Well, I don't know if it's per day. It might be an hourly meter. But who knows...
If you look at the bar, the day changes when the bar is full. At max speed, it seems to take 3-4 seconds to move from one day to another.
Well, I don't know if it's per day. It might be an hourly meter. But who knows...
If you look at the bar, the day changes when the bar is full. At max speed, it seems to take 3-4 seconds to move from one day to another.
Mariina was great! She doesn't come across too professional, which is a good thing; she seems like an enthusiastic fan rather than someone trying to sell you something. Plus, her accent is cool. J
If you look at the bar, the day changes when the bar is full. At max speed, it seems to take 3-4 seconds to move from one day to another.
Well, does that mean that we don't have things like rush hour and stuff? I think they give a much better feel to your city and make it feel more alive.![]()
A nice and interesting stream. The hour went by very fast. Some interesting details was showed and the game already looks better than SimCity 2013 and Cities XL ever did.
Generally I think they should add more zones though. They didn't show much about zone control in the stream. But it didn't look so flexible. Medium density zones should definitely be considered.
What if I don't want my buildings to evolve? What if I want a neighbourhood to stay at, for example, level three? What if I want a neighbourhood to stay uneducated/poor/working class but still want to offer them all of the available services? Can I stop houses from evolving? Can I limit a street to only rich houses?
So basically: More zone control than what was showed in the video would be great.
I also think the zones where too large sometimes. Can we increase density by not allowing zones to go so far out from the road? I think they went four squares from the road and it seemed to be standard. Can I zone it so that it only goes two squares from the road?
Great livestream. My thoughts:
4. Clinics and health. Looking pretty good, but might need to buff the range IMO. Looking at the video, when you guys plopped the clinic down into a town of ~800 people, it only gave 'green' coverage to 30% of the town. I'm not an expert on the subject, but I reckon a single medical centre like that would be able to deal with a town that small (which would probably have very few health issues if there wasn't a coal power plant plopped in the middle of a cul-de-sac) yep.. second that
6. Buying more land: awesome. Is that buying? or an unlock after a milestone? Do we have to spend money for the land?
9. Hopefully we can see some more simulation of bigger cities, plus also an overview of the education, healthcare, government, fire and police systems, in the next playthrough. I know you guys probably don't wanna reveal too much before release, but I think I speak for all city builder gamers out there when I say that I really want to know everything about this game before I purchase. I've been burnt (twice!) by EA/Maxis before. I'd love to see a bigger city play.. though i understand if the devs don't want to give away too much
10. A better look at the public transport options. Rail and the bus network to be specific (btw loooooove the bus stops that were seen in the last dev diary). Me too.. The way previous city building games were designed, city management is half transport system management! I'm yet to read dev diary.. looks like they have some cool stuff there
Map editor, dude. You can do whatever you want, the tools are super easy.
The function of the highway is to allow traffic to enter and exit the city. Industry can sell goods outside the city, power plants can order natural resources from elsewhere and tourists come and go. We of course don't want to limit you to always have the huge highway right in the middle of your city!
I think its the hearse giving the fact they just plop a cemetery and that bubble were showing some death icon over certain house, certainly because of the illness of many citizen before the clinic was built!
Yes, I agree. I found it a bit funny that they do not name the game too often and sometimes they only say "this game".
Like you said, she doesn't give the impression of someone trying super hard to sell you a product which is a very good thing for image of the game, as the message that comes across is that the game is so good that it will basically sell itself.
So is it like we go to a map editor to make our own map before we start a game? That would be cool too...
Alright, i have a question. Where does the industry sell goods 'to'? Is it to some other city i built or to an external world, i have nothing to do with? IMO, it will be better if we can trade or products within our own cities... Does a city have a demand for goods... that is, as the city grows will it ask for so much industrial goods, office service and commerce production within a city. It will be more fun that way.
The outside world is there to help find a balance for your city. The most optimal situation would be to produce only enough for your city, but when you are trying to find this balance between different zones, instead of the city filling up with goods they just are sold outside for smaller profits to help keep the game going. There is only one city in the game world an that is yours (you can have different saves but the cities are not connected) so the outside world is just the big unknown that will send tourists to your city, sell you what you need and accept goods endlessly. The focus of Cities: Skylines is your very own city so you don't have to worry about any other ones!
Because Alpha is Alpha.Also why money has two symbols in this game? $ and c ?
http://static.giantbomb.com/uploads/original/2/25997/2452368-sim+city+4.jpgAnd personaly I like it that way. I've nothing against multiple cities being connected a là SC2013 per se, but it's very hard to make such a system and make it work well.
I'd rather build a bug-free Singapore-like city than a bug- and lag-ridden "normal" city.
The outside world is there to help find a balance for your city. The most optimal situation would be to produce only enough for your city, but when you are trying to find this balance between different zones, instead of the city filling up with goods they just are sold outside for smaller profits to help keep the game going. There is only one city in the game world an that is yours (you can have different saves but the cities are not connected) so the outside world is just the big unknown that will send tourists to your city, sell you what you need and accept goods endlessly. The focus of Cities: Skylines is your very own city so you don't have to worry about any other ones!