Sim City is back in 2013!

Simcity woes are bad news for gamer but has become a nice traffic for gaming news and forum.
Even ea own forum also flooded with many people.

Nice statistics for investor.
Simcity launch.
Rapid increase in origin install base, forum registration and post.
 
It's not the memory, but the overhead to move all those bytes and track them whilst doing the rest. As it is a zero byte moves to the nearest vacancy. If I assign four bytes to it (home region and entry side, work region and entry side) then I have to process these for every agent.

I still don't think the overhead is that huge anyway. I mean, a quite realistic physics simulation, containing tens of thousands of particles, are being done in real time, with high frame rate, using reasonable computers. There's no need to simulate agents "in real time." Actually, I think three or four rounds per day is good enough. Even in Cheetah speed, a day is more than a few seconds. Current computers surely are able to do better simulation than current "just go for nearly vacancy."

If there's concern about slow computers, it's fine. Just simulate it slower. If your city is big enough, it's going to be slower anyway. There's no need to press for a "must simulate a day in 30 seconds" artificial limit IMHO. Actually, I think the city size limit may not feel this small if the simulation speed is not this fast.
 
I think you misunderstand me. I'm sure it's possible, I just think they're lazy. To code first vacancy is like third-grader stuff. That's all the effort for which they had time :)
 
Yeah, sims not having an actual place of residence, an actual workplace, preference where to shop and so on...not only does it seem extremely unrealistic (seeing as regular people actually have real homes, jobs and so on), it could probably also give rise to very odd flows in traffic and so on if sims just float around the city without any fixed patterns building up.
 
Yeah, sims not having an actual place of residence, an actual workplace, preference where to shop and so on...not only does it seem extremely unrealistic (seeing as regular people actually have real homes, jobs and so on), it could probably also give rise to very odd flows in traffic and so on if sims just float around the city without any fixed patterns building up.

You could set up some hilariously stupid cities though.
 
Yeah the Neogaf thread was talking about the perfect city that was basically a single road snaking through a purely residential zoning. It was found to be the least congested smooth flowing way to construct a city..... really, why bother playing this at all?

And creating cities with no commercial or industrial, so no jobs at all and being able to throw some parks here and there, supply power and water and everyone is happy. Were Maxis going for a utopian boring society?
 
Were Maxis going for a utopian boring society?
I think you just described the united federation of planets in star trek... Only difference is, sims don't wear non-descript jumpsuit-like clothing do they? :LOL:
 
I think you just described the united federation of planets in star trek... Only difference is, sims don't wear non-descript jumpsuit-like clothing do they? :LOL:

They still have jobs in the federation :) And industry. Apparently in Simcity all you need is a house (the first one you can find not occupied when you're bored of doing nothing), power, and parks.
 
Don't people complain of unemployment?, in the first Sim City that's what you get if you have too many R areas and not enough commercial or industrial ones. (from 1989, the one that got ported to SNES and has three PC versions I think, including Micropolis)
 
Don't people complain of unemployment?, in the first Sim City that's what you get if you have too many R areas and not enough commercial or industrial ones. (from 1989, the one that got ported to SNES and has three PC versions I think, including Micropolis)

That's the normal case for older Simcity. In new Simcity, there are apparent balance issues. For example, I built some cities using this strategy: make residential area first, then make some commercial and industrial area. Then, I only allocate new commercial area when people complain about "no place for shopping." Industrial area is always in great demand, but I allocate very few of them. All other clear lands are residential area. You'd expect the unemployment rate to be sky high. However, even by this way, all I have is extremely high job vacancy rate. I can't even satisfy all my sims' shopping requirement, because making any more commercial area just brings more shops with no workers.
 
The game should let you build up external debt seemingly without end and then get a currency crisis followed by a game over.
 
The game should let you build up external debt seemingly without end and then get a currency crisis followed by a game over.

...and, should you generate cash to pay down debt it should always go to the first available creditor regardless of whether or not you owe them.
 
They still have jobs in the federation :)
Yeah, but you don't HAVE to have a job... You can just do whatever you feel like, such as hanging out in a park all day. :p (Anyway, this is kinda off-topic, so I won't derail the thread any further after this post. Pardon any inconvenience I may have caused, etc.)

The game should let you build up external debt seemingly without end and then get a currency crisis followed by a game over.
...and, should you generate cash to pay down debt it should always go to the first available creditor regardless of whether or not you owe them.
LAL, you guys!
 
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