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>can't play old disk version due to DRM
>see GoG has it on sale
>wow it's not as hard as child me found it to be
>get 100 years in
>relaying the city is tedious
>muh rails are congested
>muh poor access to other zones because I refuse to use a road
>muh taxes are too high, I want the city to be funded by NIMBY buildings that I HATE
>muh parade
>muh not enough chocolate sprinkles
>start a new city but lay it out right this time
>get bored due to zero tax income and swap back to the developed city
Still my favourite SimCity for the flavour and how there's no autistic puzzle piece mod.
Could you ever overtake your neighbours' population or is the game hardcoded to force them to be 4-to-10 times your size?
Is there a site that has actual knowledge about what ordinances and reward buildings do? Half of them aren't particularly obvious, it's unstated if pop cap is raised (in a meaningful amount) by rewards and I can't tell if certain ordinances discourage all or specific types of industry/commercial.
>>
>>1298283
>GoG
You tricked me. I bought Sim City 3000 on that site just now. It says I didn't buy anything and the launcher says my profile doesn't exist.
>>
OK. I fixed it. It feels like an eternity since I played this game.
>>
>>1298283
>no autistic puzzle piece mod
You could just not use the mod.
>>
>>1298283
I just want a mod that turns the annual budget into a monthly budget like SC4. Or a mod on SC4 that adds actual neighbors mayors, not that schizo system where you are your own neighbor and make deals with yourself.
>>
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Remember when the environment adviser was a dippy hippy, instead of a square environmentalist, and didn't pull her hair out over the city, y'know, existing?
Those were the days.
>>1298849
You're not wrong. I'm not even sure what the mod actually provides that's good, since it makes sims go on pedestrian death marches to get to work.
>>1298854
That would be nice.
I'm glad they realised they needed to fix that in 5, but it being multiplayer was also a schizo system.
>>
>>1298283
>Is there a site that has actual knowledge about what ordinances and reward buildings do?
I don't know how this game doesn't have a proper wiki. I wanted to know what buildings contribute to increase the aura, some aura buildings ranking list. It seems the only guy that did dig deep SC3k was the Magnasant guy.
>>
>>1299688
It's been difficult to play it for so long, that I doubt too many people have access to it.
>>
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>>1298283
Check pages 360 and 409

https://ia600202.us.archive.org/11/items/SimCity_3000_Prima_Official_eGuide/SimCity_3000_Prima_Official_eGuide.pdf
>>
Does someone have decent DXWnd settings for this? The fonts are all scrambled in windowed mode but with hq fonts it reverts back to fullscreen.
>>
>>1300245
This guide ruins the game for me a bit. It takes away some of the obscurity of the math behind the scenes.

>>1298283
If you get the game on GOG or Steam a couple of tracks are disabled which you can enable in the game files. Also this track:
https://www.youtube.com/watch?v=vBszCIKYumk&ab_channel=Gamegroove
is missing from the digital version of the game. You can get that song from the demo version which you can download via the internet archive.
>>
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Also post cities.
>>
>>1298283
this thread reminded me that cities skylines is on discount and i just bought it right before the discount expired
on that note, why the fuck are there no more simcity games being made?
>>
>>1301234
Because maxis died. And the 2013 remake had a different focus and a terrible launch.
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>>1301247
didn't maxis merge with fireaxis or something
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>>1301253
Maybe I don't know but the original team that created the old games are long gone. I would really like an open source version of 3000 like openttd but that will likely never happen. I would like slightly bigger maps for 3000, more building variety and a bit more in depth transportation especially for trains. Also the airports, how they were originally intended would be very nice too.
>>
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Tell me, why do you think 3000 is better than 4?
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>>1301248
>>1301250
>>1301256
>>1301260
Based dutch SC3k enjoyer. How you're doing?
>>
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>>1301262
Not really, it's different and I prefer it over simcity 4. 4 escpecially with NAM has way better traffic simultaion but the zones are a pain to get going. 3000 however is much easier to set up and get your city going, you just get the tile you start on, no fuss. Also I like the petitions citizens give you and the interaction with neighbouring mayors and advisors. 4 doesn't have the amount of fluff that 3000 has and I think that adds to the charm of 3000.

>>1301267
Still haven't made any new city in Simcity 3000. Dwarf Fortress has got my attention now before that it was Nebuchadnezzar and before that Emperor: Rise of the Middle Kingdom. I made a small asian town but it's hard since I only roughly base my layout on google maps and images. Also Japanese cities have small rivers and hills everywhere which is a pain to recreate in Simcity 3000. Maybe I'll try a town with a European tile set first.
>>
>>1301269
What's the game on that pic?
What's your favorite strategy game?
>>
>>1301281
The game in the picture is Nebuchadnezzar. A city builder inspired by the old impression city builder games like Caesar, Pharaoh and Emperor. It's a lot of fun and it got good little over a year ago, before that the game lacked challenge. It's also going to get it's first dlc in a couple of months which will add walls and off map combat (probably raiding other cities). Walls are probably part of the normal update.

>What's your favorite strategy game?
I don't know. I've played a lot of them. I really liked Stars in Shadow and Airships: Conquer the Skies last year. Stars in Shadow might even be the true successor to Master of Orion 2, it builds on the mechanics of its inspiration. Still hoping for its next dlc to come out at some point. Airships is just simple fun. Remnants of the Precursors and Master of Orion 1 are also great. What is your favorite strategy game?
>>
>>1301293
>might even be the true successor to Master of Orion 2
So, you don't recommend to play MoO 2016? I have it on my play list.
>What is your favorite strategy game?
Stronghold / Crusader HD - because of indirect control and life simulation. Also, a lot of memorable and fun stuff. It also has neat 2D graphics that haven't aged a bit.
Men of War: Assault Squad 2 - at first I was disappointed they changed tactical gamepley from the first MoW to squads with reinforcements, but the more I played it - the more I loved it. Also has a plenty of quality mods.
Supreme Commander: Forged Alliance - one of the best mechanics across RTS, it even allows you to use retarded tactics that would work.
>Nebuchadnezzar
I read through reviews and decided not to play, too average they say. Also, I heard there is a remaster of Pharaoh is coming.
>>
>>1301320
>So, you don't recommend to play MoO 2016? I have it on my play list.
No I do recommend that you play the 2016 game too. That one is a bit more similar to MoO2 even, and a lot of fun with a great presentation. I mean that Stars in Shadow builds a bit on the old formula. I prefer the population management in Stars in Shadow because each pop is different in more ways than in MoO2 or MoO 2016. Planets have different biomes and if you want to use planets to their maximum potention you have to move pops arround, even different primitive species. Once I had lava slugs that could survive on vulcanic worlds, I used those to power a massive mineral industry far surpassing all the other empires in the game. i also prefer the free movement of Stars in Shadow which works even better than MoO2 because it takes a lot more tech levels to get very far. You have to rely more on fuel stations and treaties for most of the game if you want to get to the edges of the galaxy.

>I read through reviews and decided not to play, too average they say. Also, I heard there is a remaster of Pharaoh is coming.
I didn't play it either until a year after its release. The game only got good when they added disasters like fire, disease and strikes/unrest. The game didn't have any challenge before that. They've also added deities and festivals last year which is another thing you have to take into account to make a succesful city.

Yeah I know about the Pharaoh remake but it seems to have been delayed a couple of times now. It seems interesting though.
>>
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>>1298283
If you can't do this (vanilla like this dude), are you even trying?
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>>1301346
Transportation map
>>
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>>1300245
>gas power plant
>power: 3,000
>pollution: 32,000

oil power plant
>power: 7,000
>poluttion: 56,000

>2 gas power plants generate MORE pollution and less energy than 1 oil power plant
>>
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>>1300245
Thanks so much anon.
>normal parks increase population cap(?)
>parks reduce pollution
>parks cause(?) crime
>tourism promotion shifts industrial demand to commercial
>parking fines, alternate day driving and car smogging reduce aura
Wow.
>youth curfew BOOSTS EQ
>riots require high unemployment and low aura, so keep a high aura
>early warning system doesn't work on all disasters
>UFOs won't come if you don't have farms, clean industry, landmarks or a spaceport, their attack also depends on the year
It's like every page has something important to reveal. Normally autistic coding quirks have to be found out by online autists theorising why things happen.
But it's not entirely correct. There are premonitions for whirlpools, "Sailors can't steer ships" or something. I think they also have a tile space requirement if not depth.
>>1301232
I'm hoping I can get my commercial to expand beyond 3 tiles from the road again in this area.
>>1301234
Because they don't make as much money as battle royales?
I don't know. Skylines looks so cheap and student projecty I wonder if the SimCity games ever had a lower budget, after inflation.
>>1301262
Colourful. Lazier. More chatty. I don't need to play multiple cities to unlock things. Most things are time gated, making it feel like you're always progressing towards more and better toys. I don't know what the bugs are. No bungalows on stilts. Commercial doesn't care about how noisy their roads are.
Sincerely it's mostly that it's lazier. You can make something prettier without spending most of your time worrying over mass transport links and service coverage, and medium/high density is less fussy.

There's nothing wrong with 4. In fact if you're interested in making a city with a clean industry, you have to play 4 (and get that one high tech job patch), because I don't think you can eliminate dirty in 3000.
>>1301436
Yikes. That explains my pollution map.
>>
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>>1301436
That seems unfair. My town was mostly powered by nuclear. The fusion plant is great but so expensive, I don't even know how to get that amount of money without making everyone angry with high taxes.

>>1301516
I don't think that parks cause crime. I don't like playing the game with disasters on, the version of the game with new disasters makes them occur far too often. I once had acid rains every 5 years completely melting my entire industrial zone. I would like the occasional fire, maybe even an earthquake but with all the extra disasters you just get hit too often. Maybe I'm missing something.

>I'm hoping I can get my commercial to expand beyond 3 tiles from the road again in this area.
The city centre effect also helps with that. If your city gets bigger eventually the game will calculate sort of the centre of gravity of your town and boost land value there. Also water and elevation boost land value too.

>because I don't think you can eliminate dirty in 3000.
You can't but the percentage of dirty industry as part of your whole industry will automatically decrease over time. There's also some ordinances that boost cleaner industry but the main way to boost it is getting people better educated.
>>
>car smogging reduces pollution and aura
>banning smoking increases health but doesn't reduce aura

>citizens only complain about smoking bans
Hmmm...
>>
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>>1301516
Also power can reach 7 squared I think. You can use marina's to cross the water with power if you don't want powerlines. I did that with the river crossing. >>1301256 just to the right of the top middle of the image. Here's my alcatraz.

I used this guy's video's for some inspiration:
https://www.youtube.com/watch?v=h0wSEvem5NM&ab_channel=PacificCuda
>>
>>1301516
>parks cause(?) crime
Yeah, that is weird. I will stick with Small Park which doesn't affect crime. Fuck Fountain, man.
>>
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>>1301516
I also used that power trick to get power up to my lighthouse in the same image >>1301256
There's also a trick to reliably make tunnels on some old forum somewhere. I did use the cheat to make everything free to make tunnels that way because you need to do some landscaping and it might take a few tries before you get it right. Oh and make buildings historical if you like how they look at their location, it's the only way to preserve farms. Preserving farms is super tedious though. Finally there's another trick to make multiple runways spawn which is one the same old forum I think I found most of those tricks with the way back machine.
>>
>>1301532
>Preserving farms is super tedious though.
I can't figure out how to make farms.
>>
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>>1301536
That key is that it shouldn't get water. It should be low density industrial, at least 8*8 squares, road access to only one side of the zone, no air pollution and finally no access to water. After you've made each tile historical you can give it water. Normal industry is more profitable but consumes a lot of water so it will replace a farm once there is access to water. Farming is the first real clean industry you get but it gives very few jobs per tile.
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>>1301516
I used small 3 tile tunnels a lot in my town because they allowed me to make grade separated intersections where my roads cross the rail lines. I never had big congestion problems anywhere in my town. The road only crosses the rail line in a few industrial zones with very low traffic.
>>
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>>1301234
>why the fuck are there no more simcity games being made
EA intentionally killed Maxis for reasons that are poorly understood but likely relate to profit. Skylines took over the city builder franchise when game devs realized that the primary playerbase is no longer interested in a rigorous and difficult strategic city simulator on a realistic scale, and instead wants to be hand-held through making a pretty pretty miniature toybox city.


>>1301516
If there's anything I learned from playing SC3K, it's that Historical Designation can do ANYTHING. Want to get rid of those last bits of dirty industry when it's 2140? Just blow them up and historically designate all the clean industry that's already there.
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Am I the only one that had the top one advisors?
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The japs had different advisors as well.

https://d.akiroom.com/2012-03/simcity3000-advisor/
>>
>>1301250
My farms would always turn into industrial.
>>
>>1301634
Why is the cop just wearing a suit?
>>
>>1301659
UK Edition had the American Advisers.
>japanese advisers are so poorly done they're mimicking historic japanese art
>>
>>1301588
I think Skylines looks like dogshit desu. Soulless low detail 3d artstyle compared to SC3 and SC4 spritekino.
>>
>>1301634
The advisors depend on the game language I think. Bottom one is for the english version.

>>1301674
You need to make every single tile historical if you want to keep them. That's a pain to do. You also need to keep polluting things away from them after that or it just becomes abandoned.

>>1301743
Good sprites age incredibaly well.
>>
>>1301748
>Good sprites age incredibaly well.

Yes, case in point, Anno 1503. Incredibly beautiful sprite-based citybuilder.
>>
>>1301588
Oh that is a nice looking highway and suburb. How did you make the ramp near the marina?

>>1301749
I've never played it but it does look nice. Never really got into any of the anno games.
>>
>>1301525
I usually go for microwave power. They're more expensive than nuclear in the shortrun, but stay on the grid for longer.
>>
This game has one of the best soundtracks ever made.
https://www.youtube.com/watch?v=k3FsVvwbAlw
>>
>>1301234
update : i requested a refund
cities skylines is so lame in the social factors and feels like nothing i do has any consequences aside from money
>>
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>>1301743
Don't you like Generic McDonalds?
Paradox Plaza?
Boxes?
Absolutely no jokes in the naming schemes? I mean, who likes it when SC3 has a business named Spenditall Savings Bank when you can have a BIG BITE instead?

I can't even defend this with saying "Download stuff off the workshop" because there are maybe 5 worthwhile buildings on there, you'd need to pay someone to make what you want (like copying SimCity sprites, there's a SC3 gas power plant on the workshop somewhere) and the filters and lighting system and the pollution ugliness and... it's just not pretty. It's like a programmer was in charge of the art.
>>1301753
>How did you make the ramp near the marina?
Not anon but this post might show you how. I haven't tried it myself, I didn't know it was possible since I thought roads couldn't "connect" to highways.
>https://community.simtropolis.com/omnibus/other-games/interconnecting-highways-with-roads-in-simcity-3000-r611/
>>1301755
I can never tell what's actually better because of the lifespans, the lifespan until they start to decay, some annoying requirements such as for wind, under what circumstances nuclear actually goes nuclear, and if banning nuclear has a considerable aura increase.
Oh and if the power saving ordinances are actually cheaper than just building more or if they exist for when you can't afford to build more and your current ones are declining.
>>
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>>1301659
I forgot about these name puns.

>Mortimer Green - finance, green as in money.
>Mo Biehl - transportation, pun on "mobile".
Karen Frawl - environment, pun on "caring for all".
Maria Montoya - public safety, reference to Inigo Montoya


>>1301743
Really does. Isometric sprites are timeless.
>>
>>1301812
>I haven't tried it myself, I didn't know it was possible since I thought roads couldn't "connect" to highways.
Thanks anon.

>>1301906
The petitions, the building names and the news ticker it's what all adds to the charm of the game. I also missed this a bit in SC4.
>>
Is there a way to increase the UI? Google isn't helping, especially because most old SC3k sites are dead.
>>
>>1302122
There might be a widescreen patch somewhere but I think that makes the ui smaller. Maybe somewhere on simtropolis?
>>
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After all these years, I find out that Sims don't really need roads
Doesn't work too well as Sims don't like living near mass transit. Great for industry though, I'd recommend making your industry areas train-only
>>
>>1302454
WHAT? I CAN'T HEAR YOU, THERE IS A TRAIN PASSIN-SHLOCKSHLOCKSHLOCKSHLOCK
>>
>>1302454
Yeah trains are great in SC3K. Don't build busstops in industrial zones though people only use the bus to get to those zones somehow they don't need to get back. It's how the abstraction of the trip system works.
>>
>>1302490
Yeah I read that in the guide, which is what got me into theorycrafting and testing this out
Industry does generate trips just like the other zoning, but the only mass transit these trips can use is trains. A good reason for having a train network for your industrial area. Another is that industry has the longest range to transportation, so you get much more area covered by a single station.
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>>1302497
I made elevated tracks arround this suburb. In the high density area's I made a ditch to run them through. A tunnel needs to be 3 tiles long at minimum and the there needs to be a maximum height difference between the tiles you tunnel through. I never had major traffic problems in this town, which is something I never had before. This was also my first attempt at actually using trains everywhere. Or at least at all the major locations.
>>
>>1301906
I can practically hear the property developers frothing at the mouth over all that empty space.
Looks nice.
>>
>>1302454
My rails just get congested and the sims complain all the time about doubling up on seats. :(
I like to imagine that to get away from them I just sit on their road that they don't use right outside their house.

I do and don't understand why rails have a lower capacity than subways. It makes sense as rails are cheap but just feels wrong.
>>
>>1302506
Maybe your rail gets congested because it crosses with roads?
>I do and don't understand why rails have a lower capacity than subways.
That does seems a bit strange.
>>
>>1302500
>seaports
>no water pollution
>>
>>1302511
I you have the right ordinances and enough water cleaning plants you won't see any pollution. There is still some you can't get rid of I think.
>>
>>1302509
No the congestion starts immediately and it's basically when two expansive suburbs connect on the same rail line to get to work.
I can't find anything in the guide but the internet says a train station's capacity is 877 passengers.

I'm a victim of a successful mass transit network.
>>
>>1302521
Maybe set up multiple ways for them to get there? They can take a bus to get to an industrial zone. You can also mix your zones a bit. Make some small industrial zones closer to your other zones.
>>
>>1302454
The guide says every zone has to touch the other 2 zones. I had a town like yours and the same abandoned homes, but with road. Try to make a residential line zone connecting all residential zones together and a line to touch the industrial one. I can see your commercial zones aren't touching the residential ones that much. Commercial zone touching residential can help too. It did work with me and my roads. Give it a try.
>>
>>1302840
Thabk you anon but it was just an attempt to see if a roadless town worked. All the abandoned buildings were caused by me trying out an 18x18 farm, it led to huge demand swings.
I think what the guide meant, is that trips can end at the first zone they reach, the type does not matter. So if you plop down a tiny commercial block, trips with a commercial dsstination can end there, rather than going all the way to the skyscraper downtown.
So mixed zoning is good for traffic, but not for pollution, land value and aura
>>
>>1302986
Not that anon but I wouldn't recommend making farms that big. Seems a little excessive. You are also correct about the trips they can end when they reach a zone they were looking for. Mixed zoning doesn't have to be bad for pollution and aura though. Farms for example are clean industry you have in abundance early on. Also you do have a tiny bit of clean industry early wich you can use in zones close to residential if you make them historical early on. I used a lot of car parks and other parks that are part of the industrial tiles arround my town. I ended up deleting a lot of them because industrial demand does decrease when your town gets bigger and times moves on. It also felt a bit like cheating because most streets in my town were almost deserted. I used a lot of the industrial parking lot tiles next to buildings where they would fit like the mega mall, hospitals, schools, sports accomodations. There's also a tennis court tile in residential that fits well within parks. I also had a high tech industrial zone near my university and I also placed the research lab there with the medical lab just down the road.
>>
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Does anyone know how to increase the UI on higher resolutions. I'm not an ant so I can barely read it. Also how do I cap the framerate the game runs even worse on my new laptop.
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>I heard you like grids.
>So we put a grid on your grid so you can look at a grid while you look at your grid dawg.
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>Even more grids.
I made less use of trains as I moved on. I built these parts without having a clear idea what to make. By now it's gonna be a pain to squeeze some more rail lines in here or in the commercial centre.
>>
Post interesting Cities videos.
https://www.youtube.com/watch?v=8g0ALFwDfyA
>>
>>1303334
I think I'm gonna try the european tile set, I'm a bit more familiar with how european cities look. Maybe I'll use a snow landscape like this guy.

https://www.youtube.com/watch?v=Bgw_ux6vKNc&ab_channel=PacificCuda
>>
This is my latest city using the Tokyo terrain. Probably my favourite map, really like all the rivers and islands.

>>1303116
I dunno about your question but comfy pic.
>>
le minmax city
https://www.youtube.com/watch?v=-DBxbSo8zdU
>>
>>1298283
My favorite in the series! I can’t understand your autism though. Learn english chud. Again. Get a good power plant and spread out industry with trees. You should be alright.
>>
>>1304254
Wait, that's not Magnasanti.
>>
>>1303334
https://youtu.be/PniEFvIBA9w
>>
>>1304165
>I dunno about your question but comfy pic.
I figured it out I think. I can't change the UI that is stuck in the original resolution so I have to use a bit smaller resolution if I want to be able to read it easily. I do need to reduce the fps because high fps is now causing my game to run bad.
>>
>>1301906
>Constance Lee - because her reports fire off constantly.
>>
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>>1298283
> pop cap is raised (in a meaningful amount) by rewards
Yes. Performing arts center (+48k cap), stadium (+125k), theme park (+200k), also casino (+75k) increase residential cap.
Space port increases caps for R, C and I by +750k (each), requires year>2050 and 50+ airport tiles.
For comparison, parks increase R cap by +250/tile, zoos provide +24k, marinas +9k, libraries +7k (in addition to education bonus).
Military base and university are useless.
> discourage all or specific types of industry/commercial
If it's about pollution, it usually discourages only dirty industry. Tourism prom-n, power/water conserv-n, waste tax discourage all industry. There are no "types of commercial".
>>1301436
If you're poor and want the cheapest source of power, use coal plants. Build them far away from housing, obviously. If you want clean power, buy power from other cities or build nuclear (renewables if scared of nuclear) or fusion. My strategy is usually coal -> nuclear, I never use oil&gas plants.
At least, it's better than SC4 where the best strategy is coal forever and ignore all other power plants.
>>1301516
>parking fines, alternate day driving and car smogging reduce aura
How cares? Not me, that's for sure. I always implement parking fines from day 1 and car smogging when it becomes available.
>youth curfew BOOSTS EQ
Effect is too small and insignificant. Schools provide +0.1, libraries/museums: +0.09/+0.07 (for adults), pro-reading: +0.02 for kids/+0.01 for adults, YC: +0.001 for kids.
>>1302986
> So mixed zoning is good for traffic, but not for pollution, land value and aura
No, mixed C & R zoning is great for everything and the best way to build a city. American style massive residential zones without a single shop are retarded, even worse than IRL.
>>
>>1306322
I am afraid if you don't run the game with the same desktop resolution, the screen scroll speed goes nuts. If you want to fix the screen scroll, you have to change your monitor resolution. It sucks, I know.
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I love playing 3000 but recently wanted to play sc2k. Any anons know the best way to do this on modern windows? I heard there was a source port but they got cease and desisted.
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>>1307263
dunno lol I still using Windows 7
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>>1306807
I was running it with the same resolution but for some reason scrolling the map was way too slow. I've read that by setting fps to a lower maximum like 60 should improve how well the game runs.
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I just love to make rustbelt shitholes
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>>1307672
>worse airquality than Beijing
Quite the achievement.
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>>1298283
>>can't play old disk version due to DRM
This site has been around a very long time.
http://www.gameburnworld.com/
If you "must" do GOG for something that you already own on disk, try the "mirror" at gog-games.com
>>
>>1307824
>This Site Best Viewed In 800 x 600 Pixels
Amazing.
Kind of pointless, though, when you can just buy the game again for a few dollars.
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>>1307263
you want the 32-bit windows 95 version that runs natively on modern oses (although the installer is 16-bit, so you'll need a workaround for that), not the 16-bit dos version that gog/origin/whatever distribute:
https://archive.org/details/SimCity_2000_Special_Edition_Maxis_Inc._1996
https://www.pcgamingwiki.com/wiki/SimCity_2000
http://krimsky.net/patchers/sc2000x.html
>>1308098
imagine giving ea money... ever, especially for 25 year old games that they don't give a flying fuck about anymore
>>
>>1298283
>Defacto
kek
>>
>>1307824
>http://www.gameburnworld.com/
>>1308098
>...buy the game again...
Buy something...more than once? Fuck off, noob.
It sounds like you never even figured out how to use No-CD patched EXE files, or ever saw windows 95/98.
>>1308139
>imagine giving ea money... ever
Based.

Part of playing a game is the effort required to get the fucker to run.
Once upon a time, you could install a game, update it, and even run multiplayer on your local network without connecting to the internet for any reason.
You could also easily buy games at garage sales, knowing that if the Disc was in OK shape, it would work. No online restrictions management or killswitches.
>>
>>1308478
>Buy something...more than once?
If you're even considering buying something a second time, then you've already justified the purchase to yourself, when you bought it the first time. What possible reason could there be to NOT buy it again?
>>
>>1308490
i've already got it. that's a pretty big one.
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>>1308492
It's a given that you don't, since we are discussing the prospect of buying it again. If you have it and it works, this would not have come up.
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>>1308139
Thanks anon. Works perfect.
>>
guess i'm wishing simcity 4 (the best city builder) a happy 20th anniversary here since /v/ is full of retards. may it live for another long and prosperous two fucking decades
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>>1309582
I remember back in the mid 2000s when people were speculating about how much bigger and better the next sim city was going to be, like having diagonal buildings, even more close up details, and more depth and complexity to the simulation. Little did we know then that the entire video game industry was just going to completely give up on ever making anything good again. It’s fucking sad when you look back on these past 20 years.
>>
>>1309609
it's an absolute fucking tragedy and i completely agree - simcity 2013 is turning 10 this year too, and what's unfortunate is that a few key people who worked on sc3k and sc4 actually designed it (namely ocean quigley) and there's a chance it could have been a worthy successor to sc4, or at the very least it wouldn't have been a total fucking insult had maxis not doubled down on the always online meme - or waited another decade for normies to stop caring about it - and not botched so many core features of the game, like the agents system or the microscopic city limits. skylines is more functional in comparison, but it's a soulless city painter made by finns who are legally obligated by paradox to churn out millions of dlcs every year.
i'm happy that we got sc3k and sc4 in the first place and if they're this good now then they'll probably still be good by the time they turn 100, but the fact that the games industry physically can't improve on a game released before the invasion of iraq fills me with an unimaginable level of existential dread
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Which one?
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>>1309620
>and not botched so many core features of the game, like the agents system
I personally believe this marketing gimmick of simulating every entity is a red flag.
You don't want that in a city builder. It's why fire engines struggle to respond to emergencies, it's why fuelled power plants in Skylines run dry, it's why services can't keep up with deaths or garbage in Skylines.
>but the fact that the games industry physically can't improve on a game released before the invasion of iraq
It is a wonder how.
>>
>>1309631
Upper one seems too hilly to be enjoyable.
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>>1309642
I absolutely agree that it's a marketing gimmick that doesn't work out in reality.
It sounds cool but the actuality of it is that nobody's going to give a shit about individual city inhabitants when you got hundreds of thousands of them, even in something small scale like Tropico they blend together very quickly.
SC4 letting you import Sims characters was neat though.
>>
>>1309631
I like the stock San Francisco region.
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>>1309707
>even in something small scale like Tropico they blend together very quickly.
I wish they did.
They usually don't blend well enough on the roads, making my power plants shut down and my books dip into the red, all whilst resources worth more than the infrastructure of the island are sitting in stockpiles, cars or even at the docks, waiting for an absent worker to load them onto a pitifully uncapacious ship.
I swear it's the CIA making captains divert critical imports to the port on the wrong side of the island to destabilise my communist utopia.
>>
https://www.youtube.com/watch?v=NTJQTc-TqpU
>>
A program that converts SimCity 2000 cities into Minecraft worlds
https://github.com/jgosar/mine-city-2000
>>
i tried to play simcity3k today but map scrolling is way too fast, impossible to build stuff with it, any way to fix it?
>>
Install the HD patch https://www.gog.com/forum/simcity_series/sim_city_3000_hd_patch
and run Simcity with the same desktop resolution.
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I hate these things so much.
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>>1309707
It depends on the games.
Games like Skylines and SC4 weren't built with it in mind. It's like trying to fit a 2x4 plank in your lungs for aesthetic purposes - it will choke you to death.

Games like Tropic or Workers and Resources are built around simulated agents as a core element, but because of that they're significantly different types of citybuilder that are much more "neighborhood by neighborhood" scale than district to district.
>>
>>1310293
I don't think the developers realised they only had one high demand/high job farm building.
>>
>>1309620
>simcity 2013 is turning 10 this year
This makes me feel old. Which is strange since playing SC3K doesn't make me feel that.
>>
>>1309620
Somebody posted an interview with one of the devs of simcity 2013 a couple of weeks ago. During development they analysed various American cities. One of the things they changed from their measurements was the amount of parking space the game represents. They found that if it was closer to real life your in game cities would look too ugly. I bet EA was behind pushing for always online and the focus on multiplayer.
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>>1310718
Sounds about right.
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Any interest in a city builder with inside views?
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>>1310729
I always feel a bit uneasy when I see this picture. It looks so desolate. Maybe the devs should have kept more realistic proportions to educate americans how their some of their cities feel and function. The old games had high ideals of getting people to learn how city planning works on a very basic level. Maybe in another universe Simcity 2013 would have had a similar social function/ideal.

>>1310873
I can't imagine that you could make big cities with such a game. Wouldn't it look very cluttered?
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>>1310873
that's either a pointless gimmick or the game is actually a neighborhood-builder at most
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>>1310896
You'll be able to show a roof to block if you really want to.

>>1310898
I think it all comes down to execution. I dont plan on the player keeping track of individual people in the long run. Community representatives will exist as the city grows.
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>>1310873
Why is that house occupied by a raw hotdog?
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>>1311220
As a satire on American consumerist society. Or something.
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>>1310873
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>>1298283
Comfiest thread on /vst/ right now.

Compared to 2000, SimCity 3000 felt older. The buildings looked older, i.e the police station in 2000 was a lot more modern looking. As were the residential and commercial tower blocks. And the crazy shit like launch arcos were missing in 3000.

That said I still had a blast with 3000. I have fond memories of making a nuclear irradiated dirty industry only crime ridden hellhole, centered around a casino. A bit like the town in one of the Back To The Future movies where Biff Tanner owns this big tower block hotel thing.

Also of trying to build something as good as the "Metropolis" city that came free with the game. Never managed it but still had a lot of fun.
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>decide to do some little tinkering in SC4
>8 hours later at 4am "yup, I'm done for the day"
Seriously, city builders are worse than crack for me
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>>1311468
3000 looks very 90's. I know there's still some malls in the US but a lot of them are gone nowadays.
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>>1311468
I made a metropolis-like city as a kid. My version had square concentric roads because I was too lazy to figure out were to make the turn exactly to make a hexagon. Once you get past a certain size it becomes easy partly because of the city centre effect. Having a space port also helps because that building massively increases demand for all zones.
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>>1309720
https://www.youtube.com/watch?v=ZjlegEk2IoQ
https://theoutline.com/post/7373/you-cant-beat-an-unwinnable-game-you-break-it
>>1309826
god this almost makes me wish i grew up as a minecraft autist... almost.
>>1310293
https://community.simtropolis.com/files/file/12416-pedriana-plants-killer-modd/?tab=comments (rip paul pedriana ;_;)
>>1310729
i've been putting off building my sc4 mods folder for a long time and this almost makes me want to download a bunch of parking lots and fast food places and cash for gold shops and nail salons and make the world's worst, most hideously indulgent sprawling burgerpunk city ever, like that one truck stop image everyone spams but on steroids. maybe someday
>>1310873
this looks like the fucking urban terror mission terrain from x-com, which isn't necessarily a bad thing but now i'll never be able to get rid of that mental connection
>>1310896
>The old games had high ideals of getting people to learn how city planning works on a very basic level
maxis's "software toy" model and will wright's belief in teaching players through repeated failure and experimentation (https://www.youtube.com/watch?v=k-s1MV-GTas) basically died alongside maxis - back in the 2010s i heard of a few attempts to use games like minecrap as edutainment in schools, but those unsurprisingly seem to have fizzled out for the most part. i've always found the history, mentalities and design philosophies behind these games endlessly fascinating and it's a crying shame that we'll probably never see a developer quite like maxis ever again.
also, speaking of simcity's city planning model, there's this p*lygon piece from two years ago (https://www.youtube.com/watch?v=_51_YJQpeg0) about how the original simcity was inspired by jay wright forrester's weird conservative 60s urban planning/system dynamics models - i'm hesitant to link it because it's polygon bugman bullshit, but i think the subject matter is neat and some of the sources in the description are good
>>
also i just learned that phil salvador wrote another long wall of text about yet another long-lost maxis game that we'll probably never get to play because that hoarder cocksucker frank cifaldi got his hands on it (https://gamehistory.org/simcopter-64/) - i fucking hate living
>>
>>1311468
I played the shit out of Simcity SNES and when I got a computer, Simcity 3000 was around the corner. I played 2000 but I didn't like it because the atmosphere was dark, more serious, and heavy compared to SNES. When I finally saw 3000 and pretty much the same SNES fun atmosphere, I moved from SNES to 3000. I am not a big fan of 4 too, it takes itself too seriously.
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>>1311322
Makes me want to play the sims.
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>>1311632
>make the world's worst, most hideously indulgent sprawling burgerpunk city ever
My pepe can only get that erect. Please do it.
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>>1311632
>maxis's "software toy" model and will wright's belief in teaching players through repeated failure and experimentation
Yeah I've seen him talk about that in some other video I think. I don't think that we won't ever see something similar again. Big budget games might not have that approach but indie games might still embrace this game design philosophy. It was popular in the past and now that niche is open.

>i've been putting off building my sc4 mods folder for a long time and this almost makes me want to download a bunch of parking lots and fast food places and cash for gold shops and nail salons and make the world's worst, most hideously indulgent sprawling burgerpunk city ever, like that one truck stop image everyone spams but on steroids. maybe someday
This does sound like an interesting idea.
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>>1311632
Don't forget the infinite sprawling suburb!
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>>1311636
wow, never knew about that. to be fair though, it probably would have been a flop. Pilotwings 64 was already a much better flightsim game
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>>1309642
The agent system is the reason why Skylines "regions" are always so small. It's a hard limit. The MOMENT I got my hands on SC4 and saw that I could stitch multiple city squares together to make something even bigger, I knew I wanted it. The fact that the cities actually interact with each other and share demand and traffic and whatever wasn't even the deciding factor. Finally, I could make cities with the same sprawling distances as reality.
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>>1311632
This isn't the first time I've heard that, years ago I read somewhere that Simcity was modeled in accordance with Will Wright's hardcore libertarian principles (with no further explanation). I always thought that was odd because Wright never seemed particularly political to me and the only evidence I was given was that trickle-down economics works really well. Which is the opposite of my experience, stupid dumb richfags keep moving into my city with no R$$$ jobs and sit there with three people in a zoning plot for twelve whining about not having things like "water" or "hospitals".

After I played 2000 for a while I found a web site that detailed how the optimal city layout was something like a 9x9 grid with a park in the middle. I repeated that across an entirely flat map and had the most successful city ever. I printed it out using the SCURK and then stopped playing the game for years. Once you realize how easily the game is "beaten" like that you understand that this is not actually a realistic simulation.

It's funny that the author complains about the effects of low-income housing and job training in a game that has never simulated any of that. Actually of course there are the social program city ordinances and those actually seem to work pretty well which doesn't seem to support that argument.

I always like it when people describe Magnasanti as "beating the game" despite being a dystopian hellhole. In what way is it supposed to be a success? Because it has the most people crammed into four square kilometers? Or because it makes the most money? Simcity doesn't have a win condition so the only metrics are the ones you decide on yourself. If you only look at the RCI graph and lay down zones without regard for anything else and then complain that your town looks like shit, well, what caused that?
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>>1312453
>Because it has the most people crammed into four square kilometers?
I'd say that's an entirely valid goal.
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What did she mean by this?
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>>1312543
She has a crush on you anon.
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>>1312200
I don't like how this map and the San Fransisco one cut things in half with the medium sized maps.
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>>1301812
really sad how ugly skylines look when cities in motion looked pretty good. I think another reason why SC is so timeless, even 2013 is how much attention they spend on making the buildings look realistic. SC4 they literally copied their own houses and put them in the game. They traveled around and studied the different styles of architechture that happened for each generation. Skylines it's like they barely googled "fast food resturant" and just copied the first pics they saw, did maybe 2 interations and said fuck it. The buildings are not only boring and laking detail but so many look so unrealistic, like if aliens where trying to trick you in to thinking you werent on earth but just completely fucked up.
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>>1309642
The problem with the agent system and full simulation is that they keep simulating things that don't really need it. For SC2013 a huge issue was that the agent system also applied to power and water. They acted like the walkers from Impression games where they had X amount of power and when they pass a building give it what it needs. Why they did it like this, I have no idea because thats not how power or water work in real life.

For skylines they didn't do, and I still don't think they do, have roads with dedicated emergency lanes and having cars pull aside for emebercy vehicals.
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>>1311632
Thanks! I noticed it makes a lot of farm lots suddenly require water. but that is a small price to pay.
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>>1298283
I remember having a lot of fun playing the DS version when i was younger, especially since it let you build a city in a bunch of different time periods and had a campaign mode.
>>
>>1312543
Cute.

>>1312768
They forgot to scale the size of the buildings lol.
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>>1313070
>They forgot to scale the size of the buildings lol
It seems every 3D city builder has this problem for some reason. A lot of times with the industrial and farm lots. Sim City Societies is all over the place.
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>>1301812
Skylines is a euro socialist version of a metropolis, and the core gameplay differences from sim city really demonstrate it, beyond the gay visuals.
No wealth classes, only education factors in here, land value plays a back seat to "happiness" which is essentially just a rating of how socialistic and overly developed a area is, 5 hospitals right next to each other? that sure makes me SUPER HAPPY!
Ive never experienced a "recession" in skylines, ive never hda to medaningfully cut city services to stay afloat, and if you run out of money you just get bailed out by the government without ant consequence, actually impossible to lose.
I can go on and on, everyone drives gay cab over trucks with smily face grill/head lights like a dr seuss book, the cars are all brightly colored, there is no grime, nothing is dirty, no governmental projects, no low income housing, no row houses, no religion or faith, no trailer parks, just idealized bs that does not even remotely reflect reality.
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>>1313258
>muh socialism
I have a opposite view. Skylines is the quintessential plastic burgerpunk suburban sprawl city designer for the exact reasons you mention. This makes it soulless. And while it is possible to build similiarly dystopian plastic shit in SC4, it does retain soul as well as the inherent ability to change the layout and design if the player wants to.
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>>1311565
It's a damn shame buildable seaport and airports from 3000 didn't make it in 4
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>>1313312
Even in 3000 airports were severely butchered. During development they used to be way bigger and actually look a lot more like real airports.
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>>1312453
It brings me great joy to see people still post my Simcity Monique shitpost all these years later.
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>>1313246
>for some reason
I always assumed it's because roads and homes are extremely tiny compared to skyscrapers, airports and powerplants
So a tiled game just can't really do true scale

But in 3D games I unno. Scale seems even worse there than tiled games
>>
>>1313258
This sounds about right.
>>1313288
If you replace socialism with "What a software university graduate thinks socialism is" then it works.
>And while it is possible to build similiarly dystopian plastic shit in SC4
You can't get rid of the underclasses in SC4 due to workplace job types and it's uneconomical to give them good services (including water) and high land value.
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Here's the city I've been building. Though I haven't put an effort towards aesthetics, I think cities can look great just from being large, and having a step-down verticality from office skyscrapers, to residentials high-rises, row houses then suburbs.
One important thing I learned, is that farms are so, so not worth it. If you think getting them to show up is a pain, keeping them is much worse. The road polution they generate is almost enough to make a chunk revert to industry, which will then revert the rest. You can counter this by plopping train stations, but these polute a bit too. So you have to keep the farms away, and since they're huge squares, it takes up a ton of space.
Your reward for managing all that? You get locusts, which are the worst fucking disaster. Apparently it doesn't end until you hit it with crop dusters, for which it needs to reach a farm first. So you could well be looking at about 5 minutes of irl time where the game is force-paused, while the locusts move around the map. Please don't bother with farms.
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>>1314887
Looks really good anon. Yeah farms are a pain to keep, the only way is to make each square historical. Farms do provide clean industry early on which is quite handy. I turned disasters off because I think the new ones that were added like the locusts and acid rain are bullshit. They happen way to often and slow down the game too much. There is a button in the bottom right corner to hide the UI for better screenshots. As for aesthetics, could you please not make the highway make 90 degree turns. The rest is okay.
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>>1314900
>highway make 90 degree turns
Yeah you've got a point. I'll have to reconsider building them again, they don't feel anywhere as useful for their cost. Don't like their look of cutting through downtown either.
I really am going to disable disasters from now on, they create absurd amounts of busywork.
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For me, it's Herringbone.
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>>1315051
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>>1315064
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>>1315051
>just build ad-hoc with no plan
>inevitably run out of space in the city center
>at some point the transport infrastructure just starts breaking down
Like a real city.
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>>1315051
Octagon Lozenge is Kino, Heptagonal too.
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>>1314887
>silver steel hi-rises
>red brick condos
>professionally manicured lawns
>opulent gated communities
>no slums

probably the biggest issue with SC3K and SC4 was that it was too easy to generate high land value properties. an area basically had to have no police coverage, no hospitals, and zero schools to become low value or poor. in the real world, dense urban areas (and even some suburbs) are often packed with these things and still have major problems.

modern cities always have a bad side of town, pollution, and crime, but you almost had to try HARDER to create slums than estates in both games. i don't think i ever got a riot disaster without forcing the game into some bizarre situation where i completely reduced funding for all services.

in fact, the only time i heard gunshots or saw chalk outlines in SC4 was near the airport because the game generated massive "crime" around the entire airport tile itself which was silly. one last bone to pick with both games was the lack of service buildings of different sizes. yes, SC4 finally created small and large (and some deluxe buildings) after the rush hour expansion, but these never felt like they did anything but help relieve the cap and reduce the unaesthetic spam of placing four elementary schools in a grid lot /rant
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>>1316035
You can't exactly simulate the factors that create bad sides of town without getting cancelled, especially in this political climate.
I'm serious, by the way.
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>>1316053
kek. if only Maxis existed in an era of mod support so we could model sim demographics.
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Here's how it looks like now. I'm pretty bored by now, probs won't continue
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>>1316035
>i don't think i ever got a riot disaster without forcing the game into some bizarre situation where i completely reduced funding for all services.
>High unemployment and low aura combine to cause riots. If unemployment is above 8 and aura is below 50, a Riot could happen any time.
I believe that's a hard and, as in you can mitigate rioting by either employment or aura. Arguably your city should have one of these covered, though high employment will probably come with a lot of toxic clouds.

>but these never felt like they did anything
SC4 has a tighter budget than 3000 so high capacity structures help a lot.
>>1316053
>low employment/high labour competition
>low education
>self perpetuating when crime gets bad enough
You don't need nods towards ethnic tensions. Underclasses existed before the American civil war and modern mass immigration.
>>1316094
Looks nice anon.
>>
3000 was alright, I still liked 2000 better
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>>1316035
How did SC3K have gated communities?

>>1316094
It looks good. Maybe try to add some bigger parks with some sports accommodation. The low density housing can spawn grass tiles and tennis courts.
>>
How do I replace baseball parks with football parks? I don't want to change to Europe style, just the football park.
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Small parks do generate crime as well.
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>>1316763
>How did SC3K have gated communities?

Low density residential lots with high land values will generate mansions with large fenced lots.

Also, if you set the grass and fences to historical and then bulldozed the original building it was a great looking place to put your Mayor's House.
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>>1319031
Those aren't exactly gated communities those are just big mansions with a fence arround the surrounding garden. Real gated communities are a disaster for traffic forcing everyone arround. These barriers also make the public space inside them to be devoid of any activity. The social life in small urban spaces is a great book and/or documentary about this subject (not gated communities but public space in general). Sometimes the documentary gets posted on youtube but it always gets taken down quite quickly.

>Also, if you set the grass and fences to historical and then bulldozed the original building it was a great looking place to put your Mayor's House.
It's what I did here >>1303116 top right corner.

>>1318302
Are you sure about this? Have you checked the Prima guide? I see that there is some low value housing in the middle of those parks, unemployment definetely creates crime in SC3K.
>>
Love sim city might start playing again soon
>>
How do I come up with clever names for towns, bros?
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>>1322318
Google maps. If you live in Europe then you might be able to find a source for meanings of place names in your country so you can smash words together that do describe what kind of geography your city was founded on.
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>>1307672
That's difficult to make. My industry doesn't grow so there's no demand for housing and so no industry. If i keep the living conditions shitty the sims don't want to move in.
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>>1298283
Anyone else experiencing huge slowdown whenever opening a menu in SC3K?
Googled around a bit but the listed fixes like switching to windowed didn't really help.
>>
>>1298783
This is the modern zoomer to you. So dumb that they can't even manage to buy a game on GOG.
>>1298283
based GOG chad OP
>>
>>1322645
>So dumb that they can't even manage to buy a game on GOG.
It's even worse that they don't know how to pirate
>>
>>1322544
Yeah my demand for dirty industry is at the bottom. Lots of $ and $$ resident demand though but they don't want to move anywhere. Not even to the cleaner parts of the city
>>
>>1322318
Most of the names are pretty boring when you think about it. It's either after the surrounding nature, some important guy or an Indian tribe. Or just reuse some name from Europe and place New in front
>>
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Ops. Clean up, jannie.
>>
>>1323808
aaahhhh. LA. You can just smell the Hollywood magic.
>>
>>1322318
I usually just go with something maximally generic like "Simtropolis" or I use an online name generator.

>>1322560
Are you running the game at a very high resolution? Did you get the patched .exe? I don't seem to have an issues.


What kind of layout is best to use to maximize land value (SC3K)? In particular, I want to get all of my residential zones to have "Astronomical" land value. I know throwing down patches of water and parks helps, but is a systematic approach to get guaranteed maximal land value for residential/commerical zones?
>>
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>>1323882
A fucking city with marinas for roads.

>Why yes, of course, I take my personal yacht to get to work. How else would you get to Kong Tower?
>>
>>1323882
>>1324071
Hell of a lot better than Dubai.
>>
>>1323882
Land value depends on the city center effect pretty much. Which in turn depends on population. So a small town will always have low value everywhere, no matter how much parks and water. While you'd really need to fuck things up to have a low value center of a metropolis
Buildings and water act as modifiers, so you need that city center effect first
>>
>>1323882
Land values also increase over time. So just leave the thing running overnight with utilities deals and whatever you need to guarantee a positive cash flow if you want to inflate them.

Also you can put down a square of water and then fill in the "corners" to make a single dot that only takes up four tiles instead of nine, and it still has the full land value increase of nearby water.
>>
>>1323882
How do you find your city center and how to improve it?
>>
>>1325121
The game won't tell you directly. It happens behind the scenes. Just use the map settings to find the land value and high aura places. The city center is works a bit like the centre of gravity, high density areas have a heavier weight in the formula. The Prima guide explains it on more depth but you don't need to know how it exactly works.
>>
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>>1298283
Is the Simcity 4 traffic really broken or the community didn't read the prima's guide? I want to give it a try.
>>
>>1311636
Original Sim Copter was fun, had a nice selections of helicopters but the start of the game had a high learning curve, trying to put out fires with a two seater copter that could barely move along with it's water tanks full was suffering.

And even if you wanted to just fly around exploring your city the damn UFO would randomly start bombing your buildings at random before fucking off.

The only way you could deal with the UFO was if your city had a military base with the F-15 grid because one of them at random would be replaced with an apache.
>>
>>1326468
The traffic simulation is fine in most situations. I feel like it starts struggling if you have the largest size city with a lot of routes through it that are roughly equally good. There's also some bug that can happen if you have connections to other cities placed close to each other.
The Network Addon Mod supposedly improves it, but at default settings it also pretty much removes all traffic limits. Congestion limits on all road types are increased by an order of magnitude, and sims no longer care about the time spent on their commute, so building a sensible transportation network becomes completely optional.
>>
>>1326468
just use the NAM
>>
>>1307824
>>1308478
>>1308492
it's true, piratefags really are like vegans
>>
I love SimCity 3000 graphics, the ones from Capitalism 2 (and now Capitalism Lab) are really similar and are like half the reason I play the game to begin with, those sprites are eye-candy. Been meaning to get back into SC3000 (my favorite in the series) so this here thread is a welcome sight. Might post some pics of my future city.
>>
>>1327920
Please do. I need some inspiration for a new city.
>>
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>hmmm today I will exercise breathing clean air
>>
>>1298283
When was Sim City 3k ever considered difficult? Now Sim City 4 was a PITA.
>>
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>>1309620
> just checked OQ twitter
> works at Facebook VR
> oil paints portraits on his spare time

Yeah I think we're never getting the next sim city, it's over.

Fuck EA.
>>
>>1333401
What?
>>
>>1323882
holy fucking shit it's venice and any giant city, kek

I never would've thought of this shit
>>
>>1333512
the SimCity art director, Ocean Quigley, is checked out
>>
>>1324597
Don't give them any ideas
>>
>>1334416
not checked out, but pretty comfy.
>>
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>>1306322
If you use dgVoodoo to set the display resolution to whatever your screen uses and set a lower resolution in game you get usable UI without constantly changing your resolution around.
The water mark in the lower right can be turned off, I just forgot before taking the screenshot.
>>
>>1338068
Do you have the tutorial link, senpai?
>>
>>1338070
>download from https://github.com/dege-diosg/dgVoodoo2/releases
>put dgVoodooCpl.exe into the Apps folder in your install directory (where SC3U is located)
>from MS/x86 put D3DImm.dll and DDraw.dll in the same folder
>launch dgVoodooCpl.exe
>go to DirectX tab and change the resolution to your native resolution (and uncheck watermark), apply and close
>from the game, change resolution to something low - 720p seems to work well. Note that I'm using the exe from https://support.gog.com/hc/en-us/articles/360018687573-Simcity-3000-Unlimited-widescreen-support?product=gog which enables widescreen resolutions.
>>
Nothing comfier than playing this game in a foggy morning or at night with some hot chocolate.
>>
>>1338068
Thanks anon.
>>
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My latest Florida inspired city. I always forget to turn off the damn vehicle symbols
>>
>>1301253
EA bought and gutted the company, the talent left and EA ordered unreasonable deadlines, cut budgets, Online DRM and other meddling for the new game, which sold poorly causing EA to further gut and restrict the company. Tale as old as time.
>>
An anon posted some stuff the other day on /v/ saying how SC2013 is broken in the most basic fundamentals and even if the game didn't have all that "always online" shit it still wouldn't work as a game. Things like electricity for example behaving like cars and only turning right, or the simulation that tries to simulate every SIM but because of the speed that time passes within the game it makes traffic jams unmanageable among other things.
>>
>>1340042
Nice city anon.
>>
>>1332548
Can’t be much worse than the mouldy barracks the half of my brigade was living in
>>
>>1340659
>speed that time passes within the game it makes traffic jams unmanageable
I have seen this as a problem in all sim games. They spend all day going to work and going home.
>>
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The graphics for Societies still hold up.
>>
>>1344794
I remember thinking "wow they really dumbed down SimCity!" playing Societies, but still kind of enjoying it. Little did I know of what was to come...
>>
>>1327920
So as I wrote on the post above, I finally launched the game yesterday (after finishing S.T.A.L.K.E.R. Anomaly) with the GOG widescreen patch they're offering for better resolutions. I'm too much of an autist for great design because I just use 4x4 grids for best efficiency. I forgot how easy the game gets when the opportunity to build the prison shows up. I have a lot of polluting industries in my city and I believe I can't really do much about it for now (it's like 1908 in my game so no ordinances) other than zoning away from water as to not pollute it. Maybe if I add some parks to my industrial area will it help to raise the aura and make sure I get better industries who pollute less. I already have commercial and residential lots with medium land value.
>>
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God, what have I done?
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>>1344794
It's okay but my disk version would always throw a memory access exception/violation if my city got too big.
Did you ever get a vigilante to spawn? I tried spamming the little hut that increases the chance but all I got were arsonists.
>>
>>1344970
>Maybe if I add some parks to my industrial area will it help to raise the aura and make sure I get better industries who pollute less.
>it's like 1908 in my game
I believe education + ordinances are the only way to get SOME less polluting industries. I'm not sure if they care about aura. The pdf might know.
Just don't worry because it's too expensive to support them (and sims having no jobs due to the methods to obtain them) early on.
>>
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>>1345410
Yeah. I don't know what I did to do it though. They were always wondering around in my towns. The little news ticker would always say when they ran someone out of town. I'll play it tonight and see.
>>1344869
I was so mad when it came out since I was hoping for an actual Sim City game. Societies has its own things going on. The map size and lack of transport systems is depressing though. It has the same car spam problem Tropico has.
>>
>>1345415
I skimmed through the guide for a bit and there's so many things I had no idea about. For example I could've sworn blocks had to be 4x4 maximum with roads surrounding them but apparently it's double that. Also being able to decommission landfills just by making them far away and remove roads up to 5 tiles from them.
>>
I forgot about the vigilantes. My city is full of hippies and zombies though.
>>
>>1346053
So it's like a normal city.
>>
>>1344970
If you want non-poluting industry early on, do farms. But watch out because they're extremely finicky to keep
>>
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>>1298283
I had a city that brought my pentium 3 machine to a crawl when I was a kid. 2nd best simcity. 4 will always be my champ. Isometric views are peak city builder style.
>>
>>1345383
How?!
>>
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Sim City 5 can look good at certain angles in images.
>>
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>>
>Sim City 5 can look good
yes
>>
>>1348840
>this is fine
>>
I think the Sim City guys made a mistake when they started thinking that they needed to simulate every single person. That's not how you should approach city simulators. As an analogy, it would be like a race simulator trying to simulate each independent car part like pistons, instead of just trying to simulate the behavior of the car.
One characteristic of all Sim City, from 1 to 4, is that I never felt like I was actually solving engineering and urbanization problems, but just playing a sandbox with some puzzle elements that don't depend on the real thing (urbanism), but only on some internal rules of the game. If one day they pick up the franchise again, I hope they notice this and stop trying to simulate the micro and focus on the macroscopic issues and try to go more to the real urbanism side.
>>
>>1357717
I actually like the individual people being simulated. I can't go back to the cars disappearing for no reason. The main problem for me is the days in all of them are are too short. So they end up commuting for half the day and you need way more transportation infrastructure then is realistic. It looks like shit when there are 8 lane highways serving like a hundred buildings.
>>
>>1357813
I think that individual simulation of things is actually harmful. In my little experience with Cities Skylines I felt like I was trying more to deal with the AI of the vehicles than actually planning a city.
>>
>>1306377
>At least, it's better than SC4 where the best strategy is coal forever in the map corner and ignore all other power plants.
ftfy
>>
>>1357968
Skylines came out 8 years ago. There should have been some improvements by then. Hopefully where the sims don't drive to a public transport site so they can ride to different public transport. When walking would have been faster.
>>
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>>1357968
Ideally, the AI would behave close enough to a real person that planning for the AI would give the same solution as planning a real city for real people.
>>
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My favorite building from a city builder game is the Hall of Deputies in SimCity Societies in the center of this image. Does anyone else have a favorite building?
>>
>>1358486
Mayor's house because it's the first building you get as a reward in SC3K and I love placing it somewhere nice and it's like the foundation of my high-income residential zone.
>>
>>1358486
>fire hydrants in the middle of a forest
>>
Imagine if SimCity 3000 had mod support.
>buildings rotation to road
>visible police range
>water deal mod fix
>being able to visit neighbor cities
>new rewards related to Internet as 5g tower
>pregnant Constance Lee
>>
>>1358606
I need a SC3K visual novel now.
>>
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>>1358599
I find the same problem with Simcity 4, 5, and Skylines. The road decorations should render depending on the density around them. Here's a sewer grate going up a bridge.
>>
>>1358606
>pregnant Constance Lee
neuronactivation.jpg
>>
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How long must I wait for an aesthetic city builder?
>>
>>1358960
That is terrible. I'm of the opinion that the game shouldn't do almost anything automatic. The street must be as simple as possible and the position of each fire hydrant, pole, must be determined by the player. People who don't care about aesthetics won't notice and those who like it will at least be able to avoid bizarre mistakes that break immersion.
>>
>>1359714
Forever.
>>
>>1357717
>game where you simulate a city.
>doesn't want people to be simulated.

Literally nothing you say makes any sense. The literal core of any tycoon/sim builder game is taking care of people and how they act. Not simulating people, specially for a game about making a city, literally doesn't make sense. The entire reason why cities are designed the way they are is because of how people act given their needs. I'm trying to be nice but I'm honestly confused on how a pretty simple and core concept seemed to have went over your head specially when it comes to Sim City which most people consider to be the most accurate when it comes to simulation games.
>>
>>1340659
The issue comes down to how sims are simulated and to an extent how utilities are too. Sims in 5 act more like walkers from Impression series than being actually simulated leading to them clumping together and getting lost. Utilities worked even more like walkers as the utility building would generate a walker with X amount of resources that would then give those resources to what ever house it passes till it reached zero and then respawn at the plant hence why buildings could still be unpowered even if you did make a single road city since the walker would just keep giving out resources even if the building technically didn't need it. Other sim city games generally just treat utilities as a numbers thing.
>>
>>1360531
Everyone just keeps on copying the SC4 model when the entire genre is in desperate need of innovation. Offer more player customization, add policies that change the design and function of a city, make it possible for a city to just be a tourist center. Any of those things or more would be welcome as opposed to the same model over and over again.
>>
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>>1360627
>>
>>1310873
Damn, the new Xenonauts update is looking FIRE!
>>
Another thing sims should do is just give up on going somewhere if it will take them all day or more. Every game that simulates them individually I run into a sim walking across the countryside to a thing I just built in the wilderness.
>>
>>1360793
>Everyone just keeps on copying the SC4 model
I wish. It seems like each game that comes out gets dumber and dumber.
>>
I'm trying to run the steam release of SC4 on Linux, it'll often crash if I enable all CPU cores but if I set it to 1 then the game becomes so laggy that it's unplayable immediately after startup. Anyone else have this issue?
>>
>>1360663
After all the genre survived perfectly fine for decades without simulating individuals and just simulating in an abstract manner.
>>
>>1361440
>decades
Sim City came out in 1989.Sim City 4 in 2003.
Followed by Societies 2007
>individual sims
Then real city simulators way later
>also individual sims
>>
>>1301634
Lmao no Asians, no blacks. Idk why Gus Oddman had to change but hey ho. What language is the top row? Seems based.
>>
>>1362089
Swedish, i had the same advisors on my copy back in the day. I don't think it's specifically the language though, there's a bunch of versions of SC3K and one of them probably changes it for some reason.
>>
>>1362089
You can change the advisors on GOG version.
>open GOG SC3k directory
>run change language executable
>switch to swadish
>open /app/ress
>access SSIMDATA and TEXT folders
rename the Swedish folder to swedish2 and the english folders to Swedish
>open the hotkeys folder and do the same (Swedish has different hotkeys)
>>
>>1362095
I think it's the region. EU has the top advisors (I have the same ones with my French copy), NA the bottom ones (GOG copy is a NA one AFAIK). There's also special advisors for the JP version (no idea about any other Asian countries but they probably have the same ones as the JP ver.).
>>
>>1362282
Brazil had the same EU advisors.
>>
Time for a new city bros.
>>
comfiest thread and game on the board
>>
How hard would it be to make this in Skylines?
>>
>>1363624
I started again cause I didn't plan enough for scaling my transit later. Just been doing roads for now.
>>
>>1363796
Depends on your level of autism and computer specs. You would have to pretty much place every flower pot individually
>>
>>1358960
theres a sc4 mod that changes sidewalks based on density but i cant remember if its just part of the NAM or not
>>
>>1365225
It does that in vanilla too
>>
>>1364029
Great layout.
>>
https://www.pcgamer.com/simcity-launched-a-decade-ago-and-it-was-so-disastrous-it-killed-the-series/ lol, lmao.
>>
>>1364029
Cool laypout but don't build too much before starting your town because you need to pay for all that infrastructure. Partly demolishing parts of your town to change your infrastructure can make it look more natural in the end. I really like how there are no 90 degree angles in your train tracks, good job.
>>
>>1365458
Every time.

>People say X is going to the be the Y killer!
>Never kills it.
>X just ends up killing itself.
>>
>>1361412
Haven't fixed it yet but I suspect it's got something to do with Proton translating DirectX calls using only a single thread.
The game no longer lags with only a single core when using OpenGL, but graphical glitches make the game unplayable.
>>
>>1365435
>>1365827
Thanks! Yes I did all my zoning after taking this screenshot. Filling out some more now.
>>
>>1366256
Filled in corner.
>>
>>1366256
>>1366312
I like the range of trees to the north as well as the lake. I wish I made nice cities like yours but I'm too much of an autist and end up drawing grids. Do you know which layout you'll be making before laying the roads or do you make it as you go?
>>
>>1366612
My cities are still autismal grids, I can just hide it :^). I mainly try to just get an idea of where my highways will go (that strip of straight trees), then just kind of grow out, using the terrain to force myself to break up the grid. All my roads follow a "strict" rule of 8x8 blocks, with the road being on the 9th grid square. So in the case of double wide blocks, they end up being 17 tiles total because the one middle one would be a road if it was there. I also try to use as many T intersections as possible vs X/4 ways to reduce congestion. Also reduce the amount of intersections overall for congestion. The train stations take a shitload of car traffic away. Also lots of bus stops in residential areas only (never place them in commercial and especially not in industrial). Working in a few diagonal roads goes a long way in breaking up a grid visually.
>>
>>1366913
Not to mention making tunnel/hill overpasses for roads over rail, that reduces a whole bunch of congestion because there's no intersections. That's been a bit of a game-changer in my most recent cities (in the last few years).
>>
More housing in the hills.
>>
>>1366913
Ha pleb, you have nothing on me .
>edit map to be completely flat except one corner of mountains which I then fill in with waterfalls.
>one tiny sliver of coastline, completely straight edge.
>design small perfect base city, maximum residential to commercial to industrial with most efficient allocation of facilities, police, hospitals schools etc.
>let it run for a bit while building nothing but hydroelectric power on the fucking waterfalls
>replace entire city with best archaelogies
>cover entire map with fucking archaelogies
>win
>>
>>1360663
You just need more anal stimulation.
>>
>>1367266
Sim City, anon, not Free Cities.
>>
>>1367210
Ok that does sound more autismal.
>>
>>1367161
Really hopeing cities Skylines 2 has a whole and good looking) japanese set. This is a big reason why I love playing 3000. I wish there where more japanese builder games.
>>
>>1368016
My expectations for CS2 are really really low. This is the best tileset for sure.
>>
Highway, high density beginnings.
>>
Expansion... Sorry for blogposting
>>
>>1368192
>>1369121
>>1369904
Gorgeous city, Anon. These pics look so cool they wouldn't be out of place as wallpapers.
>>
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>>1365458
i wasn't going to link this but because someone else did, i feel obligated to say that i'm really disappointed in both quigley and librande here for completely dodging the issue of always-online drm and game ownership, it's been 10 years and they're still blaming ea when maxis was directly responsible for not just the dogshit agent system but willfully complying with ea's online-only requirement as well (and them putting securom on spore too, fuck that shit). they actually made it even worse for themselves with lucy bradshaw's moronic "HURRDURR THE GAME WAS DESIGNED TO BE ALWAYS ONLINE" pr statements that were directly contradicted by a modder getting the game to work offline a week after release by patching a dll or something, i had genuinely forgotten just how bad the whole simcity 2013 shitstorm really was. as far as i'm concerned, they can all go shove a cactus up their asses and it makes me ashamed to say that i was ever a fan of any of maxis's games
also, i find it funny that peter moore publicly stated that the online requirement for simcity 2013 wasn't drm, "period" (https://www.ea.com/news/we-can-do-better) and we now have direct confirmation that it literally was and ea tried to force people onto origin like how valve forced people to use steam with half-life 2. absolutely fucking embarrassing
>>
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>>1368016
you might be interested in this old simtropolis thread, there's a ton of japanese stuff for sc4 if you dig around for it: https://community.simtropolis.com/forums/topic/8381-a-guide-to-japanese-bat-hunting/
>>
>>1370524
>"The isometric camera and rudimentary visuals of SimCity 4 were beginning to look dated next to the biggest triple-A games of the day"

Nevermind dodging issues, he says retarded shit like this too.
>>
>>1370533
>Jap .bats.
No thanks. I don't want eleven billion brown boxes to appear-
>>
>>1370524
I think what's even worse is all the good shit it actually did. It wasn't half bad when it came down to it and the moduals and cities specialization was way better than what CS did, moduals specially I loved, so much more fun to actually plop down extra jail cells and classrooms than just a slider. If the simulation part was better 2013 would have probably gotten a few more DLCs.
>>
>>1370196
Thanks mang.
>>
>>1370659
damn, it looks so good.
>>
>>1370659
very cool, please continue
>>
>>1370707
Yes boss. Filling in the valley with more low density.

>>1370671
Thank you anon with distinguished taste.
>>
>>
Expanding more, will be more high density mainly. Outer areas will be lower.
>>
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>>1370566
that's what a random pc g*mer journo said about what ea execs presumably thought at the turn of last decade, not a direct statement from ocean quigley - besides, he was the art director on sc4, i'd doubt he'd want to shit that hard on his own work. i'm honestly just surprised that ea thought simcity was still worth milking at all by that point considering that societies was basically a glorified wet fart and they left sc4 to die after releasing one (1) expansion for it
>>1370637
sc2013 isn't as meritless as some of the other shitty reboots publishers were starting to churn out back then (thief 4, dmc 2013, dungeon keeper 2014, etc.), but even then i don't think there's anything i actually prefer in it over sc3k and sc4? it looks pretty good visually but i've never been huge on the tilt shift shader and it looks kinda flat and toylike compared to sc4's godlike gritty 2000s aesthetics, jerry martin >>> chris tilton, the resources system doesn't really work since it's so limited and you're arbitrarily bottlenecked by every tile only having one exit point, and the city tiles themselves are punitively tiny and you can't even make custom regions anymore, it's missing basic shit like a subway system...
it had potential, sure, but even if you ignore the awful launch it had, sc2013 still pales in comparison to a game that came out 10 fucking years beforehand
>>1370614
you vill waste 48 hours tracking down every sinkle dependency individually, you vill stare at ze brown boxes and you vill be happy
>>
>>1301906
I wonder if Randall Shoop is a reference to Donald Shoup, an urban planning professor who's spend the better part of a century explaining to people why free parking is bad urban policy.
>>
>>1370935
You win this time, Quigley.
>>
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>SimCity 4: Network Addon Mod version 47 'Secret Weapon' teaser:
https://youtu.be/sftw_49ozXQ

>But that's not all. NAM 47 will have a feature that completely revolutionizes SimCity 4 by turning it into another new game, but you have to be patient. Waiting for the big reveal here is a nice promotional image of RHW 12S and X3 Ramp
>>
is there an all-in-one installer for simcity 4 like there is for the sims 2?
>>1371350
i kinda feel nam has feature creep and should be split into several mods
>>
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>>1371350
>he thinks downloading mods made by people who brag about not keeping backups of old versions is a good idea
>>
>>1370935
>that pic

the aesthetics of SC2000 are unmatched. it really needs a remaster/remake. more tile and building variety, better traffic simulation, combined with a modern UI would sell like hotcakes... and it seems like it would be so simple yet nobody has tried recreating this for 30 years.

>>1371350
i really have to admire the autism of that video. 16 mins about... roads. why hasn't anybody modded in new police stations, schools, or hospitals? it's always roads.

it's a shame SC4 still runs like shit on a single core. so what is this "secret weapon" he speaks of? a new highway interchange? i am prepared for disappointment.
>>
And this is why SC3k is the best SimCity.
>>
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>>1312837
Holy hell I remember this junk and I thought I blocked it outta my head
>Dumbass kid me never got towns running in Sim City 2000 but remembered it fondly. Still dream of some giant spider robot UFO
>Older me actually learned about sustainable income and tax rates with Sim City 3000, and finally covered a map in concrete
>one Christmas me and little bro get different DS games. He got this, and I got some Lego Star Wars or Batman game, traded immediately for it. Both parties were satisfied by this
Mostly satisfied. Shit was ambitious, but maybe too ambitious to fit on a DS game. Story mode had you build the Tower of Babel in grug caveman times, then your same city either goes Asian or European mid-years with a second matching Wonder building, and can eventually branch into being an American city with those stolen Wonders in the Industrial Era
Modern Era fucking sucks and where I had to stop in the 'story' mode of your city. It's where the town mostly switches to using a lot of Sim City 3000 sprites, and looks pretty great, but so many mechanics for managing things are simplified. No pipes for water, most all facilities provides everything in a radius, but I think I still remember power lines. The 'goal' at that point to advance to whatever future utopian cityscape and space tileset beyond was to pretty much eliminate all my pollution, which was so damn contradictory to the previous Era. Switching outdated power plants, tearing down half my industry while the other industry went 'clean', making space to plant trees, even receiving a unique research building that sucked in pollution in a radius for making progress, ALL while having to maintain a budget. These barely came up to half my goal and I abandoned it.
Fuck now I wanna have another go at it
>>
>>1371696
I played the DS version of 3K around ~07/09 , it was pretty good from what I remember. Serviceable city building on the go.
>>
Filling out more high density, low density peninsula.
>>
>>1316035
>>1316053
>>1316065
There actually was a city building game that took (non-racial) demographics into account and made conflicts between them (and their preferences) a core part of the gameplay: City Life.

Probably the closest thing you will find.
>>
>>1370614
?
https://mega.nz/file/3w4zRARD#HiYWtCeSt7bV-JmzpW1n4iL2qOIaVDAYp71iz4H6jlM
>>
>>1371394
>and it seems like it would be so simple yet nobody has tried recreating this for 30 years.
Simcity 2000 has an aesthetic inspired by A-Train 3. A-Train is still going strong unlike Sim City which basically died and the PC port of the Nintendo DS version has a very "SC2K-like aesthetic" (it actually has an A-Train aesthetic which is what gave rise to the SC2k aesthetic in the first place), but based in Japan obviously (pic related).
A-Train does not have the same focus as Sim City however, it is a very different game. In my opinion much better too.
>>
>>1372404
I forgot the pic
>>
>>1372404
>>1372408
wow holy shit, i never knew about this. i guess like SimTower this was just another game Maxis bought the rights to and sold to US audiences
>>
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>>1371350
You mean 3S didn't have ramps? Then what kind of FlexHex have i been assembling together to make mine?
>>
Remaining mostly empty space that needs filling. High density at the top, going into low density in the sides. Another seaport in bottom right.
>>
>>1373519
gonna look good when that low density area gets added
>>
>>1373540
Yes it will balance nicely.
>>
She's fillin in, yeep.
>>
https://www.youtube.com/watch?v=fahTw4Z4rqg
Draggable PedMalls in Simcity 4
>>
>>1371552
Yeah advisors and petitions by your citizens were great.
>>
>>1377307
The word mall made me hope for something else. Wish the parks would do this by default. The train stations do for some reason.
>>
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>>1301659
>>
>>1298283
Bought the big box for this with the prima strategy guide for $1 at a garage sale around 10 years ago.
I love 3000. It's got such a charm to it.
I never understood warfs as a kid. I had my nanny read the page about warfs for me and we still couldn't figure it out.
I never played 4. How does it compare to 3000? I had a friend lend me a copy since he assures me it's great.
>>
>We need more SCHOOOOOOOOOOOOLS
>>
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>Network Addon Mod (NAM) Version 47 for SimCity 4 Now Available:
https://www.moddb.com/mods/network-addon-mod/news/network-addon-mod-nam-version-47-for-simcity-4-now-available
>>
>>1382031
S-sauce?

Anyway, I love to just come back to this thread, watching your cities is soothing bros. I played both Simcity3 and Simcity4 back in the days. CS can't compare to them, really. And what I hate more is that of all the thousands of mods people made only the realistic population one actually tries to fix the simulation part of the game.
>>
>>1386144
67% Inertia
It's not really about Sim City, it's mostly about Yoshizawa, only mentioned here, getting in embarrassing situations.
>>
>>1386589
Nice, thanks. Gotta read it.
>>
>>1382833
4 takes a realistic approach and it's much bigger with regions. It has a ton of building sets.
>>
>>1386144
>And what I hate more is that of all the thousands of mods people made only the realistic population one actually tries to fix the simulation part of the game.
What I hate is the menu selection is awful. I fucking hate scrolling for 5 minutes to find the right park/road/walkway/tree for one tile
>>
>>1389191
I believe they just put in the game a search bar in every building category. In any case there were mods like Search It iirc that let you do so. Of course it took them almost 10 years to figure out and put in the frigging game.
>>
>get in the mood to play some cities skylines
>check the workshop
>literally every mod and their dog is dead
mfw me wanting to relax turned out to be me checking one by one tens of mods. If they have announced CS2 they should've just let CS alone.
>>
>>1391749
THat's hat's been preventing me from satisfying the urge to play CS2 for over a year now. All my assload of workshop submissions, and multiple expansions' worth of updates that no doubt broke half of them...
>>
>>1322645
I blame Steam for making retards even more retarded
>>
>>1372404
Which game in the series do you recommend? There's A-Train Classic on Steam but it's expensive when it's not on sale.
>>1375385
Sovl.
>>
>>1391749
>>1391870
After I checked all the mods I had I found out there is a guy that basically fixed most of the abandoned mods and also made a mod that literally check every mod you have and generate a report telling you what is broken, how is broken and what new mod does what the broken mod did.
https://steamcommunity.com/sharedfiles/filedetails/?id=2881031511
You just have to subscribe, open the game, enable the mod, restart the game and then go in the option to have the mod generate the report.
There is also a big list of compatible mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2595470859
and this collection that has listed all the broken mods so you can disable them all at once:
https://steamcommunity.com/sharedfiles/filedetails/?id=2748471140
>>
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What's the best form of Mass Transit in Simcity 4?

>Inb4 "Combine them"
I'm more asking which one should do the most heavy lifting in terms of a city's residential commuters. Typically I wait until I've raised enough money for a full subway network, and then build it throughout the whole map. However I can't help but wonder if there's merit to using say, monorail, and sacrificing space for speed.

I typically don't use buses as with my current NAM Setup (The lightest Version of NAM 45; I essentially got the traffic simulator fix and the smallest capacity increase it would let me choose) I can't get them to sufficient usage. I think they move slower than cars, and the sims respond accordingly.

I have a region of just over 3.5 million I'm still expanding, and am curious to know what others lean on for mass transit.

Pic unrelated. It's not a screencap from me, just some food for thought. I might post some cities and/or the whole region tomorrow when I work on it.
>>
Is this game still playable? I kind of want to play it because of good memories, but on the other hand I don't because I don't really want.
>>
>>1370533
I wish there was an official Asian tileset for SC4 like there is for SC3K, or at least a game that's just as good but with Japanese aesthetics entirely. This picture is so damn amazing it's a shame you have to go bat hunting for hours to maybe replicate something similar.
>>
>>1392234
Bless you anon, and bless city game modder autism
>>
>>1392359
GOG version with the widescreen patch works fine for me.
>>
>>1392798
Is this still a fun game? I am not sure if to play it.
>>
>>1392825
I don't think you'll find a lot of people here badmouthing the classic SimCity games... With this being the thread for the series and all.
>>
Asking here since I don't see a CS discussion anywere. Where the fuck can I get a working tree anarchy mod? It seems the original is broken, and the "fix" has a big disclaimer about how is broken and doesn't really work either. So, what I'm supposed to do? Just wait? It's literally years I don't play the game.
>>
>>1392354
Buses reduce the simulation's cost for traversing a road tile, so they're "faster" than cars in that way, but I think there's a hardcoded preference for a certain percentage of cars over buses.
The way to use them is basically just throw a stop down every 2-3 blocks and they'll allow your sims to transfer to your fast backbone networks that do the heavy lifting.
>>
>>1393343
https://steamcommunity.com/sharedfiles/filedetails/?id=2949127622

The temporary fix works, but yeah you'll have to switch back to something else eventually. This is just the way mods go after a big update.
>>
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>>1392354
It depends entirely how your city is laid out and how dense it is. Busses are great for taking suburban commuters into the commercial core. Rail moves huge numbers of people between heavy industrial zones and dense residential areas.

Never built a city with such a massive density and wealth that I needed to use subways or monorails.
>>
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>>1392354
>>1393715
>>1393953
So here's almost all of my region since the bottom parts (like 2 cities with a total of 100k pop between them) got cropped out. Population just over 4.3 million now.
Didn't know NAM kept the busses faster than cars. I knew they had borderline infinite speed in vanilla. I've only got medium tiles because my machine lags on large ones unless I turn the settings waaaay down.
>>1393715
So essentially it's ideal to use busses to corral the sims to bigger networks to save money?
>>
>>1393965
Money and space. Buildings need to be on roads anyway so the bus stops can be worked in pretty efficiently.
You could also just tile the map with subways once you're making loads of taxes but that never felt right to me.
>>
>>1393974
That's kinda what I've been doing. Ofc Region view doesn't show subways, but subway stations are in every 2-3 blocks on almost the whole map.

I'm definitely gonna take a more thoughtful, less robotic approach when I finish this Region and move on to the next one. Also gonna dive into mods that rebalance and add a whole bunch of stuff. I dread the hours of installing dependencies that await me, but at least I'll have the damn Industry Doubler.
>>
>>1298283
bros I just wish they'd made SimCity's 2013 maps a bit bigger and make the commuting and sim agents work, the game was comfy as fuck otherwise...
>>
>>1322645
>>1322781
>>1327742
>>1308492
>>1308499
>>1308490
>>1308478
>>1307824
I don't want to pay EA more money and I have lost my disk a decade ago, how do I go about pirating Simcity 4 and 3 with both optimized for Windows 10?
>>
>>1301346
>>1301357
This is a level of autism for which I was truly unprepared. Incredible. I always think that my autism is leaps and bounds beyond most autists but then I come to 4chan and am reminded that I'm just a beginner autist.
>>
>>1398296
They're all on GOG so just use whatever people use for that. I think of it as paying the polish super mario bro. $1.50 rather than paying EA $3.50
>>
>>1398296
The disk for 3000 doesn't work for me on Windows 10. GOG one works just fine. I still question if I bought something legitimate.
>>
>>1400923
The CD I have from when the game was released (in its box still and everything) doesn't work either. Hasn't worked since the Windows Vista days in fact, I had to download a no-CD patch back then.
>>
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Can i has CAM lots with dependencies?
>>
What are some must have mods for Sim City 4?
>>
>>1401512
None. Play vanilla.
>>
>>1401512
After spending the day operating on my NAM folder to excise the pieces i don't want i say screw mods, don't even mod once.
>>
>>1401526
>>1401514
Alright, fair enough—any mods recommended to optimize performance, or do they have the same baggage as NAM?

Any mods if I just want different building styles? Like more historical ones or Japanese ones.
>>
>>1401533
Alright, the two required mods are the 4gb patch and the sc4launcher.
The 4gb patch is included with NAM nowadays, there is the NAM lite version which doesn't add all the autistic highways so you could get that: the moddb link has been posted in this thread.
New buildings mean dependencies, you got this - https://www.sc4devotion.com/csxlex/lex_main.php you got that - https://community.simtropolis.com/feeds/sc4-files/. Good luck.
>>
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Nam-lite's not enough, Nam-big's too much.
I just want FLUPs, FLEXfly and overhang rails without fractionally angled 8S to 6C widening golfball connectors with 3-RDW-H turn lanes that explode into guts if i brush a road near it.
>>
>>1340055
Witnessed. And I will never forgive them
>>
>>1401572
You can choose what parts you want to install
>>
>>1402330
Joke's on you i was monitoring the shit out of this thread for this exact reply.
You'd think that would be the case with their cute little checklist but the different modules are interconnected and seem organized by object class rather than type so i deactivate the cosmetic pieces and now i have four empty CP menus because the buttons are in the core files. I uncheck tram related stuff but the roundabouts and other "item wheels" have tram tracks in them that i will need to cycles through every time and it's a lot cycling.
Some stuff fully goes away and some elements leave remnants which i would like not to find. Unless this is the result of improper clean up on my part, in which case i'm the big retard, i'm inclined to say that NAM modules are not properly compartmentalized and that their choose-your-features is half broken.

On another note check this shit out: https://community.simtropolis.com/omnibus/simcity-4/reference/damn-tutorial-by-paeng-r384/
SC3000 sure rocks. SC4 sure is something.
>>
>>1402410
>i was monitoring the shit out of this thread for this exact reply
Glad that your tenacity paid off then. Personally I just install everything even if it has stuff that I never use but you never know if you suddenly feel the urge to go full autismo with puzzle pieces.
>>
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>>1403325
beautiful
>>
>>1403325
kino, wish we could have the same aestethics in CS without 3000 mods.
>>
>>1401533
>Any mods if I just want different building styles? Like more historical ones or Japanese ones.
>>1372059
>>
>>1400923
Old games on GOG might occasionally come with support patches that allow the game to run on modern systems IIRC. You can get the enhanced edition of System Shock (most of which was initially a bunch of modifications spread around the internet when the game was still in its shareware phase which then got ) but it comes bundled with the original version of the game.
>>
>>1403325
blessed screenshot
>>
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I need inspiration bros. Feels like every time my cities start the same way
>>
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>>1403985
Circular peripheral highway or urban water canals or sunken train tracks, sprawling agriculture or elevated subway or coastal town, as long as it informs future decisions.
Vanilla only allows so much in the style department.
I build the skeleton of an area with roads by following the artery, vein, capillary principle and then i zone a few buildings at a time instead of zoning vast squares. Prevents the grid, i try to make it look uneven.
>>
>>1404207
SOVL.
Is there a way to zone without having the premade roads spawn when the zone is too big?
>>
>>1404223
Yes shift or ctrl or alt, one of these. It'll try to snap to a random road so it's a little finicky sometimes. There's a picture showing the different lot sizes that i don't have.
>>
>>1404235
Thank you fellow mayor.
>>
>>1404207
Looks very comfy.
>>
>>1404294
Would negotiate a neighboring deal with.
>>
>>1404301
Thank you. I can sell off some of the waste incinerator capacity. :3
>>
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Goddangit. Ungrateful little shits
>>
Once I'm done with my games or at least one of them (Field of Glory 2 Medieval, A-Train All Aboard! Tourism, Dwarf Fortress), I think I'll go back to SimCity for a while. A-Train is different from SimCity but it's as soulful.
>>
>>1405213
>Fiery but mostly peaceful protests rocked Dodgson City for the second straight week
>The protests were sparked over a debate over who dumped a large pile of trash on 2nd Street earlier in the month
>City Hall has not been available for comments.
>>
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>Mr. Mayor, there has been talks that the highway system is too expensive to maintain in a city with barely 30,000 residents. Especially when education, health and sanitation departments are begging for more funding. Not to mention the increased pollution. How do you explain such use of taxpayers money?
>I can assure you that our new highway system was necessary for the great city of Dodgson so our residents can travel efficiently and in timely manner to work... and to work. It will also give our city the edge over the neighbors like North Wood... and over their mayor.. He thinks he's so hot ever since he swept the Mayor Awards
>>
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Look what I found
>>
>>1405213
based and slum-pilled
>>
>>1406700
kek
>>
>>1405213
My slums always go from ok to abandoned. I never get to see the riots.
>>
>>1406700
What did the city council mean by this?
>>
>>1298283
>Is there a site that has actual knowledge about what ordinances and reward buildings do?
it's on the level of esoteric knowledge, Maxis was never assed to write a guide of what the fuck they actually do
>>
>>1407180
There is the Prima guide you can find on the web. I think it lists what these buildings do.
>>
>>1298283
bump
>>
It is disappointing but not surprising to see how much more difficult running Simcity 4 is on Linux than on Windows.
>>
>>1406735
Riots tend to appear when Mayor Rating is low. Playing on hard is a good way of getting them to appear.
>>
>>1405213
>>1406716
>>1406735
>>1411455
How are you actually supposed to expand upwards? It feels like I can make really nice rich rural areas but the second I build they up they go to shit.

Is it just the message the game is sending?
>>
>>1411717
The basic rule is that higher density neighborhoods just require more of everything. Higher capacity schools, hospitals, roads etc. Don't be afraid to bulldoze existing buildings so you can have space for larger ones. That's how they do it in real life so you should do so too. Plus you don't have to worry about the bureaucracy. And also richfags love parks so spam those where it's convenient.
>>
>>1414286
I wish vanilla had higher capacity everything. Half my downtown is hospitals and schools.
>>
>>1322996
You have to be corrupt to keep dirty industry in town. Keep taxes on it low, don't enforce any pollution ordinances, don't put down waste management facilities, and do those minigames where you drive vehicles around for the mob and common criminals. Basically just make sure your sims are poor and stupid and have no better options for employment.
>>
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My east coast rustbelt inspired city that's supposed to be roughly in the same place/role as Philadelphia in universe
>>
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Transportation map, if you look close you can see the bridges my subways use to cross the rivers
>>
>>1415216
I can see the resemblance, very interesting layout! Post more pics of your neighborhoods if you like
>>
>>1411717
If you can make a rich rural area, you should be able to quite easily expand upwards with poor high density to begin with.

Rich sims really like their space (like people IRL), so rich high density are extremely picky. You want a lot of parks, nearby services & jobs and good transport for them to grow.

You usually get poor high density at the 22,000 sims mark but you might need closer to 100,000 sims before you consistently get rich high density (though the more the better).
>>
>>1415405
The South Spandau Research and Development Facility. A highly guarded series of labs with an underground bunker complex built into the adjacent hill. It's nestled into the industrial districts of southern Spandau.
>>
The East Spandau Advanced Disease Research Center, built safely on an island to prevent any unfortunate outbreaks
>>
>>1415988
A higher view
>>
>>1415988
>not building your disease research center next to the farmers market
Coward
>>
>>1416071
Lmao I'll keep that in mind next time

Here's a view of the main downtown districts
>>
>>1416270
Ditto
>>
>>1416271
Ditto
>>
>>1416273
The northern half of downtown at night
>>
>>1416276
During the day
>>
>>1416281
>that single road with housing on a tiny peninsula
Come on, it would look better if it was left alone, with a dirt road at most.
>>
>>1416292
It's an old, quiet little suburb in the middle of a bustling city and it's where the mayor lives. There's a tollbooth on the single road leading to it.
>>
The southern half of downtown at dusk
>>
>>1416281
>>1416324
Looking good! For some reason reminds me of Gotham City.
>>
>>1415972
>>1415988
>>1415990
>>1416270
>>1416271
>>1416273
>>1416276
>>1416281
>>1416324
Kino. I know what game I'll be playing next week.

>>1416292
Yeah? I like small, secluded neighborhoods like that. I always choose similar places to put the mayor's house (sometimes when I play SC3K I put my mayor's house on an island).
>>
>>1418430
Yeah I can feel you on that. I was inspired by those 'everything cities' from comics and graphic novels like Gotham and Sin City, also Grand Theft Auto games and their portrayal of American cities that are often amalgamations of various different cities meant to represent an overall cultural vibe of the time and place they're located in. With this one I was going for a good fictional portrayal of an east coast city that felt like it could be real.

As for some of the lore, at one point my power generating city on the edge of the map was on the verge of bankruptcy and I had taken out the max amount in loans in a short span of time. No good. So as a solution I sold out to the mob and started doing those various u-drive-it minigames across the city that feature references to the mafia and organized crime (In reality I just cheated the money in for the town after doing a bunch of minigames but it was a ton of fun nonetheless, I attempted to do all the minigames in the bankrupt town but there were never enough). I also began to rather liberal with my policing in certain neighborhood, especially after a police station near the docks was torched by an arsonist.

Thread theme:
https://www.youtube.com/watch?v=-3k-5DfvDMg
>>
>>1298283
based
>>
SC3K guide: https://archive.org/details/SimCity_3000_Prima_Official_eGuide

SC4 guide: https://archive.org/details/SimCity_4_Rush_Hour_Prima_Official_eGuide/
>>
>>1416071
10 social credit points have been subtracted from your account
>>
bumpy
>>
>>1427085
Based
>>
>>1301659
I love how imperfect and realistic those protraits are. Its like they had less than a few lines to say, total but I can deduce all their personalities and worldviews from the pictures and reading between the lines. Thats how I recognize a proper storytelling
>>
>>1416281
>both are ~500 pages long
jesus christ
>>
>>1432300
meant to reply to >>1421860
>>
>>1432300
>>1432302
Yeah it's a good read honestly.
>>
>>1418631
>>1416324
>>1416281
>>1416276
>All those standard buildings
It's almost impressive that you haven't added 5GB of custom content
>>
bumpy
>>
extremely comfy thread, thank you for the nostalgia bros. looks like i might just have to boot up simcity myself.
>>
>>1326468
There's a pretty bad and infamous glitch called "eternal commuters", look it up.
>>
I tried playing SC4 again, tried building a small village, only to realize that it's impossible to build non car-centric cities. I quickly got bored again and uninstalled
>>
>>1436132
Skill issue
>>
>>1375385
Might be a bit late but pretty nice anon.
>>
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Is there really no way to get movies working in SC2K without the CD?
>>
>>1436132
I think you're looking for Banished, friendo
>>
>>1435615
I hate that glitch. It ruins it when I want to make a giant interconnecting grid in the corners.
>>
>>1437645
I don't remember any movies in SC2K
>>
>>1438332
there's an intro and some movies you can select from the menu, if you don't have the disc in the drive the game reminds you about it every time you start it up when it tries to load the intro
>>
>>1400923
your disc uses DRM that Windows 10 no longer supports so you'd have to find a workaround to install/run it depending on your issue (usually a simple no-cd download in the latter case), just another reason to hate DRM
>>
>>1298283
I've played many city builders but never a modern city city builder other than Tropico. Which Sim City do I start with? 2000? 3000? 4?
>>
>>1438434
4. It's just the most content rich of them all. Also the mod scene is still big although a bit annoying with all the dependencies and lack of proper mod packs other than NAM
>>
>>1438572
Well i bought 3000 and 2000 already so Ill get to 4 later
>>
>>1437555
Thanks. I need to finish it still!
>>
>>1433202
At this point it would just conflict with the established aesthetic. The city also underwent a huge boom in growth almost overnight and I don't feel like demolishing and redesigning everything
>>
>>1322318
I name them after pets and friends living or dead, girls I’ve fucked, words in different languages and stuff I just made up
>>
>>1439929
Nice density build up.
>>
>>1441406
>pets
>friends
>girls
Foreign words and made up stuff it is!
>>
>>1438341
for the record, it's not just windows 10, microshit disabled safedisc drm with an update that applied to everything going all the way back to fucking vista: https://www.rockpapershotgun.com/windows-update-disables-safedisc-drm-7-8-vista
>>1437645
this seems like a really dumb and obvious answer, but have you tried actually copying the movies to the installation folder?
>>
>>1298283
>>
>>1447204
>this seems like a really dumb and obvious answer, but have you tried actually copying the movies to the installation folder?
That's the first thing I tried, doesn't work. I've been looking for a solution that doesn't involve keeping the disc image around for ages.
>>
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Based SC3K chads.
Just bought an unopened first edition box off eBay for nostalgia.
This was the thing I anticipated most as a kid. Those cars travelling down the streets at closer zoom levels that weren't mere blue pixels like they were in Simcity 2000, that Arcology (never implemented) on the folding cover of the box.... Oh lawd.
Where did it all go wrong since those days?
>>
>>1340042
That's a nice one.
Seems like SC4 cities require a lot less industry to generate dense commercial buildings. In SC3K literally half the map is yellow zones.
>>
>>1448766
>>1448787
Did I kill the thread?
>>
You might be happier back on v.
>>
>>1449512
Bro the thread has been up since January get over yourself.
>>
I tried Sim3k but the scroll speed was so sensitive I couldn't ever center on what I was trying to build and I couldn't find any way to adjust the sensitivity. Anyone know what to do?



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