[HN Gopher] A comparison of city building games
       ___________________________________________________________________
        
       A comparison of city building games
        
       Author : fanf2
       Score  : 120 points
       Date   : 2021-01-04 15:36 UTC (7 hours ago)
        
 (HTM) web link (twitter.com)
 (TXT) w3m dump (twitter.com)
        
       | jandrese wrote:
       | > Though it's Californian to the point of having Nuclear Free
       | Zone ordinances, SimCity allows players to set tax property tax
       | rates above 1%. (probably because it would be unplayable
       | otherwise)
       | 
       | Major shade being thrown at the state of CA here.
        
         | aidenn0 wrote:
         | The effective property tax rate in CA is actually well below
         | 1%, since assessed values of properties are not allowed to rise
         | faster than inflation or 2%, whichever is _smaller_.
         | 
         | When I bought my house, the effective property tax on it went
         | from 0.1% to 1%, as the assessed value under Prop 13 was 1/10
         | of the purchase price.
        
           | qndreoi wrote:
           | I've been intrigued by property taxes since reading a book by
           | Heinlein that sat on the shelf for 40 years before being
           | published last year, "The Pursuit of the Pankera". In this
           | otherwise forgettable story, the family settles on an Earth
           | in a parallel universe where most of the taxes are property
           | taxes. The rate is set by the government, but each parcel is
           | self-assessed by the owner. The catch is that anyone,
           | including the government can purchase the property at the
           | assessed value at any time. It sounds like a good idea, that
           | would encourage fairness, but I wonder if there are
           | unforeseen consequences I am overlooking.
        
             | brewdad wrote:
             | That sounds like a recipe for the Billionaires of the world
             | to get their hands on a lot of otherwise unavailable
             | property. Jeff Bezos will have no problem valuing his
             | property at or even above market value, what's an extra
             | million dollars in taxes to him compared to the shame of
             | having it bought out from under him.
             | 
             | Would be a great way to get back at your enemies when you
             | find out they've been undervaluing their assets though.
        
             | skybrian wrote:
             | There are apparently-serious papers by economists about
             | self-assessment taxes. (Well, somewhat serious; it seems to
             | be a theoretical discussion.) For example:
             | 
             | https://chicagounbound.uchicago.edu/cgi/viewcontent.cgi?art
             | i...
             | 
             | Apparently this is sometimes called a "Harberger tax" after
             | the economist who proposed it in 1965. Maybe that's where
             | Heinlein got it?
             | 
             | I first saw this in a blog post by Robert Hanson, back when
             | I still read him.
        
             | aidenn0 wrote:
             | I heard that idea attributed to Heinlein many years ago
             | from a friend who read everything he wrote.
             | 
             | A few downsides I thought of
             | 
             | 1. It makes it easier for rich people to do mean things to
             | poor people (it's not like there aren't already lots of
             | ways, but something to think about)
             | 
             | 2. In rapidly changing conditions, people who neglect to
             | file their paperwork will get screwed -- either
             | significantly overpay or get kicked out of their houses for
             | below-market values. The people who are neglectful in
             | paperwork are probably disproportionately those that we
             | typically aim to protect with government interventions
             | 
             | 3. Eminent domain changes a bit; people would naturally
             | price their houses for above-market values, because being
             | forced to move unexpectedly is a hassle, so you would
             | assess your value at a premium to avoid that hassle. This
             | means the government would likely have to pay more for
             | property than the "fair market value" that courts require.
             | Depending on where you fall on the political spectrum, that
             | may be okay.
             | 
             | 4. Holdouts[1] tend to be popular. Making it financially
             | untenable to be a holdout thus might be too unpopular a law
             | to pass.
             | 
             | 4: https://en.wikipedia.org/wiki/Holdout_(real_estate)
        
       | jondlove wrote:
       | I appreciate the author mentioning 'Soviet Republic'; as a lover
       | of city builders, it is my current addiction and I can recommend
       | it as a great game if you are interested in both city building
       | and logistics management.
       | 
       | The thread glosses over the "player builds everything" feature,
       | but that's not the half of it: everything in your nation is open
       | for your consideration: the buildings you construct; the food
       | your people eat; the transport vehicles and fuel needed to run
       | them - you can choose to set up supply chains all the way from
       | extraction, to refinement, to manufacturing and export - or
       | import the things (and manpower) you don't care about, at a cost.
       | 
       | Think "Rise of Industry" or OpenTTD meets Tropico, but you also
       | need to source the resources and manpower to build your
       | buildings, roads, and railways.
       | 
       | I also find the mod selection (namely a wide variety of
       | buildings) to be quite an asset to the game
        
         | wry_discontent wrote:
         | The import feature in Soviet Republic is especially cool to me.
         | 
         | If you mine/process/store all the goods needed to produce a
         | building in your republic warehouses, you can build anything
         | essentially for free. You assign trucks to deliver the goods
         | and use workers to build it.
         | 
         | The only thing missing from that game for me, is a more
         | informative and intuitive UI. It can be hard to understand how
         | all the parts fit together and get a good overview of your
         | republic.
        
       | rayrag wrote:
       | Does any of those games have some kind of 'free mode'? I'm not
       | interested in playing but rather in a casually designing city,
       | similarly to the Townscaper game.
       | 
       | https://store.steampowered.com/app/1291340/Townscaper
        
         | mhh__ wrote:
         | I forget the exact keybind but in Cities Skylines you can just
         | give yourself a bunch of money and just play
        
           | jagger27 wrote:
           | When you create your city you can simply enable unlimited
           | money.
        
         | livre wrote:
         | Cities Skylines has an infinite money checkbox if I recall
         | correctly. You'll still have to properly design the city so the
         | people move there and build but game money won't be an
         | obstacle.
         | 
         | Edit: found it, it is the built-in unlimited money mod
         | https://steamcommunity.com/app/255710/discussions/0/61170136...
        
           | rayrag wrote:
           | Thanks for the info. Epic was giving it for free recently so
           | I own it. I will definitely try it.
        
       | markwillis82 wrote:
       | Are there any mobile versions that are good and not in app
       | purchases / time based?
       | 
       | I wouldn't mind paying for a game but not a fan of the time
       | based, gem collecting price models. Would rather pay for the app
       | and just play
        
         | adamjb wrote:
         | OpenTTD has an android port but no ios port (something to do
         | with GPL iirc)
        
         | vestrigi wrote:
         | I would have recommended TheoTown but apparently they moved to
         | a time based IAP model with their mobile app. The steam version
         | is still a single time purchase and a great game for the low
         | price.
         | 
         | While checking out TheoTown on the App Store I found out that
         | there is a paid Tropico version that seems to be a full game.
        
         | n4s33r wrote:
         | Pocket City is okay
        
       | Mountain_Skies wrote:
       | SimCity is why for my first MS-DOS machine I went with a Hercules
       | graphics card and paperwhite monitor. The added resolution and
       | clarity seemed much more important than the color that came from
       | CGA (EGA and VGA were far outside of my budget at the time). The
       | game played really well on monochrome.
        
       | test1235 wrote:
       | is there a way to read this in a compiled format complete with
       | images an' all?
        
         | sabellito wrote:
         | Yeah, it's kinda crazy to me that people post.. well, posts
         | using twitter. It's not ideal to share this type of content.
        
         | timw4mail wrote:
         | https://threadreaderapp.com/thread/1345955063353597954.html
        
           | test1235 wrote:
           | ah, awesome! thanks very much
        
       | carapace wrote:
       | I've heard anecdotally that SimCity started at an attempt to
       | model Christopher Alexander's Pattern Language. If I had a
       | "roundtuit" I'd make something like that. I was playing with
       | Godot engine a few months ago and it's pretty fun itself. A city-
       | building game-building game...
        
         | mcphage wrote:
         | > If I had a "roundtuit" I'd make something like that.
         | 
         | Hmmm, are they out of stock at Amazon? It does claim to be the
         | _everything_ store...
        
           | dylan604 wrote:
           | it is available, but it's a knock off with fake reviews
        
       | meddlepal wrote:
       | Check out NewCity on Steam if you want a pretty cool advanced
       | SimCity-esque builder. Its quite advanced for early-access.
        
         | ledbettj wrote:
         | Just a warning that although it claims to support Linux, on
         | launch I got two options:
         | 
         | * Run without wine (Linux)
         | 
         | * Launch with wine
         | 
         | The first one took me to a black screen. The second took me
         | into the game but the colors were entirely wrong -- everything
         | was red and black. So caveat emptor.
        
       | scyzoryk_xyz wrote:
       | I thought I'd throw in this link to the awesome donoteat1
       | playlist about city building made with skylines:
       | 
       | https://www.youtube.com/watch?v=Vln5Ri4Zpgo&list=PLwkSQD3vqK...
        
       | zip1234 wrote:
       | It missed a really nice one with walkable cities: the Caesar
       | series. I remember playing Caesar 2 in the 90s and I believe
       | there are newer ones.
        
         | FalconSensei wrote:
         | Loved both Caesar and Pharaoh, but Caesar (3 I think) was my
         | favorite.
        
           | sleepybrett wrote:
           | 'Plebs are needed'
        
         | xvedejas wrote:
         | There were also some follow-up games with Egyptian and Greek
         | themes (called Pharaoh and Zeus) which I recall being similarly
         | fun. And looking it up just now, there's also one I missed,
         | called "Emperor" and set in ancient China.
        
         | shepherdjerred wrote:
         | I spent so many hours on Pharaoh and Cleopatra growing up.
         | 
         | There was a game released in 2015 very similar to these style
         | games called Lethis: Path of Progress. I never got into it, but
         | maybe other fans of Sierra games will
         | 
         | https://store.steampowered.com/app/359230/Lethis__Path_of_Pr...
        
       | Pfhreak wrote:
       | It's interesting to stack up other city builders against this as
       | well. Airborne Kingdom, Frostpunk, Tropico, Anno 1800, etc all
       | focus on different elements of the genre.
       | 
       | I'm working on a city builder as a side project, and it's
       | fascinating how many little choices there are that totally change
       | the space of the game.
        
       | ekianjo wrote:
       | Another twitter thread that should have been a blog post...
        
         | fatnoah wrote:
         | That was my first thought as well. I have such a hard time
         | consuming content with the Twitter UI in the way.
        
         | ryandvm wrote:
         | _ABJECT TANGENT ALERT_
         | 
         | You're absolutely right. I find it incredibly frustrating that
         | network effects and game theory mean we're stuck with sub-
         | optimal solutions to problems just because "everybody else uses
         | it". Twitter thread long-posts are just one example.
         | 
         | I would love to see some proposals for legislation designed to
         | mitigate user-base monopolies. Products should be competing on
         | features, price, and performance; not on who happened to
         | acquire the most users first.
         | 
         | Facebook, Twitter, Slack, Office, iMessages, etc. are just a
         | few examples of products that are market leaders not because of
         | the quality of their product, but because they happened to
         | capture large enough user bases to spur network-based growth.
         | 
         | I have no idea what this legislation would actually look like
         | (or how disastrous the unintended effects would be), but at
         | first blush I'm imagining something along the lines of
         | compulsory interoperability requirements. The devil is in the
         | details of course...
        
         | SECProto wrote:
         | I only read it /because/ it was a twitter thread. I wouldn't
         | have clicked the link if it had been a blog post (unless I read
         | the comments here and found a compelling reason)
         | 
         | To defend twitter: each tweet in the thread has to have a
         | point, something compelling about it - and in this case, an
         | image with each. The limitations of twitter force the author to
         | write concisely (as opposed to blogs, where paragraphs can be
         | as rambling and long-winded as the author pleases). The medium
         | also allows persons to reply to any individual tweet -
         | performing a similar role as threaded comments on a site like
         | HN, but more focused. Twitter is an ideal format for short-to-
         | medium length content like this.
        
           | FalconSensei wrote:
           | agree!
           | 
           | Although reading is more comfortable (for me) in a blog post,
           | posts also tend to have way more junk before it gets to the
           | point. I.e.: recipe posts, entertainment news, etc...
        
           | ekianjo wrote:
           | > I only read it /because/ it was a twitter thread
           | 
           | > Twitter is an ideal format for short-to-medium length
           | content like this.
           | 
           | So you do enjoy having text broken down in small pieces
           | inside an interface that's obviously made for short messages,
           | with ads on the side, and replies right in the middle of the
           | main body of the text?
           | 
           | All right. I guess we have different standards of
           | readability.
        
             | SECProto wrote:
             | > So you do enjoy having text broken down in small pieces
             | inside an interface that's obviously made for short
             | messages
             | 
             | I do enjoy having text broken down into small, coherent
             | pieces - whether it be a tweet or a paragraph. Twitter
             | enforces it, blog platforms do not. While neither twitter
             | nor blog platforms can enforce writing quality, length
             | limits at least prevent the most egregious run-on
             | sentences.
             | 
             | > with ads on the side,
             | 
             | Twitter doesnt have ads for me on any device - app or
             | browser, computer or phone. Blogs generally have ads (that
             | circumvent my blocker) or empty white space (where ads had
             | been) on every device. Twitter has centred text on my
             | laptop (comparable to most blog platforms), or the text
             | fills my full screen width on my phone (better than most
             | blog platforms).
             | 
             | > and replies right in the middle of the main body of the
             | text?
             | 
             | I don't see replies in the main body of the text. I can
             | click on any given tweet to see the various replies, but
             | otherwise the author's tweets remain in an unbroken chain.
        
             | brewdad wrote:
             | As if blogs don't have ads on the side or even in the
             | middle of a post occasionally. A properly threaded message
             | will have all of the content linked together with replies
             | falling all the way to the bottom. Just like a blog.
             | 
             | Twitter isn't nearly as difficult to use as some people
             | like to make it out to be. My biggest petpeeve on Twitter.
             | Is 30 different replies of "@ThreadReaderApp unroll".
        
         | rement wrote:
         | https://threadreaderapp.com/thread/1345955063353597954.html
         | 
         | edit: I agree with you though. This should have been a blog
         | post.
        
       | timw4mail wrote:
       | OpenTTD is a great game, especially considering it's free.
        
         | RobertKerans wrote:
         | Does the AI still go crazy? The last time I played (~5 years
         | ago iirc) it still did the trick of filling all possible space
         | in an area with loops of train tracks (which are then
         | impossible to shift later on unless you buy them out). Still my
         | all-time favourite game though even despite that
        
         | baud147258 wrote:
         | Don't you need the files from the original game to use it?
        
           | misnome wrote:
           | You used to, but it now has FOSS graphics/music/sound packs
           | that you can use.
        
         | aequitas wrote:
         | OpenTTD is indeed great, but I wouldn't categorize Transport
         | Tycoon as a city building game, instead you build a transport
         | company. You can have some influence on how the cities in the
         | game develop, but they are more tricks to influence the city
         | building AI in building a more optmized city instead of actual
         | intended gameplay elements imho. Things like grid layouts for
         | roads (which the AI won't destroy) or terraforming terrain
         | around the city.
        
           | timw4mail wrote:
           | That's certainly true. I kind of like the fact that if you
           | mess with a city too much they'll get mad at you .
        
         | mhh__ wrote:
         | It wasn't very ergonomic last time I tried a few years ago but
         | you can even play it on android
        
       | coffeeboy27 wrote:
       | Tropico, in general, is always being slept on. Tropico 6 is a
       | genre defining game in my opinion. If you're into city building
       | games I highly recommend giving it a chance.
        
         | elthran wrote:
         | Agreed with Tropico - great tongue in cheek setting and feel.
         | For whatever reason though, which I can't quite put my finger
         | on, the gameplay in T6 just feels worse to me than T4/5, as if
         | its been dumbed down
        
         | bobthepanda wrote:
         | It is different than all the other city building games listed,
         | in that you place all the buildings by hand.
         | 
         | That being said I would not really count Transport Tycoon as a
         | city building game because transport is literally the name of
         | the game.
        
         | eastbayjake wrote:
         | Started with the original Tropico when it first came out, just
         | downloaded Tropico 4 to play over the holidays based on some
         | feedback that 4 had less complex and more fun gameplay than 6.
         | Any perspective on which is the best in the series?
        
           | Alenycus wrote:
           | I've put a bunch of hours into 3 4 5 and 6. I'd rank them 4 >
           | 6 > 5 > 3. 4 is clearly the best though, everything just
           | seems to hit the perfect balance between simple fun and
           | complexity, and the writing and character rpg elements made
           | me want to play with different play styles. 6 is big, but I
           | find myself getting bored in the middle game. 3 and 5 are
           | just worse than 4 in essentially every way. All are fun
           | though.
        
       | dghouk wrote:
       | Skylines is far more flexible than the author gives it credit
       | for. At this point it's more of a platform for community content
       | than a game, it would be very common to see almost no vanilla
       | resources used (maybe besides roads) in a build. The vanilla
       | assets are often both ugly and poorly optimized, something from
       | Steam can look more realistic while also having fewer triangles!
       | See the "low poly trees" collection for an example.
       | 
       | It's also very common for the player to use place every building
       | manually, contrary to to the author's table. If you check out
       | /r/CitiesSkylines or YouTube, anything that looks really good is
       | likely done this way.
       | 
       | The game also doesn't force you to prefer transit vs. cars, it's
       | very flexible and you can build an Asian, European, or American
       | (NYC or "sprawl") styles easily. YouTube examples I can think of:
       | 
       | - Nydal - European - Marble Mountain - American (California) -
       | Kobyashi Island - Japanese
        
         | jbob2000 wrote:
         | My only criticism of Skylines is that it's not a game, it's
         | just an art board for painting cities that move. There aren't
         | enough meaningful challenges to building your city, the reward
         | for playing comes from making something aesthetically
         | appealing.
        
           | mrguyorama wrote:
           | Indeed, if you DO actually try to "play" and build a
           | functioning city, the inability to handle traffic in any way
           | basically stops you dead at small town size
        
             | syshum wrote:
             | Someone needs to know Lane Mathematics and proper round-a-
             | bout setup :)
        
             | tidepod12 wrote:
             | Designing your city in a way that allows traffic to flow
             | (and takes advantage of traffic alternatives such as the
             | myriad of public transit options you can design and build)
             | is one of those "meaningful challenges" that you're
             | supposed to play through. That's kind of the point.
        
             | dragontamer wrote:
             | City Skylines is a one-dimensional "game", in that all
             | problems revolve around traffic.
             | 
             | There's NOTHING wrong with that!! Traffic simulation is
             | incredibly hard, and its very fun to resolve that issue (or
             | "attempt" to resolve the issue). To truly solve traffic
             | problems requires you to understand how and why all the
             | cars are moving the way they do.
             | 
             | The main issue IMO with City Skylines, is that once you
             | "solve" the traffic problem (which is almost always a
             | combination of Highway -> 3-way Artery road with few
             | intersections -> "cul-de-sac" style distribution of cars to
             | their final endpoints + a few mass-transit options),
             | there's nothing else to the game. All problems start, and
             | end, with traffic management.
             | 
             | As such, if you're already a "traffic expert" (due to
             | playing games like Factorio or OpenTTD beforehand), you can
             | quickly build an optimal City Skylines setup and then have
             | not much else to do.
             | 
             | SimCity was truly a game with multiple dimensions. Skylines
             | is mostly a traffic simulatior (a good one, but still...
             | "just" a traffic simulator).
        
               | cuddlybacon wrote:
               | > SimCity was truly a game with multiple dimensions.
               | 
               | I keep hearing this, but what other dimensions does it
               | have?
               | 
               | I remember playing SimCity in highschool and can't really
               | remember anything it has that City Skylines does not.
               | That is likely due to multi-decade-old memories and not
               | that it actually lacks those dimensions.
        
               | dragontamer wrote:
               | I played SimCity 2000 off of GOG a few months ago (around
               | when I was also playing City Skylines). A few things:
               | 
               | 1. SimCity2000 has much higher relative costs for
               | infrastructure. Roads, Police, Firefighters, etc. etc.
               | cost lots of recurring money, to the point where a
               | typical player even on $20,000 "Easy" mode will probably
               | fail the first few times they play. I've never run out of
               | money on City Skylines, literally never. But even with
               | all my experience on SimCity 2000, I can "fail to
               | bootstrap" on medium ($10,000) or hard (Bonds/Debt) mode.
               | (Especially if an unlucky early game fire disaster
               | happens). In contrast, the recurring costs in Skylines is
               | so puny that I forget about that aspect entirely.
               | 
               | 2. Disasters in Sim City 2000 force you to rebuild
               | occasionally. Or at least, carefully consider the
               | placement of your items. (Ex: low-lands may flood,
               | getting destroyed. Airplanes may crash, causing fires
               | near airports). Despite being a pain in the ass, the
               | chaos of disasters grossly changes the feel.
               | 
               | ------------
               | 
               | Ultimately, Skylines has more similarities to
               | Rollercoaster Tycoon and/or Tropico than SimCity.
               | Skylines simulates every individual sim (with HEAVY
               | emphasis on traffic). The emergent behavior of each
               | individual sim following simple rules is a particular
               | style of gameplay.
               | 
               | However, SimCity was more of a abstract economic
               | simulator, where larger decisions had more pronounced
               | effects. Opening commercial roads to neighbors would
               | create trade between cities. Airports and/or seaports
               | need to be managed with your neighbors. This style of
               | gameplay: a "big picture" city simulator, ultimately
               | plays extremely differently than City Skylines.
               | 
               | In City Skylines: building an airport or seaport causes a
               | traffic spike that you need to manage. In SimCity,
               | building an airport or seaport causes an increase in
               | commercial demand and/or industrial demand. Its just
               | fundamentally different.
               | 
               | --------
               | 
               | Really: its just that one thing: Skylines's
               | infrastructure costs are laughably low. There's no worry
               | about ever running out of money... no matter what you
               | build, you're always flush with cash.
               | 
               | In SimCity, you'd worry whether or not you've saved up
               | enough cash to bootstrap a new section of your city. In
               | Skylines, you just build it, and if it doesn't work
               | (unforeseen traffic issues or whatnot), delete it and
               | build it again.
        
               | HappySweeney wrote:
               | A road layout using concentric circles with spokes works
               | too.
        
               | gregmac wrote:
               | > you can quickly build an optimal City Skylines setup
               | and then have not much else to do
               | 
               | You can definitely get to an optimal state then stop, but
               | you can also keep growing. As the city grows, it requires
               | refactoring roads and public transit to keep things
               | going.
               | 
               | I recently got the Industries add-on, and found that also
               | adds an interesting dimension: as you add factories, they
               | require more of certain types of raw materials and I find
               | myself wishing I had made the farming zone bigger, for
               | example, debating if I should raze this nearby 5-star
               | neighborhood, reroute a well-flowing multi-lane highway,
               | or start a second zone somewhere else.
               | 
               | I kind of like I can get it to an equilibrium and stop,
               | while not feeling like I'm leaving it unfinished. I tend
               | to play for a couple weeks then take a break for a few
               | months.
        
           | capableweb wrote:
           | > the reward for playing comes from making something
           | aesthetically appealing
           | 
           | More like "The reward comes from playing with your own
           | objectives and succeeding at them" which is one of the
           | hallmarks of sandbox games, not just Cities: Skylines in
           | particular.
           | 
           | I've played Cities: Skylines quite a bit, the genre is my
           | favorite one. While I agree the game doesn't force you into
           | completing arbitrary objectives, I've found it quite
           | challenging myself, but that's also because I setup my own
           | objectives to be challenging.
        
       | jagger27 wrote:
       | I want to see a remaster, or some sort of faithful remake of
       | SimCity 4. Something about its crisp graphics and trimetric
       | camera projection feels irreplaceable. I still frequently listen
       | to the soundtrack while I work too. God I love that game.
       | 
       | If EA released the sources to it or created a "Definitive
       | Edition" I could die happy.
        
         | ascagnel_ wrote:
         | I'd want a lot more than a faithful remake of SC4 (although SC4
         | would be a great starting point) -- the SimCity games have
         | always, to a degree, been games that follow suburban
         | California's zoning laws, and they're really great at making
         | sprawling California suburbs.
         | 
         | Just a few things I'd want to add to city games:
         | 
         | - Model water runoff as pollution from agricultural zones.
         | 
         | - Transport-in-road designs -- surface level transport takes up
         | far, far too much land space because the game doesn't support
         | urban infrastructure properly. In SC4, things like subway
         | entrances and bus stops always take up a full tile, when
         | they're typically no more than a portion of the sidewalk or a
         | road sign (and maybe a shelter), respectively.
         | 
         | - Mixed-use zoning. It's probably been the single biggest wish
         | I've had for the SimCity games. It's impossible to build a
         | vertical downtown if you're stuck trying to mix together
         | commercial and residential plots, when many residential
         | buildings along avenues feature ground-level commercial (making
         | them effectively "light" density commercial contained within
         | "dense" residential).
        
           | publicola1990 wrote:
           | May be add slums too, if it does not have them. I found
           | Cities Skylines for example, has not concept of urban
           | squalor.
        
           | jagger27 wrote:
           | SC4 has some rudimentary water pollution mechanics with
           | agriculture being among the worst polluters. It was pretty
           | easy to avoid just by having a separate water towers or pumps
           | for your farms and city and make sure you didn't connect the
           | two systems.
           | 
           | The Network Addon Mod (NAM) addressed most of the
           | transportation issues I have with SC4. I remember having a
           | mod that had road/bus and road/subway combo stations but I'm
           | not sure if it was part of NAM or not.
           | 
           | Mixed use zoning would be amazing, absolutely. Without it, it
           | makes designing Main St and walkable cities nearly
           | impossible. This kind of medium density zoning is something
           | that SimCity has always been bad at. Somehow I think Cities
           | Skylines is even worse at it.
        
             | iggldiggl wrote:
             | > I remember having a mod that had road/bus and road/subway
             | combo stations but I'm not sure if it was part of NAM or
             | not.
             | 
             | Road Top Mass Transit
        
             | ascagnel_ wrote:
             | > SC4 has some rudimentary water pollution mechanics with
             | agriculture being among the worst polluters. It was pretty
             | easy to avoid just by having a separate water towers or
             | pumps for your farms and city and make sure you didn't
             | connect the two systems.
             | 
             | That's there, but it was pretty dumb -- it didn't take
             | terrain topology into account, so you wouldn't have to
             | worry about making sure agricultural zones didn't wash into
             | rivers/lakes/oceans that might otherwise be used for water
             | supply.
             | 
             | > The Network Addon Mod (NAM) addressed most of the
             | transportation issues I have with SC4. I remember having a
             | mod that had road/bus and road/subway combo stations but
             | I'm not sure if it was part of NAM or not.
             | 
             | While I love modding in general, I think something so
             | fundamental as being able to put up a "bus stop here" road
             | sign should be included in the default game. As it exists,
             | a bus stop or subway entrance take up as much space as a
             | small home.
             | 
             | The NAM is a great mod if you're looking to get into SC4
             | today, but it really should be included in any new release
             | for the knock-on compatibility benefits (you don't have to
             | worry about another mod somehow breaking NAM).
             | 
             | > Mixed use zoning would be amazing, absolutely. Without
             | it, it makes designing Main St and walkable cities nearly
             | impossible. This kind of medium density zoning is something
             | that SimCity has always been bad at. Somehow I think Cities
             | Skylines is even worse at it.
             | 
             | Skylines is definitely worse at it. The base game is a
             | little too bare-bones for me (generally, I like games where
             | the simulation is a state machine where you can tweak
             | inputs vs directly messing with it), and the transportation
             | options are lacking even when compared to SC4. I've tried
             | to get into it a few times, but I keep bouncing off.
        
           | zokier wrote:
           | If we are assembling a city builder wishlist, then the
           | biggest item for me would be richer concept of _time_. In
           | SimCity and its ilk, time handling is really simplistic. Even
           | huge infrastructure projects finish pretty much instantly so
           | making dramatic changes is not that disruptive, and there is
           | nothing to simulate the changing of eras so your cities end
           | up having fairly monotonous texture.
           | 
           | What if as your city evolves it would change from old-town
           | narrow cobbled streets and weirdly shaped buildings to early
           | modern brickwork, then brutalist concrete monsters, and
           | finally modern sky scrapers and suburbs, or whatever, so
           | different neighborhoods end up feeling different based on the
           | era they were built. And if/when you need to remodel/improve
           | the area, you'd have to take the existing stuff more into
           | account and plan for the potentially multi-year construction
           | project with the construction traffic and potential street
           | blockage etc.
        
           | Mountain_Skies wrote:
           | SimCity is very much a product of its time. They went with
           | the dominate development paradigm of the late 80s and I guess
           | they've stuck with it because the game has sold very well.
           | Why mess with the cash cow? If there ever is another version
           | released, maybe the features of the competition will spur the
           | project managers of SimCity to expand into the modern era.
        
             | jagger27 wrote:
             | SimCity as I knew and loved it is completely dead. The last
             | entry to the franchise was a mobile game released in 2014.
             | I can't see the series being much of a cash cow for EA
             | anymore.
        
         | meddlepal wrote:
         | You might enjoy NewCity on Steam
        
         | jcranmer wrote:
         | > I still frequently listen to the soundtrack while I work too.
         | 
         | The SC4 soundtrack definitely works really well for non-
         | distracting background music while doing work. I recall that
         | one of the Youtube videos having the music had the comment
         | along the lines of "I was looking for a different game [Soul
         | Calibur 4, I think?] and found this instead... HOW IS THE MUSIC
         | THIS GOOD?"
        
           | dehrmann wrote:
           | Random Simcity soundtrack trivia: apparently "Concrete
           | Jungle" from SC3k is in a pretty unusual time signature. And
           | the soundtrack is also pretty good.
        
         | theandrewbailey wrote:
         | SimCity 2000 was my thing back when I was 10. I got SimCity 4
         | shortly after release, but I didn't like it because it was too
         | complicated.
         | 
         | I'd rather have something like 2000 instead of 4.
        
         | speeder wrote:
         | I tried to convince EA to let me do that. Didn't work.
         | 
         | EA really, REALLY doesn't want to update SC4, they don't want
         | to fix its easily fixable bugs, and don't want to share the
         | source either, despite the most important parts of it being
         | Open Sourced recently (EASTL is notable)
         | 
         | SC4 to start of, was never finished, while modding the game and
         | then trying to fix its bugs, I found out a ton of features
         | people want, DO exist, but are partially implemented, for
         | example the game even calculate the wind effects on the ground,
         | but does nothing with the result of the calculation.
         | 
         | It also has a advanced modding system using dlls, theoretically
         | you can make dlls using the game APIs and greatly modify its
         | behaviour but the API documentation is heavily secret, asking
         | individual EA (ex)employees about it resulted in them telling
         | me it is secret, and asking EA itself got my questions outright
         | ignored (different from other requests, where they reply
         | declining...)
         | 
         | And it has bugs because the devs went so cutting edge at the
         | time, that they used everything they could of the hardware,
         | that immediately moved from under them:
         | 
         | 1. It uses RDTSC for its original documented purpose: count
         | clock cycles. Meanwhile right after launch Intel decided that
         | RDTSC was supposed to count time instead, and changing what it
         | does, breaking some features of the game, and causing crashes,
         | the game still crashes often because of this.
         | 
         | 2. The game uses DirectX 7, mixing DirectDraw and Direct3D, it
         | used all the features it could at the time, it was running
         | really poorly in a laptop of mine, so I went to check and found
         | out that nVidia some 2 years after the game launch decided that
         | DX7 is so outdated that they wouldn't bother supporting it at
         | all, and whenever a game asked questions to the videocard using
         | DX7 APIs, it would lie, so SC4 on my nVidia based laptop would
         | get a lot of lies as answers to queries to the video card
         | capabilities, and attempt to do poorly supported things,
         | resulting in severe graphical artifacts and performance issues.
         | 
         | To me the treatment of SC4 by EA just serves to show that EA is
         | a company that doesn't care for quality that much.
        
           | outworlder wrote:
           | > whenever a game asked questions to the videocard using DX7
           | APIs, it would lie,
           | 
           | This makes me wonder if Wine would run it better. Usually,
           | Wine only "lies" if Windows itself does and if not doing so
           | will cause things to break.
        
           | jagger27 wrote:
           | Are you aware of any OpenTTD-like projects for SC4? If EA
           | won't play ball that seems like pretty much the last option
           | left.
        
             | speeder wrote:
             | There aren't any, sadly.
             | 
             | Closest SC4 sucessor for now is the game "New Cities" that
             | is fundamentally different, and proprietary.
             | 
             | Open Source there is an early SimCity clone, but it is not
             | a clone of SC4 specifically, and it is a lot more simple.
             | 
             | There were multiple attempts by multiple people on starting
             | such projects, but all of them failed fairly early, the
             | task is seemly just too daunting, in fact this is part of
             | the reason why the game got released in a unfinished state,
             | in an interview a programmer that worked on SC4 at the time
             | said they "coded themselves into a corner", and were unsure
             | how to fix it, EA then gave them the ultimatum of "release
             | now or never", reimplementing SC4 itself thus seems to be
             | too hard.
             | 
             | OpenTTD was much easier, in part because TTD itself was
             | written in assembly, so when you decompile it, you are
             | seeing the actual source for most part, there are no C++
             | craziness going on, no virtual tables or crazy jumps.
             | 
             | SC4 was written in C++ with a ton of non-standard stuff,
             | Paul Pedriana is a mad genius, so unless you have
             | supernatural amounts of patience and time, you won't
             | understand a disassembly of SC4, you need the source to do
             | anything substantial.
        
           | humaniania wrote:
           | Thank you for your efforts!
        
       | Voline wrote:
       | I became addicted to SimCity 2000 in 1996 when I was in economics
       | grad school. I loved it, but was so frustrated by the neoliberal
       | assumptions built into the game.
       | 
       | The game rewarded strategies that were not backed up by empirical
       | study, or even common sense: You could lace a city with rail from
       | residential to industrial and commercial zones, and the people
       | would still clamor for more and wider roads; There were no mixed
       | use zoning (You cannot shop in your neighborhood?); Your people
       | would demand more police and if you didn't give it to them,
       | they'd riot!
       | 
       | The game rewarded you if you tried to make a California town.
       | (But not Davis -- no bike paths!) The city government could not
       | build public housing ... (The majority of housing in Helsinki is
       | publicly owned).
       | 
       | I wanted to be able to twiddle the parameters based on the way
       | real people and cities have been observed to behave. New study
       | comes out that says that people seek out 15 minute walkable
       | neighborhood? Go to the settings panel adjust the parameters
       | accordingly ... The people should riot if you give them too many
       | cops.
       | 
       | When Yannis Varoufakis took a job as house economist at Valve
       | (before he was appointed as Finance Minister of Greece), I
       | thought it might be a good time to pitch the idea to them, but he
       | left soon after.
        
         | aakour wrote:
         | The city of Helsinki owns about 17% of the residential building
         | stock, not the majority.
         | (https://www.asuminenhelsingissa.fi/fi/content/kaupungin-
         | omis... - in Finnish)
        
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