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File: Cities-2-thumb-1024x576.jpg (164 KB, 1024x576)
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infrequent poster here
is there any room on this board for a city builder vidya general?
there's a general on /vg/ that includes city builder games but it also includes a few other genres so city building is rarely talked about

i just wanted to get the opinions of my fre/n/s on this topic
pic related is cities skylines 2, btw
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>>2053177
I work in master planning, but I never got the hang of these games. Do any of them do planning right without forcing you into the American framework?
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>>2053207
>Do any of them do planning right without forcing you into the American framework?
Tropico lets you build slums
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>>2053208
>slum in question
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>>2053177
there have been threads here in the past, yes.
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>>2053207
the game in the OP lets you build however you want
i'm not sure exactly what you mean by "American framework"
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>>2053234
It's very difficult to build cities that aren't car-oriented suburban sprawl in most city builder games. The Sim City series are probably the apex of this issue but even Skylines has similar problems to some degree.
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>>2053239
Transport Fever is still somewhat similar - centralized cities that grow round a core plus you're still competing with Der Ewige Auto. It's also not a very good simulator and is more of a glorified trainset.
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>>2053240
And then of course there's Workers & Resources, which lives up to its stereotype of being Sim City but Gommunism. The gameplay and simulation is excellent, I'd love to see it transposed to a Western or Asian setting.
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>>2053239
i see
in that case, yeah, cars are sort of the default mode of transport in cities skylines but you can fairly easily make cycling or walking or whatever else the main mode of transport through the use of ploppable buildings and car-free roads/paths in the form of mods
i know that works visually but i'm not sure how much of an impact that would have on the simulation aspect of the game

>>2053241
this game looks great, been meaning to get into it but there's no way to change the architecture of the buildings, is there? seeing nothing but commieblocks really puts me off from playing it
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>>2053242
Yeah if you're not a fan of depressing commieblock industrial hellscapes then W&R isn't going to be a good choice.
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I almost forgot, there's always the GOAT: OpenTTD
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>>2053234
Car-oriented suburban sprawl like other poster said. Also I don't want to have CAR traffic management be like 70 % of the game and be forced to download mods just to get traffic working. If I should plan transport I wanna be able to plan other modes of transport (PT, cycling, walking) as well. I wanna have wide range of options in types of development, densities and functions. Option to do mixed use as well and most importantly have realistic population and work-densities for different industries (# work places per unit of area). And all of these should have meaningful impact on the simulation, not just a tag on wishwash.
Oh and to not have everyone choose a car for their commute and then having those cars just disappear into thin air when they arrive at location.
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Why does Cities in Motion never get any love? It's literally any /n/ autists dream
>can build buses, trolleybuses, trams and metros
>can build streets, bus lanes, ROW, grade separated, anything goes
>works with a line system, ie you design an itinerary and the vehicles then run on it

It has some flaws like the schedule being nonsense (you run vehicles at most every hour or half hour for a reasonable frequency), passenger numbers being like around 1/5-1/10 of realistic, or metros needing a turning loop at one end, but to me it's the most complete public transport simulator.
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Every modern city sim has a glaring problems or misses the mark. SC4 was the last good city builder, no one has done it better since then.
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post cities!!!
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>>2053276
SC3K mogs SC4. I wish we'd get an SC3K on steroids with more complexity and more options and more micromanagement but keeping the scope of SC3K
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>>2053285
What do you like about 3 more than 4
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>>2053285
SC3k isn't much more than a prettier version of SimCity 2000, which is really obsolete at this point, zone a patch of residential, make sure it doesn't go three tiles past a road (or whatever), zone commercial and industrial not too far away, make sure to expand just enough that you can replace your power plant every 50 years in-game.

SimCity 4 has the cooler mods while not letting you cheese the simulation by just throwing all your schools and hospitals in a corner of the map until your advisors stop bitching about it.
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>>2053321
It's too bad SC5 was a bust, it had some interesting ideas (like behind able to do minor mods to buildings to increase their capacity so you don't have 10x of the same school on the map). Having every person/car precisely mapped out with things to do and places to be was its death knell, that really wasn't integral to city simming. They were getting too heavy handed with the environmental browbeating as well.
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The genre died 5evr with the death of Maxis. It's the same reason The Sims 4 was terrible and killed the franchise.
Workers and resources looks very cool but I haven't played it
https://www.youtube.com/watch?v=PSv37HwwojU
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>>2053285
Baloney. Simcity 4 lets you build a whole region of cities



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