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It's been too long since the last city builder thread so watcha buildan, Anons? Post your downtown gains here
>>
What mods are good for comfy simcity4 again?
>>
Does anybody have opinions on the NewCity game? Or is it just another dead early-access title?
>>
>>1064330
play simcity3000 instead
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>>1064529
are you a minimalist or what?
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>>1063877
why can't they manage themselves.
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>>1063877
Been tweaking my Times Square style city center.
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What city builder is best for it's complex gameplay/strategy? I don't care too much about the aesthetic part
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Got to Tropican Skies missions on T6, but there's something off about the logistics system that I dont like
I feel like nonspecific goods shouldnt be prioritized to transport hubs over docks, and i end up having to wait 8 months, halting my logistic network, to have positive income
>>
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Seems like ever since the success of Banished and EA murdering the Sim City series a lot of new games billed as "City Builders" are more like Banished rather than Sim City-like. Most of those dying before getting out of early access due to being too ambitious, incompetent, or scams. Games inspired by games like Pharaoh seem to be getting popular recently too.

>>1064527
lol I forgot I had this game from a sale a long time ago. Looks like it might be on its last legs but they also have a discord server so they might be posting updates and communicating there.
>>1064567
Workers and Resources: Soviet Republic seems to be the thing in that regard right now. You gotta build and set up industry chains and eventually manufacturing and export. It's still EA and according to their roadmap it'll be out of EA by the end of the year.
>>
What should I think about Going Medieval /vst/? I'm deliberating on grabbing something from Epic with the current discount coupon and that might be it.
>>
>>1064567
There's also Captain of Industry if you want something more along the lines of Banished + Factorio. Workers and Resources is the pure city builder option though.
>>
Waiting for Farthest Frontier and Builders of Egypt
>>
Just finished the first 2nd scenario in Frostpunk.
New Manchester didn't make it...
Wish more citybuilders were focus more on challenging missions instead of sandbox survival.
>>
I want to like Rimworld but I hate the edginess and the fact that it uses modern and scifi tech. It's disappointing that there aren't more Rimworld clones for me to scratch my itch.
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>>1065322

there's a rimworld clone with actual z levels caled dwarf fortress. no sci fi shit either
>>
>>1065206
Considering how many people were disappointed that Frostpunk wasn't sandbox, I don't see it becoming more common
>>
>>1065436
Who was disappointed? It sold very well.
>>
>>1065436
There is an endless mode.
How much sandbox you want to get?
>>
Thinking of trying cities skylines again.
-did parking ever get patched/explained ?
-does adjusting the garbage truck slider still do nothing? (Says it increases the # of trucks but does not seem to affect trash pickup)
>>
>>1065452
cities skylines still has issues but its the best modern day city builder out there and can look really impressive with mods and patience. Parking works, but its not needed and sims still have pocket cars I think.
>>
>>1065206
Frostpunk is just a fucking puzzle game that tries to preach morals. It's not even that difficult and there is no skill involved.
>>
>>1065166
It's 3d rimworld with z-levels, medieval only with no magic. It's EA, but new content is somewhat slow to come out. They are just now getting into animal husbandry. Enemy AI is a bit braindead.
>>
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What are some tips to start good in Cities Skylines? I just got the game on sale (can't pirate with my ISP unfortunately) just to try it out, and I'm kinda intimidated by the early game. My starting city feels really soulless and unauthentic. How do I git gud?
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>>1063877
Solved genre

https://www.youtube.com/watch?v=NTJQTc-TqpU
>>
>>1065487
I just find Cities Skylines dull. There's no challenge beyond traffic management. And while the freeform planning is nice, I find it just results in ugly unused area, when I'd much rather that buildings were freeform too instead of conforming to a grid.
>>
>>1065962
Same.
>>
>>1064527
The devs broke something in the last update.
As for the game itself, it doesn't have many features. You don't have to worry about energy, water, sewage, services (other than basic things like education and health), etc.
The game is focused on moving people around, so you need to worry about creating a road and then a rail network that makes sense.
The differential of it is that the scales are realistic, I think the map is more than 70x70 km, it is bigger than many real life metropolises.
In any case, it is a game that is quite incomplete and now having trouble running properly.
>>
>>1064566
that's pretty cool
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>>1065962
I hate that it can't scale up well.
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>>1065880
looks disgusting
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>>1064633
I banged my head into the wall relentless with that mission repeatedly going broke as my logistics broke down. Heres my tips
>build ships starting island
>build everything else on fertile island
>you will screw up a few times until you maximize space
>set cargo plane for import/export on this island (functions like a dock)
>wait until have two weapon factory, two rum distillary, two cigar factories
>have plenty of positive money
>expand to third island, bare essentials for population
>transport weapons, cigars, rum to this island
>store in a warehouse until you have 3k
>save, start the quest chain, whenever morty wants anything allow it from warehouse
>other two are simple to solve
Logistics do breakdown often with teamsters om archipelago.
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>>1065377
>ascii graphics
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>>1065857
C:S is giga soulless no matter. All the fancy screenshots you see are from heavily modded games. Yeah you can build really neat stuff in it with unlimited time and autism but the gameplay itself has always felt very barebones to me.
https://youtu.be/A1TKn4FUd48
>>
>>1066295
>but the gameplay itself has always felt very barebones to me.
how is that
do you want to micro-manage a 200k city? if anything i'd like some option to delegate some parts of city management
>>
>>1064567
Depending on what you want exactly, there is a choice between Emperor, Captain of Industry or Ostriv.
>>
>>1064567
The game that I always comment on in this respect but never recommend is A-Train, especially the newest one (A-Train: All Aboard! Tourism). As it is more on the business management side and is based on scenarios with pre-set goals, the strategic level can get insane. But to access the good part of the game you have to get used to a terrible UI that works all the time against the player. On Steam there are guys with 300+ hours of gameplay that do not recommend it precisely because of the UI and how hard it is to manage things when you have many vehicles and trains.
>>
Anyone else really excited for sweet transit?
>>
>been waiting for cities skylines to go on sale on switch again
>its been the longest stretch since release its not gone on sale
IDK why I want it on there so bad, I have it on PC. It's almost principle now.
>>
>>1065880
>city builder video
>goes with a horror theme
>somehow works
wtf
>>
>>1066581
Never underestimate weaponized autism
>>
>>1066581
>>1067211
uncultured zoomers leave
>>
>>1064859
>more like Banished
because they are literal chinese asset flip 100% copies
>>
>>1066295
>>1065857
You can build very soulful cities if you have the dedication and time. I recommend you to get a lot of RAM, SSD and a good CPU for starters, otherwise you'll be troubled. After that mod the game intensively.

https://www.youtube.com/watch?v=S13uBs_QVu8&list=PLkBlOw_hzgdfL6Gqw0l9P1TYKn_WIgrd-&index=26
>>
>>1065880
this is humanity's future
>>
>>1066295
how is it soulless?
>Each person is simulated unlike SC4
>Tons of different policies and methods of transportation
>lots of way to make money and industry can be micromanaged as well
>Huge populations

What do you expect for a large scale city builder? Even smaller builders like banished have around the same level of depth for their cims.

And for you all who complain you need mods to have a good experience. Just download the mods. Its super easy and you honestly look like lazy whiny bitches because you want a game that will just magically let you erect perfect cities in 10 minutes. I can tell you that with a few mods and a couple hours of patience you can make pretty cool shit.
>>
>>1066295
One thing I do like about SC4 over the newer games is that the buildings in SC4 have a more "real" look to them, with weathering and grime that you usually see on buildings after a few years while C:S buildings look almost plastic.

Probably a mod that fixes that though
>>
>>1067812
For a 20 year old game it looks right purty someimes.
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>>1066580
>playing a city builder that needs mods on a console
Why would you do that to yourself?
>>
>>1066581
Mass urbanization is one of the man-made horrors beyond comprehension Tesla warned us about
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>>1067687
>just magically let you erect perfect cities in 10 minutes
Like in C:S
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>>1065377
There is Songs of syx in the same genre.
>>
>>1067687
>Each person is simulated unlike SC4
Clearly you are retarded because this is completely false. SC4 simulated all their sims. The differece though, and why CS runs like ass is because CS also physically renders them.

also
>Tons of different policies and methods of transportation
>lots of way to make money and industry can be micromanaged as well
>Huge populations

all of these are fucking false. CS is shallow as hell and traffic is even done better in SC. All CS has going for it is 3D which vanilla CS is absolutly souless and boring.

>BUT MY MODS!

generally speaking any game that needs a billion mods to either fix it or make it look good is a shit game. SC4 even without mods look a billion times better than most modern games and even plays better and sims better too. CS is good if you want to paint shit but that's about it and you can still do it better in SC4.
>>
>>1068238
This
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>>1067687
Are you one of those kids who couldnt get their cities to work in SC4? Kek
Cities Skylines is so stupidly easy that you will always swim in money and you can just paint the map however you want. It's a shallow game, with shallow dlcs, and the policies are useless. Also fuck the useless industries they put in the game. And the fact that there is literally no working mod to increase difficulty or realism of the simulation side of the game, tells you a lot about most of the players. It's just good to paint a good looking city, nothing less, nothing more.
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>>1065436
The problem with Frostpunk is that its tech and law trees were VERY shallow. You unlock everything by midgame. So while there is an endless mode, there is really no reason to play it over the campaign.

And the campaign suffers as well. If you've set up your city correctly, there is nothing for you to do during the final storm except go take a shit in real life.
>>
>>1068388
>And the fact that there is literally no working mod to increase difficulty or realism of the simulation side of the game
I mostly agree with these kinds of criticisms for CS but now youre just making it blatantly clear that you have no idea what youre talking about because there are plenty of mods that do that such as Real Time, Realistic Populations, and endless mods that let you tune variables about the sim.
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>>1068476
Real time is buggy as hell and I believe it is not even updated since a lot of time, or at least it was until last time I played and fixed my modlist.
Realistic Population is a must but it is unable to fix how much the game is easy, and there is no real escape to the game hard limits on agents number and so on. And yeah, while some mods try to push these limits, it's still pretty bad that the game needs those mods and vanilla is basically a cancer experience if you push a city over a certain population.
>>
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>>1063877
Finished the mission before I could fully envelop my ziggurat in houses. Made some mistakes earlier on and didn't feel like relocating everything so I just made a happy mess of it all.

>>1064542
Not that anon but SC3K can still be a lot of fun. SC4 usually requires mods like NAM these days while SC3K can be ready to go immediately. While SC4 has more depth it can be a bit more demanding of a player, especially because you have to deal with regions. Also SC3K's soundtrack is goat.

>>1067815
Good/pretty sprites usually age way better than 3D graphics.
>>
>>1065880
Nonsense, that's like saying music is solved because there's only a set amount of musical notes.
>>
>>1068388
I can make functional cities in SC4 pretty easily. The only difference is I have to wait a little more to build cash up. Just face it; your sim shitty game is old and not as feature rich. People make cities in CS that look so real you can barely distinguish from real life. It has its issues, but anyone with half a brain will tell you its a better game. Face it kid; your sim shity died when EA took the biggest stinky sim shit called SC2013 and embarrassed themselves. They tried to wipe the massive poopoo stain with updates and mediocre DLC, but the stinky crap permeated their buttcheeks and EA was forced to throw away their underwear as well as the entire series.

Have fun playing in tiny resolution looking at square roads while I erect sprawling highways and highrises with mods from a modding community that isnt retarded. I also have 5x the map size and I never have the feeling of constraint that SC gives me. Your game is dead and all you have to hold on to is a game from 2003.
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how long until somebody uses UE5 to build a super realistic city builder?
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how's augustus? did they add new campaigns?
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>>1069194
why are you trying so hard paradrone?
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>>1068388
what's the biggest city you've done in C:S?
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>>1069553
I had to dig around old screenshots. Around 140-150k.
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>>1069602
How does your PC handle such stuff. I want to play it so badly, i have a lot of DLC's, mods and still FPS drops to like 40 something and i want it to be smooth. PC is good. RX 580 STRIX, ryzen 5 3600, but the fps drops hard...
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>>1069194
Weak bait.
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>>1069704
I've gotten close to 200k population on a laptop. Get a good computer with top line specs. I start getting slow around 100k pop, but it still runs the game without issue.
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>>1070000
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>>1069499
Not a paradrone. C:O is as much paradox as Maxis was EA, they just publish the game. I'm not even bashing on SC4 for what it is: a game made in 2003 that was the best city builder until CS (and probably a bit longer since CS on launch had issues and way less content).

They're literally the same thing where you build money and then make your city look cool, but I'm sure your 2D game is so much better because new = bad.
>>
>>1065880

look like an infection,we are lucky that this guy don't use is autism in brewing pox
>>
>>1065322
it's a very moddable game. my last colony was basically knights vs zombies
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>>1070245
>They're literally the same thing where you build money and then make your city look cool, but I'm sure your 2D game is so much better because new = bad.
Different anon, but SC4 still looks vastly superior to Skylines.
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>>1064566
Looks barren desu
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>>1070726
The city is still growing but more crowded now. Should be a proper clusterfuck in the future.
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>>1071319
Keep us updated bro
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>>1070630
Sounds fun. Modlist?
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Night time skyline
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>>1065322
You can always disable the high tech factions and just not research high tech shit. There's medieval mods and you could make an ooga simulator by only having tribals and limiting yourself to tribal tech.

possibilities are endless
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>>1063877
starting town built around pre-existing old town to man the fuel refinery, on which I'm basing my starting economy on.
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>>1065377
I am guessing that the anon wanted a game, not an autistic physics simulator with no semblance of balance.
>>
can you get skyscrapers with only 1 city in SC4 or do I really have to bother with regions
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>>1065962

The endless battle with traffic and the dumb way districts work is what caused me to drop Cities Skylines

I guess they don't have mixed districts where there is business AND residential together don't exist in Sweden or something. At least they got around to making it so that roads make noise depending on the traffic level and not just because it's a certain type of road. I could have sworn four-lane roads used to make as much noise as a busy airport, even if no cars were actually driving on it. (unless it's always been like that and I'm just going senile)
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>>1066295
One thing that annoys me is without mods population and density is not really a concern. It seems they made 3families live in one home so you could have a 300k pop game while fitting in the tiny map. Playing with realistic population mod is a lot better and more challenging. Building high density will put a strain on your infrastructure like irl. There are simple things they could do to fix the game( rework and optimize asset meshes, rework the default lighting(hideous) rework the population and demand) simple tweaks mods do that I have no idea why they weren’t integrated early on. It seems they just pander to the ppl who use it more like a lego set than people who actually like playing the game for a challenge.
>>
>>1074067
You can make a shitty farming community in 10 minutes first and that'll get you at least some high-rises.
>>
>>1065962
I will agree that that is the biggest drawback of CS. IRL, a lot of area is filled with trees. This is definitely doable for 3x3km cities, but once they get larger its hard to have a lot of trees without performance issues. I tend to make smaller cities for this reason.
>>
>>1065962
>I'd much rather that buildings were freeform too instead of conforming to a grid
How many IRL buildings are freeform?
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>>1076094
most of them??!? Outside of urban areas its more common than not especially for businesses
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How the fuck do you do agriculture in this game? I have plenty of agricultural space vs population, but the demand is nearly going off the graph, it's ridiculous. I think I remember a tooltip saying that agriculture is calculated region-wide, which might explain it (not that my other cities are very big), but in that case, why does this city, that only has agricultural and a few low-density commercial jobs, have the highest demand out of all of them? In fact, I'm pretty sure my biggest city has the lowest demand for it.

Also, how much of a problem is it if I split my city across the map like this? Other than the range of services, that is.
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>>1076549
I'm pretty sure agriculture just has infinite demand so you can always pop out more jobs in a pinch

I've never seen its demand graph go down or into the negatives
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>>1063877
is there as ingle modern city builder that isnt just american suburban hell and traffic jams
t. guy who's played a lot of cities skylines
>>
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>>1077277
Tropico series is modern, but Caribbean banana republic goodness

Workers and Resources: Soviet Republic is, well... guess. It's soulful in its own weird and ugly way, and the logistics management autism is absolutely off the charts
>>
>>1068891
that's a very nice looking pharaoh spiritual successor
>>
>>1077330
And it's a fun game too. It's just not quite on the same level as Pharaoh or Emperor yet but it's getting there. It runs a lot better and you can customize the colours of all decoration, main temples and decorative roads which is really cool. I really like the way gods work in the game because there's all sorts of cool combinations you can make and change based on what bonusses you need.
>>
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Started playing this town almost 2 years ago but I lack the inspiration to finish it. How do I design an japanese styled road network in SC3K?
>>
>>1078319
Pharaoh wasn't that good
t. just finished it last month
The workforce concept was certainly better than tropico's "every citizen must leave near work" idea but RNG pathing just made resource management hell
>>
>>1078323
Yeah but Pharaoh has a tonn of content, Nebuchadnezzar only has 12 missions, 5 of which are part of the tutorial. The older games can be a pain to play that is why I like Nebuchadnezzar, you need to pay less attention to how the game is going to path your walkers. You don't need to make roadblocks.

Pharaoh also has more interesting mechanics for the monuments, the temples in Nebuchadnezzar only require bricks, no advanced materials. The work camp that builds the temple also doesn't require a workforce, once enough bricks are delivered a new piece of the temple will be erected.
>>
>>1078323
Pharaoh had more sovl than Nebu, and it was very good given it's a 20 years old game. Given enough time maybe the slavs that are making Nebu can churn out a good product, they added a lot of stuff since the beta I was in, but it still not as enjoyable as Paraoh.
>>
>>1078322
Look at a map of a Japanese city?
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>>1078323
Roadblocks, dipshit.
Retarded zoomers whining about games they can't even play.
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>>1078397
Yeah but you can't really make canals or dense enough railroad systems that have grade separation in SC3K. I've looked at plenty of maps but it's really hard to translate. OpenTTD does a better job at it because railroads take up way too much space in SC3K.

Pic related is an american styled city I made earlier. It has a railroad that is either elevated or lowered so there's almost no level crossings. You can see the lowered railroad in the upper part of the image.
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>>1078397
>>1078421
This is a suburb of the same town, it has an elevated track almost surrounding it. I wish there was a bit more variety in all the service and infrastructure you can build, like stations that aren't 4x4 squares but a bit smaller. Or smaller hospitals, police stations, etc.
>>
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>>1078403
shut your whore mouth.

The glitches, dead squares, effed up port mechanics, courthouses being literally glitched over roadblocks, having to micro the shit out of every level over 6 hours because otherwise it's too inestable to meet objectives and absolutely retarded culture goals balancing (the second most resource intensive building in the game educates 600 people, lol hope you have enough papyrus) all made late game pharaoh a chore.

Lovely game. Don't play any map that requires over 7000.
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>>1078426
>JPEG screenshots
cringe
>>
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>>1078506
Oh no what a disaster.
>>
Cities Skylines 2 WHEN
>>
sdfasdfsadfsadf, sdfasdfasd.

> sdfiosajfosiajfd
>>
I've just been working on modernizing my backwater Eastern European industrial town.
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>>1079239
>not a single tram in sight
yeah this is america no europe
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>>1079245
I have one connecting the old town to the industrial area on the outskirts (the tram bridge is above the highway). I'm also adding another tram line to connect the new business district with the rest of the town.
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>>1079239
>I've just been working on modernizing my backwater Eastern European industrial town.
Why not play workers and resources to do that?
>>
>>1079285
I'll check that game out.
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uhh... bros?
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how do i fix this eternal traffic jam in the middle of my city
>>
>>1079667
>>1079674
The problem is that roundabout itself. First of all, don't put anything inside that. Second issue, is that there are way too much road that connect to the roundabout, and they are too near to each. Also, don't put any zoning around the rounadbout and right before it, leave something like 4-6 buffer area with nothing cars will stop in before that. There are a lot of tutorials on how to set up turnabouts in the game if you look around, even on youtube, try to check them. Roundabouts are good to cheese out traffic issues in the game, but only if you can set up them right, once you learn it's quite easy to manage them.
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>>1079806
First of all, don't put anything inside the roundabout. The second issue is that there are way too much roads that connect to the roundabout, and that they are too near each other so car will keep stopping at the junctions and jam the traffic.* Holy shit my ESL is showing up so much.
>>
>>1079808
>roundabout
To me it looks like an American-style rotary without proper yield signs, not a real roundabout.
>>
>>1079815
Yeah, but it doesn't change the fact it's the cause of the traffic issues he's facing right now.
>>
>>1079667
>>1079674
looks like really poor city planning, i.e. where you actually layed out your zones in relation to where other zones are and where the entry/exit points are to your city

have less junctions, especially from inner zone roads to arterial roads
don't zone next to arterial roads
split up your districts into smaller enclosed blocks that connect to arterials, that way you will have less traffic within each block - if you have huge blocks/zones, all traffic from the rear will accumulate with the traffic at the front and you'll get bigger traffic jams while some pieces of roads will go unused
>>
>>1079820
the roundabout is definitely not the cause of the traffic, it's only the point where it accumulates the most
>>
>>1079974
t. someone who never played vanilla CS
>>
>>1079188
So true brother
>>
>>1080009
could not have been more wrong
t. 650 hours on steam, 99% of it on a pure vanilla game
>>
>>1079667
Invert the yielding. One single picture is not enough to judge what's going on, but it does look like you made a traffic circle instead of a roundabout. The main point of roundabouts is whoever's already in it has the right of way. Install mods to set this up if you need to. After a while see how it goes and find where the choke points are, the idea is to figure the most popular destinations and set alternate paths there.
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>>1079674
Based roundabout of shit pile.
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>>1078322
>>1078421
>>1078426
idk I think so far you are doing fine. Japanese cities are very walkable and dense so your block housing is fine and you bus stop spacing it also good. I forgot how many tiles roads can reach for influence, I think it's 3-4 blocks so you could make them a bit thicker. generally you have commercial along the roads with the houses on the inside. Since 3k only has technically 2 types of roads (regular and highway) I would just suggest treating the regular roads as just roads and not as residential street. As for trains lines are ususally built in sunken in rather than elevated so you should keep that in mind if you decide to continue.
>>
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Why did they make farms such a bitch to get right in SimCity 3000? You have an area of like 8x8 squares or so (so 800 bucks for one farm) you have to make sure the area is right, you want then far from the city but not TOO far, you're best doing it early game, need to get the timing right so that industrial demand is high enough, you have to take care of them like an egg because if land value rises or some polution comes in, or if one farm tile turns industrial you can kiss the whole farm bye bye, and then you also invite a disaster that exists only to say "fuck your farms" (locusts) so I tend not to bother because some industry is cheaper and you can have some light-medium industry near your city without much issue
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>>1080515
Just make them historical so they won't get wiped by other development.
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>>1080366
Thanks a lot anon.

>>1080515
It's not THAT bad. I don't think distance matters. They should be in an area without air or water pollution. Also they shouldn't have access to water when you build them, this is the main trick. After they're there you can make the tiles historical and make some water infrastructure.
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>>1080366
These where the rice paddies I made on the edge of the map. I wanted a slightly elevated highway throught them but now I don't have the space anymore. Maybe I'll recreate something similar on the other side of the map with a highway going through.
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>>1064330
Make a custom region it’s not a mod but it gives you much more room and you can make it so there’s only large tiles I prefer it that way. Nam of course. realistic density for commercial and industrial zones mod. the industry/commercial will provide more jobs in exchange for higher pollution and higher consumption of power and water. The mod that changes the color of grass depending on elevation and has snow, you can tweak the public transportation usage in nam i usually keep it at American but if you move it higher up and public transportation is more useful, there’s more but I can’t think of all of them
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I revisited my asian town, I removed a lot of the garden sprites in the low density area and made most of the buildings that spawned historical. I placed some landmarks on the hills and made some changes to the harbour. I'm still not sure what to do with industrial zones. I left a ditch in the part I made earlier for a high way, the train was elevated though and I think I'm gonna leave the existing parts elevated.
>>
>>1070000
In Sim city 4 I love over 20 million in one region
>>
>>1079667
>>1079674
>too much shit all connected by one roundabout with no other apparent connections
>that much industry
>awkward angles for cars to enter and exit
>yield signs don't look like they've been set up correctly
All roads entering the roundabout need yields and cars in the roundabout need right of way. Get rid of your industry and replace it with offices, I guarantee it makes up at least half of that traffic. Intersperse your commercial zones throughout your residential areas to cut the amount of cars on the road.
>>
>>1082773
Does difficulty effect demand like in SC4 or is it purely just money?
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>>1085113
No, I don't think it does, I have to consult the Prima guide to see what difficulty does besides the starting cash. Demand in SC3K depends on the year. Demand fluctuates like a business cycle loosly based on the world economy. After 2050 it goes into a repeating cycle but by that time demand will mostly always be there. There are buildings that increase demand of specific zones or like the spaceport that give a huge boost to all zoning demand.
>>
>>1066567
I'm looking forward to it. It doesn't look too heavy on the city building aspect but I'm more interested in it for the trains/logistics simulation anyways.
>>
>>1065880
It looks like a city that Dredd would police
>>
>played the Impressions games over and over again as a kid
>absolutely cannot get into other types of city builders now
This spin on the genre is basically dead, isn't it, though? I can't find anything like it.
>>
>>1085238
Nebuchadnezzar is almost there just a bit more content and missions.
>>
Best city builder if I don't want completely flat cities?
>>
>>1085364
workers & resources can be decent in that category
>>
Is this technically a city builder?
>>
Is SimCity5 with some mods worth playing for any reason?
>>
>>1085689
Its cyberpunk expansion is pretty much the only one of its kind, so it does have that going for it
>>
>>1085381
yes
>>
>>1077277
Citystate. More of a focus on politics over detailed urban design.

>>1085689
Maybe if you plan on making your own city builder and you're scavenging for inspiration. I liked the way there were particularly large pieces of infrastructure that served the entire region, but I don't think it actually added that much to the game because of how tiny the regions were.

>>1085704
Funnily enough SimCity: Societies also let you build cyberpunk cities, so maybe cyberpunk citybuilders are cursed.
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>>1078322
https://libgen.rs/book/index.php?md5=11540B6C65948CF6EE9C0A1E8D3F8C1E
This is the best book on the subject I've found

There are a couple ways to do it, one is to take a farm plot and then insert buildings randomly and far apart along road networks. then there's the way I did it here which is to take a lumpy map, pretend every hill is a mountain and build the most reasonable layout you can (something that works better in SC4)

these screenshots are dated 2012, can't believe I've been playing this city for that long, fuck
>>
>>1085223
TOPKEK
>>
>>1089164
Thanks a lot anon. I already tried to mix in low density residential with farm tiles. Making small clusters of houses arround hills is a good idea too. Maybe I'll restart with a bit more planning on a map with some lower hills.
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>>1078323
Yeah i like the game a lot but designing good layouts is more like building a circuit board or something than designing a city
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Haven't touched SC4 in a while. Nice to see Dutch SC3000 anon still posting every now and then. :3
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>>1089719
The images of the American city are still the same city I posted a year ago or so. But I started a new asain one now. I'm gonna make a couple of "mountain" villages and a bigger port city. I already made some farms that I'm going to mix with low density residential. I'm also going to make some new hills and cut those farms to make it look like they've grown organically between the hills. I'm also gonna dot the map with some monuments, I barely did this with the American styled city but I think it makes sense to have some historical landmarks on hilltops.
>>
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Hello city friends.

Here is the SC4 modpack I recently updated (last November, relatively recent at least lol). It has a boatload of vanilla friendly buildings, props and ploppables, game fixes and extra Maxis stuff. All dependencies included. Really good for jumping back into the game. Just need to add the latest version of NAM.
>https://mega.nz/file/HPwAEZQL#zP3kMoV1L9rNk8wPDVBkCw8UnmidNNXb0qfTsx1h1II
Big respect to the original plugin creators for not holding it against me for re-uploading your work :^).

>>1089870
You do great work in 3k. The asian tileset was always my favourite as a kid. This new map looks nice and natural, is it a real area or just made up?
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>>1090300
Thanks. The new map is made up, it's easier that way and the scale is usually better. Had to move the castle to make way for a station. For now the idea is to make multiple small villages that are mostly connected allong small rivers with stations in the bigger villages. I'll try to make some dense housing in the future city centre at the same time because the low density housing simply can't match the demand. The biggest issue is that bridges in this game have a set height at which they are built meaning that always need slopes. If only this game had bridges and tunnels like openttd.
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Okay this corner is nearly done. Just need to switch a lot of buildings over time. Maybe I should design my own station to replace the regular one because it looks like shit and the scaling if off.
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Oh no, even the ai draws square grids! Aaaarghhh!
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>>1085381
I guess people prefer calling those as 'colony builders'.
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>>1081128
>Make every tile of the farm historical
I had time for this shit when I was 8.
>>
>>1066473
>planning bus routes is not micromanagement
that's probably all CS has, its the macro that is lame
>>
>>1090916
The AI has discovered the power of MAGNASANTI
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>>1089164
nta but care to share another link to that book? I'm interested too
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>>1065880
You vill eat ze bugs, you vill own nothing, and you vill be happy!
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>>1091283
Or you could pick the asian tile set and just remove a large portion of the farm for some light residential or terrain changes. It remains a pain in the ass though.
>>
I’m surprised nobody mentioned the Cities Skylines humble bundle. I think it’s gone now, hopefully all my parabros capitalized
>>
>>1091774
Someone posted it in another thread don't worry bro.
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>>1065857
it's pretty easy to get a good self-sustaining city started if you aren't absolutely retarded, but ultimately it boils down to traffic management
if vehicles can't get around your city your economy comes to a standstill and you bleed tons of money
making sure to manage power use early game is important, do not expand unless your power grid can take it (that can be as simple as increasing the power budget until you can afford another plant)
garbage management is important too, but even that boils down to traffic
once you get the hang of it then mod the FUCK out of it to increase actor limits and get better roads/ object editing shit and custom buildings to your heart's content
it's a great game if you just wanna design a big comfy city, there isn't much of a challenge at all once your city starts making money
as far as DLC goes, i'd only recommend getting the industries.
but again, that boils down to managing traffic, too (and workers, to an extent)
late game sometimes your city will be too educated and your industrial areas will becoming abandoned, but that's solveable by just keeping some of the population dumb by not building universities near them
>>
>>1074144
i've never really had trouble with traffic except when i first picked up the game. mods can help, but only so much
even then, the "solution" is kind of repetitive and fixed
funnel traffic down big roads, use roundabouts in some places, and realize you're gonna have to completely re-do entire sections of your fucking city later in the game
>>
>>1079674
industry needs to be built seperate from residential and large commercial areas, and you generally want to make sure it has tons of unobstructed access to the nearest interstate

it seems a lot of players never really figure that out; if you don't your road system around industry traffic it becomes a major problem later
most if not all trucks in industrial areas are gonna be either coming in or going out of your city's map.
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What games will let me realize my dream of a walkable city?
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>>1092619
Cities Skylines can have a lot of criticisms levied at it, but (especially with workshop mods that add zonable pedestrian streets) you can totally go hog wild making a walkable city and your Cims can and will walk and bike anywhere

Simcity 3000 also technically allows for a carless city if you go full Magnasanti with subways

Workers and Resources: Soviet Republic defaults to a walkable city because in glorious socialism cars are a luxury you have to make happen at great effort and expense, so people driving around is the exception there rather than the rule

Tropico varies a lot between different games in the series, but by default your adoring Tropicans footslog everywhere

Simcity 4, good, as it is, is terminally car and road dependent
>>
City Skylines got any better? I last played it in 2018 or around that (no dlc). My city lagged out when reaching around 100k people. Probably just my 2011 pc but wondering if they optimized it even more now. Been playing Tropico 6/4 and Going Medieval. Thinking of trying Soviet Republic or Captain of Industry.
>>
>>1093019
It literally got worse. These days almost nobody optimize their games but Cities Skylines is an expecially bad case. There is so many shit designed like shit, like, if you save your game, go back to the menu and reload the game, everything will go to shit because the game will reload everything in the RAM (or something like that) and RAM usage will go over the roof. Despite it being a brainless city "painter" I loved the game, played more than 1000 hours, still, CS devs are useless pieces of shit.
>>
>>1073813
But, but, mermaid farms!
>>
>>1093155
Well, RIP.
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>>1093155
And yet it's still better than Simcity 2013
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>>1093216
Of course it is. Wouldn't have played 1000 hours if not. I guess shit is better than diarrhea isn't it?
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>>1093358
True. Shit can be very satisfying to have, but diarrhea just leaves you empty feeling and drained
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>>1065206
That game was not a city builder. I can still boot up SC3K or OTTD and play for hours, the game has no reason to play more than once.
>>
>>1065880
They really don't make them like they used to. No point in skylines and no other cities builders released in the past ten years. Banished?? Frost punk????? Not even one.
>>
>>1069194
Does CS scale with cores? It's slow on my octocore once I hit over 250k people. Biggest city was over 900k but it runs in single digits. I can see why that anon prefers sc4. I just like to design cities but it gets tough when you get big.
>>
>>1093589
Yeah the game is not very good with BIGGUS numbers.
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>>1077277
cliff empire
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>>1063877
Made my first city that's not just squares
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>>1086687
>Citystate. More of a focus on politics over detailed urban design.
I've played it, and it's dumb as fuck. The only winning move in this game's politics was to not engage with them at all, you can build a sustainable nation without passing any laws.
>>
>>1094263
I go ancap and never got much problem.
>>
>>1094249
Post actual city. Looks comfy from the layout.
>>
>>1065452
>did parking ever get patched/explained ?
If there is a parking slot in the general vicinity of a cim's destination they will park on it, even if it make little sense to park that far, if no slot is found, they'll just drive to their destination and apply miniaturization technology to their car before putting it in their pocket
Parking isnt essential, the game has failsafes
>does adjusting the garbage truck slider still do nothing? (Says it increases the # of trucks but does not seem to affect trash pickup)
It does increase the amounts of truck each trash processing facilities can send, however trash management has always been dogshit due to traffic and how much trash your population unrealistically output
Get a mod to fix that
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Any games I should pick up? I like Planet Zoo, and I remember actually liking Sim City 5 (I'd never played a city-builder before.)
>>1068891
I just picked up your game, Anon!
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>>1094770
Nice. Post some cool Ziggurats when they are done. Most if not all new missions unlock new options for the design of your Ziggurat. There has been a newsupdate for the game just today. The next update is going to have walls and some war economy aspects and a whole new set of missions based on the new mechanics. It is going to be a paid dlc however.

https://store.steampowered.com/news/app/1157220/view/3355759153943829193
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>>1094770
120% reccomend Parkitect. I find it way better than Planet Coaster actually. It's also a theme park sim but their goal was to just refine what RCT was and add much requested QoL features. Despite this it does have it's own interesting mechanics that I feel like offer a ton more depth than what PC has. It's biggest feature is supply logistics. All shops and stalls have inventory and trash also has inventory as well. Because of this you actually have to make backroom supply lines in order to keep your shops open and to dump off garbage. Decoration also plays a key roll as well to this as guests do not like looking at supply buildings and roads so you quite literally have to go full Disney and make secret paths, entrances and rooms for your staff to rest and distribute supplys.
>>
>>1065880
This is the shit AIs will generate to produce hivecities for mongrels.
>>
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Were the hospital's meant to have some purpose? Did they get cut?
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>>1095089
They already started jewing on it? Jesus christ I just bought it on a whim and already regretted it.
>>
>>1065206
Imagine not even knowing what citybuilders are, but bitching about them anyway
>>
>>1095227
Well everything they promised is in at this point. I think the game is well worth the price when it's on sale, it's fun and it takes quite some time to finish all the missions. The first five or so missions are easy but the final few are hard.
>>
>>1095103
I have already given up buying this game twice when all I had to do was confirm the purchase.
The graphics of the game look so souless, especially the ones they use on the Steam page.
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>>1095241
Define soulless, what do you mean exactly? Do they look too clean, to few details. I'm not the other anon you were talking to. I'm just curious.
>>
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SC4 port running on modern hardware when?
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>>1095260
Transportation map
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city is starting to lag
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traffic isnt great but whatever. at least im not getting mass die-offs like the last city.
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>>1095241
have you tried not being a fagot and just going to the screen shot section of the game, or doing ANY research at all on it?
>>
>>1095403
Well yah, every vehicle entering and exiting the city has to go through that single circle
>>
>>1090300
Can you recommend an SC4 region?
>>
>>1095236
I remember war being among the thing they promised. Having it in a paid dlc is jewing in my book. It's also true the price of the base game, on sales, is fair, but still fuck DLCs.
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>>1095403
If you get mass die-offs you are doing something horribly wrong. Also like >>1095486 said add some other way to get in the city.
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>>1095103
>>1094770
Looks better than what I remember. I was gonna buy this once, but I figured it was gonna be a worse version of other titles.
>>1095089
>Nice. Post some cool Ziggurats when they are done. Most if not all new missions unlock new options for the design of your Ziggurat. There has been a newsupdate for the game just today. The next update is going to have walls and some war economy aspects and a whole new set of missions based on the new mechanics. It is going to be a paid dlc however.
Yeah, I'm really enjoying the missions atm.
>>1095227
Cost me like $0.80 on keysites.
>>
>>1095260
Doesn't the GOG version work great?
>>
>>1063877
Can we all agree Tropico 4 is hands down the greatest citybuilder of a time?
>>
>>1095830
Ew
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>>1095830
Thats not Pirate Cove.
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>>1095789
die offs was my last city. happened so quickly that it was basically unsalvagable.
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>>1095789
>>1096266
didnt have any collector roads on that one though. it was basically just a highway running through the whole thing.
>>
>>1096266
>>1096270
How did it started? I mean, it's really difficult to fuck up so bad your city dies in CS, and it shouldnt happen only because roads are bad. The closer I got to something like that is me leaving the game running while being afk and devage water getting somehow into water intake.
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>>1095258
I consider "souless" graphics that appear to be technical rather than the work of an artist.

>>1095473
I've done my research, there are youtubers who basically just play this game and they show parks that have a kind of "diorama" style that is quite attractive.
But I know that they're using mods and I don't know how much work I will have to do to make the game acceptable for my taste. That shouldn't be my job, by the way.
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>>1096334
Just to illustrate, here is an image from the game NewCity, which is one of the ugliest games I have ever played. It's "souless" because its art is basically a bunch of low-quality placeholders made by someone with no aesthetic sense at all.
Parkitect is light years ahead of this, let it be clear. Note: Newcity at least has the excuse of being a regional city builder with maps larger than 70kmx70km.
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>>1096334
The game is quite literally RCT. If you don't want to go crazy with scenery and rides you don't have to. I made this ride with no mods. The real bitch was that I gave it syncronised lights.
>>
>>1095489
I recently used one of Puerto Vallarta that was nice. Lots of flat space with mountains and coastline.
>>
Is Tropico 6 better than 4?
>>
>>1090300
On the one hand, at first glance it's nice to see far less bloat in the new modpack

On the other, damn the ommission of the elaborate PEG Marina pieces hurts

Might just put them back in manually
>>
>>1096882
I could be wrong but the marina stuff felt like the PEG set that had the least brought over to Simtropolis... Maybe I just made that up so I would feel better for not putting them all in lol. Didn't really want to make a marina in the cities I was working on at the time.
>>
>>1096266
>>1095403
death waves happen when your deathcare gets overwhelmed and either gets stuck in self-induced traffic jams, or just doesn't have the capacity to handle your city. once you get a lot of dead cim icons, it's a bit too late to react and you'll have at least some abandonment

next time you should monitor your cemeteries and crematoriums and make sure they have vehicles to spare to react to new deaths. if not then either increase spending, or build more deathcare buildings. might be smart to build them closer to the center
>>
>>1095403
I would add a high speed road from cozy square to woodland, and a road from Hawthorne to the highway on the right side of the pic. Mass die offs are from mass zoning. Everyone is the same age when they move in, so they die at the same time and it leads to that. Zone in smaller quantities or slowly over time to spread the effect.
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>>1095403
I am colorblind so work with me here. The red line would help spread traffic and give you more than one entrance to your city. The yellow is another potential path. The blue or purple line would bring traffic to the bottom of your city. You have a space between two neighborhoods in pine hills that can be used for a highway or mass transit.
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>>1097356
>>1097349
I expanded the city and added a highway connection in the upper part. Most of the traffic seems to have gravitated around the central circle now.
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>>1097920
look how backed up the cars are
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>>1097926
thinking of just slapping a highway across the middle and seeing if that helps
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>>1063877
well here we have a new banished like game that promises to be better.
you know i dont hate the survival city building genre but i kinda hate how so far every new banished like game is just the same and dont improve on anything.
after 20 hours playing any of those games the challenge is over only the first winter show difficulty and is just a matter of repeat the same steps of building more 5 houses, build one more farm and its done
>>
>>1097926
Try making it an overpass and then having exit ramps if money isn't an issue. Maybe a cloverleaf would move traffic better. Are there stoplights on the circle?
>>
>>1064566
Hideous, New Arbat and every place like it should have never been built. I can feel it sucking my soul away.
>>
Any city builder that lets you build cyberpunk cities?
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>>1098027
skylines with enough custom assets
see the mars series for example; https://www.youtube.com/watch?v=mO7waxG-KMU&list=PLkBlOw_hzgdfL6Gqw0l9P1TYKn_WIgrd-
>>
>>1098027
>Skid Cities
>Industries of Titan
>SimCity Societies
>SimCity 2013 apparently has a sci-fi dlc or something
These are the only ones I can think of and none of them are particularly good.
I feel like a cyberpunk theme doesn't really fit a classic city builder. Usually, when you play these games, the goal is to build a perfect city (big, efficient, aesthetic, etc.). But cyberpunk is a dystopian genre and cyberpunk cities are massive shitholes. I feel like if you want to make an actual cyberpunk city builder you'd have to have a different approach.
>>
>>1076549
Agriculture only works in low density/empty cities.
once you have a big city (with the pollution which comes with it) farms will be abandoned
>>
>>1097969
Yeah Banished itself was a superbly boring game. Just needed more work but the dev was done.

Farthest Frontier is by the devs of Grim Dawn which is a great game, completely different genre but I have some trust in them.
>>
>>1093216
True and not only because there isn't a WORSE city builder than SC2013
>>
>>1099817
Oh I'd say there are plenty worse

BUt none iwth as much pedigree and money behidn them as SC2013htmnx
>>
>>1099879
wow I had a stroke
>>
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>played solo to get the hand on Ymir after another update
>paper being a bitch and refuses to trigger
>mfw

When are we getting another /vst/ serb?
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>watching Citywokcitywall and his Mars city in City Skylines
>loving it
>get to the episode he pines over Fentanyl Floyd and shills some blm patreon bullshit
I fucking hate it.. Any other comfy Skylines youtubers that are creative and not some add ridden faggots?
>>
>>1100453
I'm watching City Planner Plays series "The Ultimate Beginners Guide to Cities Skylines!" where he start with total vamilla game and, episode after episode, he adds dlcs and later on, even some of the mods. I found it quite enjoyable despite having played more than 1000 hours of the game and despite being used to use mods. It's refreshing to see someone actually try to play the game instead of wasting half an hour putting trees along a fucking garden of a stupid villa in the outskirt of a painted city.
>>
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There's not much space left to fill on the map. I want to cover the northern part of the map with sprawling low density suburbs. Maybe I'll add an artificial island with a second airport. I also want to make some winding roads up and down the mountain with maybe a microwave powerplant that should resemble some astronomic oberservatory.
>>
>>1096391
Not that anon but I don't think any Park sim to this day can match RCT2 in aesthetics.
>>
>>1100790
RCT aesthetics are timeless but I disagree completely. Parkitect comes with so much QoL stuff and general content that RCT doesn't have that it's really hard to go back. The fact that you can make entrances/exit connect on any side than just the front is enough for me.
>>
>>1100852
What QoL stuff does it have over Open RCT2?
>>
>>1100857
>Made with unity so it's a shit ton easier to make mods for it.
>Smarter AI for guests and staff
>Entrances/exit can be connected on the side of the building instead of just the front.
>Day/night cycle. Many rides(mainly flat rides) have full lighting effects on them.
>Just about all objects are resizeable.
>just about all objects can be recolorable.
>Even rides and lights are fully recolorable
>Has a color brick where you can even insert color codes to get exact color you want.
>You can save a ton of preset colors as well.
>Scenery does more than just look good. It also blocks rain over the tile so you can properly make buildings and in door areas.
>guests properly use transport rides. They will even stay on the ride till it gets to the proper station for them.
>Coaster creator is a shit ton better. Instead of using preset pieces it's a bit more dynamic, meaning your transitions and hills are smoother and look more realistic.
>You can add your own MP3 music for rides.
>Guests using boats aren't retarded so they will get stuck and loss less. They also have an option of playing bouys so you can much more easily define their areas.
>Shops and what they sell also effect the guests a bit more as well. Fries shop will make them thirstier. Coffee shop will be more popular when it's cold and make guests walk faster.
>>
>>1100873
I also completely forgot. Parkitect also has multiplayer as well. Up to 8 players with the option to choose shared and seperate money and even lists all the mods used on the server.
>>
>>1091774
I bought CS for 5 bucks a long time ago and just use creamAPI to use all the dlc, fuck those jews.

Also I don't even play this shitty game anymore anyways.
>>
>>1100725
Looks really nice.
>>
Holy shit, Theotown is pure AESTHETICS, I dismissed at it first thinking it was a shitty mobile game, but it is incredibly comfy.
Simulation is still shitty tho, but I think it is the best city builder right now if you are really creative and want to just make pretty cities.
>>
>>1100942
Absolutely right. Really comfy graphics, loads of user created buildings, it's a great game to make dioramas in. Simulation is trash, zoning for buildings is really bad (at least last time I played a couple years ago). Definitely recommend checking out on PC, don't know anything about the Android version.
>>
>>1100943
yeah I'm playing on PC, cool thing is even the pirated version can download all the mods in-game if anyone wants to try it out.
>>
Anyone else play Anno 1800?
>>
>>1101009
Mfw all the DLCs.

God I hate this shit. You miss one and your so behind on everything.
>>
>>1101010
Yeah... I don't buy many games but I shell out for Anno. Have all the season passes, a handful of cosmetic but not everything. Been working on this city slowly over the last couple weeks. Trying to minimize the amount of direct upgrading I do to neighbourhoods, like the town expanded as it advanced.
>>
>>1101012
City early on.
>>
>>1101009
Just bought the pack with everything
At first i was overwhelmed, but now i'm starting to get it.

Still playing with no AI tho
>>
>>1101009
>>1101012
>>1101013
Pretty neat.
I just make a massive sprawling hellscape of 2x3 houses, need too many people.
>>
>>1101064
I will admit, I never play with AI, nor pirates. I just want to chill and make a city. When I was learning the game I restarted an awful lot, would have to reevaluate everything when something new got unlocked lol. Tractors and powered buildings especially require a lot of reorganization.

>>1101065
I'm trying to avoid making hyper efficient blocks and sacrifice minmax.
>>
>>1101009
Hell ya, it's comfy as fuck
>>
Do most people play Cities Skylines on sandbox? I hate how you can't plan your city properly because you have to unlock roads as you level up, seems like a ridiculous system.
>>
>>1101180
Bro you can also just install 81 tiles mod and the one that unlocks all the roads since start. There is also a mod where you can set your starting money if you thing you will not have enough to start up your infra. You can still play the game normally, I usually do this (except the starting money, I think the ones they give you are enough), and just stick to vanilla for assets and so on.
>>
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>>1101009
>>1101012
>>1101013
>>1101070
Very nice, it is rare to see someone actually make more irregular looking cities in anno 1800. Good job anon. Each and every let's player that plays these kinds of city builders just plops all their buildings grouped which makes for very ugly cities.
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thinking of picking these up if they are discounted for the summer sale. Any other dlc I should be keeping my eye on? Don't have any at the moment.
>>
>>1101553
>$14.99 for a cosmetic park DLC
Do people really?
>>
>>1101661
well im hoping i
t will be more like seven.
>>
>>1101553
I think Parklife is neat, being able to build freeform parks and have them actually affect the city is a good mechanic
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>>1097928
yea you are going to need more highway infrastructure and not use simple roundabouts.
this town has maybe 40k and the entire industry is located to the south, creating a ton of traffic going that way
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>>1101553
b-bro just look for a key shop.
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>>1101807
this is my best traffic situation so far... all industry areas, factories etc. and lots and lots of highways around each area.
red zones are busy but have no traffic jams (except queues around cargo train stations)
>>
The secret to traffic in C:S is not go full retarded on the zoning, especially the industrial one since it generates a shitton of traffic.
if you space it the industry zones around then traffic will also be more spread out as well.
>>
>>1065857
Using priority roads and making sure they have proper traffic flow + using roundabouts for the intersections of major roads + trying to avoid placing high-traffic buildings facing priority roads will make traffic pretty easy to manage. This makes it easy to keep traffic flow at 70%+ even getting towards 100,000 citizens, even without making good use of other transit options.
Industry and ploppable buildings usually have the highest traffic production. Offices have the lowest (and have high noise tolerance) so they're ideal for placing along larger roads, if that's something you plan on doing, with commerical a second best option. The pre-built roundabout for large roads is massively larger than it needs to be.
Don't concentrate all your industry in one place, especially if you have the industries DLC. The traffic will be much harder to manage.
Unless you install mods you will need to build way more crematoriums and garbage disposal facilities than the game says you need. Both systems are terrible.
Always pause the game if you're doing any construction that might disrupt power lines, the game has an extremely low tolerance for power disruption before buildings empty out.

>>1065452
>does adjusting the garbage truck slider still do nothing?
It does increase the number sent out, but the ai for garbage collection and the balancing of garbage production is still dogshit.
>>
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Just played a little, I wish I wasn't so bad at citybuilding tho.

now next is try to at least start a city in workers and resources, that shit is pure autism
>>
>>1101961
That looks pretty cool, is the game really called Foreear?
>>
>>1101971
it's the name of the city, game is Theotown.
it has that SC2k vibe, and you can make HUGE cities, that plot is like the smallest one.
>>
>>1094770
Cities Skylines and Sim City 4 are the two biggest city builders, with SC4 focusing more on the managment side and CS focusing more on the traffic and logistics side. Both are good, but both can be a little overwhelming if you've never played the genre before.

>>1098027
Sim City Socieites has this build into the game, if your city has enough buildings that the game considers 'cyberpunk' then it will re-theme the streets and add new visual elements like neon signs to existing buildings. It's pretty cool, but the game starts to run horribly long before you fill in the map.

>>1100873
>Smarter AI for guests and staff
>Entrances/exit can be connected on the side of the building instead of just the front.
Picked the fuck up for this alone. Replaying RCT right now, and these might be the two things that are annoying me the most.
>>
>>1101980
>Theotown
Oh of course. It looks really cool, I imagine it has a day and night cycle? The style reminds me a bit of openttd and a-train. Is it as in depth as simcity2000 or 3K?
>>
>>1101990
yes, it also has rain, but it is super fast.
Game is super comfy and the customization is pretty good, seriously look at some videos on youtube. It also has an in-game mod workshop which is really cool too.
Only problem is that the game was originally a mobile game so the simulation is very basic, I don't think it evens simulate traffic beyond the very basic movements, but IMO it is the best city builder right now if all you want is make a pretty city.
>>
>>1102009
Thanks anon I'll check it out. I always had a weak spot for things like weather effects and day and night cycles. Realistic graphics are nice but things like this can really give a game some charm.
>>
>>1101553
Mass Transit and Industries have the biggest effect on the gameplay, followed by Green Cities, Parklife, After Dark and Sunset Harbor. Haven't tried airports yet.
-Parklife is useful for giving you something to do with odd shaped spaces and rough terrain, but you really need to be the kind of person who loves customizing the details of a build to get the most out of it.
-I really like the additions from green cities, even if a lot of its addtions are just straight improvements over the base game instead of having tradeoffs. New zoning options are good, add some visual variety and decision making to city zoning.
-Industries is is a huge addition to the game, making industry and industry logistics one of the most involved parts of the game instead of one of the least (which may or may not be a positive for you). Biggest negative is that it lacks a number of obvious features (eg oil is trucked everywhere, instead of just running a pipe, even if the buildings are next to each other), and export income fluctuates heavily, which can make it harder to judge how your income fundementals are doing.
-Snowfalls is worth having if you love the winter aesthetic enough to dedicate an entire city to it, or you absolutely must have trams in your city. Otherwise it's a miss with poor intergration into the rest of the game.
-Campus gives you a bunch of attractive buildings to play with, but does nothing to make higher education a more interesting or an important part of the city. Aside from some buildings giving bonuses it has no mechanical advantage over the base game plopable university. There's nothing really wrong with this one, but I'm probably the most disappointed by it.
-Sunset harbor feels like a bunch of ideas that didn't make it into older DLC, it's fine, but there's no reason to buy it if you don't already have Mass Transit, Industries, and After Dark.
>>
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>>1101961
and here is part of a city I made back when the lockdown started and I got some autism surge and actually managed to make something that didn't completely looked like ass.
Anyone knows how to take a screenshot of the whole plot in SC4?

>>1102034
you can try the pirate version, you can even download mods with no problem, game is 100mb anyway
>>
>>1102048
I think I'll watch some people play the game. If it's on sale during the summer sale it's only gonna be the price of one or two pints. Very nice harbor town btw.
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>>1102048
and another part.

>tfw I will never have this inspiration again.
>>
American way of traffic management: put everything as far as possible from each other then spend rest of the time thinking which intersection is best

First step towards traffic management is minimizing traffic which happens through sensible city planning
>>
>>1066559
I remember playing the original PC version when I was 13 or so. My brain must have worked faster because the new version gets hard as fuck. I don't remember having issues with it.
>>
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>>1063877
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>>1101012
i regret buying Anno 1800, took a break and when i decided to play it again it wanted to force me to go online and update. in my singleplayer game that i bought, that i just wanted to play right at that moment without waiting for a 999 GiB patch to download. nah, uninstalled right there and if i ever decide to play anything from Ubisoft again i'll pirate it, get all the dlc as a bonus. including anno 1800, even if i bought it i will get a better experience playing a pirated copy. don't even care if i have to wait 3 years for it to get cracked, there's so much to play in the meantime.

from what i did play it felt like Anno 1800 didn't bring much news to the experience compared to Anno 1404, which i must have played close to 1k hours. beautiful game though. unfortunately had some woke shit in it as well, but that's just another reason to not support Ubisoft.
>>
>>1101013
btw did you know there's a secret first person mode in Anno 1800? ctrl+shift+r to enter it. it's pretty neat. has interactions as well (copied below from some search result i found)

You can interact with some people on the streets by clicking when they silhouette is marked.

Here are controls that I found in first person mode:
WSAD and arrows - walk around and strafe
SPACE - jump
SHIFT - run
ENTER - try it :D
F - light a torch
O - Ask your people for prayer
P - make your people follow you
K - make them go away
L - make them disappear

And a little bonus, after you hit L people following you will be gone and horse cart will appear. You can interact with it and ride on the streets of your town :)
>>
>>1066559
a-train 9 v4 looked kinda fun and i bought it, but.. holy fuck. the line management is atrocious. having to ride the entire line, picking directions at every single junction... fuck
and network building kinda sucks too
then i pirated classic and it was kinda fun... but at some point that too got too tedious, micromanaging export lines? or something? played like 10 hours and didnt even finish the tutorial

seems like sovjet workers republic & whatever is the most in-depth & playable game currently out
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>>1101988
Parkitect devs set out to just refine what RCT had and what fans wanted. If you liked RCt I gaurenty you will enjoy it. I find it much better than Planet Coaster specially in the managment aspect.

Another really cool thing about the game too, the devs have monthly build off contests for rides. The top 5 winners get their blueprints added in to the game. Pic related was mine for one of the contests, it did not win, though the devs did give me an A for creativity and for being the first to finally pull something like this off (another fun fact, all submitions cycle through the home screen of the game till the contest is over, so there was a whole month of this poping up on the homescreen) they also told me to NEVER do this again.
>>
>>1101407
Thanks bro. Even when I make super dense cities I try to at least make them "natural" looking.

>>1101961
Comfy small town.

>>1102200
Bummer dude. I haven't played 1404 for a long while but 1800 felt like a big improvement to me.

>>1102201
Yes! I like to walk to vista points when I have a city mostly developed. It's great they included it even if a lot of the models look weird and have invisible textures in some places.
>>
>>1102195
I swear this happened to me. At SC 2013 launch I was playing and for some reason a donut shop spawned off to the side of a sky scraper. The thing was, the donut shop was spinning very slowly like it was a spinning top or something. I went to delete the sky scraper hoping it would delete the donut shop as well, instead it cause the donut shop to spin at MAXIMUM SPEED. I watched it for a full 15 minutes as it went from BAYBLADE LET IT RIP hyper speed all the way back to it's original snail spin. The game actually has what I guess is it an actual physics engine and the buildings are tied to it.
>>
>>1102233
You don't need to use the route manager, there are more practical ways. But I suggest you ask for a refund from A-Train 9 if there is still time. Ideally, you should pirate A-Train 9 v5.0 and apply the fan patch to translate it.
About A-Train Classic, it doesn't have much relation to the Soviet game. Classic became obsolete after Tourism, in my opinion, but the logic of both games is the same. Each scenario has an urban problem and you need to use your company's resources to solve it, and of course make a profit during the process to keep the company economically healthy. During the process you will deal with real state, stock exchange, subsidiaries, trade, etc., besides of course the management of the train lines which is where the autists usually focus. The game isn't about creating a production chain, it's more about making strategic decisions that will bring profit to your company and progress to the city.
>>
Lads, I looked over Steams upcoming city builder games. There must be about a dozen for 2022. None of them are pure city builders. Any of them look promising to you? What’s games are you waiting on?
>>
Anyone played Patron? Its on sale.
>>
>>1102297
I was watching summer game fest in the hope of seeing some city builders and there were a few that caught my interest were these (these might also have been the only city builders they've shown, I can't remember):

>Lysara: Summit Kingdom, trailer is basically the same as their reveal trailer, slightly worrying.
https://www.youtube.com/watch?v=SyJnA_mehI0

>Synergy, voice acting in the trailer sounds very amateurish but I really like the aesthetics.
https://www.youtube.com/watch?v=FXmqgp5CcwU

>Abyssals, city builder but on the bottom of the ocean.
https://www.youtube.com/watch?v=2eB3IUniXt8
>>
>>1102297
Oh and the nebuchadnezzar dlc is looking good too.
>>
>>1102770
>Summit Kingdom
Nice, I'm tired of flat plains in citybuilders, a game tailored to mountain geography is one of the things I've wanted

>Synergy
Shit, I love the Moebius inspiration, hope the game lives up to it

>Abyssals
Neat concept, not feeling the aesthetics too much
>>
>>1102770
>Lysara: Summit Kingdom
damn, cant believe i've never seen a builder like that or thought about it myself
>trailer is basically the same as their reveal trailer
you're right, that is worrying
>>
Bumparino.
>>
>>1104499
Reminds me of my all-Japanese region I did. Super comfy.
>>
How is Surviving Mars? I'm basically looking for any comfy citybuilder I haven't played yet, and all the others are in Early Access
>>
The demo for sweet transit is out and it looks like the player gets to build the cities in addition to just stations and railway tracks. Bit of a missed opportunity I would say, cities growing dynamically and having only indirect control over them is something that I don't believe has been fully explored.
>>
>>1105080
Didn't the cities in Railroad Tycoon 2 grow, or did I make that up? You could definitely buy factories though
>>
>>1105084
So did the ones in openttd, my issue is that they never differentiate, they all all end up as this blob of buildings that produce passengers and nothing else.

What if industries of different types would pop up, depending on location and population, for example the number of industrial buildings in a town/city is determined by the formula population÷1000, rounded down, giving a city of 3600 people 3 industries their type being determined by the proximity to other industries and current production chain development. For example there's a steel mill in Coalshire because it's a mining town, the city next door Nothingshire is biased towards developing a steel consuming industry upon reaching its thousand inhabitant.

Just another way of doing things, I hate it when I see whole factories stranded in the middle of nowhere, in a world obviously built for someone to connect this industrial "archipelago".
>>
>>1105099

Actually that would make for a good post-apocalyptic train game, unite the pockets of civilization in a dead world, and build a rocket or smg idk
>>
>>1105099
In OpenTTD the cities are "abstract", just to give you an idea of progress and demand.
A game that explores the idea of indirect growth and the cities are not "abstract" is A-Train. What triggers the growth is the movement of cargo and people that you're going to do usually with train stations. Then there is a system of synergy between buildings that will generate some logic in the kind of things that are built by the computer. Finally, in certain games in the series there are residential, commercial, industrial or government controlled zones. This will also dictate the type of development in each location, but there is always chaotic stuff going on maybe because it is trying to simulate Japanese urbanism that is mixture of plan and chaos..
>>
>>1105220
Note: Just as a reminder, although I am talking a lot about this series in this thread I don't recommend buying any A-Train because of the negligence of the publishers and the shitty state they release the games in (at very high prices). I recommend the pirated version and only for those who have patience to deal with shitty UIs.
>>
>>1096334
Comfy.
>>
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>>1089164
>tfw your Simtropolis account is from 2006
>>1090300
Based.
>>
>>1105451
https://www.somethingawful.com/news/simcity-advisors/1/
https://www.somethingawful.com/news/simcity-advisors-return/1/
https://www.somethingawful.com/news/simcity-advisors-3/

were those all from SimCity2000? i couldn't read any of those playing as a kid but i think i remember them
>>
>>1105663
after actually reading these there's no way all of them are real
>>
>>1105663
>>1105679
There was a site where you could choose several games to create fake lines of this type, among several games one of them was Sim City 2000. I don't know if the guy used that site or if he simply edited the images. I don't remember the address of the site, unfortunately, it was quite fun with dozens of dialog boxes from classic games ready to be edited.
>>
>>1105895
Found the site:
https://deathgenerator.com/#sc2k
>>
>>1105895
>>1105909
aha, cool. the YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS! is real though, i'd love to see a list of all the real things they could say in the game. tried searching around but didn't find such a list. it's especially hard since it has become a meme.
>>
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>>1105909
that's a pretty cool site btw
>>
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>>1105679
Why would you think that?
>>
>>1105080
Railroad Tycoon 3 does this, it spawns houses near those out of town industries. for a 2003 game it was pretty good.
>>
>>1101661
g2a
>>
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>>1101807
slapped a highway across the middle and the traffic is back up to 80%. Much better for commercial now.
>>
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>>1107011
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any good citybuilding games in steam sale?
already have cities skylines with all dlcs from humble bundle and workers and resources
>>
>>1107018
Is that brown wave sewage?
>>
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>>1107011
>>1107018
great aesthetics. It's hard to get the "pleasingly geometric but without mindless grids everywhere" yet you pulled it off.
>>
>>1105099
rrt 2 and 3 differentiate cities
each city has its own list of what industries can spawn there, and how likely they are to do so
it’s set in the scenario file so there isn’t much reactivity though
>>
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Started playing Tropico 4 a few days ago and I'm fucking loving it.
Just wish the OST was way bigger, got repetitive in one fucking session, had to put on my own spanish music.
Are Tropico 5 or 6 even worth getting?
>>
>>1107126
5 nope 6 yes yes
>>
>>1107101
thanks. its my first city that i actually got all the milestones.
>>1107049
its the chocolate river. the city's main export.
>>
>>1101822
why give money away when creamAPI is free?
>>
>>1107018
loved the bridge over the bay on the left.

>>1107126
4 is great but there is literally no difficulty, you have to leave the game afk for hours to actually fail. 5 improved a lot on the difficulty and management aspects of the game, also the political system is totally different. never played 6 so can't say anything about it.
>>
Is Citystate 2 any good?
>>
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>>1107168
>political system is totally different
In a good or bad way? It's way too easy to satisfy literally everyone in 4 so far, it feels weird building a socialist utopia only for the capitalists to have a 100% opinion of me.
>>
>>1107222
it's incredibly hard, you can't control what the majority end up being, you will be fighting to win every election (at the beginning it will always be like 51%-49%).

the trading system is also harder, you won't be able to support your entire island with a single dock like you do in 4 and imports have to be done manually.
Give it a try when you get bored of 4, if you like challenges I bet you will like 5 a lot.
>>
>>1107168
Play 1 if you want real challenge
>>
>>1107222
>dynasty system in t5 is just a gimmick. you cant even control your presidente manually.

>rebels are much more annoying despite like 70% approval rate and all the gibs they can possibly get. in tropico 4 when factions are unhappy they organize strikes first. here? immediately fucking storming your palace.
>there's less buildings and they're locked to research which makes walkthroughs too railroaded
>you can increase wages dollar by dollar in t4 whereas in t5 theres only 5 (i think) "budget" options
>no election speech in t5
>trade routes and manually importing things is better in t5 however you have to build a shitton of docks and cannot import unlimited goods like in t4
>>
1107346
based /pol/tard schizo baiter
>>
>>1107222
5 might as well be a different game which is why the "4 is the best Tropico game despite being 3 with DLCs" cabal hate it.
It's worth trying out since you can get it cheap (even cheaper with the cs.rin discount)
>>
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Why did nobody tell me this '5 dollar early access vaporware'-looking shit is so COMFY?
>>
>>1107611
You called yourself Hungry?
>>
>>1107862
Magyarország didn't fit into the text box
>>
>>1107896
>>1107862
lel
>>
>>1065880
>that tiny park at the center
lmfao
>>
>>1065880
K I N O
>>
>>1107611
game?
>>
>>1108057
kingdoms&castles
>>
>>1107611
It's not vaporware, the devs just released a huge update adding AI opponents, diplomacy, and new buildings.
The game us comfy as fuck and fairly indepth for what it is.
>>
>>1108089
He said it looks like 5 dollar early access vaporware, presumably based on the artstyle and UI
>>
RRT3 is such a beautiful game for 2003.
But goddamn is it a pain to take a screenshot/video of it.

>>1108073
looks cool.
>>
>>1108227
Is it better than 2?
Though to be fair, all I remember of that game is cheating in the most modern train and watching them whoosh around
>>
>>1108236
it's a million times better.
RRT3 have the BEST economic simulation ever made, if you like management games you will love it.
It is a huge shame that this game never got a successor/remake.
>>
Screenshots don't show how good it looks, in motion is much better, but I'm having trouble with OBS.
>>
I'm playing Kingdoms & Castles now, too
Does the efficiency of transport matter at all or do you just make one giant food-producing area and let all the peasants take their food out of the granary there?
>>
>>1101012
Update of city. Relocated the worker neighbourhood to clear up room for more other things.
>>
>>1065880
>hasn't been done for SC4 or C:S
>>
>>1108334
anno is such a beautiful game, but the gameplay itself is super souless, I hate that everything needs to be built in a grid but the map itself is not made for it.

>>1108442
can you even grow zones without roads in SC4? same for C:S
>>
>>1108454
I don't find it soulless. It jives with me.

>>1108334
Made enough room for the palace, world's fair and more investor/engineer housing.
>>
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>>1108520
nice graphics but i hate grids
if it at least supported 135 degrees roads and rotation
>>
>>1095204
I think they were only decorative, but I'm unsure. I know churches in SimCity Classic and 2000 were special squares you couldn't collect taxes from as a reference to their IRL tax-exempt status, and some would pop up no matter what.
>>
>>1100197
This is very pretty anon, I like it when people decorate and post screenshots.
>>
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>>1108525
I love grids, but I think the game needs to be made clearly with the grid in mind, i.e. mountains, rivers, lakes, etc. need to follow the grid in a logical way.
The Anno series games don't usually do this right and the cities look artificial compared to the terrain.
>>
>>1107611
Comfy but it's a bit too easy.
>>
Where are the worker and resources posters?
>>
>>1108227
>>1108254
RRT3 is absolute kino
>>
>>1109375
>tfw played the game for like 10 years
>still have no idea who the devs are
>tfw no remake/successor never ever

it hurts so much bro
>>
>>1109407
>still have no idea who the devs are
poptop, they made rrt 2 and 3, the first tropico, and the now-forgotten tbs shattered union
they were shuttered in 2006 with a few of the staff being moved to firaxis
>>
>>1109126
Nice. Comfy town. Green power. Reasonable commute to work.
Before I decide if this is the one for me, can you please tell me the racial demographics.
>>
>>1065322
>I hate the edginess
What did he mean by this?
>>
>bought "Workers and Resources: Soviet Republic"
>learning the tutorials
>railroads and semaphore
Fuck.Not sure I'm gonna create a working rail system now.Also
>no sewer/water system tutorial at all
Welp.
>>
>>1110122
yeah the game is still unfinished, especially the tooltips/tutorial part. Only reason I managed to not get super confused was because I played transport tycoon for years.

but the rail signals are easy to set up anon, common, get gud.
>>
>>1110122
Signals are pretty easy but it'll be a while until you get there. You can play openttd if you need an extended tutorial, the signals work the same.
Sewage and water were just released in the last update, they're easy on flat maps but a bit of a bitch on hilly maps. I strongly recommend starting on a flat map. The random maps work fine for this.

Just should just start playing the game really, set up a little town with a coal mine and go from there. Start with a big money pool so you don't have to worry about building things with foreign manpower. You can turn sewage, water, heating and fuel off then gradually turn them back on as you wish without starting a whole new game.
>>
any thoughts on northgard? is it pure RTS or something like settlers? the stuff on the steam page don't make it clear.
>>
What are some must-have DLC for cites Skylines? i have the base game but because it's paradox the DLC list is overwhelming
>>
I hate these threads because it reminds me what an uncreative fuck I am and that I can't build nice non-grid cities no matter how many guides I read
>>
>>1110269
As it turns out, this shouldn't be a concern, it's only because Sim City and later Cities Skylines decided they should go to the decorative toy side rather than the urban simulator side.
Anyway, you don't have to worry about making things pretty, there are a lot of cities in the world that are chaotic but they work. In fact, that's quite fun, taking a bad plot of land and trying to make the city work as well as possible even if it looks like a piece of shit when seen from afar.
>>
>>1110234
It's RTS with map divided into regions that have build limits. It would've been great if it had been done like Settlers 3 but no.
>>
>>1110236
Is this your first time with a Paradox game?
You buy the base game full price, then pirate all the DLC. Standard procedure.
>>
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>Haven't played in over a year
>Open up my last city I was playing on
I have no idea what I was doing in the upper right, I think it was an industrial park
>>
>>1109223
Try it on survival mode.
>>
>>1110122
>no sewer/water system tutorial at all
Water:
Well -> pump -> treatment -> (pump) -> reservoir -> pump -> tower -> substation. Use switches where needed. You need towers to keep up the pressure, just like in real life.

Sewage:
Septic tank -> pump -> (switch) -> (treatment) -> outflow. You can connect treatment to recycle water. "You need a proper slope" message means exactly that. Use pumps.

Someone correct me if I'm incorrect. I wrote it from personal experience and memory.
>>
>>1110411
you don't need to treat all the water, just the water you gonna use for drinking, otherwise you will be wasting chemicals treating water to be used at industry.

>>1110236
google creamAPI, get all dlc. but I wouldn't even recommend playing CS in the first place.

>>1110234
I used to be like you anon, you just need to start small and slowly build up, also watching other people making their cities will help you develop you own.
>>
>>1110424
>>1110269
fugg, misquoted
>>
>>1110424
>you don't need to treat all the water, just the water you gonna use for drinking.
Ah, that's neat. Thanks.
>>
>>1107611
oh neat they added blue houses
>>
>>1110368
>>1110424
might as well pirate the whole thing instead of risking a ban
what other City builders would you recommend instead? Sim City 4?
>>
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>>1110554
>what other City builders would you recommend instead? Sim City 4?
Yes and >>1101961 and >>1085381 and also pic related
>>
>>1109470
100% diverse
>>
>>1110554
you won't get banned since steam downloads everything and there is only an ingame block for the dlcs.
Pirating is annoying because every time the game updates or you want to install mods you have to do it manually, while on steam it is done super easy.
>>
>>1108299
Efficency matters because when they're walking they aren't doing productive shit so if everyone is taking forever to walk nothing gets done
For example main bottleneck on building speed is just hauling materials to the build site
>>
>>1110554
>might as well pirate the whole thing instead of risking a ban
lol, lmao
nobody has ever been banned from pirating paradox dlc
everyone has been doing it for all their games
>>
>>1110620
That would be fine, if their pathfinding wasn't fucked. I've seen them walk diagonally across empty terrain because the road didn't exactly follow their desire path, yet they would've been much faster taking the road
>>
>>1065436
The fall of winterhome is a cancer scenario. I beat all the non-expansion scenarios, but the cancerous disorganized burned buildings makes me want to quit and play a comfy a new home.
>>
>>1065509
So are all city builders, what’s your point?
>>
>>1110556
it's a nice game the best part is the logistical part but isn't quaint and picturesque... i know that the Ussr architecture was a fucking garbage, but how about the nature and so on? It doesn't satisfied me, also it relies too much on the squares, for example look those streets and those rails are so straight.
>>
>>1065206
Only tropico does that AFAIK, it's a great solution for banished copies games that dont have much content.

>>1064859
Those are city survivals and are more interesting IMO, having an objective and challenges to overcome is much more interesting than just zoning shit with infinite money. SC4 is also challeging and is the most famous for a reason.

However lazy devs gonna be lazy, they will just build a raid system that increases overtime, a resource gathering system and call it a game.
>>
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>>1111141
>but isn't quaint and picturesque
I don't know. Some people have the ability to create pretty damn aesthetic cities in WR:SR. Here's and example I found online.
>>
>>1063877
I played Frozenheim but sadly it's not city building but some regular rts. Cool aesthetics though.

Are there any city builders with good warfare? I want to build huge monuments to myself and subdue people to destroy their culture.
>>
>>1111836
Tropico, Anno, The Settlers.
>>
>>1111818
there are also tons of mods, I have seen houses and walls with graffiti on them, it was pretty neat.

and the game isn't finished yet, maybe later the devs will release more stuff to make pretty cities.
>>
>>1108454
>the gameplay itself is super souless
what? no
>muh grids
oh nevermind
>>
>>1111899
>Anno
I played the 1404 one and it didn't have huge monuments but just a Cathedral. Also it was logistic based, which was cool but sometimes I wish I was just playing Factorio.
>Tropico
I guess this will do. Thanks anon
>>
>>1112211
>Also it was logistic based, which was cool
Yeah it's fun figuring out exactly how many farms you need per bakery and stuff like that
>>
>>1110269
Grid is love
Grid is life
>>
>>1112118
you can make grids not be souless. Tropico 5 managed it.
>>
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>>1110269
Don't listen to what this anon >>1112324 says. You must stop worrying about the layout and love the chaos. There's all kinds of things you can do: mix up the zoning/building types, difference in density, mix up the grid pattern, elevation differences. What works well for me is building towns arround existing geographic features. Also you can build a grid and then demolish parts of it and redevelop those according to new needs, it's a bit more work but it really helps making a town feel more organic.
>>
>>1100655
but he's half black and went on a rant about it in one of the verde beach episodes, hes like a youtuber city autist obama

>>1101009
waiting for the 3rd DLC this season before bothering again, then I'll start a new game with the big new world update
>>
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>>1112876
Was his rant about how we are all bad and should pay him?
>>
I posted here awhile ago; I’ve released the first version of my game (actually it’s a tech toy at this stage). For now it’s free.

https://yesbox.itch.io/archapolis

Still lots to do but if you guys are up for testing out what’s there your feedback would be appreciated. Funnest part is being able to path around hundreds of thousands of agents.
>>
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Did you know that Railroad Tycoon 2 has four sets of sprites for trains and stations so that the lighting remains consistent between camera rotations? Now that's soul.
>>
>>1113007
>tech toy
no thanks
>>
>>1112964
>be old white lesbian
>go to black queen presentation to show you aren't racist
>get called racist
kek
>>
>>1107222
>>1107262
the problem with tropico 5's politics is that it doesn't tell what effect a building or edict will have on a faction's opinion of you before you do it
>>
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essential cities skylines mods for it to be playable?
>>
>>1114181
pretty sure it does, also most of them are quite obvious. Communists hates banks and lots of manufacture industry, capitalists hates lots of raw industry and free housing, nationalists hates tourism and open borders etc.
>>
>>1114593
>pretty sure it does
it does not
>>
>>1114593
>communists hate working
heh
>>
>>1114593
No the communists dislike banks, all religious buildings and mansions. They like clinics, hospitals and any housing that isn't a mansion. I don't know if the game tells you this but the manual does.
>>
>>1114695
you blind anon?
>>
>>1114896
Can you just not read the word "before"?
>>
>>1114908
???
You didn't finish your sentence?
>>
>>1079674
That’s horrendous. Watch some youtubers like Overcharged Egg or City Planner Plays so you can how to build a functional city.
>>
>>1114782
found the commie
>>
>>1079674
>build roundabout
>it looks like a blown out ass hole
>>
>>1114977
>>1114181
>doesn't tell what effect a building or edict will have on a faction's opinion of you before you do it
>>
I finally bought Parkitect.
It's a relaxing game and basically an updated version of Rollercoaster Tycoon, but even with the logistics of loading stores with goods, it's still basically a sandbox for you to have fun with the aesthetic/decorative/creative part. I played the game for 2 and a half hours and already started to notice that it is not exactly an addictive game for those who are more interested in solving problems. It's paradise for those who want to create parks, however, it is like a diorama maker.
>>
>>1115483
I do say it is a bit easier than rct but I still have been enjoying the shit out of it. Most of the missions have a decent challenge.
>>
>>1079674
bro, you really need to learn how to use roads, 2 lanes are more than enough on 90% of the times, only get more lanes when you really need to.



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