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Cities: Skylines II

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191–200 of 267 posts

Re: Cities: Skylines II

#191
post #125

Earlier quoted context omitted.

How is using your legs in an urban area political?

> How is using your legs in an urban area political? Since you asked, "Conspiracy Theorists Think Walkable Cities Are Really Open-Air Prison Dystopias Now": * https://www.vice.com/en/article/m7g898/walkable-15-minute-ci... "Conspiracy Theorists Are Coming for the 15-Minute City" * https://www.wired.co.uk/article/15-minute-cities-conspiracy-...

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Re: Cities: Skylines II

#192
post #95
post #88

Earlier quoted context omitted.

Turns out, building good _anything_ is profitable.

But building user-hostile crap _anything_ is way more profitable

There's brand destroying short term strategies, and strategies that optimize for longevity.

Re: Cities: Skylines II

#193

The part of the trailer where we zoom-in to pedestrian level gave me an idea. For all the higher-level systems thinking happening in city builders, we never go into the more subtle signals that can make a city feel great or terrible to its people. Would be cool if we could zoom-in to a specific person in the game, and ask them how they actually feel living here, what they like or dislike about it. Including useless t…

What you’re describing is — almost exactly — like how the Rollercoaster Tycoon series works.

You can click any visitor, and see all the stats for that individual visitor, including how happy, sick, bored, etc. they are. You can even see them saying things like “I reall like Rocket Coaster!” or “The line for Very Merry-Go-Round is too long.”

Then you can aggregate how many visitors are saying each thing about the various attractions or the park in general.

And then it allows exactly what you said: make tweaks based on the aggregate feedback and see the positive (or negative) effect your tweaks have.

Re: Cities: Skylines II

#194
post #130

Earlier quoted context omitted.

Wonder why a "The Sims" competitor hasn't appeared yet, would the lack of branding and general "charm" of The Sims(like Simlish) be a dealbreaker?

They actually announced one: https://www.youtube.com/watch?v=ZNhV-Gnjdy8

I hope we someday get a spiritual successor to SimEarth or SimAnt

Re: Cities: Skylines II

#195

Earlier quoted context omitted.

> How is using your legs in an urban area political? Since you asked, "Conspiracy Theorists Think Walkable Cities Are Really Open-Air Prison Dystopias Now": * https://www.vice.com/en/article/m7g898/walkable-15-minute-ci... "Conspiracy Theorists Are Coming for the 15-Minute City" * https://www.wired.co.uk/article/15-minute-cities-conspiracy-...

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> Combine that with that UK city that wants people to get permission to leave there zones...

If you’re referring to the Oxfordshire plan, this has been somewhat misrepresented. The proposal is to limit access through some specific roads in the city center. Residents can use the ring road to access the same destinations without any restrictions.

Re: Cities: Skylines II

#196
post #167
post #113

Earlier quoted context omitted.

The game desperately needs a 'campaign', similar to (but hopefully richer than) what the Roller Coaster Tycoon series had, just to give some structure to repeated gameplay.

There are scenarios[1] in the game, from my experience that is very similar to what RCT used to have. You're given a map and a point in time where the map has certain issues, and you have to solve them. The issue is that they are gated by DLC, so not all players can experience it. Also they aren't really deep and don't have too much re-playability. [1] : https://skylines.paradoxwikis.com/Scenarios

Oh yeah, I've played the game and some of dlc and didn't even know about them.

Re: Cities: Skylines II

#197
Having read the other article about EA's botched SimCity release, I had come across this trailer earlier today.

Does anyone have any interesting links, papers, references, etc. for implementing a city simulation? I really like the idea of agent-based models and actor systems, and I think it would be a lot of fun of learning about the science and engineering of the models behind these types of games.

Re: Cities: Skylines II

#198

One thing that annoys me about the first game is the way the commute times are not factored in at all to happiness or whatever. People literally go from one side of the map to the other for work and you aren't punished for terrible transit design (and cars magically disappear). I think the AI is too crappy for commute times to be a feature, but I hope they improve AI and add it for the sequel because it is just one o…

That would be a nice improvement to the simulation. Currently traffic really only affects city services; more buildings will burn down if the firetrucks take longer to arrive, more sick people die if the ambulance can't pick them up in time, etc, etc.

Re: Cities: Skylines II

#199

I loved the SimCity series, so you'd think that Cities: Skylines would have appealed to me, but it's always felt frustrating, which I attribute to a few core issues: - Agent-based simulation instead of model-based (the latter is what the Maxis games used). Agent-based simulation is performance-intensive, and in practice it led to all sorts of gamebreaking bugs. Last I checked, the game still caused traffic jams becau…

I wonder if the sequel will also have a mortuary-based economic system.

Re: Cities: Skylines II

#200
post #130

Earlier quoted context omitted.

Wonder why a "The Sims" competitor hasn't appeared yet, would the lack of branding and general "charm" of The Sims(like Simlish) be a dealbreaker?

The brand is too strong with The Sims. It has multiple generations of fans who started with the original and are still playing the latest game.

As a long time fan I'm completely open to alternative takes on the life sim idea.
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