Simcity casino high wealth – enymseboocowipaddpidipefull

Revisiting SimCity 2013 (xpost from /r/games where it was removed for some reason)

I'm playing SimCity 2013.
I have been vocal about my distaste for Cities Skylines recently, and I was told to put up or shut up- Go play SimCity, and see if it really is all I make it out to be, and better in the ways I make it out to be.
Of course, better is pretty subjective. But I've been playing, and here are my thoughts: I still like it better.
The sheer sense of progression in this game is astounding coming from Cities Skylines. I started a city with lots of oil. I built an oil rig ASAP, and threw down some cruddy homes to staff it and the surrounding industry. I focused entirely on the oil- the rest of the city was a throwaway. I barely cared about it. Ultimately, I got enough citizens to upgrade the town hall and get a Department of Finance, to take out a loan, and go nuts on oil pumps.
After going nuts on said oil pumps, I started unlocking more trade options. I got a trade depot that connects by train to other cities. I got an oil refinery which can refine the tons of oil I'm exporting into plastic or gasoline, and then export those! And I started raking in cash, with a shitty little city of mediocre lives. My city is low wealth. Low education. The result is rampant crime. Even a police station has difficulty handling it, and I add more squad cars, and eventually a jail. The results are palpable.
I used that cash to found a second city- A city with barely any industry, and an emphasis on Casino tourism. Of course, casinos are a lot of work and require a strong foundation. I started with small suburbs. I added a single elementary school. Time goes on, and the school needs more space. I can upgrade the school, so I do. I've got a circuit Avenue system going around where I intend the high-density buildings to be. I've got my roads...relatively well planned out. There's a spot for everything. A small area lies empty in wait for a University.
I make a bus terminal. I make a streetcar depot. I place streetcar lines in a sleek circuit around the city and I send busses to all major areas. I need more busses, so I add more busses. I need more street cars, so I add more street cars. I finally do it: I earn my first high-rise, a high density commercial building. It takes in-game months to complete, slowly building up from the ground, even on 3x speed. When it's finally done, it towers over the rest of the city.
My power supply starts to run out, bought from my original city. I start a solar energy array because this city is clean.
My water supply and sewage supply starts to run out, but no matter- I've progressed the Town Hall to the point where I can now buy a sewage treatment plant and a water pumping station, and can provide for myself. It took about 9-10 hours of play, but my industry is starting to turn high density.
My buildings get better and bigger. I place a train station and watch as droves of people come from it to go to my nickel slots. I earn money that I instantly blow on an expensive flashy casino. I add hotel rooms to it, I add a club to it, and I earn enough money for a Gambling HQ, which earns me the right to an Entertainment Division once I earn enough cash, which earns me the right to a Stage for shows, which earns me more tourists, which earns me more money, which earns me yet another casino.
Rolling in cash, I build a University. I wait for 1,000 students to come so I can upgrade it. But they don't come. I don't have enough citizens, really. So I add a dormitory. Maybe some will stay there and the numbers will rise? A week passes and finally, one day, I hit 1,000. I can upgrade.
Good news, too- my industry became High Tech before I even built the university. I didn't really have the workforce to run it, but it was surviving, until it started having hazmat fires. A new type of fire, just for high-tech industry! But I can't put it out. I don't have a large fire station, and if I did, I don't have the ability to use hazmat trucks. But when I upgrade my university, I can place a department that unlocks those trucks. It also unlocks a long-term project to learn how to utilize something new, like a solar array, or a huge solar panel project.
If I choose to build that project once I research it, it actually needs quantifiable materials...But I've yet to delve into producing technology, or mining ore to do so in the first place, and the only thing I am capable of providing is plastic. And so, I take a break from my little suburbs next to a city with a few casinos on the waterfront, and I start a new city- this time, using the University in the other city as a starting point and developing high-tech, high-wealth industry and using the wealth and power and education to develop technology and processing power that lets me make computer components and the like, that I can send to the solar panel project which will power ALL future cities I make in the area, using the work that I did on those 3 cities.
I can specialize in mining. Ore. Oil. Casinos. Tourism. Amusement parks. Futuristic clean technology. Futuristic abusive power. Education. Industry. Commerce.
And despite all this work I've done, all this progress I've made, I still haven't filled my small space, and I still haven't gotten buildings to the density I want them to get to, and I still am not rolling in so much cash that the rest of the game is trivial. I may not have much room, but the almost new-game-plus way regions work means my efforts are not lost if I start anew elsewhere.
And I stop and think back to cities skylines.
The process is similar but hte results are different. I would start with roads all the same, yes. Zone some residential and commercial, and industry for the people to live in.
But the industry doesn't affect anything that isn't right next to it. The wind doesn't blow pollution around. The water doesn't become contaminated. It just makes a smudge on the ground.
The houses don't go through differing levels of wealth. They're always the same. I will never have trailers that tell me I need to work more on this area, nor will I ever have mansions that tell me this area is doing particularly well, or middle-ground homes that take up just the right amount of space for the right amount of people. I'll never have tenements or townhouses. I have no choice over those things, either. If I keep people happy, they'll eventually upgrade to a high-rise, and I can't say a thing about it. Always, the end result is a high-end high-rise. My SimCity town still has suburbs, a small trailer park, townhouses on the outskirts of downtown, poor tenement buildings, and a couple high-end apartments by the beachfront. My Cities Skylines town doesn't even care that there's a beachfront.
My cities skylines town wants police coverage, so I give them a police station. They need more. But I can't give them more. I can only give them another police station. They want education, so I give them an elementary school. But another area wants to join in, too. The city's still small, but my only option is to place another identical school not even 5 blocks away. I can't expand rooms or add busses. Just another school.
My city isn't poor, because that doesn't exist. My city isn't educated very well, but it doesn't really seem to matter. My industry is hardly affected. And there's no crime to speak of. As long as one of those police cars drives by a house, it won't have any crime. Crime seems to only pop up where police cars haven't recently patrolled, as if the criminals always exist, are never caught, are not swayed by parks and education and wealth, and simply wait to see- has that house been seen by a police officer lately? No? Let's hit it, boys. My only solution remains to add yet another station with yet another set of the same amount of police cars. SimCity's police react to crime, which forms based on conditions around the city. Cities Skyline's crime reacts to the police, who don't react to anything- they just patrol around.
Eventually my industry levels up. It comes with no new challenges. It comes with no new rewards.
My mining industry is doing fine. It's not actually achieving anything that normal industry wouldn't, though. I can't specialize in anything with any purpose. All specializing feels like it does is change the way buildings look, and you can only do it with industry, and there's no depth to it beyond "zoning industry". There's no special buildings or requirements or unlocks or rewards or growth. Hell, specialized industry doesn't even have more than one level to it. It is the definition of set it and forget it. It does not develop. It does not grow.
Eventually I build a university, and...it's...a single building. Nothing to add to it. No real tangible reward for placing it. No direct benefits to my city.
Anything my city needs, I place and I leave alone. I can't really do anything else to it.
Eventually I add something to attract tourism. I don't have many options. What options I do have don't seem to draw any attention to the city at all, actually. The trains report tourists, but very few. Traffic isn't hindered. No money comes in. I can't expand. I can't develop. I can't do...anything. I set it and i Forget it, just like all the other service buildings.
I place busses. The same amount of busses every time. All lines have the same number of busses. I can't make bus lines in SimCity (though I don't really need to, either), but I can adjust how many busses there are. In Cities Skylines it's a set number.
My houses go from level 1 to level 5 the second they're placed down in an area. There's no slow development, no wait or suspense to see if they'll make it. They either do or they don't. And if they do, the wait for them to develop is trivial.
My skyscrapers are the same width as my ranch houses.
My ranch houses are the same width as my shopping centers.
My shopping centers are the same width as a burger king.
My burger kings are the same size as high-end industrial factories.
My high-end industrial factories are the same size as a manmade forest.
My manmade forests are the same size as a two bedroom house.
And everything quickly develops into a pastel, high-level, arbitrary-wealth skyscraper whether I want it to or not, with little to no effort from me, and no sense of accomplishment or reward from any of the buildings I used to get it that way. And I am rolling in cash. I am rich, and I have no problems with anything. The game becomes a back-and-forth of expand, plop services, and repeat.
SimCity has small maps. It doesn't let me create my own map. The mods available for it aren't as rich, nor are the road-building options. The traffic is a bit janky and sims don't know where they live and work. But does any of that really matter when I felt a stronger sense of goals, accomplishment, reward for my efforts, and city management from two 2km by 2km squares over the course of 10 hours than I feel with a sprawling city made with no real effort beyond placement of highways after 25?
People argue "Cities Skylines is lacking, but it's great for a budget title at 30 dollars."
Well, SimCity is 30 dollars now. It's 15 dollars on sale. It was 7.50 a week ago. For the game AND expansions AND dlc.
So isn't it worth a try again, too? Can't it be great for a budget title at 15 dollars? Or are we doomed to simulation and management games being judged on their map sizes and sprawl forever, instead of on how well they have the player managing a city?
Thoughts?
Disclaimers:
I have 200 hours in SimCity and 134 in Cities Skylines. 20 of those SimCity hours are from the past week, and the rest were from before august, 2014. I paid full price for SimCity and its expansion and one or two DLC as they came out, and I paid full price for Cities Skylines. I enjoy Cities Skylines, but not as a city builder or a city management game, but as a creative outlet, after the honeymoon phase of ~120 hours wore off and I started to feel like something was missing. I do not think I did not get my money's worth out of Cities Skylines, at all. I do not think it's not worth the money.
submitted by FinalMantasyX to Gaming4Gamers [link] [comments]

Suggestion: Historic Preservation District Policies

TL;DR: I think that adding a “historic preservation policy” to limit development districts would be a really useful tool for maintaining aesthetics and combatting gentrification.
In SC4 I extensively used the “Landmark” option to selectively preserve certain areas of my city, such as the historic downtown. It was also a convenient way to (1) manage growth, (2) combat gentrification by preserving middle and lower-income housing when land values increased in the city’s core, and (3) control the appearance of the city over time. The tool was especially useful in SC4 to stop Wren Insurance from popping up all over the place and to keep medium-wealth, high-employment offices from turning into high-wealth, low-employment commercial services.
This functionality was removed in SimCity 2013, although you could replicate the results by “de-zoning” the areas, as this would prevent future development but not destroy the buildings. This was useful in SC4 to keep hotels near casinos or tourist attractions from turning into high-wealth offices (or vise versa).
From the livestreams that I have been watching, it seems that de-zoning in Cities Skylines eliminates the buildings within a short time (though not immediately, as in SC4).
There are a couple of ways that historic preservation in Cities Skylines could be done. I think that the best option would be to utilize the game’s innovative district system and just mod it in as a “City Planning” Policy, applicable at the district level. This would be similar in concept to the “Highrise Ban” that is already in the game.
An alternative which might be easier to implement is the SimCity 2013 approach of simply keeping buildings in existence after the land is de-zoned. Then you could accomplish the same result by de-zoning a portion of land after you are satisfied with its level of development. Unlike the way the game currently handles de-zoning, this would be more realistic. In real life, when a city changes a neighborhood’s zoning designation, the change affects new developments but typically old buildings are “grandfathered in” and become a legal non-conforming use.
submitted by CarrotB to CitiesSkylines [link] [comments]

SimCity 2013 - All Screenshots in One Place (or as many as possible)

SimCity 2013 - All Screenshots in One Place (or as many as possible)
There seem to have been a lot of images that have come out around the new SimCity - but they're all over the place (Some on the official site, some on EA's site, some through Facebook, Twitter, or various 3rd party articles/websites). In an effort to compile all the images of SimCity, well, here's this post.
I'll keep adding as new screens come out / are discovered. Also I'll try to include the highest res. shots I can find.
Clearly there are a lot out there, so I'm sure I've missed some. Meaning post them if they're not here and I'll add them. Also, I've tried to order them in the order they were released, but seeing as most don't have attached dates, it's mostly guess-work (aka probably not accurate).
Concept Art
Artistic Screens + Screens Without UI
Ocean Quigley Builds a City!
(Actual Gameplay, w/ cropping)
See them on his blog!
Maxis Scott Builds a City Too!
(Actual Gameplay, w/ cropping)
See them on his Google+!
Gameplay Screens (With UI)
Imgur Album: (http://imgur.com/a/BlUYU#0)
EDIT: Updated links to imgur so hopefully they won't expire/overload now.
EDIT 01-08: Added Population Data Layer Shot and a couple Landmark Shots.
EDIT 01-09: Added shots from Ocean Quigley's blog.
EDIT 01-10: Retitled sections, added more of Mr. Quigley's screens.
EDIT 01-12: More OQ Shots, renamed section for better organization.
EDIT 01-15: Even more OQ Shots and other in-game screens, also added Maxis Scott's City and Google+ page.
submitted by Augwich to SimCity [link] [comments]

Revisiting SimCity 2013

I'm playing SimCity 2013.
I have been vocal about my distaste for Cities Skylines recently, and I was told to put up or shut up- Go play SimCity, and see if it really is all I make it out to be, and better in the ways I make it out to be.
Of course, better is pretty subjective. But I've been playing, and here are my thoughts: I still like it better.
The sheer sense of progression in this game is astounding coming from Cities Skylines. I started a city with lots of oil. I built an oil rig ASAP, and threw down some cruddy homes to staff it and the surrounding industry. I focused entirely on the oil- the rest of the city was a throwaway. I barely cared about it. Ultimately, I got enough citizens to upgrade the town hall and get a Department of Finance, to take out a loan, and go nuts on oil pumps.
After going nuts on said oil pumps, I started unlocking more trade options. I got a trade depot that connects by train to other cities. I got an oil refinery which can refine the tons of oil I'm exporting into plastic or gasoline, and then export those! And I started raking in cash, with a shitty little city of mediocre lives. My city is low wealth. Low education. The result is rampant crime. Even a police station has difficulty handling it, and I add more squad cars, and eventually a jail. The results are palpable.
I used that cash to found a second city- A city with barely any industry, and an emphasis on Casino tourism. Of course, casinos are a lot of work and require a strong foundation. I started with small suburbs. I added a single elementary school. Time goes on, and the school needs more space. I can upgrade the school, so I do. I've got a circuit Avenue system going around where I intend the high-density buildings to be. I've got my roads...relatively well planned out. There's a spot for everything. A small area lies empty in wait for a University.
I make a bus terminal. I make a streetcar depot. I place streetcar lines in a sleek circuit around the city and I send busses to all major areas. I need more busses, so I add more busses. I need more street cars, so I add more street cars. I finally do it: I earn my first high-rise, a high density commercial building. It takes in-game months to complete, slowly building up from the ground, even on 3x speed. When it's finally done, it towers over the rest of the city.
My power supply starts to run out, bought from my original city. I start a solar energy array because this city is clean.
My water supply and sewage supply starts to run out, but no matter- I've progressed the Town Hall to the point where I can now buy a sewage treatment plant and a water pumping station, and can provide for myself. It took about 9-10 hours of play, but my industry is starting to turn high density.
My buildings get better and bigger. I place a train station and watch as droves of people come from it to go to my nickel slots. I earn money that I instantly blow on an expensive flashy casino. I add hotel rooms to it, I add a club to it, and I earn enough money for a Gambling HQ, which earns me the right to an Entertainment Division once I earn enough cash, which earns me the right to a Stage for shows, which earns me more tourists, which earns me more money, which earns me yet another casino.
Rolling in cash, I build a University. I wait for 1,000 students to come so I can upgrade it. But they don't come. I don't have enough citizens, really. So I add a dormitory. Maybe some will stay there and the numbers will rise? A week passes and finally, one day, I hit 1,000. I can upgrade.
Good news, too- my industry became High Tech before I even built the university. I didn't really have the workforce to run it, but it was surviving, until it started having hazmat fires. A new type of fire, just for high-tech industry! But I can't put it out. I don't have a large fire station, and if I did, I don't have the ability to use hazmat trucks. But when I upgrade my university, I can place a department that unlocks those trucks. It also unlocks a long-term project to learn how to utilize something new, like a solar array, or a huge solar panel project.
If I choose to build that project once I research it, it actually needs quantifiable materials...But I've yet to delve into producing technology, or mining ore to do so in the first place, and the only thing I am capable of providing is plastic. And so, I take a break from my little suburbs next to a city with a few casinos on the waterfront, and I start a new city- this time, using the University in the other city as a starting point and developing high-tech, high-wealth industry and using the wealth and power and education to develop technology and processing power that lets me make computer components and the like, that I can send to the solar panel project which will power ALL future cities I make in the area, using the work that I did on those 3 cities.
I can specialize in mining. Ore. Oil. Casinos. Tourism. Amusement parks. Futuristic clean technology. Futuristic abusive power. Education. Industry. Commerce.
And despite all this work I've done, all this progress I've made, I still haven't filled my small space, and I still haven't gotten buildings to the density I want them to get to, and I still am not rolling in so much cash that the rest of the game is trivial. I may not have much room, but the almost new-game-plus way regions work means my efforts are not lost if I start anew elsewhere.
And I stop and think back to cities skylines.
The process is similar but hte results are different. I would start with roads all the same, yes. Zone some residential and commercial, and industry for the people to live in.
But the industry doesn't affect anything that isn't right next to it. The wind doesn't blow pollution around. The water doesn't become contaminated. It just makes a smudge on the ground.
The houses don't go through differing levels of wealth. They're always the same. I will never have trailers that tell me I need to work more on this area, nor will I ever have mansions that tell me this area is doing particularly well, or middle-ground homes that take up just the right amount of space for the right amount of people. I'll never have tenements or townhouses. I have no choice over those things, either. If I keep people happy, they'll eventually upgrade to a high-rise, and I can't say a thing about it. Always, the end result is a high-end high-rise. My SimCity town still has suburbs, a small trailer park, townhouses on the outskirts of downtown, poor tenement buildings, and a couple high-end apartments by the beachfront. My Cities Skylines town doesn't even care that there's a beachfront.
My cities skylines town wants police coverage, so I give them a police station. They need more. But I can't give them more. I can only give them another police station. They want education, so I give them an elementary school. But another area wants to join in, too. The city's still small, but my only option is to place another identical school not even 5 blocks away. I can't expand rooms or add busses. Just another school.
My city isn't poor, because that doesn't exist. My city isn't educated very well, but it doesn't really seem to matter. My industry is hardly affected. And there's no crime to speak of. As long as one of those police cars drives by a house, it won't have any crime. Crime seems to only pop up where police cars haven't recently patrolled, as if the criminals always exist, are never caught, are not swayed by parks and education and wealth, and simply wait to see- has that house been seen by a police officer lately? No? Let's hit it, boys. My only solution remains to add yet another station with yet another set of the same amount of police cars. SimCity's police react to crime, which forms based on conditions around the city. Cities Skyline's crime reacts to the police, who don't react to anything- they just patrol around.
Eventually my industry levels up. It comes with no new challenges. It comes with no new rewards.
My mining industry is doing fine. It's not actually achieving anything that normal industry wouldn't, though. I can't specialize in anything with any purpose. All specializing feels like it does is change the way buildings look, and you can only do it with industry, and there's no depth to it beyond "zoning industry". There's no special buildings or requirements or unlocks or rewards or growth. Hell, specialized industry doesn't even have more than one level to it. It is the definition of set it and forget it. It does not develop. It does not grow.
Eventually I build a university, and...it's...a single building. Nothing to add to it. No real tangible reward for placing it. No direct benefits to my city.
Anything my city needs, I place and I leave alone. I can't really do anything else to it.
Eventually I add something to attract tourism. I don't have many options. What options I do have don't seem to draw any attention to the city at all, actually. The trains report tourists, but very few. Traffic isn't hindered. No money comes in. I can't expand. I can't develop. I can't do...anything. I set it and i Forget it, just like all the other service buildings.
I place busses. The same amount of busses every time. All lines have the same number of busses. I can't make bus lines in SimCity (though I don't really need to, either), but I can adjust how many busses there are. In Cities Skylines it's a set number.
My houses go from level 1 to level 5 the second they're placed down in an area. There's no slow development, no wait or suspense to see if they'll make it. They either do or they don't. And if they do, the wait for them to develop is trivial.
My skyscrapers are the same width as my ranch houses.
My ranch houses are the same width as my shopping centers.
My shopping centers are the same width as a burger king.
My burger kings are the same size as high-end industrial factories.
My high-end industrial factories are the same size as a manmade forest.
My manmade forests are the same size as a two bedroom house.
And everything quickly develops into a pastel, high-level, arbitrary-wealth skyscraper whether I want it to or not, with little to no effort from me, and no sense of accomplishment or reward from any of the buildings I used to get it that way. And I am rolling in cash. I am rich, and I have no problems with anything. The game becomes a back-and-forth of expand, plop services, and repeat.
SimCity has small maps. It doesn't let me create my own map. The mods available for it aren't as rich, nor are the road-building options. The traffic is a bit janky and sims don't know where they live and work. But does any of that really matter when I felt a stronger sense of goals, accomplishment, reward for my efforts, and city management from two 2km by 2km squares over the course of 10 hours than I feel with a sprawling city made with no real effort beyond placement of highways after 25?
People argue "Cities Skylines is lacking, but it's great for a budget title at 30 dollars."
Well, SimCity is 30 dollars now. It's 15 dollars on sale. It was 7.50 a week ago. For the game AND expansions AND dlc.
So isn't it worth a try again, too? Can't it be great for a budget title at 15 dollars? Or are we doomed to simulation and management games being judged on their map sizes and sprawl forever, instead of on how well they have the player managing a city?
Thoughts?
Disclaimers:
I have 200 hours in SimCity and 134 in Cities Skylines. 20 of those SimCity hours are from the past week, and the rest were from before august, 2014. I paid full price for SimCity and its expansion and one or two DLC as they came out, and I paid full price for Cities Skylines. I enjoy Cities Skylines, but not as a city builder or a city management game, but as a creative outlet, after the honeymoon phase of ~120 hours wore off and I started to feel like something was missing. I do not think I did not get my money's worth out of Cities Skylines, at all. I do not think it's not worth the money.
submitted by FinalMantasyX to pcgaming [link] [comments]

SimCity - Bugs found so far (taken from various Reddit posts)

• Water Tables not replenishing from rain fall
• Service AI not being very efficient (Ex. 10 Firetrucks fighting a single fire)
• Trade Depot paying double the price for half the load (http://www.youtube.com/watch?v=grvH2u2PPtg)
• Recycling plant doesn't produce (alloy, plastic, metal) either fast enough or at all.
• Over-exaggerated profits from Processor plant.
• Gifting credits to another city sometimes doesn't make it and the funds are lost.
• Water & power sometimes take forever to fully saturate a city.
• Trade centers won't always export - end up with full depots.
• Street car tracks "Not Connected" when they are. (http://forum.ea.com/eaforum/posts/list/9351958.page)
• Hazmat Fire Trucks do not respond to hazmat fires.
• Sending resources to great works is highly unreliable.
• Closing Simcity while loading a city (through the X button while in windowed mode) will cause Simcity and Origin to crash
• Unable to claim a second city in private region.
• Infinite demand for medium wealth residence
• More sims move in, don't work then run out of money even though jobs are available.
• Fire Helicopter & MaxisMan not being able to extinguish fires. They sometimes "bounce" on the intended target without extinguishing the fire. This tends to happen on larger buildings
• Buildings will sometimes blink. (http://forum.ea.com/eaforum/posts/list/9353612.page)
• Not possible to place City Hall upgrades after disaster. (http://forum.ea.com/eaforum/posts/list/9353454.page)
• Airports: Building an Air port, then building a Firestation Helipad, then closing (Not destroying), Helipads will still function normally with the Air Port closed. Note: Helipads are not able to be constructed while the Air Port has been closed.
• Highway: Cars coming into and out-of the city prefer a single lane.
• Radiation does not disappear, but may increase with intensity.
• Instant High-Density: Destroying [Avenues] will cause the area to become instantly prone to high-density.
• Profit from casinos not applying to treasury funds. (http://forum.ea.com/eaforum/posts/list/9354105.page)
• Industry that bypasses medium value doesn't count towards unlocking things like the Processor Factory.
• City stuck on "Currently Processing. Come back soon to play or visit."
• Screen goes black when in the bulldoze menu.
• Population/worker ratio incorrect. (Intended?) (http://forum.ea.com/eaforum/posts/list/9347991.page)
• Buses, when full, will stop at a station that is full, unload, load, move forward slightly, then repeat.
• All service vehicles will not cross bridges/ramps.
• Buses/streetcars do not disappear when the corresponding building is set to "Off"
• Eventually students will stop going to school.
• High traffic on roads possibly causing sewage backup?
• Selling of services (Water, Sewage, Power) not correctly being available to other cities.
• Ferries sometimes cannot dock and will float around in circles.
• Trade HQ sign not ploppable - removed when placed.
• Electronics Dept.'s description states that it unlocks the Plastic Storage requirement at Trade Docks, but the Trade Dock does not list it as a requirement.
• Advanced Coal Mine Shafts have a large amount of open area not originally a part of the space requirement.
• Able to place parks and some other buildings while visiting another city. (That is not owned by yourself)
• If a city hall upgrade section is destroyed by a disaster, a new section cannot be placed until reaching the next upgrade level. (http://forum.ea.com/eaforum/posts/list/9353454.page)
• Sometimes a School bus will get stuck at a school and appear to be bouncing slightly and will also not allow other buses to enter.
• Buildings sometimes are constructed on top of each other.
• Vehicles sometimes get stuck completely, requiring you to demolish the section of road and replace it.
• Freight and passenger ships sometimes "dock" in weird places such as land, or nowhere near the dock.
• Water is completely black if not watching from the right angle?
• Regular firetrucks put out HazMat fires.
• Buildings providing faulty tips. (Ex. A home complaining of no shops when literally next to a shop.)
• 'Dumb' Traffic AI.
• Shops/industrial complaining about no workers while residential complains about no work.
• People can still enter a private Region without being invited.
• Even with a power deficit of -350 MW, power to buildings remain active.
• SimCity launcher crashes if Mumble is open in the background.
• Having more than one recycling facility causes both to not work correctly or even at all.
• Bulldozing Mayor Mansion after upgrades resets the requirements allowing you to get more upgrades with lower approval rating.
• Smelting plant, Electronics Factory, etc still available if you bulldoze the required headquarters.
• Random Origin crashes in background causing SimCity to close down as it is required to play.
• Estimated amount of resources usually way off.
• If heavy rail crosses an avenue with a streetcar track, trains will not use the railroad or visit the train station(s)
• Recycling in some buildings will be ignored indefinitely (occurred with more than 1 recycling so possibly related to the listed bug?)
• No garbage appears on the garbage overlay, yet the statistic shows that not all garbage was picked up. (same with recycling)
• "Build an Arcology"Quest lists wrong resources needed (Processors and Crude Oil)
• Ambulances sometimes won't leave the clinic to pick up sims.
• Sims sometimes jump to the clinic from their homes.
• Parks report too many undesirables or homeless, but stats show homeless at 0.
• Getting rolled back causes Town Hall upgrades to not share between other cirty's in the region.
• Some buildings/items disappear once plopped in a plop-able spot. No money lost, but must plop elsewhere for building to actually exist.
• Crashing when loading several different cities per session.
• Smog clouds appearing from non-existent cities.
• Commercial buildings don't need industrial for freight.
• Mission speech bubbles sometimes have programming language instead of text. (Ex: "You have ~current_time:number~choose:~current_time~:Hour:Hours^ Left!"
• Skilled and High educated workers won't commute to create High tech industries in another city. (http://answers.ea.com/t5/Miscellaneous-Issues/Bug-.../738404/highlight/false#M36309)
• City that needs 110L of water, another one can sell 150L. First city will only buy 100L.
• Lizard fire remains even though the lizard disappeared. (http://answers.ea.com/t5/Miscellaneous-Issues/Gian.../741128/highlight/false#M36855)
• Track doesn't connect to anything when it should. (http://answers.ea.com/t5/Miscellaneous-Issues/Trai.../713310/highlight/false#M30881)
• If you bulldoze cheap or nice rooms at the lowest Casino, the Casino keeps "room" for as many people who were in the rooms when you bulldozed them.
• Game sometimes only handles one direction of flowing traffic at a time.
• If the lizard disaster destroys your Department of Tourism and you build it back then landmarks and casinos no longer add revenue to the treasury.
• Sudden "Resource Drain": No increase in sims, jobs, structures, etc but will suddenly need twice the powewatesewage (will start with 1 Nuke tower then need 3 not 5 minutes later). (most likely due to "sim.getfudgepopulation")
• Non existent crime/fire/medical: Police/Fire/Med will declare inability to deal with emergencies though no emergencies exist. Facilities are actually overstaffed and no issues occurring (possibly related to bad traffic) .
• Tax errors: Approval rating and population sky rocket when taxing sims 15%+. Approval/Pop goes down when taxing below 15% Budget still in green
• Sewage Issue: Sewage backs up even when treatment plant can easily handle capacity.
• False Resource Disconnect: Power, Water, Sewage wont reach random connected roads. Not all necessarily at once. (ex: could have +100mw excess but no power reaches while water still reaches... Sims move out due to "no power" then move back in and out again!)
• Water Error: Placing water next to power plant sometimes causes all water to divert to plant.
• False tech level: Plenty of school tech/educational level @ or near full. Jobs report "No skilled workers" entire population is educated.
• Processor factories refuse to ship processors which stops production
• Plenty of places to ship freight yet business claim there’s nowhere to ship. Freight receiving locations show 0 freight and never pick up any (never dispatch pickup vans/vans return empty)
submitted by SMHeenan to gaming [link] [comments]

Game Idea- Cities: Skylines Backwards! (long post)

NOTE: This has been copied from the simcity thread (also written by me) but I am sharing it here because it certainly does apply. I simply renamed it "Cities:Skylines Backwards" instead of "SimCity Backwards."
There's a flaw in these games that I have seen since the original 1989 game, and I feel like with the help of some community support we can try and fix that flaw together (through discussing it, it's too late to add it to Cities:Skylines).
Title: Cities:Skylines Backwards (or something catchier) Objective: Build a city that works around a specialisation, rather than towards one
Description: currently in any traditional city builder (including Cities Skylines and the SimCity series) you start off with a plot of land, you lay down some houses, and people will move in. To a new player, this gives them the impression that this is a good move. But then, the sims complain about what is there, and they eventually move out. Soon after, more people will replace them before moving out again.
To a new player, this is strange because in the real world you check out a house before you buy it- and so it can be confusing as to why building an empty city attracts people, but then once they arrive they won't stay for long. On a small scale, this is not a problem because players can learn to listen to their sims and address the problems as time goes along. But let's move this on to a much bigger scale...
Imagine building a long row of houses along a road on an empty plot of land. Would you expect low wealth workers to move in- workers who have nothing? In fact, they're not even workers if they don't have jobs! So let's make the simulation backwards, where you start with high wealth sims.
These sims will move in, take up loads of land, but as a new player you don't have to: +provide power (they have solar panels on their roofs) +provide water (they will get trucks delivered to them) +education (they have private schools for their kids) +health (they have private health) +security (they have expensive alarms and locks) +fire safety (they can afford extinguishers and alarms) +transport (they have helicopters and fancy cars)
So you're probably thinking "what is the point of building anything other than high wealth homes?" This is where we replace the term "city specialisation" with the term "city purpose" (although admitidly, specialisation does sound a lot cooler!) The idea is that thus far, the city purpose has been to give these rich people large open spaces in a lush environment. However, if we build too many of these, then that purpose of living in the countryside goes away. Hence, city specialisation/purpose is not something you build towards, but rather you start with a purpose/specialisation, and build around it. You can't "add more country", which is something you tend to simulate in other games by adding more parks. Rather, every move you make slowly makes things worse.
So now the puzzle you have to solve is "How do I get more people into the city?" This is where you can start attracting medium wealth citizens, who will require power, water, fire safety, health and education (may seem a bit random, but we can discuss this). I would also like to point out that the high wealth buildings produce a lot of traffic because they import water, and everyone (including kids) are driven around to where they need to go. So, you can reduce the amount of traffic they produce by providing them with water as well, and offering them local private schools with bus services. But, let's say you decide to not give them a water pipe because traffic is not a problem in your city- that is your choice and not something that is forced onto you (unlike Cities: Skylines where pipes are a pointless addition because they are mandatory anyway).
Getting back to middle class, the goal here is to try and integrate the two classes without the higher class moving out due to the extra noise and pollution (although, you can get rid of them eventually if you want even higher populations!)
This is where low wealth citizens come in. You provide free housing for them (so no taxes) but in return they will work in any factory, mine or other specialisation you want them to! It will then be these specialisations that bring in the cash. If you happen to keep any high wealth citizens by spreading them out from your busier low wealth areas, you can encourage them to visit the specialisations (like casinos) to generate extra cash! But don't over build, as spamming parks is not a way to keep high wealth guests.
I will make a much more in depth version, and may even try to borrow the One Page design by Stone Librande! But until then, please give me thoughts on SimCity/Cities:Skylines backwards, and whether I should go ahead with an indepth version of this written gameplay or not? Thankyou.
submitted by Borrego6165 to CitiesSkylines [link] [comments]

SimCity Backwards (game idea- long post)

I know I made a thread before that questioned some of the design choices by Maxis for SimCity, but I still loved the game! However, there's a flaw that I have seen since the original 1989 game, and I feel like with the help of some community support we can try and fix that flaw together (through discussing it, it's too late to fix any of them).
Title: SimCity Backwards (or something catchier) Objective: Build a city that works around a specialisation, rather than towards one
Description: currently in any traditional city builder (including Cities Skylines and the SimCity series) you start off with a plot of land, you lay down some houses, and people will move on. To a new player, this gives them the impression that this is a good move. But then, they complain about what is there, and the eventually move out. Soon after, more people will replace them before moving out again.
To a new player, this is strange because in the real world you check out a house before you buy it- and so it can be confusing as to why building nothing at all attracts people, but then they won't stay. On a small scale, this is not a problem because players can learn to listen to their sims and address the problems as time goes along. But let's move this on to a much bigger scale...
Imagine building a long row of houses along a road on an empty plot of land. Would you expect low wealth workers to move in- workers who have nothing? In fact, they're not even workers if they don't have jobs! So let's make the simulation backwards, where you start with high wealth sims.
These sims will move in, take up loads of land, but as a new player you don't have to: +provide power (they have solar panels on their roofs) +provide water (they will get trucks delivered to them) +education (they have private schools for their kids) +health (they have private health) +security (they have expensive alarms and locks) +fire safety (they can afford extinguishers and alarms) +transport (they have helicopters and fancy cars)
So you're probably thinking "what is the point of building anything other than high wealth homes?" This is where we replace the term "city specialisation" with the term "city purpose" (although admitidly, specialisation does sound a lot cooler!) The idea is that thus far, the city purpose has been to give these rich people large open spaces in a lush environment. However, if we build too many of these, then that purpose of living in the countryside goes away. Hence, city specialisation/purpose is not something you build towards, but rather you start with a purpose/specialisation, and build around it. You can't "add more country", which is something you tend to simulate in other games by adding more parks. Rather, every move you make slowly makes things worse.
So now the puzzle you have to solve is "How do I get more people into the city?" This is where you can start attracting medium wealth citizens, who will require power, water, fire safety, health and education (may seem a bit random, but we can discuss this). I would also like to point out that the high wealth buildings produce a lot of traffic because they import water, and everyone (including kids) are driven around to where they need to go. So, you can reduce the amount of traffic they produce by providing them with water as well, and offering them local private schools with bus services. But, let's say you decide to not give them a water pipe because traffic is not a problem in your city- that is your choice and not something that is forced onto you (unlike Cities: Skylines where pipes are a pointless addition because they are mandatory anyway).
Getting back to middle class, the goal here is to try and integrate the two classes without the higher class moving out due to the extra noise and pollution (although, you can get rid of them eventually if you want even higher populations!)
This is where low wealth citizens come in. You provide free housing for them (so no taxes) but in return they will work in any factory, mine or other specialisation you want them to! It will then be these specialisations that bring in the cash. If you happen to keep any high wealth citizens by spreading them out from your busier low wealth areas, you can encourage them to visit the specialisations (like casinos) to generate extra cash! But don't over build, as spamming parks is not a way to keep high wealth guests.
I will make a much more in depth version, and may even try to borrow the One Page design! But until then, please give me thoughts on SimCity backwards, and whether I should go ahead with an indepth version of this gameplay or not? Thankyou.
submitted by Borrego6165 to SimCity [link] [comments]

My Attempt At An Achievements Guide.

I've always enjoyed going for achievements and unlocks in a game and I know there have been a few people who want some help getting them in Simcity so I've created this guide. I know there's a lot of hate for this game so I'm hoping you'll save your downvotes and trolling for another, more appropriate, thread.
Some of the explanations I provide for the simple and moderate achievements are rather basic - because they don't require it. I spend more time on the difficult ones. As usual, ask if you have any questions. I'm currently only missing 11 of them total (7 broken + 3 time achievements).
EDIT: 5/13 "you mean business" no longer seems to be broken since the last update
Broken Achievements
Achievements I haven’t bothered to get
If you try to leave your city to run by itself, the server will kick you off. I just don't have that kind of time or patience.
Simple Achievements
Moderate Achievements
Difficult Achievements
I borrowed the list from the following website: Read more: http://www.videogamesblogger.com/2013/03/06/simcity-2013-achievements-guide.htm#ixzz2SiUnVh1Z
submitted by triplealpha to SimCityStrategy [link] [comments]

Discovery Delta: An analysis

I have made a map of the Discovery Delta region as seen here. Also using the region data from here, I tried to correspond the city sites to the cities via the numbers. The bold ones are mostly indisputable, because of a distinct description, or no alternatives for that number (i.e. 7 has to be great works, because all other sites are covered in woods.)
(1) Sawyer's Crossing - Sawyer's Crossing is ready for adventurous mayors willing to cross Sawyer Creek, out to the island. Coal and crude oil deposits provide mayors with a reliable income.
(3) Huckleberry Island - The huckleberry bushes at the base of this island's crecent-shaped bluff lend it its distinct name. Once mayors pave roads down the hill to the rest of the island, they are welcomed with significant coal and raw ore deposits.
(5) Harper Plains - Situated in the shadow of the Big Jim mountains, Harper Plains provides an entirely level site for mayors who don't want to deal with hills or rivers. This inland site has plenty of coal and raw ore for mayors to start the Mining operation of their choice.
(4) Thatcher Overlook - The upper overlook portion of Thatcher Overlook is festooned with an assortment of coal, raw ore and crude oil deposits, giving mayors a nice sampling for the mining and Drilling specializations. The lower land that bends along the shoreline has fabulous views of the river.
(10) Cottonwood Forest - This dense forest surrounds Miller's Pond. For mayors willing to clear the forest, coal and raw ore deposits are ripe for the picking. The natural splendor of the pond and riverbank provide great backdrops for luxurious high-wealth housing or casinos.
(8) Magnolia Wetlands - This site presents a bit of a challenge for mayors to curve their roads around the slough that extends into the middle of the land. Oil reservoirs under this site provide an excellent foundation for a drilling empire, but there are also significant deposits of coal here as well.
(6)Honeysuckle Marsh - The portions of this site not covered by water are heavily wooded, but both crude oil and coal within this site are ready for a clever mayor to make lots of bridges.
(10) Willow Woods - Deep within this huge forest is a wide assortment of raw resources, including coal, raw ore and crude oil. Mayors can build a massive city in the midst of a forest in this forested site.
(13)Rising Sun Valley - Rising Sun Valley is ideal for mayors who long for wide open spaces. A large crude oil deposit in this site welcomes mayors to start a drilling business and a small amount of coal provides a source of coal for a power plant.
(14)Barleycorn Point - In the middle of the Rye River, Barleycorn Point features rich crude oil deposits for mayors who want to start drilling. River views lend a scenic setting for high wealth homes.
(12)Stackolee Ravine - The creeks running through Stackolee Ravine offer a challenge to mayors. Mayors who rise to this challenge can expect to find coal and raw ore deposits on the other side of each bank in this site.
(11)Cotton Bend - With a tributary of the Rye River curving through the middle of Cotton Bend, mayors will need to build a bridge across to reach all the coal deposits.
(18,20)Washtub Fields - The Washtub Fields provide plenty of space for mayors to expand. Coal and raw ore deposits allow mayors to start a mining town and grow it into a massive mining metropolis. River access in this site is ideal for shipping metal resources.
(16,18)Spooner Plains - Mayors seeking a site for a new mining operation will find much to like in Spooner Plains: ample coal deposits and river access for shipping coal to the Global Market. A small crude oil reservoir is available to run an Oil Power Plant.
(17)Jugband Hills - At the base of Washboard Ridge, the Jugband Hills hold valuable raw ore deposits beneath the gently rolling hills. Mayors who build a mining business can ship their metals out from the shoreline to the Global Market.
(19,17)Kazoo Basin - This site features a large reservoir of crude oil as well as a small amount of coal, perhaps enough for a Coal Power Plant. Views of a private inlet provide an ideal location for discerning home owners.
(2,7,15,19,20) Great Works
During my works, i frequently collided with the shipping and rail columns of the data-sheet, so i tended to ignore those. In the Datasheet, six cities are said to have no rail connection, but you cant dfind six such cities on the map.
anyways, these are just my thoughts, feel free to comment if you have different ideas.
~JJ
submitted by Jotakob to SimCity [link] [comments]

Simshitty

So i finally broke down and decided to buy Simcity even though all my friends warned me not too, but hey im oldschool and grew up with Simcity and i just love this game too much to ignore it, i just had to give it a try!
Alright, time to get started!
I just unpacked my Simcity and installed it only to find out i can only play it in Dutch since i configured in Origin that i live in the Netherlands, but thats ok i can always change my Origin profile settings and reinstall the game. There we go, good old English!
Alright time to start my city (Finally).
I envisioned great things, a city filled with skyscrapers and casino's and massive amounts of tourists comming in by air land and sea! It's going to be legen.... wait for it.... dary! But first things first, first ill build a little road here and then ill build some residence over here and some industrial over there, everything looks like good old Simcity so far and i have no idea what everybody is complaining about.
Oh i need some power and water? No Problemo muchachos ill just build a water tower here and a wind power plant over there. Alright lets continue.... Oh there is a fire?.. And i need to build a fire station?... Ok i dont have money right now but ill save up some money... There we go all done, oh now i'm hardly making any profit, i guess ill have to add some industrial and some residence and yup im making some profit, this is as expected.... But wait!?! I need a police department now?.... Ok i guess i can save up again and build a police station. Alright Police station build now i can conti- eh?? What is it now?!?! Oh a hospital you say? Ok fine... ofcourse i need 1 of those too. So there we go, i have my police station, my fire station, my hospital, my power and my water, but damn now im in the negative! I need to start building some more residence and industrial pronto or else my city will go bankrupt!
(30 minutes later)
Ok finally, it took some time but i stabilised and im making some income again so now i can finally build the city of my dreams!!!!
knock knock. Me : ''who's there?''. Boeh! Me : ''Boeh who?''. Boeh you need to build more police, fire and hospitals and there is too much crime in your town and boeh every building is burning down............ FUCK! Ok ok ill add some police cards here and ill build a new hospital here and add another fire station there, there we go everything is in order again. But wait? What is this?! Germs?!?!? Hazmat fires?!?! Oh i need special police stations and fire stations for this and they require 23094$ upkeep? What in the actual fuck? Ok fine i guess ill build even more residence and industrial zones for more income so i can provide for these services. There im making tons of profit now i can build them, oh but wait! I can't i need to add a module in my townhall first and then i need to research them in my university, but i dont have a university? Ok fine ill add the module gosh more upkeep And now ill build the univers-.... Wait i need to school a certain amount of students in a day?! Fuck i need to expand my original school first then, add some busses and some bus stops, oh great now im not making anymore profit, i guess ill build some more residence and industrial then...
(1 hour later)
Finally!! I have the hazmat and the germcare and the bladiebladiebla etc etc. Great now i need even more residence and industrial to keep my cash going, and arghhhh whats this? Not enough medium wealth and high wealth (god didnt even got around to that yet!). But now i have to build parks and plaza's? GOSH EVEN MORE INCOME!!!! NOW I NEED TO BUILD EVEN MORE RESIDENCE AND INDUSTRIAL ZONES!!!?!?!??!?! Ok ok ok.... Calm down, relax and take control. Ill do it, let me just put some parks here and a plaza here, yes yes its all coming along nicely. Now just for some extra income cause im hardly making any money at all! So i guess (yes again) ill build some more residence and industrial zones and then ill..... Wait... I actually have no place left to build?!?!?! WHAT?!?!? HUH?!?!?!? GWAAAH?!! Bliep bloep?!?!
So now im stuck with a city i didnt even want to build this way because my citizens are way to overdemanding and that resulted in the ugliest fucking city i ever layed eyes on, I didnt even get to do a single thing of what i had envisioned. God thats just horrible! Well i guess i can try to make some profit first and try to damage control..... Wait.... Oh..? A giant lizzard you say???? Ahhh and a meteor shower? It destroyed half my industrial zones and now im -15k$/h ? My city is dead? im bankrupt?
What in the actual fuck?!?! What just happened?!?! Im very confused. Did i just play Simcity or did Simcity play me? Did i actually have any choices in the game i just played or did the game decided everything for me?
Get your fucking shit togheter Maxis, this wasnt Simcity, this was Simshitty!
submitted by navold to SimCity [link] [comments]

I just keep bumping into traffic problems - Please help by answering some questions about the metagame

Hi,
I've started like 10 cities so far, and sooner or later, they all end up really congested so at this point I'm not sure if there are some issues with the game itself or I'm doing things wrong.
This is my first Simcity of the series, so I'd appreciate it if someone would reply and help me with the metadata.
What I'm doing:
My questions:
  1. What's the most effective road layout to combat traffic later on in the game? I am really unsure about how to combine all those high density roads, avenues and what are the pros & cons for them.
  2. What should be the best approach in terms of mass transit to combat traffic?
  3. How to make sure the highway connection doesn't get piled up?
  4. How close to each other should the bus stops be? Do more stops cause more traffic on high density streets/avenues?
  5. I'm assuming creating multiple adjacent Park & rides to create a big useful parking lot will create congestion, as they also serve as bus stops?
  6. When focusing on tourist attractions (usually casinos), what's the best placement for them? Should I just place them in medium-high wealth neighbourhoods, or should I place them somewhere semi-remote where I have the space to plan the infrastructure? Placing them "downtown" will create even more traffic, but placing them remote doesn't seem to be as profitable.
  7. Is there any way I can 'test' a certain scenario? It's a bit disappointing to aim for the best and invest a couple of hours in a city just to see it fail eventually because of high traffic :)
Thanks for the help! :)
submitted by Etherfast to SimCity [link] [comments]

SimCity broken!? Maybe it's not EA's fault, maybe it's our fault...

Successful mid and high wealth casino city inside
So we all know SimCity is pretty broken...
There are some...
MINOR things: like grafical bugs (i.e. the roads at different zoom level) or agents AI behaviour (congo line of busses, cargabe trucks...)
BIGGER BUGS: rollbacks (yes! they still extist), regional interaction, always online (with all its advantages turned off like challenges or leaderboard), greatworks
MAJOR ISSUES: lack of in-depth simulation (RCI inter-dependence), totally broken city specialization design (trading beeing ridiculously op, while casinos are hardly beeing profitable), no end game I could continue all day, but this is not the intention of this post.
Depite all the bugs, I must admit there were still some challenges I found in the game enjoyable (although not many). Beeing a very patient player, I tolorated most of the bugs (I propably came across most of them and still kept motivating myself) and tried to somehow find a solution to make it work. Building a profitable casino city is easy (just plob a train station somewhere, then tons of low wealth casinos with only low wealth extensions), so I decided to build a casino city specializing on mid and high wealth. After 20-30 millions simoleon, some hours playtime trial-and-error playing around with diffenrent layouts to manage traffic and tourist flow, and tons of bugs I was finally successful. The city had a healthy and optimal flow of tourists with mostly mid and high wealth resulting in all my casinos beeing profitable. In the album you can see my results. The goal was to have about 10 Sleek Casinos and 5 Elegant Casinos and maybe to beat a normal trading city in term of income. I was on a good track to achieve this goal, until i came across this (in my opinion worst) game breaking bug. I tried to set up some hotels and upgrading the density of my residential, the buildings under construction just wont develop (all being at 0%). After some research this seems to be a known bug, not getting a lot attention yet. So now im stuck in this development and there is no way I can continue or even further develop my city.
How am I supposed to continue playing (or even enyoing) the game not only beeing frustrated by all the bugs but now having the fear the city could be either rollbacked or stop developing at any time. Who on earth of sane mind would ever invest his precious time in this game knowing about the mentioned issues!? Not me anymore...
But if I think about this new SimCity, I know what the problem is.
Dividing the game in 3 phases, early game (the first 3-5 hours), mid game (the following 3-5 hours) and late game, the emotions toward this game would be like this:
EARLY-GAME: set some roads, zoning some RCI then see how Sims populate the city is really enjoyable. As you further expand the city, the fun factor increases to its first maximum while more and more Sims flooding your city. Reaching the border of the tiny city size might give you your first setback, but there is another way to expand... in the height!
MID-GAME: This is where you get your first mid density building. The challenge continues as you fight traffic and fulfill the needs of your sims. You might set up an efficient public transport system and send your sims to school/uni to fight crime. You give them some parks and enjoy their happiness seeing building instantly upgrading in wealth. Even at this point you already have experienced some bugs, the satisfaction you gain outpace the frustration. With you first skyscrapers the fun factor will reach its second and last maximum and frustration will gain upper hand. Traffic will end in gridlock, even all public transportion options are used. Sims complaint about crime even living next to a police station. Shops getting annoyed for not having shoppers or workers while sims tell you they can't shop or go to work. Only to count a few of a seeming endless list...
END-GAME: THERE IS NONE! Ok, you might start a greatwork, but in their state right now, they are just useless. You might start a new city in the region just to realize, that city interaction are broken as ****. You might try out the other city specializion to find out, they are broken as well. And if you still tryhard (because you love the simcity series and don't want to give up) you will, at some point, run into rollbacks or the one I described. After such an experience you wont start the game anymore.
And here we are, over 1 month after release. The problem is, this game is just not designed for enthusiast players (like me) seeking for an end-game. But how the hell shall EA supports such an endgame!? There is absolutely no incentive for EA to provide an endgame for enthusiast players. EA have already cashed them, and having them connected to the servers just takes up capacity and server traffic. I must admit, in a business / financial aspect they have implemented a perfect solution (for them). The lack of end-game acts as an auto-filter for enthusiast players. We are forced into a playing schedule, they want us to fit in: Release the game -> buy the game, play for some hours (5-10) and occasionally log in again.; After some time release some DLC (some DLC might gain additional profits by having advertised items, like the Nissan we just got) -> buy the DLC, log in again to check out the new "content", play some hours and just log in occasionally again. EA can spin that profit wheel as often as they want by releasing DLCs. The more I think about it, the more it makes sense to me. This mechanism kinda worked on me. But I won't make the mistake to by ANY DLC they release.
I guess all the frustration and pain just result from the fact, that I am not the target audience. Maybe it's not EA's fault, maybe it's my fault for beeing an enthusiast players...
submitted by Neferi to SimCity [link] [comments]

SimCity 4 High Wealth Residential - YouTube Sim City 5 Casino 30 Million net gambling SimCity Ep 185:: Elegant Casino Profitable - YouTube

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SimCity 4 High Wealth Residential - YouTube

SimCity 5 (2013) #37 - Ultimate Cash Cow (2) Insanity Road System - Skye's Let's Play SimCity - Duration: 16:27. Skye Storme 54,681 views SimCity 4 High Wealth Residential : This video shows some of the high wealth residential buildings in SimCity 4. Song: History Repeats Itself by A.O.S. we finally get the elegant casino in the green and add the eiffel tower to draw in more high wealth touristsleave a like if you enjoyed this episodehow to bu...

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