Hello everybody,
Timeline Progression VS Detailed Hour Progressions:
I'm referring to the difference between CIM1 and CIM2. In CIM1 time progresses through different eras, whereas in CIM2 the focus is on the day itself.
I've appreciated a lot the CIM2 system, and I considered it an amazingly brave move by CO, but ultimately I don't think it works very well, especially not in a city builder.
According to the trailer, CSL is going the CIM1 way (the date reads: 2026), and I really hope so. Starting your city in a bygone era (as far back as CO/PI funds allow - I understand that it's a heavy burden on the budget) is so much better as it gives you ways to improve your city in way you wouldn't expect. So, even starting in the '50 and carrrying on until 2050 would be a way better choice than sticking to one year and having a detailed day.
Seasons and regions would be a good plus too, imagine managing a city with heavy snow. But that might be too much.
Timed Unlock VS Research:
Old SimCities would unlock new stuff at a specific date, whereas the last one forced you to do some Research. I personally prefer going the research path as it gives you more freedom and it's more challenging. Just make it so that it's somehow realistic. Should I be able to build a Windplant 2.0 only after I've build 10 Windplant 1.0? No. Should I be able to build a Windplant 2.0 only after I've build research facilites etc? Yes. Maybe make it so that researches can be bought with the city's finances (researching should be cheaper and slower).
Paradise City VS Politics:
In most city builders (all of them, as far as I know), you're supposed to build a perfect city. And all the people want the same thing. You might go a different route, but you'd only do so out of role playing madness or curiosity. What the game wants you to do is one thing only: Paradise City.
That's not realistic and it's frankly quite boring.
I hope CSL goes the political way and incorporates some mechanics from other games (prime example would be the Democracy series). My ideal city is very different from yours, or maybe some things are in common for everybody, while others are very different.
Different people groups should be present in the city (again, think of the Democracy series), and every now and then elections take place. Let's say you were the conservative party and you made a mess of the enviroment, the green party gets elected and it has some bonues (cheaper parks!) etc. It wouldn't be as crazy as Victoria, but it could add lots of flavour.
There could be achievements for political stability and whatnot.
Opinions?
Timeline Progression VS Detailed Hour Progressions:
I'm referring to the difference between CIM1 and CIM2. In CIM1 time progresses through different eras, whereas in CIM2 the focus is on the day itself.
I've appreciated a lot the CIM2 system, and I considered it an amazingly brave move by CO, but ultimately I don't think it works very well, especially not in a city builder.
According to the trailer, CSL is going the CIM1 way (the date reads: 2026), and I really hope so. Starting your city in a bygone era (as far back as CO/PI funds allow - I understand that it's a heavy burden on the budget) is so much better as it gives you ways to improve your city in way you wouldn't expect. So, even starting in the '50 and carrrying on until 2050 would be a way better choice than sticking to one year and having a detailed day.
Seasons and regions would be a good plus too, imagine managing a city with heavy snow. But that might be too much.
Timed Unlock VS Research:
Old SimCities would unlock new stuff at a specific date, whereas the last one forced you to do some Research. I personally prefer going the research path as it gives you more freedom and it's more challenging. Just make it so that it's somehow realistic. Should I be able to build a Windplant 2.0 only after I've build 10 Windplant 1.0? No. Should I be able to build a Windplant 2.0 only after I've build research facilites etc? Yes. Maybe make it so that researches can be bought with the city's finances (researching should be cheaper and slower).
Paradise City VS Politics:
In most city builders (all of them, as far as I know), you're supposed to build a perfect city. And all the people want the same thing. You might go a different route, but you'd only do so out of role playing madness or curiosity. What the game wants you to do is one thing only: Paradise City.
That's not realistic and it's frankly quite boring.
I hope CSL goes the political way and incorporates some mechanics from other games (prime example would be the Democracy series). My ideal city is very different from yours, or maybe some things are in common for everybody, while others are very different.
Different people groups should be present in the city (again, think of the Democracy series), and every now and then elections take place. Let's say you were the conservative party and you made a mess of the enviroment, the green party gets elected and it has some bonues (cheaper parks!) etc. It wouldn't be as crazy as Victoria, but it could add lots of flavour.
There could be achievements for political stability and whatnot.
Opinions?