rather than the urban simulator side.
Anyway, you don't have to worry about making things pretty, there are a lot of cities in the world that are chaotic but they work. In fact, that's quite fun, taking a bad plot of land and trying to make the city work as well as possible even if it looks like a piece of shit when seen from afar.
Grid is love
Grid is life
Don't listen to what this anon
says. You must stop worrying about the layout and love the chaos. There's all kinds of things you can do: mix up the zoning/building types, difference in density, mix up the grid pattern, elevation differences. What works well for me is building towns arround existing geographic features. Also you can build a grid and then demolish parts of it and redevelop those according to new needs, it's a bit more work but it really helps making a town feel more organic.
>Haven't played in over a year
>Open up my last city I was playing on
I have no idea what I was doing in the upper right, I think it was an industrial park
I played Frozenheim but sadly it's not city building but some regular rts. Cool aesthetics though.
Are there any city builders with good warfare? I want to build huge monuments to myself and subdue people to destroy their culture.
Tropico, Anno, The Settlers.
>Anno
I played the 1404 one and it didn't have huge monuments but just a Cathedral. Also it was logistic based, which was cool but sometimes I wish I was just playing Factorio.
>Tropico
I guess this will do. Thanks anon
>Also it was logistic based, which was cool
Yeah it's fun figuring out exactly how many farms you need per bakery and stuff like that
I posted here awhile ago; I’ve released the first version of my game (actually it’s a tech toy at this stage). For now it’s free.
https://yesbox.itch.io/archapolis
Still lots to do but if you guys are up for testing out what’s there your feedback would be appreciated. Funnest part is being able to path around hundreds of thousands of agents.
>tech toy
no thanks
Did you know that Railroad Tycoon 2 has four sets of sprites for trains and stations so that the lighting remains consistent between camera rotations? Now that's soul.
essential cities skylines mods for it to be playable?
I finally bought Parkitect.
It's a relaxing game and basically an updated version of Rollercoaster Tycoon, but even with the logistics of loading stores with goods, it's still basically a sandbox for you to have fun with the aesthetic/decorative/creative part. I played the game for 2 and a half hours and already started to notice that it is not exactly an addictive game for those who are more interested in solving problems. It's paradise for those who want to create parks, however, it is like a diorama maker.
I do say it is a bit easier than rct but I still have been enjoying the shit out of it. Most of the missions have a decent challenge.
Just started playing theotown and man this is kino. I am a little confused how to handle traffic though. In particular, how to handle buses.
What does it mean to add 'pl' when you upgrade a bus route? Is the number of buses in the icon representative of how many buses work that route or is it just an abstraction? If a bus stop is at >100% usage and the area still has bad traffic, does that mean I need to build more overlapping bus stops? Also, is there a recommended strategy for setting up bus routes, since you need to set those manually?
guys, what kind of business you think goes around here?
from what I heard nothing makes sense with buses in theotown. my 10k city don't even have busses, and pretty much all the roads are dirt. traffic is not simulated at all in this game.
As long as your city design is good you won't have much trouble with traffic. all I have is the taxi depot.
I think the steam guides might have some explanation on this
How the heck do you get no traffic complaints with just dirt roads and no public transit? Do you just need to have a very high density of roads inside your zoning?
Unless I'm looking at the wrong page, on Steam there are only 3 guides of which two are in Russian and the third is just keyboard shortcuts.
Just smart zoning I guess, try shifting your industrial zone around, the game calculation of traffic is very weird if you zone too much at once, zone really slow and if you are used to Simcity zoning of 3x3 or more in theotown 1x1 zones are very real.
this is the city I was talking about, it has only taxi depot and 5k pop and all roads are fine, just start small and increase steadily.
So zoning a little bit at once, often? Mab that's going to take time to get used to as a simcity player. I've already got several large blocks, no option but to bulldoze a few roads trough them?
BTW what plugins if any are 'essential' for Theotown like NAM is for SC4?
theotown is originally a mobile game, there aren't any deep mechanics into it, just make pretty cities and don't get too hang up with traffic.
Perhaps so but part of building comfy and pretty cities is not having the citizens screeching about traffic constantly, so please tell me how to make them stop.
all you need to do is satisfy the "traffic" need of buildings, traffic is just an negative "aura" that buildings generate, while things like taxi depot and bus/train stations increase the satisfaction, it is that simple.
i despise the fact that no city building game out there is even remotely realistic
first, if it existed it would not even be a game, real city planning is some boring shit and second games like simcity 4 and workers and resources comes pretty close
>real city planning is some boring shit
why?
> i dont want to spend 5 years building a 3km stretch of road
and what's wrong with that when speed settings exist?
what we currently have on the market amounts to little more than map painting for artistic expression and it all feels totally meaningless
>map painting for artistic expression
people want to build, not manage
"Building" is meaningless if what you build has no resemblance to reality.
It isn't an all-or-nothing decision.
>casual map painting
>realistic city building and light management
>hardcore autistic writing of zoning codes and regulations
no speed settings in a realistic building sim, you must spend hours in meetings about the impact of your roads footprint on the endangered spotted sneed snail. in 4 years time, roading crews will finally turn up to begin work, in another 5 they will open the road, only to have to redo the whole road due to bad workmanship from cheap imported filipino workers
That actually sounds a lot more interesting that Cities Skylines or SC4.
And don't forget all the paperwork! I hope you like pivot tables.
realistic would not be fun. i dont want to spend 5 years building a 3km stretch of road
Based
t. civil engineer who wants the option to specify the horizontal curves, vertical curves, superelevation, and drainage on all his highways
Copying Simcity is easier than actually creating something innovative.
What sorts of things would you want in a realistic city builder?
a realistic time scale, a realistic simulation of economy where the surrounding country and the world are factored in in terms of opportunities available, decent modelling of society and various social problems
things like that
What is the post limit before the thread drops to oblivion on this board?
Go to the catalog and sort by reply count, moron.
A Ganker moment
500 and the thread won’t bump anymore
Anyone got this? I got it in a steam sale and played it a bit, but I keep getting bored by the time I get a couple of domes as I run out of interesting things to do.
Is there anything I'm missing or is that it?
I forgot the image
how embarrassing
I hope Urbek will scratch my itch. I don't even care about challenges anymore, a casual nice looking city builder is what i need these days.
just started playing Transport Fever 2 and it already feels like a worthy successor of TTD, I like it so far.
Playing Parkitect but my lack of culture around amusement parks is getting in my way, I think. I have never even seen a roller coaster in real life and I didn't know that their station was always elevated, for example.
My parks are so ugly it hurts...
I have never played TF2, but I have seen some people complaining that it is too simplistic.
The newest updated improved the game massivly.
What did they update?
Bunissses are now dynamic. If they aren't properly resourced they have a chance to close. Alternitively new busnisses can pop up as well. Cities also get more needs as it evolves. It used to be a city only has 2 product needs, but now as the city evolves and grows it will require new products. Finally lines now have the option to either asign trains to a specific platform or to let them choose whatever platform is open, and as a bit of a side note they added in more options to color your lines.
>just started playing Transport Fever 2 and it already feels like a worthy successor of TTD, I like it so far.
That's good to know. As classic as OTTD it still feels like a 90's game
My Anno 1404 profile just got corrupted and I lost all my progress LET"S GOOOOOOOOOO
fricking ubisoft bullshit
>LET"S GOOOOOOOOOO
brandon
>LET"S GOOOOOOOOOO
>brandon
is that allowed on a blue board?
>Ruberg
every. fricking. time.
>ubisoft launcher takes 20 billion years to allocate disc space on a modern large ssd
why are they so incompetent
Now that I'm getting used to Parkitect I'm starting to notice that the mindset you need to have is quite different from Roller Coaster Tycoon, even though the game is a clone.
You need to be totally focused on creating a park that is immersive for the guests, and for this the most important thing is the decoration. More important than simply placing the rides is to create the surroundings with walls so the guests can't see the outside of the park and a lot of trees, flowers, etc., to increase the decoration thing.
This is a big thing I love about parkitect. While you can still make a good and profitable park without decor the game heavily rewards you for decorating, even if it is just putting down some flowers and trees.
>born too late to sail around the world in a clipper trading spices and tea
It hurts
>trading spices and tea
india/china map dlc never ever
I love boats so much, bros
>Powers your entire republic in your path
What are some 'essential' plugins for a semi-new Theotown player
Was able to play Caesar 3 for several hours on Windows, but now it just won't start.
Did anyone else have this problem?
NVM I found out the issue. The app had compatibility issues because the of the last windows update.
There are two opensource engines that support new windowses, widescreen. Also have enhancements in gameplay and fixes bugs in vanilla game.
Julius and Augustus.
You can find Julius and Augustus on github.
anyone tried this new city builder that just released on steam? has a pretty comfy voxel artstyle. I might wait for the price to go down since im busy with theotown at the moment.
B
Played the demo and was optimistic. Gonna wait on this still, not sure how I fully feel about. An interesting concept and really good building detail and style but the demo still felt a but too high concept.
I dig it. It's like a laidback sierra city builder set in modern times with non-infinite resources. The district system also reminds of SimCity Societies.
Oh, those voxel graphics look pretty soulful actually
What's it called?
I'm not that anon but I think that game is Urbek City Builder.
And it's a welcome game to the city building scene. Not super deep but very entertaining.
>city is mildly profitable but doesn't have enough funds for more expansion
>go to sleep while game is running so I can wake up with a full treasury
>wake up
>city income is in the red because garbage piled up all over the city, causing citizens to die due to sickness or just leave en masse