any info about the "sims",ppl who live in the cities ?

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kpsia518

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any info about the "sims",ppl who live in the cities ?

Like Cities XL we always saw an empty cities,even we got population over 1000000.No car no sims,empty street.
in Simcity,every sim are "real",We always saw them.

so which one for Cities : Skylines ?
 

kpsia518

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Cities XL
+Large cities
-Simulation by spreadsheet (everything is simulated generically, automata are used )
+Can build city exactly as desired
-No emergent gameplay (no zoning as such, once a building is there you have to remove it to build something else)
-No real connection to outside world other than trading (which has no visible effect other than economic effects)
-Offline
-Cities seem to feel static and not lived in


SC
+Every sim and car is simulated, you can seem them move in real time (no more automata)
-Cities smaller (though I personally used the medium city in SC4 mostly)
+/-Transport options dont look a lot different to CXL (at least to me, not identical but a similar number of options)
+Region play
+Emergent development (SC has a changing skyline over time that XL seems to lack)
+Modular civic buildings
+Region play, inter city travel (which is simulated properly as well)
 

Person012345

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any info about the "sims",ppl who live in the cities ?

Like Cities XL we always saw an empty cities,even we got population over 1000000.No car no sims,empty street.
in Simcity,every sim are "real",We always saw them.

so which one for Cities : Skylines ?
Well, SimCity lied about the city population. It inflated the number wildly, so having a big number for population didn't mean you had that many agents going around doing things. But in C:S they're all supposed to be simulated from what we've heard.
 

Miwi

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1.000.000 animated residents - the number is bull$h!t. 10.000 animated sims seems to be realistic number but this doesn't necessarily mean that your city only has 10.000 residents, it could be a lot more, however not all residents will be animated.
The correct question would be - an animated sim do represent how many residents ?
 

Svip

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1.000.000 animated residents - the number is bull$h!t. 10.000 animated sims seems to be realistic number but this doesn't necessarily mean that your city only has 10.000 residents, it could be a lot more, however not all residents will be animated.
The correct question would be - an animated sim do represent how many residents ?

I would imagine they all represent one. Since not all people are outside at the same time, a limited number of people can be 'outside' at any given time.
 

co_martsu

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To clarify: The citizens in Cities: Skylines are unique and when you see a person in the game they have a name, age, home. They either move into the city or are born there and eventually they will move away or die there. The city can have maximum 1 000 000 citizens, but of course they are not all visible on the screen simultaneously :)
 

Person012345

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To clarify: The citizens in Cities: Skylines are unique and when you see a person in the game they have a name, age, home. They either move into the city or are born there and eventually they will move away or die there. The city can have maximum 1 000 000 citizens, but of course they are not all visible on the screen simultaneously :)
So what, does the city just stop growing when it hits 1 million population? I'm not sure I follow.
 

Will Steel

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In my opinion, the vanilla Simcity 4 system is nice for this kind of game. SC4, at least before Rush Hour expansion, also simulated everything using internal mechanismss, and the cars and people you could see walking were mostly graphical representations result of the conditions and situations of the simulaiton. There were exceptions to this however.

For example, if a road got traffic problems, you would see jams and accidents frequently happening. The real problem would be calculated in the code, but you get to see a graphical result. Similarly, if you built a ghetto at the corner of your town without any public facilities, you could frequently spot criminals and crimes happening, hearing gunshots, and sometimes see riots and protests before the area gets abandoned or burns down. And a garbage-filled city or a city with poor roads will also result in trash being dumped around everywhere and holes in roads. But those sims and cars were random and would disappear after they got to their destination. All of the real thing was actually calculated inside the game, and most living things were just graphical representations of the result.

And you could name upto 6-8 selected Sims, give them homes (which determine their wealth), and then follow their lives as much as it was concerned about city-building and simulation. They would stay around permanently until you remove them, they die, leave the town out of anger or simply have nowhere left to live. They would complain about healthcare if there was no hospital near them or was full if it existed, praise you for making their life better, participate in environmental campaigns and give their reactions and so on. You could also call them to a particular area of the city where they will give their opinions and reactions about it in bubbles.

This might be the best for CS as well. And then there is Tropico style system, which models entire families and family trees, but it might be extremely memory heavy. Even 1,500 people in Tropico 4 can make your system turn into a slideshow unless it is decent enough.
 

Zarine

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So what, does the city just stop growing when it hits 1 million population? I'm not sure I follow.

Apparently something like that.
It was said to be a power limit, meaning that the main reason for this limit is that the engine might start to show some difficulties with so much population.
And I think I recall that the value will at least be moddable so that you can kill your PC if you want to.
 

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Well, maybe we can go over 1,000,000 because not every sim is going to be animated all at once. Right?
 

medopu

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IN order for this game to sell more than 10,000 copies, developers must make this game robust for the likes of computers of the 99% of people, who've not yet migrated to tablets and toys as such.
That means, this game must somehow run on a computer that takes a good few moments to open an internet browser, and on a computer, that takes a few moments, to process a 20 page microsoft Word document.

In fact, i'm pretty astounded and amazed by the sheer skill and balls of the developers, to optimize the code this good, to promise 1,000,000 individual citizents driving about, shopping and such. And yet some of you want even more and more on top of all the graphic intenisty and background city calculations as there are already?

I mean, yeah, sure, don't get me wrong, I'd totally buy this game for sure, if it allowed 10 million + citizents wandering about in your sprawling city on my 10 year old PC, it's just that I understand that devs probably didn't pull 1 million pop-cap out of their ass, but out of their experiences with the engine capabilities .

And have any of you even thought about how to fit all these millions of people on the game map. The game map i mean, no offence, is nanoscopic compared to real world map of a big city, so i don't think you'd zone 1 million residentials that easily on these game maps, unless you want to push this game to the limit and cover every inch of the map with huge skyscrapers just to max the population in that 36km^2 space.
 

kromeboy

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if the game could simulate one milion of people with a similar persistence of the one in Tropico non the one in simcity which sleep every night in a different house it would be a great thing: you could build every italian city apart from Rome and Milan
 

wakko2k

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Apparently something like that.
It was said to be a power limit, meaning that the main reason for this limit is that the engine might start to show some difficulties with so much population.
And I think I recall that the value will at least be moddable so that you can kill your PC if you want to.

Man.. just 1 million? Such a crappy engine... Kappa