Progression: How does it work?

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Madae

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Just wondering. In Sim City, unless I have a city in the region with the appropriate upgrades that can be shared, I'm forced to keep building in what I may want to be a small city to something larger. Example; I can't build a High School unless I have 15,000 people and the add on to City Hall (something like that, at least). Sometimes I just want to keep things small and stable.

Basically, will all buildings be available at the start?
 

Madae

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Well, I'd prefer there wasn't a sandbox mode... unless their/your definition of sandbox mode is different than mine. If by sandbox mode you mean everything is free and I don't have to worry about income, I'd be against that.
 

Frode789

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Well, I'd prefer there wasn't a sandbox mode... unless their/your definition of sandbox mode is different than mine. If by sandbox mode you mean everything is free and I don't have to worry about income, I'd be against that.

Depends on the game. Some have "unlimited money/buildings/everything" sandbox mode, while others have just buildings unlocked, and you can add money manually, but stuff still cost money. In other words you can opt to play normal mode just with all buildings unlocked. What path CO decide to take is unknown
 

BuckyDee

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Well, I'd prefer there wasn't a sandbox mode... unless their/your definition of sandbox mode is different than mine. If by sandbox mode you mean everything is free and I don't have to worry about income, I'd be against that.

Just to be clear then-- it sounds like you are saying that, because you don't want a sandbox option, you think no one else should have a sandbox option either? I'm sure I misunderstood what you said, right? :)
 

levitus

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Depends on the game. Some have "unlimited money/buildings/everything" sandbox mode, while others have just buildings unlocked, and you can add money manually, but stuff still cost money. In other words you can opt to play normal mode just with all buildings unlocked. What path CO decide to take is unknown

I would imagine something like this would be easy to mod. The devs first game, cities in motion, had a ton of mods: http://www.cimexchange.com/files/category/40-cities-in-motion/
 

Steve B.

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But surely in the live streams, they were capable of unlocking all assets and buildings. I believe it will be available to all gamers as well.
 

TotalyMoo

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But surely in the live streams, they were capable of unlocking all assets and buildings. I believe it will be available to all gamers as well.

Dev cheats :) But yes we're hoping to get as many options available as possible so that our players can chose how they want to play!
 

Hannodb

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Personally, I'm against the idea of locking buildings, there is no need for it. Some buildings are automatically "locked" for small towns, simply because of the prohibitive costs involved in building and maintaining it. But, if you're a crazy enough mayor, you should be able to build that ultra modern events center, and see your village's budget crumble.
 

rawls

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That's good to hear. Probably everyone likes to play such games in a different way. Some prefer building without budget constraints, I for one hate locked buildings, but I want to have a budget constraint.

"Just" provide a normal and a custom game mode. In the custom game mode I can set up every parameter (money, costs, locked buildings...) by myself.
 

Eurofighter1200

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I think it's like this.

2 game modes:
Normal Mode - Unlock new buildings and map tiles by reaching milestones
Sandbox Mode - Unlimited money, everything is unlocked

I want a third mode all buildings unlocked but same ammount of money like in the normal mode i hate unlock thinks it make no sene a small town have also not to unlock a big school in reallife if the town have enought money they can build whatever they want.
 

Torv

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JsonGold

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Lots of support for Unlocked buildings and no plot limits. I on the other hand would be in the group that really enjoys having a small subset of items to start with and expanding upon that as I go. I don't know exactly why but it seems fun to have something "Unlock". I would imagine the game will have several mode types to allow each of us to play as we most enjoy.
 

PC2K

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Dev cheats :) But yes we're hoping to get as many options available as possible so that our players can chose how they want to play!

Sounds good. I think its fine having a standard mode done in a specific way, but i think when it comes to sandbox, then the whole idea would be to play how you want to play, rather than to some constraints. If we can have a sandbox mode, and enable all buildings, all tilespaces, but disable unlimited funds... i think a lot of people would like that. Again, it goes back to rulesets, which hopefully we'll have, because that way we'd be able to tune the game to a point where feel its balanced. You'd still leave a 'regular' mode, but an open mode with rulesets would be idea.

Out of interest, seeing as i've only just heard that it'll be possible to mod the game to unlock all the map tiles, was there a reason behind the intention to lock the vanilla game to just 9?
Is it perhaps performance issues, so by launching the title with 9 tiles as standard, its an easily achievable performance target for respectable hardware, while at the same time, the community is able to unofficially unlock the other squares at their own risk (hardware stress) without being able to complain about minimum specs being insufficient.
I suspect this is the case, and if it is then i most certainly applaud that decision. The decision from EA/Maxis to lock the maps to a fixed size, while selling the game for low-end hardware, while ignoring the capability of higher end hardware, was something that really annoyed a lot of people, theres no doubt in my mind the maps could have been comfortably run multiples bigger than they were for a lot of people. Its understandable that a title needs to appeal to a wide audience, and should be the same experience for all, its just incredibly annoying when the lower spec hardware causes an inferior end product.
 

TotalyMoo

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It honestly has to do with performance and optimization. We need a set, feasible, goal to work towards working 100% at launch. This was a good size for us to do.

If it turns out to run fine with everyone and we start seeing size increasing mods being part of the (considered as) vanilla experience we'll of course look at officially supporting that too.


When it comes to gamemodes - right now we have two modes, unlimited and "normal". Our goal for launch is to add a middle mode where you have more factors that you can decide yourself, but not sure if we'll actually be able to launch with that. It's not optimal and we want to expand the list of available options, yet it's where we stand currently.
 

Engioc

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Personally, I'm against the idea of locking buildings, there is no need for it. Some buildings are automatically "locked" for small towns, simply because of the prohibitive costs involved in building and maintaining it. But, if you're a crazy enough mayor, you should be able to build that ultra modern events center, and see your village's budget crumble.

I totally agree with that. I hate having unrealistic rules in place that stop me from building something just because I haven't reached some stupid population cap.

For me sandbox mode does NOT equal getting everything for free, or even allowing me to just add more and more money. It simply means the buildings are all unlocked from the start and there are so set goals or rules in place, and mostly the game just doesn't have an end and you can play forever on that one city/map if you want. If I'm dumb enough to build some huge unprofitable building, let me provided I have enough funds available to pay for its construction. If my city goes bankrupt as a result, too bad, I need to be smarter next time.
 

Miwi

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+1

Normal Mode - Unlock new buildings and map tiles by reaching milestones
Sandbox Mode #1 - Unlimited money, everything is unlocked
Sandbox Mode #2 - Limited money, costs as in Normal Mode, everything is unlocked (also tiles !)

These 3 options should be available at release day one.
 
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