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boner confessor
Apr 25, 2013

by R. Guyovich


Good luck! This game looks great so far.

How detailed do you plan to make the economic aspects? If there are agents, how granular are they? How will mass transit be handled - as a 'road' type?

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boner confessor
Apr 25, 2013

by R. Guyovich


anselm_eickhoff posted:

Simple, but interesting. The basic economic resources will be food, services, goods and workforce.
I will hopefully already have implemented some of that in next week's update.

Will there be currency? Does the player represent an abstract government or rather the disembodied will of the community?

anselm_eickhoff posted:

Well, buses will just be cars, railways and subways will be different "road types" like you say, ports and airports will be areas that you zone.

What control do you have over bus lines - do they exist entirely outside of player control, can you place stops/stations, can you devote variable resources to a general bus system? What is the function of sea/air ports?


pistolshit posted:

Then again, only city-planning nerds might really be interested in that level of granularity.



Not to speak for the OP but I don't get the sense this game is the Urban Planning Nerd Holy Grail. When the FAQ says that new zoning types are moddable internally I groaned and asked when there will be a game with a control panel to establish zoning types with setbacks, permissible FAR, parking min/maximums, land use types...

Esablishing right-of-way would be a killer feature in a city builder. Games with variable street widths (CitiesXL) drive me up the wall when you have to tediously knock down every structure on a block just so you can widen the roads by a couple lanes.

boner confessor fucked around with this message at Apr 10, 2014 around 18:07

boner confessor
Apr 25, 2013

by R. Guyovich


Thanks for being so responsive!

anselm_eickhoff posted:

Yes, you will have a budget. You are a mixture of dictator for life and all city departments at once.

How is taxation modeled? Can you pass ordinances? Restrict building permits? How much do you plan on simulating the details of local government, or are you going to leave that abstracted?

anselm_eickhoff posted:

You can place stops, rotes will be created automatically.

Will there be actual routes, or will commuters just rabbit hole between different bus stops with some kind of system displaying bus usage via vehicles on the road?

Furthermore, do you plan on simulating parking?

anselm_eickhoff posted:

sea & air ports offer access to international trading of goods and services and allow tourists to come.

Will there be an export economy, as in goods produced beyond local demand must be shipped off-map to be converted into tax revenue or whatever?

anselm_eickhoff posted:

But mods could allow for all of that.
The procedural building system will contain most of this as variables anyways, but they will be determined automatically.
Making that player controlled via a new UI would be pretty trivial.

Oh it's not necessary. In my perfect ideal game it would be there, but I've often thought such a thing would alienate more casual users.

boner confessor fucked around with this message at Apr 10, 2014 around 18:48

boner confessor
Apr 25, 2013

by R. Guyovich


Iunnrais posted:

So, followup: SC4 only did commuting and freight for what are clearly CPU reasons. Heck, on big cities, SC4 -still- chugs just pathfinding what it has. How will you handle this? How often will you update?

Yeah, you say there are time cycles in this game. How long in simtime does each cycle represent, and how often does the trip engine update per simtime cycle? From my experience with O/D trip generation research, cycles of a week or month are the typical time unit.

anselm_eickhoff posted:

In what ways did you find it too simple?

Personally, there wasn't enough to do. Banished has a very linear progression of game stages. At first you set up a village and secure food production. You slowly expand, adding trade facilities and trade good production. Once you can trade, you inflate your village over decades, keeping a stable rate of population increase while adding more food production and storage in such a way that you don't run afoul of citizen pathfinding. At some point during this process the player will make a mistake or some kind of disaster happens which throws your equilibrium out of whack and mass death ensues. Then you rebuild or start a new game. That's the typical game of Banished.

This combination of lack of gameplay features and the way the game will 'punish' you by straying from the optimal growth path inhibits replayability. I appreciate that the developer chose to make a simple, stable, polished game than an ambitious, unfinished, unbalanced mess. Me complaining about the lack of replayability is in no way a criticism of Banished, which I thoroughly enjoyed.

boner confessor
Apr 25, 2013

by R. Guyovich


anselm_eickhoff posted:

What exactly do you mean with cycles?

You say in the FAQ there are both day/night and seasonal cycles. Will the trip generation conform to this, as in during each daily cycle you will see an approximate daily level of trip generation? Or are these cycles decoupled from the simulation and purely aesthetic, as they were in SC4?

boner confessor
Apr 25, 2013

by R. Guyovich


anselm_eickhoff posted:

Oh, yes it will. People will drive to work in the mornings get back home in the afternoon, go shopping and relaxing inbetween or on holidays.

Do you mean actual special days, or just that some proportion of agents will have variant schedules on any given day to reflect non-work trips?

I don't think I've ever seen a city sim that does actual holidays/weekends.

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boner confessor
Apr 25, 2013

by R. Guyovich


anselm_eickhoff posted:

While building lots will always go right up to the street, most of the lot area is actually not "critical" for the building.
New roads/lanes can be built on top of this lot area (actually almost everything that is not the building footprint)
and the building will stay and just reconfigure its lot "decorations" (parking spaces, gardens or even other stuff like food stands etc.)

In planning language, this is called a setback and is something I've always wanted to see in a city builder.

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