SimCity 5

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MutantPlatypus
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Re: SimCity 5

OK, i checked my math and found the problem: people should just say 4 * 10^9 m^2 when they mean 4 sq km Wink. Also, I was off by three orders of magnitude. The data I was looking at says NYC is 1,300 sq km, not 1.3 sq km. RI was also off by a factor of 1000.

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soltan gris
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Re: SimCity 5

Lol, I don't think the map size is the most serious problem we could have with the future Sim City Smile

I'm starting to care more about the Glass Box simulation, in fact. I don't know if I, or the people I discussed it with at Simtropolis, understand this correctly, but that's how I get it:

- There will be these Units, which will be something like persistent entities of all sorts. For example a Residential building will be a Unit, and have certain properties prone to simulation, etc. etc.

- The movable stuff in the game will all be represented by Agents, which according to what I understand will be created at the beginning of each simulation cycle, and then destroyed after they fulfill their purpose. For example, when a resource needs to be transported from the factory to the store, an agent will be created which will carry the resource unit to its destination, and then disappear.

- The problem comes with the simulation of citizens.... They should be persistent entities by all logic that we as citybuilding players recognize; yet when they move, they will do so by temporary agents. They will go to work via a temporarily created Agent, and come back via another temporary agent. And here it comes: Since it's two separate agents that do the moving to and from work, they are prone to a number of different simulations, including depositing their citizen unit in a completely different residence that the one from which it went to work.

How the hell are they gonna create a credible, persistent traffic simulation, if all movements are recreated for each cycle? How are they gonna create a credible citizen simulation, if this citizen is constantly moving around the eligible residences around? Please, I know that there should be something I'm not getting; but if there isn't and if what I think is right, then CXL's simulation will be much more realistic than the Glass Box simulation!

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snick25
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Re: SimCity 5

Yeah, I agree with you, that whole temp worker thing is bad enough, but now they tell us that they will be sleeping in a different home every night. That's just creepy, not to mention unrealistic.

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Re: SimCity 5

Single Player needs a constant wifi connection to be able to play, heres why.

Quote:
Real cities don't live in bubbles, real cities are connected to each other.

People and resources flow from city to city in regional economies. Neighboring cities directly affect each other, and through markets, their actions affect other cities across the world.

Because cities are connected, they specialize and differentiate. That's possible because they're all playing roles in a larger economy. Cities look different because they make a living doing different things. Clusters of cities working together do things that no city can do in isolation.

From the beginning, we built this SimCity to deal with this stuff realistically. We're not just simulating the internal mechanics of cities, we're simulating how cities relate to each other, to resource markets and to the natural world around them.

These are things that we have to do if we're going to model real cities with integrity.

The larger environment that cities live in, and the global markets that they are participating in are all being simulated on Maxis' servers. We're running the underlying simulations that enable cities to transform their regions, to interact with each other, and to move markets. We're tracking the accomplishments of cities and their effect on each other and the larger world.
This is true whether you're playing by yourself, or if you've invited a bunch of friends to come and play with you. Your impact on the larger world matters, and the larger world in turn influences your city. This will be visible in lots of different ways, from changing commodity prices, to leaderboards to global and regional opportunities.

Here's what this means in practice - Your cities won't all look the same, they'll take on specific roles, and it's just awesome to create a region with your friends. It's magical to see Sims come from their city to yours. It's fun to make stuff and send it to a friend when they need it.

When you see the connection between your city and the larger world, your city is more real than it's ever been before.

That's why it's an online game. We'll be showing you more of this at this year’s E3 Expo in June.”

-- Ocean Quigley, SimCity Creative Director

from here

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Aspire
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Re: SimCity 5

So, If all those reasons add up... Will the cities be on automatic build if we were not to be online or not playing the game? will there be like a "notifier" of sorts? lol?

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Re: SimCity 5

soltan gris wrote:

How the hell are they gonna create a credible, persistent traffic simulation, if all movements are recreated for each cycle? How are they gonna create a credible citizen simulation, if this citizen is constantly moving around the eligible residences around? Please, I know that there should be something I'm not getting; but if there isn't and if what I think is right, then CXL's simulation will be much more realistic than the Glass Box simulation!


lol they move into another house daily that's why they don't have furniture in their homes lol!

+srry i added this in another post, safari on 10.4.11 has no java for some reason

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Re: SimCity 5


Quote:
Insider's Look at the new Glassbox engine powering the next SimCity game. SimCity Gameplay Lead Dan Moskowitz describes the Economic Loop for Residential, Commercial, and Industrial zones in the game.

From SimcityEA's youtube.

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Re: SimCity 5

Hm, yeah, this was CXL's original idea for the Planet Mode. It seems Maxis stole that too. But let's see if they'll manage to implement it better than MC.

The degree of interactivity between players and their cities of which Quigley is talking is staggering.... it could mean that difference in simulation that's gonna separate Sim City from CXL. However, I'm almost sure that it'll also mean that there will be NO single player in Sim City. I see no possible way to weave together the global economy to such a degree (prices of resources changing in real time????), and still retain the ability to play offline, or by yourself.
Well, in fact SC4 had this in a way.... the regional play effect made impossible for you to control your cities once regional demand reached certain levels. Unless you did NOT connect your city to the region, it'll start attracting only SSS citizens, only Office Commerce, etc. Even with no schools, or clinics in your city, there would be skyscrapers just because the neighbor city is a huge metropolis....
I suspect this concept is taken further in the new Sim City - now it won't even be you that dictates the global conditions, it'll be other people Smile

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Re:

soltan gris wrote:
The degree of interactivity between players and their cities of which Quigley is talking is staggering.... it could mean that difference in simulation that's gonna separate Sim City from CXL. However, I'm almost sure that it'll also mean that there will be NO single player in Sim City. I see no possible way to weave together the global economy to such a degree (prices of resources changing in real time????), and still retain the ability to play offline, or by yourself.

I think that for single player mode a game ran corporation could offer across the board limited resources for a community to get started. Once the user had multiple cities linked together they would share resources.

soltan gris wrote:
Even with no schools, or clinics in your city, there would be skyscrapers just because the neighbor city is a huge metropolis....

Wouldn't there be still be limits on building size/density based on the population of that city rather than global population? Residential income should be based on schools, jobs within an acceptable commute range, and desirability of the neighborhood. The types of businesses would be partly based on the resources in the mediate area.

soltan gris wrote:
I suspect this concept is taken further in the new Sim City - now it won't even be you that dictates the global conditions, it'll be other people.

Why can't one person in single player mode not have 10, 20, 30, etc... city 2km x 2km squares laid out in a grid with one being a high density urban zone surrounded by multiple suburb zones and most of the rest rural? Each one having a character of its own based on nearby resources.

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Re: SimCity 5

I hope for the best but fear for the worst. I hope that this agent based traffic simulation has a more accurate overall traffic pattern than SimCity 4 Deluxe with the NAM but it sounds so weird. Maybe an expansion pack with UDI will also have My Sims where you can keep a handful of sim families persistent.

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