[url=http://meincmagazine.com/civis/viewtopic.php?p=29919527#p29919527:hrutq7g4 said:Cervus[/url]":hrutq7g4]I'd like a city building game that also has tech advancement. Start in perhaps the 17th century, then move forward. Incorporate new tech as invented, include difficult transitions. What happens when horses and cars share the road? That sort of thing.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919355#p29919355:3cdzaep8 said:bthylafh[/url]":3cdzaep8][url=http://meincmagazine.com/civis/viewtopic.php?p=29919339#p29919339:3cdzaep8 said:DNSGeek[/url]":3cdzaep8]Back in the year 2000 I got permission from George Blank to take his Santa Paravia source code from the Apple ][ (I don't even remember how I got it at this point), convert it into C and release it as OSS.
I'm pretty sure I still have the C code somewhere. It's still text based, but it's playable on any modern *nix system. If anyone wants a copy, let me know.
Why don't you post it on Github?
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919779#p29919779:1w2pjda5 said:drumhellar916[/url]":1w2pjda5]Oh, man! I still have my Sim Isle disc, still in the box. Time to see if it still works.
It was a bit hard for me when I was trying to play it 20 years ago, but lets see how well I do now...
Also, no mention of Sim Tower? It isn't quite a city builder like those mentioned, but I think building a sky scraper has at least enough of a tangential connection to Sim City that it's worth at least a mention.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919789#p29919789:3i3voa7n said:Modern Major General Thanatos[/url]":3i3voa7n]To be honest, the most fun part of SC2k wasn't the game, but being able to drive through my cities in The Streets of SimCity game. That and SimCopter were IMO major portions of the Sim landscape that were unfortunately forgotten with the march of time.
In the Maxis game from the year after 1990 SimEarth, global warming was central theme, or at least one of several disasters that could happen either because you messed around too much or because you managed to get intelligent life that messed the Earth up. Though you could set a lower difficulty where the Earth was unrealistically balanced and didn't easily overheat. If you managed to get humanity to not kill themselves with global warming, they would sooner or later kill themselves off with a nuclear war instead.[url=http://meincmagazine.com/civis/viewtopic.php?p=29919455#p29919455:3izjy8sg said:Static and Noise[/url]":3izjy8sg]SimCity was released in 1989. It had scenarios. One of those scenarios deals with global warming, as a simple fact. Not controversial at all.
Not sure what my point is, other than, 1) SimCity rocked and, 2) I think humanity is moving backwards.
Ohhh, good find! I'm definitely going to check that out, it sounds like the Outpost 3 I dreamed of making as a wee lad.[url=http://meincmagazine.com/civis/viewtopic.php?p=29919945#p29919945:342cd6tc said:nash076[/url]":342cd6tc]Missing from the list but very deserving of mention: indie-designed Rimworld.
Rimworld is part city builder, part survival, part puzzle and part combat; set on a remote planet, survivors from a space crash work to build a colony and ultimately escape ... or not, and just continue building, developing and defending their new home.
It's a close relative to Prison Architect in some ways, but it's very much its own beast. Even still in alpha, the game is (in terms of base objectives and functionality) essentially complete, and as simple as it is complex. Power generation, colonist mood, environment quality, farming, skills, resources, hunting, siege resistance, layout planning and optimization ... it's insanely detailed and engrossing. And that's even before the mods!
It derives its influences more from Settlers, Caesar and Dwarf Fortress than from SimCity, but the DNA of city building is an essential part of it. A worthy (and relatively inexpensive) descendant.
http://rimworldgame.com/
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919157#p29919157:3eckvn3s said:MrHasselblad[/url]":3eckvn3s]
Also for those that still aren't quite aware... The Sim City 2000 Oakland map with fire (as also pointed out by the signs) were Will Wrights place, and all. Was it saved from the real fire?
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919259#p29919259:3plnapr1 said:JimmiG[/url]":3plnapr1][url=http://meincmagazine.com/civis/viewtopic.php?p=29919217#p29919217:3plnapr1 said:arobert3434[/url]":3plnapr1]After reading this I looked to see if there were any SimCity games on the iPad, but all I found was one of these gold-digging in-app purchase addiction traps where you can spend up to $99 a pop to buy in-game credits. Ugh! These things should be illegal.
There was actually a proper version of SimCity for iOS, (based on SimCity 2000 I believe), but after EA released the SimCity BuildIt Wait-To-Play game, they pulled it from the store :-(
This article (very good BTW) brought up those kinds of memories for me.[url=http://meincmagazine.com/civis/viewtopic.php?p=29919299#p29919299:3qn3g5u6 said:brionl[/url]":3qn3g5u6]The more money cheat code for The Sims (1) was Klapaucius. I had to look that up every time I used it.
Anyway, back in '89 I had a Mac SE/30. I went out one weekend morning and donated blood and they told me all the standard stuff, "Drink liquids, eat a light meal, blah, blah..." Then I went over to the Apple store in the same mall and bought this new game Sim City that looked interesting. I went home, installed it and figured I'd play a little bit, then eat lunch. A while later, I noticed my room was getting dark and I was feeling a little woozy. I looked outside and the sun was going down. I'd sat there for 8 or 9 hours, without drinking or eating or even having to get up to go to the bathroom.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919551#p29919551:11b63vpw said:JimmiG[/url]":11b63vpw][url=http://meincmagazine.com/civis/viewtopic.php?p=29919365#p29919365:11b63vpw said:NelaK[/url]":11b63vpw]There are also tons of things that the game desperately needs. Mods are fine, but first party support for various things is important (autosave, auto bulldozer, etc).
Auto-Save was added in one of the patches quite a while ago. Auto-bulldoze is more of a cheat than a feature. If you don't bulldoze abandoned/burnt down buildings, they lower the land value around them, which might cause a chain reaction of problems. This never happens with auto-bulldoze. Also if abandoned buildings just auto-bulldoze, you wouldn't be able to open the info panel and find out why they got abandoned in the first place.
CO have been very open about the fact that the base game is not "finished" and is just the bare essentials. That's also why the game costs $27.99 and not $80 like the Deluxe edition of SimCity 5 did at launch.
That's a great description. I thought it was a really cool game, but could never figure out how to succeed.Afterlife condemned itself to oblivion by failing at every turn to execute on its clever concept.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919455#p29919455:3ktew28o said:Static and Noise[/url]":3ktew28o]SimCity was released in 1989. It had scenarios. One of those scenarios deals with global warming, as a simple fact. Not controversial at all.
Not sure what my point is, other than, 1) SimCity rocked and, 2) I think humanity is moving backwards.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29920347#p29920347:2licpkke said:MeghanAJH[/url]":2licpkke]Children of the Nile deserved more than a passing mention. It's one of the few citybuilders that tries to run an actual economy, where people in the game are growing or making actual goods, that get sold for bread, which can be eaten or spent on shops & servants. You know where each brick or stone block comes from, in your city. You know who built them and how much you paid for them. You can trace their family history as they grew from farmers to shopkeepers, to specialty craftsman who children are being educated to become scribes and nobles, until - oops! Bread shortage! Pharaoh spent too much upgrading his palace and now can't afford to pay his scribes! Busted back down to servants!
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919737#p29919737:1lzbwk6m said:SiberX[/url]":1lzbwk6m]Great article, I really enjoyed it - there's a lot of nice detail here about how the various city building franchises differ and have evolved over time.
I appreciated the reference to Outpost; this was a game I loved years ago despite the fact that it was fatally broken, and it's a real shame that it never got finished because it had some really great ideas. You're not exaggerating when you're calling it bug-filled by the way; in its released form, the game was literally unplayable/unbeatable on anything except the easiest difficulty. Harder difficulties used a "trucking" system for moving raw materials from your mines back to your colony, and this system was broken/nonfunctional/not-implemented in the retail release. If you played on anything higher than easy (where trucking was "automated") you would simply never get any resources into your colony and it would eventually inevitably collapse.
A patch was released later that fixed the above bug (barely) and some of the more frequent crashes, but the game still lacked many of the features described in the manual included in the box (monorails simply didn't exist, for example) and it ultimately doomed what was otherwise a pretty deep colonization simulator.
Your mention of Hamurabi also reminded me of an ancient Palm Pilot game I played hours of called Empire. It had similar text/menu based mechanics for feeding your populace and managing land, and is almost certainly a derivative of some sort. It also included multiple countries you fought against, and I distinctly remember that the AI-controlled countries weren't subject to petty things like actually feeding their populace, so you could get into ugly situations where you overrun a country with 10,000 citizens and 3 acres of land.
Most of those citizens now became your citizens, and good luck feeding them with twice the populace per arable acre. Games like these were not city-builders in the SimCity sense, but certainly provided a historical precursor and included some of their systems and resource management elements. I'm glad you included a reference to these, even if they don't truly fit under the city simulation umbrella.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919877#p29919877:1wa489s3 said:Carewolf[/url]":1wa489s3]In the Maxis game from the year after 1990 SimEarth, global warming was central theme, or at least one of several disasters that could happen either because you messed around too much or because you managed to get intelligent life that messed the Earth up. Though you could set a lower difficulty where the Earth was unrealistically balanced and didn't easily overheat. If you managed to get humanity to not kill themselves with global warming, they would sooner or later kill themselves off with a nuclear war instead.[url=http://meincmagazine.com/civis/viewtopic.php?p=29919455#p29919455:1wa489s3 said:Static and Noise[/url]":1wa489s3]SimCity was released in 1989. It had scenarios. One of those scenarios deals with global warming, as a simple fact. Not controversial at all.
Not sure what my point is, other than, 1) SimCity rocked and, 2) I think humanity is moving backwards.
Give this a go, (if you haven't already)[url=http://meincmagazine.com/civis/viewtopic.php?p=29920347#p29920347:2gkza14i said:MeghanAJH[/url]":2gkza14i]Children of the Nile deserved more than a passing mention. It's one of the few citybuilders that tries to run an actual economy, where people in the game are growing or making actual goods, that get sold for bread, which can be eaten or spent on shops & servants. You know where each brick or stone block comes from, in your city. You know who built them and how much you paid for them. You can trace their family history as they grew from farmers to shopkeepers, to specialty craftsman who children are being educated to become scribes and nobles, until - oops! Bread shortage! Pharaoh spent too much upgrading his palace and now can't afford to pay his scribes! Busted back down to servants!
It's got a slow pace and it's maybe not for everyone, but imo, it's the best game on the list. The one thing that bothers me about Windows 8 is that I can't get COTN to stop crashing any more.
Oh, and Emperor deserves a nod, too.
Ooh, yes, I remember that game. I spent so many hours trying to unlock the AI colony managers, and the monorails, and the geothermal power generators, and the additional colony landers, and the terraforming; and the resource trucking system never worked as I expected. It made so much sense when I later read that all of that was non-functional.[url=http://meincmagazine.com/civis/viewtopic.php?p=29919737#p29919737:31dvd0wf said:SiberX[/url]":31dvd0wf]I appreciated the reference to Outpost; this was a game I loved years ago despite the fact that it was fatally broken, and it's a real shame that it never got finished because it had some really great ideas. You're not exaggerating when you're calling it bug-filled by the way; in its released form, the game was literally unplayable/unbeatable on anything except the easiest difficulty.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29920081#p29920081:mb73m8h0 said:CppThis[/url]":mb73m8h0]Glad to see Outpost made the list, it was one of the most innovative things in the genre but often gets forgotten since it's not part of a big brand franchise and was, as you noted, rather unfinished. The sequel was pretty decent too, albeit a very different sort of game and a good example of a fantastic core system undermined by lack of content.
I eagerly await Cities: Skylines coming to a no-DRM vendor in the future, it sounds like my kind of game. In the meantime SC4 holds up amazingly well.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29920967#p29920967:e72smgxi said:A&K[/url]":e72smgxi]The fact that EA still sells SC4 for 10$ in the origin store is a testament to it's longevity (or their greed). The depth, complexity and the frustratingly steep learning curve for using some of the advanced mods made it a hugely rewarding experience. I expected Simcity 2013 to alleviate those problems and support the fan community, and boy was I wrong.
Very tempted to buy Cities: Skylines, if not just to get me over until Fallout 4 comes out so I can lock myself in my studio for the coming winter. Thanks for the article, brought back tons of memories from playing Settlers and the older Sim titles.
[url=http://meincmagazine.com/civis/viewtopic.php?p=29919217#p29919217:362opkwz said:arobert3434[/url]":362opkwz]After reading this I looked to see if there were any SimCity games on the iPad, but all I found was one of these gold-digging in-app purchase addiction traps where you can spend up to $99 a pop to buy in-game credits. Ugh! These things should be illegal.
CO has been very open that they do not have any plans to enhance or improve the simulation. They do not have the resources to test.[url=http://meincmagazine.com/civis/viewtopic.php?p=29919551#p29919551:1gjrj6b6 said:JimmiG[/url]":1gjrj6b6][url=http://meincmagazine.com/civis/viewtopic.php?p=29919365#p29919365:1gjrj6b6 said:NelaK[/url]":1gjrj6b6]There are also tons of things that the game desperately needs. Mods are fine, but first party support for various things is important (autosave, auto bulldozer, etc).
Auto-Save was added in one of the patches quite a while ago. Auto-bulldoze is more of a cheat than a feature. If you don't bulldoze abandoned/burnt down buildings, they lower the land value around them, which might cause a chain reaction of problems. This never happens with auto-bulldoze. Also if abandoned buildings just auto-bulldoze, you wouldn't be able to open the info panel and find out why they got abandoned in the first place.
CO have been very open about the fact that the base game is not "finished" and is just the bare essentials. That's also why the game costs $27.99 and not $80 like the Deluxe edition of SimCity 5 did at launch.