infrequent poster hereis 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 abouti just wanted to get the opinions of my fre/n/s on this topicpic related is cities skylines 2, btw
>>2053177I 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?
>>2053207>Do any of them do planning right without forcing you into the American framework?Tropico lets you build slums
>>2053208>slum in question
>>2053177there have been threads here in the past, yes.
>>2053207the game in the OP lets you build however you wanti'm not sure exactly what you mean by "American framework"
>>2053234It'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.
>>2053239Transport 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.
>>2053240And 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.
>>2053239i seein 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 modsi know that works visually but i'm not sure how much of an impact that would have on the simulation aspect of the game>>2053241this 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
>>2053242Yeah if you're not a fan of depressing commieblock industrial hellscapes then W&R isn't going to be a good choice.
I almost forgot, there's always the GOAT: OpenTTD
>>2053234Car-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.
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 itIt 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.
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.
post cities!!!
>>2053276SC3K 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
>>2053285What do you like about 3 more than 4
>>2053285SC3k 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.
>>2053321It'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.
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 ithttps://www.youtube.com/watch?v=PSv37HwwojU
>>2053285Baloney. Simcity 4 lets you build a whole region of cities
>>2053239>>2053207Only Tropico, like another anon said, lets you really stay away from roads if you want. You can place buildings without roads and people will walk to them. You can also build custom parks that act like plazas or pedestrian only streets, but it's not really a game mechanic.Here is an example from when I played.
>>2054179
>>2053285>>2053367SC3K and SC4 are two sides of the same coin. 3K is the version that's a lot cleaner and more cohesive; it's funny and looks good and you can play a city indefinitely without any fucky shit ruining things. Once you play through a few big cities it gets to get a little samey thoughSC4 plays very similar but they pushed it so much harder. It's a lot more broken and messy, like it never ran well on any computer I had for at least a decade and crashed a lot (solved now but still.) It also has some problems with the simulation which will cause your city to melt down for no apparent reason, but you can fix that with patches now. Still maddening when it came out. There's just so much more variety than in 3K though, especially with the mods, but even without any. Very vibey game that you can come back to like crazy.Unless we can get a decent openSimCity, it looks like SC4 will never be topped. We can have tycoon/sim games with ridiculously huge limits and mechanics now, but of course they all just went for eye candy. Skylines etc. just seems like a toy compared to this game that's decades old
>>2053241>The gameplay and simulation is excellentwrongthe way jobs are assigned is nonsensical and wrecks the whole thing for starters
>>2053207if you want japan there's always a-train
>>2054188Its realistic insofar as a communist state not paying its workers so you have no "pull" mechanic like Tropico where you can incentivize them to go to a workplace with higher wages; citizens will simply default to whichever workplace is closest. This means you need to focus on "push" mechanics either manually assigning citizens to workplaces or directing them to transit stations which then disperses them to manufacturing or resource extraction hubs. Its granular and unintuitive like most other aspects of the game, but then everyone who knows about W&R knows the difficulty curve is more of a difficulty cliff face.Still extremely fun though - I rate it autism/10
>>2054183We don't necessarily need an open city simulator game, all we need is one that doesn't suck. You could see that when it came to CO they didn't really have a clear vision, they outsourced the heavy lifting to free mods, and they were obsessed with stupid shit that no one but them but cared about like Chirper.>>2054299I've never played W&R but for a focus on logistics they still play the "put everything close to each other or you get penalized" game as far as resources go. I had the opportunity to visit the Tabasco plant in Louisiana and found that even if it was even though far away from the nearest city, it brought in everything it needed (vinegar, glass bottles, labels, supplies, and of course the pepper mash which is grown and imported from South America) and exported product (hot sauce) through a single two-way road, which doesn't see much traffic.
>>2054311>I've never played W&R but for a focus on logistics they still play the "put everything close to each other or you get penalizedGiven how the most efficient systems take advantage of economies of scale its usually the opposite; youll be trucking in ore from one corner of the map and coal from another corner to your primary centralized steel mill- then dispersing that steel to industries that need it elsewhere. You can definitely get by on just dispatching trucks but you obviously end up eating some profit in additional fuel and road maintenance cost.
>>2054311>I've never played W&R but for a focus on logistics they still play the "put everything close to each other or you get penalized" game as far as resources go. >I've never played W&R Evidently. If you had then you'd know that your statement is nonsense. A play style you can confidently use in W&R which I haven't seen to as much degree in similar games is that you don't have to have everything centralized in one big mega city. If you want you can have everything scattered all over the map, building small towns (micro raions was the Soviet term I think) to service a particular resource extraction site or factory. It can get quite cosy once you get a game going.
>>2054188>the way jobs are assigned is nonsensical and wrecks the whole thing for startersIf public transportation was all the game was about, then I'd agree, but it had to be that way because of the extra restrictions and consequences the game places on citizens' commute times and buildings not having workers present. The player needs someway to ensure citizens get to the jobs they need filled for the city to function at all.
>>2053209>Tropico is set in Copenhagen
https://www.youtube.com/watch?v=qClfyb-rXt4how accurate is this about cities skyline?