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Which do you prefer in your city building games?
>want to build a road
>use money to instantly build a road
or
>want to build a road
>plan out the road
>bring gravel and asphalt to the road
>bring equipment to the road
>spend time constructing the road
>deliver every piece of equipment and material by truck
>>
The former, since it's a city building game, not a micromanagement game. Am I also supervising every building to make sure their wiring is up to code, or checking the pH levels of the town's water supply?
>>
They each have their appeal.
If city builders had the Euro truck sim/roadcraft driving and material transportation mechanics then it'd be the goat.
>>
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>>727764796
>or checking the pH levels of the town's water supply?
You do need to supply pure water to your people in this one, and manage sewage
>>
>>727764867
>pointless tedium for maximum simmersion
the star citizen of city builders...
>>
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>>727764705
Yes, I play Workers And Resources.
>>
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>>727766793
>want an airport
>design one
One clickers can't compete
>>
>>727764705
A city planner wouldn't be so caught up on the minucia, another more specialized worker would be only focused on that so it's quite a stretch to make a city builder where it can have that much depth for any department.
However, if the development team could manage to implement all those systems, and make then work... why not?
You could have it be optional so that you could choose what systems get to have that depth and what systems are assisted as if taken care by the rest of the "team".
>>
>>727764705
The latter, but unfortunately it's only found in some shitty commie apology game that didn't even attempt to let you do all the evil shit communism is known for.
You can't even forcibly starve ethnic groups or invade your neighbours with human wave warfare.
It's like making a concentration camp builder but you never gas the Jews.
>>
Workers & Resources needs a multiplayer mode similar to World in Conflict, where each player handles a different part of managing:
>utilities
>industries
>transit
>public buildings/habitation
>>
>>727767528
>he's back
>>
>>727767558
This would be brilliant.
>>
>>727764705
The former, since if the road ends up even 1 pixel off somewhere and I don't like it I will redo it.
>>
>>727764705
NOW KISS

And the latter, it's more interesting the process of the road getting made than just assuming it appears out of nowhere.
I think also that most city building games are pretty unrealistic as you have essentially carte blanche to do whatever you want - W&R is one way of showing the kind of decisions that get made when building a road, but it still works off the centrally planned economy model where you ultimately are in control of everything that happens.
I'd be interested in a city builder where your power is what an actual mayor would have and if you want to get something built, you need to get it approved by varying levels of bureacracy and public approval first.
>>
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>>727768208
I know the feeling and it's why I spend so long agonizing during the planning mode. Sucks even more when the demolition also takes time and logistics
>>
>>727764705
it depends on the scale. if the entire game centers around one main street or a couple of city blocks then the 2nd option would work best. if youre expected to mamage an entire city skylines sized city the 2nd would be way too tedious
>>
workers and resources has too many problems for me to enjoy, everything about transportation and jobs is fucked
>>
>>727768373
Have you tried Captain of Industry? It's not so much a city builder as a factory game meets a colony sim, but it's scratching kind of a similar itch to what I got with W&R with having to make the infrastructure to keep your people happy as well as to produce more stuff.
>>
>>727764796
This
>>
>>727768440
I know that the game has modes where you don't have to worry about the full shebang of management
>>
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>>727772082
Correct. I think maintenance / wear & tear was the biggest addition. This makes every choice matter and overexpansion a danger if you don't have reliable supply chains of things like components.
>>
>>727772082
that isn't the issue
>>
>>727772265
>Correct. I think maintenance / wear & tear was the biggest addition. This makes every choice matter and overexpansion a danger if you don't have reliable supply chains of things like components.
IRL properly-built, low-traffic roads should be fine for decades if you don't have heavy winters.
>>
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>>727773949
The roads themselves don't require maintenance other than plowing after snow. Buildings, industrial machines inside certain buildings, and vehicles are what need upkeep



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