I guess they are in just because "it has been always like this".
This +1
- 1
I guess they are in just because "it has been always like this".
If you like the current system, I have also a game for you: take a pen and draw a network of lines on it. Afterwards enjoy feeling smart for achieving something...if you don't like it, i have a game for you : simcity 2013
Omg you're right. Also, why do we have to bother with the laying of zones? People should just build stuff next to roads. Hell, why do we even have to build roads, they're a no brainer, you have to have them anyway. It's almost like building a city requires a tiny bit of effort. It's so stupid, why can't I just go out and when I come back I have a nice beautiful city?
Maybe you should look these up in the manual, there is also a good wiki available. All these features you mention require some sort of strategy to gain the desired effect of your decision. You have to tweak and finetune a lot with roads and zones and you later on might be forced to adapt these to the unexpected developments of your city. All this is not the case regarding the current water/sewer-network. You can simply lay a grid of pipes (costs are negligible) and never touch it again. This is way too simple for a game that aims to put up a constant challenge for the city builder.Omg you're right. Also, why do we have to bother with the laying of zones? People should just build stuff next to roads. Hell, why do we even have to build roads, they're a no brainer, you have to have them anyway. It's almost like building a city requires a tiny bit of effort. It's so stupid, why can't I just go out and when I come back I have a nice beautiful city?
You mean "increase maintenance"?* Introduce Maintenance costs for pipes.
* Introduce random pipe breaks
* A new Service Building required for Water that is required for maintenance.
Just throwing ideas around, any others?
No you don't. Put down a road, put down some R, C and I and you have a "city" which you can then just leave. Or you can expand by adding another road and some more zone. The AI should just do this automatically until it can no longer solve the problem, then it should notify you that there's something interesting to do.You have to tweak and finetune a lot with roads and zones
"Constant challenge" is not how I would describe the experience of building a city in C:SL.This is way too simple for a game that aims to put up a constant challenge for the city builder.
A good approach. I like this pipe break idea. Although we then still face the fact that one pipe every 2 or so blocks magically serves the vicinity without all the smaller supply ducts. Not a solution to that, but those pipe breaks could also mean flooding an adjacent street tile and the necessary construction work to repair the damage would actually cause a temporary traffic inconvenience.How do we make Water Pipes important?
* Introduce Maintenance costs for pipes.
* Introduce random pipe breaks
* A new Service Building required for Water that is required for maintenance.
Just throwing ideas around, any others?
You mean "increase maintenance"?
I think it's actually part of bigger problem: money aren't a problem at all, besides maybe very early game. Without fixing it Your suggestion,
even though they are good and I like them, won't really change a thing.
How about we try and solve the issues for those in Camp 2. How do we make Water Pipes important?
* Introduce Maintenance costs for pipes.
* Introduce random pipe breaks
* A new Service Building required for Water that is required for maintenance.
Just throwing ideas around, any others?
So far:
* increase maintenance (and building) costs for pipes.
* introduce random pipe breaks
-could cause local minor floods and the need for repairs, until then blocking traffic
* a new service building required for water that is required for maintenance.
-pump stations, may serve a certain radius of area to keep the water pressure in appropriate levels, so you actually would have to consider where to place them strategically best, also considering running costs and(!) electricity consumption
*new buildings to add taste to the overall water network (all including considerable building and maintenance costs and also electricity)
- water cleaning facility (a.k.a. treatment plant), filtering dump water, then releasing it down into the ground water
- water works, conveys fresh water from the ground water
Wut? Just drop two gameplay elements? Why?.
This would have to be one of the dumbest posts in this thread.Omg you're right. Also, why do we have to bother with the laying of zones? People should just build stuff next to roads. Hell, why do we even have to build roads, they're a no brainer, you have to have them anyway. It's almost like building a city requires a tiny bit of effort. It's so stupid, why can't I just go out and when I come back I have a nice beautiful city?