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Not Wolverine
Jul 1, 2007
For resources, if you choose to go that way, I would love to see sorta random deposits of natural resources. It would be great to see that your map just happens to have a giant underground oil reserve or an aquifer, etc. I think you should also be able to influence what you find a little by the terrain type, such as make a mountainous map more likely to contain coal and iron deposits. As for water, I think it would be great if you could dig a bowl shaped area above sea level and have it fill with rain water and during one season and drain another season (you are implementing seasons right?).

The best part about underground coal or iron is it could replace the standard industrial zone by putting all your slaves citizens to work in the mines. Let the player import coal from the edge of the map, or get cheap coal from the mine, similarly boost industrial demand if you have an iron mine on your map.

If you did choose to go this route, please don't make the resources exhaustible, I would hate to see maps where the player has strip mined all of the map to support their industrial needs. Instead make the resources inexhaustible, but more expensive effective the more you mine. That way instead of getting pop-ups from your industry saying "there is no iron left!" they would just keep nagging you about the price of iron until you build another mine, but you could just ignore them with minimal consequences.

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Not Wolverine
Jul 1, 2007

That all sounds well and good, but it sounds a little more like an economy simulator than a city builder. Sure you could combine Transport Tycoon Deluxe and Simcity 4 (the last good Simcity) into one game, and it would appeal to some people, but it would be quite complicated.

I would not want to see resources from neighboring towns effecting each other in a big way. Like if I build a small town near a coal mine, I don't want to abandon that town because the neighboring city built a nuclear power plant. I think resources should only be used to increase demand for local industry.

As for industry, I would love to see it handled more realistically than Simcity. In Simcity, all you see is a yellow zone with no idea what it making, in the real world you see Detroit with a giant auto plant, or Wichita (my town) with BoeingSpirit Aerosystems pumping out 747s. Instead of two dozen 1x1 tile "warehouses" I would like to see a few 10x10 large industry for making cars, planes, trains, computers, clothes or whatever your city builds. Does your city have a big car manufacturer you like and a textile manufacturer you hate? Dig for iron and rezone the cotton fields to solve the problem.

Not Wolverine
Jul 1, 2007
Please dont require a road through the map at the start. Let the player build a road if they choose to, then give traffic. I like SC4s unrealistic style of plopping a city in the middle of nowhere with no connections necessary.

Will you have SC4-ish regions? If so I would fully support developing a city, leaving a blank map, develop a city on another side and then have a road through the previously empty map.

Not Wolverine
Jul 1, 2007

anselm_eickhoff posted:

Crotch Fruit posted:

I like SC4s unrealistic style of plopping a city in the middle of nowhere with no connections necessary.
Why?

Well I think what SC2013 did was horrible in that you could not relocate the highway and I would hate to have that. Also, people have bush planes and poo poo, or maybe they took a wagon off-roading to your settlement in the early 1900s1800s. The biggest thing I would not want would be a fixed non-moveable stretch of highway right down the side/middle of every map.

Not Wolverine
Jul 1, 2007
Well, from a "programming perspective" you just kinda fudge the values a little, let people move in even if the industrial zone is not finished yet. Simcity, SC2K, SC3K, and SC4 all let you build a coal power plant in the desert, then zone a few blocks of houses so you air-drop a few residents to go work in the power plant. Why did you build a power plant? Who were you supplying with power? Doesn't matter, you were just starting the city. That horrible Simcity abomination that shall not be named is more realistic in that in plopped down a highway. . . But I like the old style game play, I think it is smarter to be more like the old good Simcity instead of the new Simcity.

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Not Wolverine
Jul 1, 2007

Shibawanko posted:

I forgot that SC4 even had them for a while, until I realized that meteorites are good for god mode sculpting. I never use them otherwise.

Meteorites are an awesome way to level buildings that have a high demolition cost, like the casino. :)

Also, please make it possible to recreate this: http://whereroadsmeet.8k.com/Interchange/il-i90-i290.htm
:eng101: Placing on and off ramps less than 100 feet apart is dangerous and impractical.
:fuckoff:Make it happen, and put in me a dozen of them too.

*edit* http://jalopnik.com/5106170/the-worlds-18-worst-intersections-and-interchanges/

Please use this for inspiration, most of those intersections suck balls, but they are beautiful. Also, just looking at the pictures does not convey the whole story. Why didn't they just take The Easy Option? Probably because there was a huge sink hole, right of way issue, or just a good old fashioned political scandal interfering with The Easy Option.

Not Wolverine fucked around with this message at 18:07 on May 21, 2014

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