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Citybound: City building game, microscopic models to vividly simulate organism

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Re: Citybound: City building game, microscopic models to vividly simulate organism

#52
I was excited for awhile about this project, but sadly it is not maintained. For scratching the same itch (for me it's traffic mainly that is somehow interesting) you might want to look at https://github.com/Uriopass/Egregoria or for the tighter focus on traffic, https://github.com/a-b-street/abstreet .

Re: Citybound: City building game, microscopic models to vividly simulate organism

#53

I don't understand the modern fad of choosing a noun+"bound" for naming games. Whenever a game has a name like this it really puts me off, because it just screams "I don't care enough about my game to choose a unique name for it". And in many cases, it doesn't even make sense. "Arrowbound"? What's that even supposed to mean?

Not a fan of earthbound, ey?

Re: Citybound: City building game, microscopic models to vividly simulate organism

#54
post #10

Every city builder ignores something that most American planning ignores: mixed-use districts. The neighborhood bar. The grocery shop down by the corner. The bakery in a remodeled house. The multi-story apartment block with a couple restaurants on the ground floor. The plumbing business in an old warehouse completely surrounded by houses. The 150-year-old pastry shop that's been in its current location for fifty year…

mediaeval city builders (e.g. "kingdoms and castles") typically don't have zoning at all, though arguably they are more like "small town builders" in that you place individual buildings rather than areas.

They're also very abstract really - a cottage provides a game-balance worth of people.

Re: Citybound: City building game, microscopic models to vividly simulate organism

#55
post #8

Every city builder ignores something that most American planning ignores: mixed-use districts. The neighborhood bar. The grocery shop down by the corner. The bakery in a remodeled house. The multi-story apartment block with a couple restaurants on the ground floor. The plumbing business in an old warehouse completely surrounded by houses. The 150-year-old pastry shop that's been in its current location for fifty year…

You could play Workers and Resources: Soviet Republic, which has no zones at all. And apparently you start with apartment blocks, not single–family housing. And if you want sidewalks, you have to place them. All of them, individually. I haven’t played it (or CS2) yet, but I’ve been considering it.

Workers and Resources is fantastic!

You even have to lay sewer lines with an appropriate gradient and/or place lift stations to get it to the treatment plant.

Also: it has one of the best soundtracks ... of anything anywhere of all time.

https://www.youtube.com/watch?v=kZROr6D2Sb8&list=PLdAfbEvw-2...

Re: Citybound: City building game, microscopic models to vividly simulate organism

#56
post #55
post #8

Earlier quoted context omitted.

You could play Workers and Resources: Soviet Republic, which has no zones at all. And apparently you start with apartment blocks, not single–family housing. And if you want sidewalks, you have to place them. All of them, individually. I haven’t played it (or CS2) yet, but I’ve been considering it.

Workers and Resources is fantastic! You even have to lay sewer lines with an appropriate gradient and/or place lift stations to get it to the treatment plant. Also: it has one of the best soundtracks ... of anything anywhere of all time. https://www.youtube.com/watch?v=kZROr6D2Sb8&list=PLdAfbEvw-2...

Treatment plant is optional.

Re: Citybound: City building game, microscopic models to vividly simulate organism

#57

Every city builder ignores something that most American planning ignores: mixed-use districts. The neighborhood bar. The grocery shop down by the corner. The bakery in a remodeled house. The multi-story apartment block with a couple restaurants on the ground floor. The plumbing business in an old warehouse completely surrounded by houses. The 150-year-old pastry shop that's been in its current location for fifty year…

this was basically a cheat code in the original cities skylines. if you zoned 4x1 alternating residential/commercial/office, you can pack in way more residents, they were happier, and there was less traffic.

Re: Citybound: City building game, microscopic models to vividly simulate organism

#58

Every city builder ignores something that most American planning ignores: mixed-use districts. The neighborhood bar. The grocery shop down by the corner. The bakery in a remodeled house. The multi-story apartment block with a couple restaurants on the ground floor. The plumbing business in an old warehouse completely surrounded by houses. The 150-year-old pastry shop that's been in its current location for fifty year…

Cyberpunk 2077 is freakishly realistic. Of course, they did hire actual urban planners to design it. https://gamerant.com/cyberpunk-2077-city-planners-make-night...

Re: Citybound: City building game, microscopic models to vividly simulate organism

#59
post #56
post #55

Earlier quoted context omitted.

Workers and Resources is fantastic! You even have to lay sewer lines with an appropriate gradient and/or place lift stations to get it to the treatment plant. Also: it has one of the best soundtracks ... of anything anywhere of all time. https://www.youtube.com/watch?v=kZROr6D2Sb8&list=PLdAfbEvw-2...

Treatment plant is optional.

Dispose of your waste water naturally!

Re: Citybound: City building game, microscopic models to vividly simulate organism

#60
A satirical take on "western city builders" is a game called Car Park Capital. https://www.youtube.com/watch?v=LFJEbv4qqo8

I find most US urban/suburban planning to be dystopian in nature. It is like the movie Cars: it is a fantasy world without people where essentially none of the infrastructure is changed because everything was already built for the car.

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