Cities Skylines (1&2), SimCity 4, city simulators - sperg about simulations that include or don't include niggers

Which city simulator is the best

  • SimCity (Original)

    Votos: 7 3.1%
  • SimCity 2000

    Votos: 37 16.2%
  • SimCity 3000

    Votos: 21 9.2%
  • SimCity 4

    Votos: 93 40.8%
  • SimCity (EA)

    Votos: 0 0.0%
  • Cities Skylines 1

    Votos: 55 24.1%
  • Cities Skylines 2

    Votos: 1 0.4%
  • Мухосранск

    Votos: 4 1.8%
  • Workers and Resources

    Votos: 10 4.4%

  • Total de votantes
    228
It used to be a thing in SC3K. I remember the granny complaining about high property taxes (caused by risen property values). For some reason, they removed it for SC4.
I feel that being able to meet the needs of all economic brackets should be a concern in all city sims. Also it would be fun if some industries boom and bust where over building a certain industry could be economically disastrous
 
I feel that being able to meet the needs of all economic brackets should be a concern in all city sims. Also it would be fun if some industries boom and bust where over building a certain industry could be economically disastrous
I remember SimCity 2000 not only had a somewhat primitive way of changing tax rates for individual industries but also a natural boom and bust cycle that used RNG.
 
Inb4 PAVEMENTS DON'T BREATHE WE NEED TREES
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I had to, sorry.
 
The problem is that C:S treats noise pollution like something that's ultra deadly so if you have any traffic and residential zones anywhere near roads with more than two lanes everyone gets sick which fills your roads with endless ambulances. The dozens of ambulances causes more traffic so they can't get there in time so the people start dying. Then you have dozens of hearses causing even more traffic jams which prevents them from picking up the corpses which causes builds to be abandoned. This is why I always run a mod that removes noise pollution.

Well hey great news, it works the exact same way in CS2 and the Bridges & Ports patch increases industrial noise pollution across the board. Now you need even larger separation between business and residence which will probably necessitate a lot of people having to reconfigure their cities. I live in a factory town with a few businesses within sight of my house and can confirm, it's bullshit.

Unrelated, City Planner Plays confirmed in 2 videos they didn't have ferries in the playtest version of B&P. Bad look considering this DLC is $20 and took 2 years to make.
 
Well hey great news, it works the exact same way in CS2 and the Bridges & Ports patch increases industrial noise pollution across the board. Now you need even larger separation between business and residence which will probably necessitate a lot of people having to reconfigure their cities. I live in a factory town with a few businesses within sight of my house and can confirm, it's bullshit.

Unrelated, City Planner Plays confirmed in 2 videos they didn't have ferries in the playtest version of B&P. Bad look considering this DLC is $20 and took 2 years to make.
Every new piece of information I hear about CS2 only reinforces my commitment to never stop playing modded C:S. I miss when CPP was still doing C:S cities, his incites as an actual city planner were super interesting. Although he's woke because he doesn't idolize Robert Moses.
 
Every new piece of information I hear about CS2 only reinforces my commitment to never stop playing modded C:S. I miss when CPP was still doing C:S cities, his incites as an actual city planner were super interesting. Although he's woke because he doesn't idolize Robert Moses.
Agreed on CPP, I like him and his perspective while wishing he was a little more based and freeway pilled

Still frustrated with CO though because it's like watching a cartoon character in a continuous rake take. I like a lot of this DLC, while I think there should be more assets you can definitely make decent looking ports now. Offshore oil looks great, the rigs and pipelines tickle the gulf coast fancy. But then the lazy corner cutting shit like the inland fishing and static container stacking blocks just put me off.

Take away ferries and the "polishing" that delayed this 4 months ago and you have to wonder, how much of shitter was this going to be?
 
I really just wanted the giant slumlord apartments that you could get in SC. Idk, those games had so much more flavor.
I know NewCity did it before it died in the womb, but the big sprawling apartment complexes have never been seen in city sim games despite being common in real life. Come for an effective way to build inexpensive housing for the yuppies moving into town, stay for the slums that are filled with immigrants and people of crime!
Honestly I hate how crime isn't really a factor in newer games as it was funny that the default for SimCity was a police state. Also I hate the fact that property values are the end all be all and pops don't have economic brackets where actually having too high property values everywhere is a bad thing
SimCity 4 even had crime as a concept neutered. I think there was "assault" listed but also "pie throwing" as a crime. There were some "chalk outlines" too.
 
Honestly I hate how crime isn't really a factor in newer games as it was funny that the default for SimCity was a police state. Also I hate the fact that property values are the end all be all and pops don't have economic brackets where actually having too high property values everywhere is a bad thing
I miss crime, slummy buildings and riots!

Unfortunately new games just lack any teeth to show something like “income inequality” because that’s bigoted or some shit.

Open question: How do you make a city builder that simulates crime properly? I would really like to hear people’s ideas on how you can simulate crime and the conditions that create it.
 
Probably closer to how SimCity 2000 did it, a rate of density and poverty.
I think unemployment has to be modeled too.

Another issue I want to solve is a city builder that accepts that some people are just high school educated but can still live in nice areas. It’s hard to model nuance in “not everyone without a degree is a factory worker who is naturally unhappy”
 
I miss crime, slummy buildings and riots!

Unfortunately new games just lack any teeth to show something like “income inequality” because that’s bigoted or some shit.

Open question: How do you make a city builder that simulates crime properly? I would really like to hear people’s ideas on how you can simulate crime and the conditions that create it.
Society is always going to have a flat percentage of sociopaths who are going to commit crime doesn't matter what. The game should always try to simulate that. The more developed the city, the more white collar the crime becomes, but it should always be there. Besides that, just increase crime based on lack of education, employment, or if the city is just a polluted hellhole and people start to lose their minds like the Joker.
 
Society is always going to have a flat percentage of sociopaths who are going to commit crime doesn't matter what. The game should always try to simulate that. The more developed the city, the more white collar the crime becomes, but it should always be there. Besides that, just increase crime based on lack of education, employment, or if the city is just a polluted hellhole and people start to lose their minds like the Joker.
Logistical centers should also factor into this, as any international ports will attract those who need to smuggle things in and out.
 
Society is always going to have a flat percentage of sociopaths who are going to commit crime doesn't matter what. The game should always try to simulate that. The more developed the city, the more white collar the crime becomes, but it should always be there. Besides that, just increase crime based on lack of education, employment, or if the city is just a polluted hellhole and people start to lose their minds like the Joker.
The curve should definitely rise so that when the town is small there's no crime, both to reflect reality and make it easier for players starting out, plus because the tax rate is so low, police can divert most of their attention catching speeders (for $$$).
 
I also do think that if there's one thing that everyone should steal from Workers and Resources, it's having construction not be abstracted. Construction as an industry should be a major employer and it would reflect reality in that for a job site to be moving onwards, it needs to have a constant influx of labor and material moving in.
 
I also do think that if there's one thing that everyone should steal from Workers and Resources, it's having construction not be abstracted. Construction as an industry should be a major employer and it would reflect reality in that for a job site to be moving onwards, it needs to have a constant influx of labor and material moving in.
The online-only (initially) aspect of SimCity (2013) overshadowed a lot of its other problems, but focusing on materials is a mistake. It's only tangential to city-building and management, it usually serves as a "screw you" to city development, and it will never be as interesting and complicated as Factorio (and even that is heavily extracted).
 
The online-only (initially) aspect of SimCity (2013) overshadowed a lot of its other problems, but focusing on materials is a mistake. It's only tangential to city-building and management, it usually serves as a "screw you" to city development, and it will never be as interesting and complicated as Factorio (and even that is heavily extracted).
The actual problem of SimCity 2013 was that it tried to do everything on an agent system for some insanely illogical reason. Perhaps they thought it should be like an Impressions game but didn't understand that the model that Impressions uses works because all the agents on that system are visible and even then, many of the systems in it didn't need it.

Still, even at it's most abstract level, price of construction should be tied to cost of labor and to the price of materials involved. After all, if you have lots of lumber mills in your area, wouldn't it make any timber construction a fairly cheap task?
 
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My city, the population is 122,000 now.
Is 12,000 people using my public transit (and 3,500 cycling) a good number for a city of this size?
Getting as many citizens off the roads should be your goal when you have a city that size or else you'll have endless traffic jams and then cars will start despawning and your city will spiral into a death wave.
 
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