[HN Gopher] Documentation related to the implementation of SimCi...
       ___________________________________________________________________
        
       Documentation related to the implementation of SimCity 2000
        
       Author : Lammy
       Score  : 222 points
       Date   : 2023-02-15 03:54 UTC (19 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | cloudmike wrote:
       | A friend of mine is making a new city-builder called Metropolis
       | 1998 [1]. If you're into SimCity 2000 specifics, you might also
       | enjoy his dev updates where he posts about his pixel graphics
       | engine, custom pathfinding for agents/cars, etc.
       | 
       | [1] https://www.reddit.com/r/Archapolis/
       | 
       | (his subreddit is called Archapolis but he recently changed the
       | name)
        
         | jwmoz wrote:
         | That looks like a really cool project to work on. The name is
         | great.
        
         | YesBox wrote:
         | Thanks for linking me! :)
         | 
         | SimCity 2000 was the first simulation game I've ever played. I
         | had a neighbor friend who had a copy and I watched him play a
         | couple times before I was hooked.
        
       | elevaet wrote:
       | Which is the best SimCity (by whatever criteria you find
       | important)? The only one I ever tried was the OG, which I
       | absolutely loved at the time.
        
         | bombcar wrote:
         | SC4 is the best SimCity.
         | 
         | Cities Skylines isn't a SimCity but it's a very very good
         | modern game.
        
         | Dalewyn wrote:
         | I loved SimCity 3000 and SimCity 4. The modding for SimCity 4
         | in particular was (is?) out of this world.
        
         | izacus wrote:
         | Cities: Skylines is probably the best SimCity these days.
        
           | goodoldneon wrote:
           | I've played a lot of Skylines but it doesn't quite feel like
           | a SimCity. I think it has a dearth of quirkiness (e.g. it has
           | 0 llamas)
        
             | massysett wrote:
             | The quirkiness is in the building art, the Twitter clone,
             | and the radio stations. My favorite is the radio commercial
             | for "The Law Accounting".
        
         | [deleted]
        
         | theandrewbailey wrote:
         | Played 2000 for perhaps thousands of hours for years. Didn't
         | get 3000. Got 4, played for a hundred hours, and decided that
         | it wasn't as much fun. It felt too complicated compared to
         | 2000, and the traffic simulation never liked the way I built
         | cities (everybody would always use the busiest streets,
         | ignoring the completely empty streets running parallel to it).
        
       | mysterydip wrote:
       | > The newspaper specification is considered a work in progress as
       | it can parse all of the text, but very little around how stories
       | are composed has been determined.
       | 
       | This is the part I was most interested in seeing how it worked,
       | unfortunately not developed much yet.
        
         | aliqot wrote:
         | Has anybody asked Wil Wright to explain it to us?
        
       | mdtrooper wrote:
       | There was a good wiki about file format and other things of
       | games: https://news.ycombinator.com/item?id=4097508
       | 
       | But it is offline (more or less two years):
       | https://web.archive.org/web/20180127174342/http://rewiki.reg...
        
       | TapamN wrote:
       | I did a bit of work on re-implementing SC2K years ago (it was
       | going to be called "21st Century Micropolis") that never got much
       | further than creating asset rippers, a city viewer, and
       | researching into how the simulation works. Nothing playable.
       | 
       | I did discover a semi-easter egg in the newspaper. One paper has
       | an opinions section, and there are two possible lines that have
       | fixed names (both are in the list of tax complaints):
       | -fred Haslam:  "I just *[0x7f] to say, property taxes are
       | primitive, repressive and regressive. only barbaric societies
       | continues to tax the rich."       -pat Mullanney:  "you bet I
       | mind! I feel like the *mo's got a gun to my side, robbing me of
       | MY *[0xb9]."
       | 
       | Fred Haslam was a programmer on SC2K, and was also credited for
       | being one of the newspaper writers. I'm not sure who Pat
       | Mullanney is.
        
       | scrlk wrote:
       | Unrelated to SC2k, but I hope someone decides to kick off an
       | "OpenSimCity4" project in the future, in a similar vein to
       | OpenTTD or OpenRCT2.
       | 
       | IMO SC4 is still the peak of the genre, good depth to the
       | simulation and a pleasing style of graphics. Sadly I never got on
       | with Cities Skylines.
        
         | bombcar wrote:
         | I have a lot of love for SC4 but once I "got onboard" with the
         | smaller cities in Skylines (and computers got better) with mods
         | it's not super bad.
        
         | spongeb00b wrote:
         | SC4 also has an impressive modding community still adding new
         | features.
        
       | everyone wrote:
       | Tangentially related but interesting imo...
       | https://youtu.be/_51_YJQpeg0
        
         | nirvgorilla wrote:
         | [flagged]
        
         | snac wrote:
         | This could be interesting paired with the documentation posted:
         | https://github.com/dfloer/SC2k-docs/blob/master/simulation%2...
         | 
         | In the video you posted, the host talks about Magnasanti a
         | project to create the perfect city (in the eyes of the game).
         | There is no crime, abandoned buildings, or traffic. A
         | population of 6 million with no hospitals, and no public
         | funding except mass transit and police. Ultimately we can see
         | that the game does not reward citizen happiness, but industry.
         | 
         | The "black box" nature of the simulation within SimCity is
         | fascinating, thank you for the rabbit hole.
        
           | adql wrote:
           | That's kinda the problem with some actual city planning,
           | running it as business instead of service
        
       | CalRobert wrote:
       | People might be interested in this - ever notice there's no
       | parking in sim city? https://humantransit.org/2013/05/how-sim-
       | city-greenwashes-pa...
        
         | Lammy wrote:
         | SimCity 2000 also misleads people about the safety of atomic
         | energy due to the way power plants work:
         | 
         | - Destruction of the nuclear power plant spreads radiation
         | tiles that persist for 10+ thousand in-game-years.
         | 
         | - All power plants are automatically destroyed at the end of
         | their design life, so if you forget to manually replace your
         | nuclear power plant every 50 years you get radiation.
         | 
         | - All power plants will catch on fire and eventually be
         | destroyed when overloaded, and there is no option to choose
         | load-shedding / brownouts, so if you overbuild you get
         | radiation.
         | 
         | - The "Nuclear-Free Zone" is the only in-game ordinance that
         | costs no money, earns no money, and basically only exists to
         | make a statement.
        
           | CalRobert wrote:
           | Incidentally, the hydroelectric plants lasted forever. It was
           | the only kind I ever built after realizing that.
        
         | bombcar wrote:
         | If you're interested there are "realistic" parking mods for
         | Cities Skylines.
         | 
         | They do change things but not as much as some urbanists would
         | hope ;)
         | 
         | Should You Use TM:PE Enhanced "Parking AI" in Cities Skylines?
         | 
         | https://m.youtube.com/watch?v=20pyEA3GpAQ
        
         | walrus01 wrote:
         | For a good example, the red shading here is what portion of
         | downtown Edmonton, AB is dedicated to parking:
         | 
         | https://i.redd.it/p7fofu76ols91.jpg
        
           | thrdbndndn wrote:
           | Everytime parking (or how cities transit should be) is
           | mentioned, the US is (rightfully) shown as a bad example, and
           | usually compared with Europe.
           | 
           | So I feel like I could give an example about other parts of
           | the world, just for perspective. In summary -- man, I wish my
           | city is half this good so I can actually park in peace.
           | 
           | I live in China, a relatively large size city (pop around 8M
           | to 10M, not too special within China) and we have what I
           | would say "good" public transit system (hundreds of bus
           | lines, 8 metro lines and increasing), not to mention millions
           | of people just commute in e-bikes.
           | 
           | But the thing is, people still need to drive from time to
           | time. (So traffic is as bad). How do we solve the parking
           | issue without building enough parking places? Well, we kinda
           | of don't. For most of public places, you just park everywhere
           | that you can squeeze in. On Roads, on sidewalks, you name it.
           | You better be instantly good at parallel parking and
           | reversing, otherwise you won't survive.
           | 
           | Residential locations are much better nowadays since most new
           | communities now build with parking in mind, but public
           | locations are still a nightmare (an exception is large malls,
           | which usually have underground parking). Everytime I want to
           | go somewhere the first thing I need to do is to plan how to
           | park once I were there. It's awful.
           | 
           | Anyway, my point isn't that "the US is fine as soon as other
           | places are worse", just that "it's complicated" I guess. I
           | lived in the US for years including some large cities. While
           | I really wish there is better public transit (especially when
           | I were traveling), at least parking is bearable thanks to
           | enforced parking lot requirement.
        
             | CalRobert wrote:
             | The point is that there should be less parking, not more,
             | and there should never be subsidized parking. You do not
             | deserve to store your giant metal box on public property
             | for free, and I want to be able to patronize businesses
             | that aren't surrounded by parking lots and forced to raise
             | prices to cover the cost of building/renting parking.
        
             | thomasthetrain wrote:
             | > Everytime I want to go somewhere the first thing I need
             | to do is to plan how to park once I were there. It's awful.
             | 
             | I'd say it's a fair requirement: if you want to carry a big
             | machine around, you are responsible for leaving it
             | somewhere adequate.
             | 
             | Enforced parking lot requirement is just obliging other
             | people to reserve mostly unproductive land in their
             | properties, and that has very negative effects, such as
             | creating big distances between destinations and, as a
             | consequence, making public transportation less efficient
             | and walking more difficult. It usually (always?) makes
             | cities worse.
        
         | rendaw wrote:
         | > In other words: SimCity deliberately misleads players about
         | parking because if they showed parking in its true dimensions,
         | it might make dysfunctional land use patterns look (and act)
         | dysfunctional.
         | 
         | > And we can't have that.
         | 
         | That seems like a fairly bad faith reading of the interview
         | comments. In SC2K you only have so many pixels per building.
         | Even the newer sim cities are not proportional, it's not like
         | looking at a satellite map.
        
           | CalRobert wrote:
           | And if it were a simulation most of the pixels would be
           | parking lots instead of buildings.
        
           | Sakos wrote:
           | Simcity (originally) was based on problematic books like
           | Urban Dynamics
           | (https://www.polygon.com/videos/2021/4/1/22352583/simcity-
           | hid...), which has heavily influenced every other city
           | builder ever since. I don't think things like the lack of
           | parking are an accident. I wouldn't be surprised if real harm
           | caused by social policy/planning could be traced to some
           | degree to Simcity.
           | 
           | Further reading: https://logicmag.io/play/model-metropolis/
        
       | HeckFeck wrote:
       | Is this the genesis of an OpenSC2K, much like OpenRCT and
       | OpenTTD?
        
       | nyberg wrote:
       | https://aeplay.org/citybound might be interesting or the talks
       | related to it given that (afaik) it simulates traffic better than
       | simcity
        
       | casenmgreen wrote:
       | I spent a lot of time investigating SC2K.
       | 
       | I came to the conclusion the game was fundamentally flawed, due
       | to limitations in the transport simulation.
       | 
       | The game simulates "trips" emerging from each zone type, and a
       | sufficient number of those trips need to reach particular other
       | types of zone, for the origination zone to be successful.
       | 
       | However, at each junction, the trip _randomly_ selection one of
       | the routes.
       | 
       | So if you build, say, a round-about, or a subway system which is
       | a loop with branches, it's death and ruin; trips have no idea
       | where they _should_ get off (this branch leads to industry, for
       | example), and some trips just keep going round and round until
       | they reach their max travel distance and fail.
       | 
       | You could show this issue clearly by building a square block of
       | road tiles - each tile then having four junctions. Traffic would
       | go into this, and never emerge.
       | 
       | In other words, the transport simulation is too different to real
       | life to be playable. You had to build your transport system to
       | fit the simulation method, if you wanted a viable city.
        
         | tetha wrote:
         | Interesting. This is similar to a common optimization in the
         | genre of city builders with walkers, like Caesar or Pharaoh. In
         | these games, buildings like a market or a temple spawn walkers,
         | which walk on roads and distribute services and goods to tents
         | and houses they walk past.
         | 
         | An important optimization in these games is to avoid crossroads
         | and junctions, because walkers tend to randomly choose a
         | direction at junctions. This would make it a coin flip which of
         | the two roads would get food or religious services, possibly
         | causing all kinds of chaos. One of the best layouts as far as I
         | recall was just a big block with a circular road going around
         | it, because this forced the walkers to walk past all buildings
         | in the block reliably.
        
           | lelandfe wrote:
           | Heads up that the Pharaoh remake released today: https://stor
           | e.steampowered.com/app/1351080/Pharaoh_A_New_Era...
        
           | casenmgreen wrote:
           | Exactly.
           | 
           | This is what you end up having to do in SC2K.
           | 
           | You must _direct_ the traffic, by not offering junctions.
        
         | mysterydip wrote:
         | At least in the original simcity, as a path was made it was
         | pushed to a stack. If the route didn't reach a destination, the
         | stack was popped and intersections tried again. At least that's
         | what I get from these https://lively-
         | web.org/users/Dan/uploads/SimCityReverseDiagr... Was this
         | changed in 2k?
        
           | bombcar wrote:
           | The original SimCity has (IIRC) checks to see if services
           | were available and ways to estimate traffic load, later ones
           | tried to simulate actual trips.
           | 
           | So it went from "can this house reach a job" to "simulate
           | this house driving to work" - the difference comes from a
           | high density doing one check to doing multiple.
        
         | epups wrote:
         | Can you explain this a little bit more? Are you saying that the
         | game actually simulates each vehicle trip individually, and
         | then decides on a random path at every intersection?
        
           | casenmgreen wrote:
           | Mmm. The simulation engine as part of simulation any given
           | zone, produces "trips" (I don't know how many or how often)
           | from each zone, and figures out where those trips end up -
           | successfully reached a useful destination, went too far and
           | gave up, etc.
           | 
           | In SC2K the graphics do not depict individual cars or people,
           | and I have no idea if in later games there is a correlation
           | between individual cars and people and "trips" (or if trips
           | are still used as mechanism in later versions - although from
           | what people are writing, it seems they are).
        
           | hypertele-Xii wrote:
           | RollerCoaster Tycoon does the same, guests wander aimlessly
           | around park and interact with whatever they come across while
           | considering their needs.
           | 
           | The Sims displays the other end of this spectrum, where
           | agents path deliberately (while still considering their
           | needs), and the difference in simulation scale is immense.
           | 
           | Simple fact is, pathfinding is a performance bottleneck that
           | hasn't been solved yet. We are still using algorithms from
           | the 1960s, and no hardware acceleration exists.
           | 
           | SimCity has always been more of a spreadsheet with houses on
           | top.
        
             | adql wrote:
             | >Simple fact is, pathfinding is a performance bottleneck
             | that hasn't been solved yet.
             | 
             | But we got thousand times faster CPUs than at Sim City 2000
             | times.
             | 
             | And they have multiple cores. And if that is not enough
             | there are GPUs with even more compute.
        
               | VMG wrote:
               | and better algorithms
        
             | [deleted]
        
             | eru wrote:
             | You can do a lot of shortcuts with the pathing, because you
             | are doing a lot of pathing on a graph that doesn't change
             | much from frame-to-frame.
        
               | chongli wrote:
               | Exactly. The only time you should be calculating paths is
               | after the player places new roads. Repeatedly calculating
               | paths on a fixed graph is a huge waste of time!
        
               | hypertele-Xii wrote:
               | My graph is changing a lot, my whole environment from
               | walls to objects is destructable and contains complex
               | logic like access controlled doors.
               | 
               | Maybe _your_ game doesn 't change much. Lack of good
               | pathfinding is what's constricting that the most. If good
               | pathfinding existed, games in general could become more
               | dynamic.
        
             | smcl wrote:
             | > no hardware acceleration exists
             | 
             | I'm picturing an alternate history where in addition to
             | dedicated graphics cards, we also start building dedicated
             | common algorithm cards - NVidia and AMD duking it out over
             | whose hardware-accelerated sorting implementation performs
             | best, Phoronix benchmarking how each companies' Linux
             | drivers handle A* etc :)
        
             | mjburgess wrote:
             | I suspect pre-generation caching, game design, multi-core,
             | SIMD versions of algs, etc. have evolved a lot.
             | 
             | Real-world performance isn't that determined by the form of
             | the time-complexity.
        
         | saberience wrote:
         | Are you arguing that a game in 1993 is flawed because it failed
         | to accurately simulate a city populated with 100k+ people and
         | associated cars and infrastructure?
         | 
         | I think if you assumed such a thing in the first place your
         | premise and assumptions were massively flawed.
         | 
         | You're saying the game isn't playable because it was too
         | different to real life? Did you notice the Superhero who
         | arrives to fight natural disasters or the giant aliens who can
         | invade? Or the fact that you can magically position fire
         | "trucks" where you want instantly?
        
           | soiler wrote:
           | > You're saying the game isn't playable because it was too
           | different to real life? Did you notice the Superhero who
           | arrives to fight natural disasters or the giant aliens who
           | can invade?
           | 
           | So, all bets are off when a fantastical element is
           | introduced? We should no longer expect any internal
           | consistency, and the work is entirely above critique?
           | 
           | Why didn't Frodo take down Sauron in his X-wing?? I saw the
           | walking trees, so I know that anything is possible.
           | 
           | The answer is because we expect internal consistency. Ok, so
           | there's a superhero in this game system. Doesn't change the
           | fact that it's supposed to simulate traffic, and that this is
           | one of the fundamental systems the game is built upon. Oh, it
           | doesn't actually simulate traffic? Yes, this is a problem:
           | it's a traffic simulation with superheros.
        
             | eska wrote:
             | _Why didn 't Frodo take down Sauron in his X-wing?? I saw
             | the walking trees, so I know that anything is possible._
             | 
             | That's it, no more internet for me today. And I haven't
             | even had lunch!
        
           | taink wrote:
           | The flaw isn't that it is not realistic enough, but that it
           | goes too much against an average human's preconception of how
           | a basic traffic system should work.
           | 
           | It is absolutely not unreasonable to expect a 1993 game to
           | not choose a random route at a junction; it should use a
           | basic pathfinding algorithm (which were well-known, even in
           | 1993) to choose the closest one.
           | 
           | Of course it is limited by performance but optimization is
           | hardly a good counter-point to intuition in this kind of
           | game.
        
             | mrguyorama wrote:
             | This game was meant to run on a 25mhz 386 and 4mb of RAM.
             | Complex pathfinding and over-complicated sub-simulations
             | would have drastically limited how large of a city you
             | could build before your system just stopped working.
        
             | phkahler wrote:
             | What if the flawed routing simply exaggerates flaws with
             | the way we _think_ it should be designed?
             | 
             | The number one bottleneck in real traffic is intersections.
             | Some people think optimal city design should mix zoning
             | types at a finer level.
             | 
             | To your point though, we can't really demonstrate what's
             | better when the agents are acting stupidly. I'd like to be
             | able to learn what would work in the real world too.
        
               | BlueTemplar wrote:
               | Yeah, also it is not clear to me why is that so bad, so
               | what that you have a circle line, wouldn't only a
               | microscopic fraction of paths get stuck on it after a
               | large number of crossroad steps ?
        
         | treeman79 wrote:
         | https://youtu.be/NTJQTc-TqpU
         | 
         | Someone that spent years building an optimized city. Six
         | million residences.
        
         | wartron wrote:
         | Sounds like art imitating life.
        
         | CalRobert wrote:
         | Ultimately it was a game more than sim. Note the lack of
         | parking lots.
        
         | lopis wrote:
         | > I came to the conclusion the game was fundamentally flawed,
         | due to limitations in the transport simulation.
         | 
         | Maybe because the game is based on American cities
        
           | smcl wrote:
           | This doesn't seem related to the flaw that was described at
           | all - it seems like it applies equally to both road and rail.
           | So while Sim City is very US-centric ("zoning" felt like just
           | a gaming construct to me and I was very surprised it existed
           | in real life) it sounds like they just flubbed the
           | pathfinding a bit.
        
             | nivenkos wrote:
             | Zoning exists outside the USA, sometimes implicit in
             | planning permission.
        
               | smcl wrote:
               | That's probably right but, at least where I grew up, it's
               | not something you'd know about unless you are building
               | your own house. And it's a bit more flexible than "this
               | bit here is residential, and this separate bit here is
               | commercial" - these things can be mixed.
        
               | Sharlin wrote:
               | But in the game you're playing a city planner (well, a
               | _very_ idealized, pluripotent, undemocratic version of
               | one), so surely it should feature concepts fundamentally
               | relevant to a city planner's job, even if those concepts
               | are not necessarily familiar to a layperson! Games are
               | typically meant to educate too, after all.
               | 
               | That said, yes, the lack of mixed zoning is one of the
               | more unrealistic parts of city builder games, and one of
               | the most often requested features in the Cities: Skylines
               | community. However, it should be noted that separation of
               | functions is a notion _very_ fundamental to the modernist
               | (1930s-) school of urban planning, and this originated
               | from the entirely reasonable desire to genuinely improve
               | the human condition in cities by separating residential
               | areas from a polluting industry.
               | 
               | Because single-use zoning, together with the ideal of a
               | single-family house for everyone and the use of personal
               | automobiles for transport, turned out to be unsustainable
               | in more ways than one, and because polluting industry is
               | now relegated to a Someone Else's Problem, mixed use has
               | become (or is becoming) fashionable again, with current
               | ideals and best practices in planning clearly diverging
               | from those of the modernist era.
               | 
               | Another unrealistic idea is, of course, that of a _city
               | designed from the ground up_ , which, although there are
               | indeed real-world examples of fully planned cities, they
               | are very rare. Many players do prefer to start with a
               | tabula rasa in these types of games, and it's of course
               | much less work for the developers to create maps devoid
               | of existing human population. I, for one, would love to
               | see more maps where the starting point is an existing
               | town, or a group of disjoint villages scattered on the
               | map!
               | 
               | Nb. the notion of planning as a profession emerged in the
               | West mostly during the 19th century, before which cities
               | had, for the most part, grown more or less organically.
               | The need for central planning was in many cases
               | precipitated by fires which could easily destroy
               | neighborhoods or entire towns. Building fire-resistant
               | cities in the era of predominantly wooden buildings
               | necessitated measures such as firewalls between adjacent
               | buildings, streets wider than the alleys of old, and
               | separating neighborhoods with wide, tree-lined esplanades
               | or boulevards. Conveniently, the destruction left by
               | fires also provided the opportunity to realize these
               | measures when rebuilding.
        
               | smcl wrote:
               | That's totally true that you're playing a City Planner so
               | you might end up exposed to concepts usually only a City
               | Planner really cares about. However my impression (and I
               | might be wrong!) was that Americans were more aware of
               | these things than those of us in UK. Like I _literally_
               | thought that the light /medium/heavy residential,
               | commercial and industrial "zones" were just a thing Will
               | Wright came up with to make SimCity work (though I know
               | in reality it's more complex than painting a little
               | square block blue, green or yellow)
               | 
               | I read the rest of your comment and nodded along
               | approvingly, but I don't have anything else to add other
               | than that I also liked fiddling with existing towns and
               | cities in these games. In SC2k I really loved the
               | scenarios, free-form citybuilding is definitely good but
               | to have a specific constraint and a goal was a really fun
               | challenge.
        
               | zdragnar wrote:
               | Your average American is likely to only be familiar with
               | zoning as a thing that exists. You can travel about and
               | notice that some areas have homes, some areas have
               | businesses, and that's about it.
               | 
               | Those who live in rural areas will be a little bit more
               | familiar- it is not impossible to buy some farm land
               | while working with the local municipality governments to
               | re-zone from agrigultural use to residential use, so that
               | you can build a home there.
               | 
               | The notion that commercial can be split into "light" or
               | "heavy" or that industrial can be split from commercial
               | at all probably isn't something the average person has
               | much awareness of, even intuitively.
        
               | smcl wrote:
               | Interesting, so some awareness of the concept of "zoning"
               | but not particularly fine grained. Thanks for clarifying!
        
               | Sharlin wrote:
               | I'm not sure if Americans in general are more aware of
               | zoning and planning [speaking as a non-American], but
               | maybe an intuitive conception of a city as a set of
               | functionally separated areas is more prevalent there,
               | because many/most of their cities are shaped by modernist
               | ideals to a much greater degree than many European cities
               | (to an extent that there are essentially _no services_ in
               | many suburbs besides a primary school and a gas station,
               | and city centers, on the other hand, are largely devoted
               | to office buildings).
        
               | nivenkos wrote:
               | Yeah, mixed is really common for commercial in Europe for
               | example.
               | 
               | But heavy industry is still zoned for sure.
        
         | BinaryRage wrote:
         | Same for SimCity 2013, except the flaws extended to every
         | agent. I've always thought that's why they limited the city
         | size so heavily. Such a shame, because there was so much
         | promise there.
         | 
         | Power, water, etc. randomly chose a direction at a junction, so
         | even basic grid would make it impossible to power a building on
         | the other side of the city, even if the power demand was there
         | https://www.youtube.com/watch?v=tvq6zAMJfOU.
         | 
         | Traffic and pedestrians were attracted to available
         | houses/work, but randomly every day, rather than having a
         | defined home/work location. I built a pedestrian heavy city and
         | would watch crowds of pedestrians head for the nearest
         | available house on a street, before the whole street filled,
         | and they turned around for the next nearest. Same for work,
         | shopping, despite there being plenty available.
        
           | ptmcc wrote:
           | SC 2013 was such a let down after so much hype, for so many
           | reasons. As a lifelong Sim-anything fan it was crushing.
           | 
           | Cities Skylines seems like the successor to SimCity, but even
           | that has some deep-rooted flaws in traffic management and
           | agent flow. Some mods exist to help coax it a bit, but it's
           | still just a broken approach at scale.
           | 
           | Traffic and routing is hard, I get that, but there has to be
           | a better way. Building a city around the routing flaws is not
           | that much fun.
        
             | standardUser wrote:
             | Cities Skylines can provide among the best city sim
             | experiences to be had if you're willing to invest a day (or
             | two) modding it to within inches of its life.
             | 
             | That and 32gb of RAM
        
               | mrguyorama wrote:
               | Is there a list somewhere of "Essential" mods?
        
               | lp0_on_fire wrote:
               | The CitiesSkylines subreddit has a list that contains
               | (IMO) a good number of useful and essential mods.
               | 
               | Word of warning: if you're one of those people that likes
               | to install a lot of mods keeping everything up to date
               | and non-conflicting can be an pain the rear. There is, of
               | course, a mod to keep track of which mods are out of date
               | or could cause issues, but that's really a band-aid on
               | top of a larger problem. The game is old enough now that
               | many popular mod authors have long been abandoned their
               | projects or otherwise moved on so you end up with things
               | like "MyPopular Mod" and "MyPopular Mod UPTODATE" or
               | "MyPopular Mod FORKED" or "Use this instead of MyPopular
               | Mod".
               | 
               | If I take a few weeks / months between plays this usually
               | ends up with me having to take 30 minutes to an hour to
               | get the mods up to date and tested. Not a huge amount of
               | time, but when your gaming time is limited it's something
               | to take into account.
        
               | BlueTemplar wrote:
               | You could just... not update every time you play ?
        
               | squeaky-clean wrote:
               | They still add updates to the game once or twice a year,
               | so you usually want some of the new features. That can
               | also lead to the issue of when you finally do decide to
               | update 3 years later or whatever, now it's a 4 hour
               | ordeal to fix instead of 30 minutes. There's no really
               | perfect solution, but it's worth it if you love city
               | builders.
        
               | squeaky-clean wrote:
               | If you don't mind video format, I like this person's
               | guide. He also has a 2nd video with essential mods for
               | "advanced" players.
               | 
               | https://youtu.be/Nr8Wlib4jqE
               | 
               | He also has some fun youtube series' where he builds up a
               | region by following a "story" he makes up (or sometimes
               | uses viewer polls). So rather than building a super
               | optimized city, it gets a very natural layout as he
               | pretends to play out rivalries between developers,
               | mayoral or policy changes, etc.
        
           | Bluecobra wrote:
           | Also I seem to remember something silly involving a nuclear
           | meltdown if you don't have enough educated workers or if they
           | are stuck in traffic long enough (related to the
           | aforementioned random house issue). I wonder if there has
           | been any fan mods to fix the issues since then. I seem to
           | recall they eventually added an offline mode. The always
           | online requirement was a bit excessive and plagued with
           | issues on launch.
        
         | matzf wrote:
         | So these ant-like cars were supposed to be more than just
         | decoration?
        
         | dncornholio wrote:
         | Does the city really get influenced by what junction a car or
         | person would take? Weren't these objects just for visuals?
        
           | casenmgreen wrote:
           | In SC2K, you do not see cars or people.
           | 
           | I do not know if in the later versions, there is a
           | correlation between visually depicted cars/people and trips
           | (or if trips are used at all, although from what people are
           | writing here, it seems they are).
        
             | smcl wrote:
             | You do see a _representation_ of the traffic, but yeah
             | definitely not individual vehicles
        
         | b0afc375b5 wrote:
         | Are there any SimCity-like games you would recommend? Or any
         | comments on Cities: Skylines perhaps?
        
           | albertzeyer wrote:
           | In Cities Skylines, each agent, each car actually does
           | perform path planning. You can inspect the planned path of
           | each car, and also follow it.
        
             | Asooka wrote:
             | Cities: Skylines is great, but I do feel it leans a bit too
             | strongly on the agent simulation. So much that a lot of the
             | game is about traffic planning. You are almost required to
             | mod the game (with TMPE) to make the most optimal traffic
             | network, which involves manually planning each major
             | intersection, micromanaging road lanes and configuring
             | timed traffic lights. I've had a lot of fun with it, but I
             | wish I could let the computer handle all the road planning
             | details and I could get on with designing the city, but
             | past a certain size, I feel it forces me to start doing
             | road planning more than city planning. Almost wish there
             | was a "Traffic Manager AI" mod to do all that for me.
             | 
             | Alternatively, you could use it to build dioramas. With
             | enough mods it is one of the best tools for building
             | digital city dioramas and best of all, the simulation still
             | mostly works, so you get to watch people live in the city.
             | 
             | Overall definitely a fun game, lets you build much more
             | natural-looking cities than Sim City, with the only
             | downside being that the road network has a greater impact
             | on the simulation and requires more micromanaging than I
             | would like.
        
             | onli wrote:
             | Skylines (which I liked) still has weird simulation errors.
             | Like how many ships arrive at ports, which is an ever-
             | changing amount and has no or little relation to the real
             | transport demand. And the amount of trains using a train
             | line depends on the number of stations, meaning outgoing
             | train lines always need to be connected to a single one to
             | not overflow.
             | 
             | How single agents path is also weird, like how much they
             | walk. I think I remember that homes were also not
             | persistent?
             | 
             | When separating city blocks completely fires would not get
             | extinguished. Either the fire station assigned is random,
             | or only a few actually can send cars out. Which breaks down
             | in a city not fully connected by streets.
             | 
             | Haven't played for a few years now (last run was with the
             | industries dlc), but also haven't read about patches
             | adressing such issues.
        
               | Bluecobra wrote:
               | I tried playing it again recently with mods and kept on
               | running into issues where there would be long traffic
               | jams on a single lane of a multi lane road. Basically it
               | seemed like everyone had an affinity to make the same
               | left turn at a this one particular intersection.
               | 
               | In a real city people would just drive around that
               | madness and make a left turn at the next block.
        
               | bombcar wrote:
               | Biffa has videos on "lane control" which are things you
               | can do with mods to help reduce the single lane issues.
               | It can be worked around but it's not entirely realistic
               | (there are mods that to try).
        
               | brailsafe wrote:
               | I ultimately gave up on skylines because I kind of broke
               | my city and it got really tiresome to try and repair or
               | start over. Tried a few mods to greater or lesser success
               | but they just revealed other flaws. For example,
               | whichever mod allowed for more realistic population
               | densities; you'd have 700 families in a residential
               | building or w/e, but no clue where they work, and
               | likewise in the reverse. I somehow can't click on an
               | office tower and see what the geographic distribution of
               | occupants is, only those that are currently commuting.
               | I'd also get strange issues like some of my subway lines
               | inexplicably being totally vacant no matter what I did.
               | It's also an incredibly inefficient game to run.
        
               | bombcar wrote:
               | The realistic density mod is one of the most game
               | changing and I wouldn't recommend it until you're very
               | familiar with the game and how it works/models.
               | 
               | Biffa has some good videos on traffic solving:
               | https://m.youtube.com/channel/UCYzO4HZxgXc2UJQD5bIo8AQ
               | 
               | It works _somewhat_ realistically but you have to learn
               | the limitations of the simulator if you want mass transit
               | besides busses used well.
        
               | brailsafe wrote:
               | Oh cool, added a few videos to my watch later. I just
               | felt like I wanted more information that would be hacky
               | to try and get
        
               | onli wrote:
               | Most of the population just is not simulated, I think. So
               | the game can't show you that information.
               | 
               | I had a similar reaction, after a city of mine completely
               | broke because of simulation errors I gave up on it for a
               | while. Then revisited a bit later to write an article
               | about all the dlcs. It felt a lot more stable then, but
               | that might be because I did not test the edge cases
               | again.
        
           | casenmgreen wrote:
           | Me? no, no clue :-)
        
           | jwmoz wrote:
           | Openttd-can download for free on Steam. Works great on a mac!
        
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