Thread #734066825
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Good morning, Mayor! It's time for yourCity Building Thread
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>want to build a railway
>have to build the railway
Mind blown
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Hey anon, I've got a sweet deal for you!
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>>734066929
>having to constantly babysit these mfs
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I don't like city builders because they've not changed or innovated or grown since SC2K. Blank field -> lay down roads -> paint squares in green, blue or yellow -> face challenge from service buildings barfing out service vehicles, causing road traffic -> skyscrapers happen. And that's cutting out the usual pointless busywork from the 'has to be in a city builder game just because' checklist like water pipes etc.
Which is now why I go between Transport Fever 2 and OpenTTD rather than putting another hundred hours into Cities Skylines
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All my issues with city builders boil down to 'this has to be in the game because it just has to be in the game because SimCity did it and it has to be a ***game*** with tech trees and unlockables and a win condition (ie a glass and steel skyscraper jungle) and you just gotta have it in okay'. So yeah
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>>734070523
Not necessarily, although it helps. TF2 isn't perfect of course, far from it, because it also has the 'has to be a video game' disease, but nonetheless it's really satisfying to have a city grow up around your railway stations like in real life.
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>>734066825
This gives me an idea. A city builder that gives you only a small tile to achieve the most efficient city possible. As you progress, you can unlock (maybe like a deck-draw) buildings that are more space-efficient. You progress stages by satisfying certain conditions, like "Have a tram service that serves at least 3000 citicens".
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>>734070523
>>734070665
Shut up, liar. TF2 IS perfect.
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>>734066929
Be sure Boomers ain't in charge of it.
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>>734071096
>>734071068
I'll give it a shot, I got a beefy computer now too so I can handle it
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>>734070335
>lay down roads
That's why I like W&R, you have to build the roads
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>>734070623
I'm pretty retarded but I enjoy the Impressions Games city builders.
Caesar III/Pharaoh/Zeus Master of Olympus/Emperor Rise of the Middle Kingdom.
They're all pretty similar so I'd recommend choosing the one you like the setting of the most. (For me it's Zeus)
Avoid the Pharaoh remake.
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>>734072136
IIRC the solution always just becomes "built self-contained grids where the walkers just walk the same rectangle over and over," in Caesar 3 the worker pool is global so you can have all your population centers someplace else and just place 1 worker hovel near your industry.
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>>734066825
This was done using SC4 vanilla
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>>734071110
This is Gen-X though. Despite being labeled as the 'quiet quitter' generation, the ones who pushed through are the most filthy of all. Musk and his contemporaries value human life far less than actual boomers.
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>>734075179
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>>734066825
is that Sim City 4? Also I love this track from it
https://www.youtube.com/watch?v=F-Jby6hoFiQ
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>>734075057
>oh wow that's a nice landscape
>zoom in
>holy shit
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>>734075057
>>734075882
Transportation Map
Here's the the video of the build. Jap SC4 builders were something else. Too bad most of their custom .bat files have been lost to time.
https://www.youtube.com/watch?v=aiq1jM-bB2Y
Also the link to the blog where you can download the map
https://www.youtube.com/watch?v=aiq1jM-bB2Y
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>>734077364
You cannot just come to the thread, say this and not post it.
https://www.youtube.com/watch?v=Q8HW5agFwUY
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>>734075179
You think they aren't going to join the fun? Think again.
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>>734074889
Anno 1404 has missions/quests within maps and a ton (and I mean a ton) of achievements. You get points for beating cheevos that you can use to unlock new portraits and decorations for your towns, it's very cozy.
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>>734077714
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>>734077714
damn, I never remember to build parking spots and let my citizens use cars instead of public transport.
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>>734070958
That is already done though.
>small tile
>rewards you on population
>having everyone live in high-density bughives is to be celebrated, not to be avoided
Needs to be a city simulator that focuses on quality of life and if it is heavily sprawl-based so be it
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>>734077640
My favorite was ElectriCITY, personally.
https://www.youtube.com/watch?v=S6Pg0j_k3_o
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>>734066825
>Money?
>People?
>Management?
Look pal I just wanna build cozy coastal towns
https://store.steampowered.com/app/1291340/Townscaper/
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>>734079186
>>734079117
Holy shit, how many years in is that?
And yea civilian car ownership really does murder traffic
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>>734079839
thats only 1979 (started in 1960 with realistic start).
its only these 2 cities and the money making industry really.
time really moves to fast in WR imo. I havent even started the real cities and industries yet, only the basics to survive and make cash.
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>>734079839
thats massive, how long did it take you for all this?
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>>734072763
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I like city building games but to caught up in maximize space making grids rather then organic cities.
Maybe I need to break my autism but wish there was a way to organically build a city and make cozy rural areas and farms while also building beautiful cityscapes
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>>734081483
I know.
But playing old Sim city (snes) there's more of an incentive to min/max.
Then looking at real world cities they're much more organic growth in how you get things like the art district and old town downtown, for example, then planning it out. Thought to be fair that's harder to get a game to model a social concept that took decades or centuries to develop in the real world.
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>>734081960
They're both busted games.
CS1 is far less busted; but you'll eventually have to fight the traffic beast and get frustrated when you've got a mile long queue on a highway because they're all using a singular lane.
CS2 is just utterly fucked. Cims will change lanes though at least! Not that you'll be able to enjoy that between the CTDs and painful framerate.
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>>734081851
no, i'm saying that if you try getting cute with mini unconnected districts then your sims get confused and angry at lack of service coverage now you need to build fire/police/school/etc infrastructure in those cute seaside or farm districts
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>>734082364
Roundabouts are not efficient at all in skylines, even with mods, for big traffic. People overrate them which ends up in hilarious cities posted to reddit where they don't understand their traffic problem in the Milton Keynes monstrosity they have created.
tmpe and regular intersections with good hierarchy go a long way in skylines. But the best thing you can do is public transport networks. Mass transit will alleviate loads, then you have to look at industry rushes with your imports/exports and don't fret when these may create traffic as it will clear up, cargo train will help and so on
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>>734082582
honestly i'm glad we're moving back from 'everything must be an agent because uhhhhhh uhhhh emergent realistic behaviors' (sims go from their dwelling to the first vacant workspace they find, then go to a vacant commercial space they find, then go to the first vacant residential space they find, repeat)
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>>734082795
build the M A G N A S A N T I
https://www.youtube.com/watch?v=NTJQTc-TqpU
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>>734069682
SC3K is gorgeous
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>>734066825
Anyone else here enjoy banished? Its one of the best medieval out there imo
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>>734084146
I liked it, for about 5 hours or so. The problem with that game is that once you stabilize, you experienced everything. Scaling up your village past that just means building everything in the exact same way in duplicate
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>>734066825
A CITY BUS BROKE DOWN ON RAPE STREET AGAIN AND I WANT YOU TO FUCKING GUESS WHAT HAPPENED TO ALL THE PASSENGERS
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KNEEL
https://www.youtube.com/watch?v=NTJQTc-TqpU
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>>734084146
And it will remain the "best" out there, because every month a new "Banished killer" comes out that fails to kill it.
>>734084227
Have you tried to Colonial Charter mod?
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>>734080665
I was unemployed for 2 years and had nothing but time
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TF 3 hopes and copes?
https://youtu.be/uhXYyctqpiE
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>>734071783
I always loved the emperor rise one, felt so comfy. I saw there's a higher res patch, might give it a go again.
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timberborn 1.0 on march 12th
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>>734086557
I didnt know that lore, I dont play many city sim but banished is one of the oldest games on my steam its very comfy, do you have any recommendations can be mediaval sci-fi or whatever any good city sim
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>>734086489
>still don't have a cyberpunk dystopia mega population city builder
wtf?
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>the cities actually looked like that
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>>734090634
unless there was stuff they didnt put into the 1.0 test branch, there really wasnt that much added imo. I've played the test branch some 60 hours the last month, it's got some new map features, a couple quality of life things, a few new buildings. I dunno, I guess they just felt like the game was finally ready, and there wasnt anything super big left they wanted to add.
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>>734081960
Its a bit of a curse since there are some genuinley good improvements in CS2 like road placements, but also some glaring issues with both performance and features missing. CS1 always felt like it was held together with tape but had a huge modding scene that really made it worth the effort to wade through the jank.
CS2 came out seriously undercooked, and has less of the charm of the first. if you're going for either, CS1 might feel dated at first but there are enough mods to fix the inherent broken parts to make it a reallty solid experience
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>>734091259
two playthroughs, since there's two factions of beavers that play pretty differently.
but yeah, 'beating' the game isnt that difficult, and the game's difficulty curve is basically backwards. it's a challenge at the start to get the water infrastructure built, but once it is, and you've built a dam that can hold water through the longest drought and a filter drain for bad tides, there's no more real challenge and it becomes a sandbox game really. at that point you either decide to build some dumb mega project or you stop playing
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>>734074594
you pick up cargo from one part of the map and deliver it to another part of the map
and if you're feeling really adventurous you can pick up the cargo that was made form the cargo you dropped off and deliver it to ANOTHER part of the map
and this is honestly10/10 gameplay with no bullshit to get in the way
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>>734069682
>>734091298
SimCity 4 is a good game because they actually cared about the product and knew what they were doing. In SimCity's case they knew how a city simulation worked and how cities worked and made tweaks for their own personal preferences (mass transit is deliberately buffed to be the superior option in game--this was knowingly done and not just a quirk of the simulation). Cities Skylines they didn't, they just copied SimCity's mechanics without doing any research of their own or having any real conviction in what they made, as a result it comes off as half-hearted at best and a cynical cash grab at worst.
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>>734082274
Messing up SC2 was such a stupid prospect that i thought it couldn't happen. The throne of city builders is VACANT, an entire genre is still up for grabs today, god the money that could be made.
SC2 must have been some kind of anti-capitalist statement.
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Giving Laysara a go, feels a lot like Anno so far.
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Play Anno 1800, get inspired by Anno 1800, don't do an Anno game.
Don't do Cities Skylines because it's broken, don't do Workers and Resources because it's ugly as sin.
Don't do Frostpunk 2. Don't do Banished, who cares about that level of micromanagement. Don't do Tropico.
The simulation should be a giant spreadsheet hidden behind the graphics, do it like Factorio. Just do SimCity 4.
Hire your grandpa who builds dioramas in his basement because he knows what city builders are all about.
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>no true city builder
feelsbadman
>>734097001
just play vanilla first to get feel of the game before installing NAM
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>>734094561
The only way CS2 could've not sucked is if they took it apart to really make the core simulation aspect more complex yet more stable with proper programming rather than half-assed spaghetti. But it's Paradox and the chance of that happening was zero.
>>734097001
PCGamingWiki helps with the stability issues.
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>>734098092
I want more zoning, it shouldn't be automated. Having explicit buildling height limits, minimum setbacks, volume to area ratio for highrises, residential density, there's so much to do but we've been stuck on green, blue and yellow since the first SimCity.
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Before an argument about zoning blows up. I think multiple forms of city planning should work in the game like play styles and the simulations shouldn't be tied to roads. Various types of cities could be built in the perfect city builder.
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>>734098496
Don't forget enviromental limitation as well. Ground water, water run-off, soil type, geographical conditions, climate type, etc. Could be kino but it will alienate casuals for sure.
For me i just want city simulation that able to simulate natural waterfall.
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>>734099123
>For me i just want city simulation that able to simulate natural waterfall.
Nova Roma has some water/aqueduct management but beyond that the demo didn't wow me. From Dust has the best water sim but it's not a city-builder.
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>>734099123
A game can be made playable at any level if the core mechanics are simple with deep optional complexity.
Get the people to work, simple for casuals but get the people to work effectively and draw more city power out of them using precise zoning systems and infrastructure management at a pro level, none of which required to play the game meaning the city won't fail for casuals and the pros get to flex too.
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>>73498496
Building heights would be nice. I think that it would be cooler if like in real cities, all new developments had to be approved prior to building, so you don't have a nice neighborhood that instantly turns into high-rise apartments.
>>734098620
>shouldn't be tied to roads.
Modern cities are tied to streets and roads, though. Even medieval "old town" areas are basically a large shopping mall that have parking nearby. I guess there's favelas and extremely isolated areas but those are the exceptions.
>>734099123
The big question about all that is what purpose would it actually serve? Soil type is just going to be a limiting factor (oh, your city has too much clay and/or sand, so no skyscrapers or tunnels), climate could be fun but at the end of the day it's just aesthetics. I do think there should be flowing water, though.
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>>734100390
Meant to reply to >>734098496
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>>734100390
Building height alone is very interesting. Paris is one of the few cities to have an actual limit in meters, normally it's a maximum number of stories defined in each zone. Air rights are also interesting, if your zone allows for max two stories but your neighbor only has one floor you can buy his air rights and make your building three stories tall, that's not allowed everywhere though. With highrises, it's usually about the volume of the building to it's base area so two lots of the same surface can have different maximum heights if one is a fat building and the other is super thin.
>>734100390
The thing with soil type is that it doesn't vary that much within the city so mainly you'd get different construction types per city but city-builders never really focus on contrusction standards so I'm also not sure how well it could be integrated into the gameplay.
>>734100972
Worse than resources, I hate having to plant farms in ancient/medieval city builders. Cities import food, I shouldn't have to have farms right next to my town hall.
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soviet republic babbies think they are playing a difficult game
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>>734084146
Banished *really* suffers for how it simulates workers.
>builder walks a long way to start new development
>taps it once
>goes back home to eat
>walks a long way to continue new development
>gets assigned a new job in optimization shuffle pulse
>new builder walks a long way to continue new development
>taps it once
>leaves to get a new tool
Watching this happen while you are waiting to be able to continue progressing is just fucking insufferable. And I don't even want to expand past ~300 pop in a filled small map after which more issues crop up.
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>>734101192
When I lived in Austin, I learned that although they didn't have a hard limit like Washington DC (nothing there can be taller than the Capitol building) they had to preserve certain "viewing angles" to the state capitol building. Actual air rights if I recall are between property owners, not with the city, though sometimes public air rights can be sold. In Boston, there's a supermarket that's cantilevered over a sunken highway.
>different construction types
All the SimCity games have had different tilesets to represent cities across the world. There are some subtle differences, though, Florida houses don't have to have to worry about snow piling up on roofs, but those can be addressed by what's already there.
>plant farms in ancient/medieval city builders
I think Soviet Republic W&R punishes you for importing food, but "resources" is in the name, so...
>>734101919
The colony management part of Captain of Industry turns me off from it, and they don't even offer a demo. It's a shame as I wanted something like Factorio but ending with selling finished products rather than converting them into flasks full of colored goo. I'm not opposed to farms, though, I was hyped for Factorio Space Age but Gleba sucks so much.
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>>734090847
https://store.steampowered.com/app/2379910/Dystopika/
not retro, but here you go.
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>>734103707
they think they're competing with simcity and or cities skylines but they aren't
that's literally it
there's a dozen half decent medieval city builders but zero new modern city builders
Citystate Metropolis is an upcoming thing but it's a one man show so it'll probably either never come out or never be finished if it does. The dev already has a track record for the latter.
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>>734103346
Air rights are between owners but similar to densification, it probably has to be approved by the local council but it's rarer than densification. For example, they converted a single family house nearby to a duplex and it had to be approved by locals. Having zoning laws where densification is allowed vs other neighborhoods where it has to be manually approved would be neat, especially to preserve the local character of a neighborhood.
>construction types
Maybe have something about building standards being more relaxed or strict per zoning area would fill a similar gameplay loop. For example, allow poor neighborhoods to have lower standards, but that comes at the cost of health and fire safety so you need to spend more on those services in those areas. That's also something missing from city-builders to deliberately have slums and bad neighborhoods. The goal is always to make a utopia for everyone instead of letting the player make the city they want. And the "utopia" is very much dictated by the values of the devs making the game.
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>>734066825
will someone PLEASE just make an isometric city builder with the same graphical style, but one that fixes the stupid bugs and stability issues of SC4, the ones that even that one mod/patch doesn't fix correctly.
JUST DO IT, HOW HAS NO ONE DONE THIS?
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>>734077364
For me it was Urban Underground
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Hopefully this game will live up to its potential.
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>>734108072
Well like I mentioned at >>734100390 it's the way current logistics work and there aren't really good examples of functional "no car" cities. In third-world cities there's still streets and roads but more bicycles, buses, and auto rickshaws.
SimCity/Cities Skylines not having much in the way of parking lots is more of a limitation in programming because they're extremely limited in what you can have in a given space. It also affects things like airports. Airports are huge, but they don't look like this in city simulators (this is obviously a custom build and probably not even functional) because it would basically take up the entire map.
In real life you're not limited to a 4km*4km square.
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>>734109384
>pre-rendered asset simulators
If I ever make something in this genre, that's the first thing I'm dealing with. I picture a system where you draw boundaries and it fills in structure with a tileset. Instead of just zoning a road-enclosed block you break it up into lots with building outlines and open space, also allowing those lots to be of whatever shape to fit whatever roads and terrain you're working with. Maaaybe it can go further and let you assemble buildings out of chunks and do some kind of volume evaluation to assign gameplay values.
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>>734116038
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>>734092053
I wish the relevant companies hadn't all decided that 2D-sprite based games were beneath them
By now we should have a spiritual successor to SC4 that lets you build cities the size of a whole region from 4
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>>734080798
Man, I didnt expect to see that pic posted after all these years
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thoughts on this one?
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>>734093309
Probably contains a few squares of land representing Okinotori Island, going by it's position.
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>>734071110
The fun part is by the time we break the stigma of remembering old fucks are not necessarily wise or worth respect they'll all be dead and I'll be the old fuck, except this time no house no pension and the world is 500% more fucked.
Nah just kidding, I'll just kill myself to escape this hell before the claws really begin to tear.
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>>734083168
That fucking ticker is my first real experience of "The media are cunts who literally turn one bed I can't fill into HOSPITAL CRISIS and ten beds empty into TAXPAYERS MONEY WASTED BY HYPERCOMMIE" Little shits.
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>>734097001
>>734097508
never use NAM
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I've been on the same A-Train 9 map for a few dozen hours because I want to fill the entire map with buildings.
However, I'm limiting the availability of building materials because I want to keep some areas less developed, since when an area becomes too developed, the land tax becomes so high that less profitable stores are no longer worthwhile, and I want there to be less dense areas with simpler stores and inexpensive restaurants to give the city variety.
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This thread makes me want to reinstall tropico 4. I always had fun making comfy neighbourhoods in this game but hated how after some time the beautiful residential buildings would get replaced by ugly modern bricks which are "better"
I kinda wonder if the devs were doing a subtle jab at how modernity replaces soulful native architecture with souless ugly designs
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>>734107802
Sounds promising, being able to actually view the interiors of buildings and follow your citizens in their everyday life sounds great and the devs claims the game will have an actually optimised performance-focused engine but we'll see
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>>734123932
Tropico 4 is fun and comfy but a bit easy
Tropico 5 tried to do new things but it ends up feeling a bit awkward, but at least it has a bit more challenge to it
Haven't played 6 yet
Also isn't there a 7 now?
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Is this worth it?
I remember playing the demo and I built a walled ghetto where I moved all the brown people into. I don't think any other city builder game lets you do that
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>>734116791
more detail means more simulation which means managing every single individual traffic light and turning lane ala cities skylines and STILL needing a road network built for a metropolis of 6 million people for a population of 40,000
or simulating the needs of every citizen ala surviving mars where your bustling prosperous city consists of... 50 people
or simulating every industry and service ala sim city 2013 with its HOURLY budgets and economy that needs personal intervention to function instead of just.. doing it's own thing
It's a matter of scale, I want to actually manage a city, not micro-manage people and traffic lanes. At larger scales these things handle themselves or are small enough to not need to be simulated at all
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has anyone tried making a city in cities skylines with the majority of the traffic being pedestrian foot traffic using those plaza paths or whatever they're called? pic related
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I just want a proper city builder with ACTUAL combat so I can satisfy two autisms at the same time. Why is that so hard? Manor Lords gets decently close to what I want but it's an unfinished mess at the moment
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>>734128101
Crusader Kings 1
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>>734128101
Black & White 2
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>>734070335
>face challenge from service buildings barfing out service vehicles, causing road traffic
The first time this ever happened in the entire genre was sim city 2013
imagine being so blinded by decade old memes that weren't even true that you attribute a core gameplay innovation to SC2K
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>>734128761
Hey thanks for reminding me to shill Per Aspera
You start out making resource extraction nodes and shit but slowly terraform Mars. It's great, you get to see it fill up with water and plants
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>>734129015
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>>734066825
I know its ancient history now, but remember the Sim City reboot with always online that was a complete fucking disaster and Cities Skylines came in and completely ate it fucking lunch?
Skylines turned into a meme, but at the time everyone loved it and funny looking back that time now. Feels like yesterday but it was over a decade ago.
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>>734127686
I have but I always struggle to keep my commercial businesses stocked because those need road traffic to deliver goods, so you have to design exclaves for commercial buildings fed by roads which naturally people end up using for general traffic. There's a way to ban trucks from roads, but there really isn't away to make other roads trucks only.
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>>734129420
And in reality, skylines simply copied it very poorly, everything is done much worse in skylines compared to SC13
they literally sold basic day-night cycle as DLC, ridiculous.
they even have a "royalty-free" knockoff version of the same music in the trailer
people love an objectively inferior version of the same product, because online shillfluencers told them to, without ever actually playing it themselves
you are a mindless consumer drone
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>>734129887
You talk out your ass. The fact you can actually build a city alone without a few separated tiny squares is enough to mog the absolute train wreck that was sc2013. Thet game destroyed the franchise and maxis forever. They had to make dlc for verticality because they fucked the core of the game so bad it couldn't be fixed. So sick of this nostalgia baiting for 2013. I knew it was gonna fucking happen, it happens with everything, but I cant allow it. You rewrite history on a travesty
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>>734129887
People were mostly objecting to EA lying about the simulation being so advanced it needed to be online to offload the simulation to their company survers when it was just transparent anti-piracy measure. You had to be there, you clearly weren't around during this time period and just got your opinion from some youtuber.
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>>734128857
Oh?
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>>734129887
I can't believe someone still goes to bat for Sim City 2013 in 2026.
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>>734130314
I could barely give a shit about the story, I didn't even know Troy Baker voiced anyone
I guess it's simple, sure. Game's like 15 hours long and has to ferry you through 6 eras or something like that
And if the dude had trouble with his production, it means his transport lines were overloaded which the game tells you very clearly
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>>734128502
A-Train 9 is more sandbox-based, while Classic and Tourism are scenario-based.
All three games focus on trains and their operations, so keep that in mind. Although there is a lot of complexity in the strategic part of infrastructure construction (especially in Tourism), the depth of gameplay and its focus is on train operations, which are done exclusively through timetables. You don't have signals to create logistics like OpenTTD. You essentially need set departure times of your trains right (which is why in complex operations, players like to use external timetables programs such as pic related).
A-Train 9 is more complex as a simulator: there is more flexibility in the timetable, and you can do more sophisticated things, including coupling/uncoupling trains, shunting, etc.
Tourism/Classic are more strategic since you have limited resources to achieve certain goals. Some Tourism scenarios, on hard mode, are extremely strategic and will force you to build a very advanced infrastructure that meets several demands at the same time.
In summary: I don't recommend the game to anyone because it's expensive and the focus is on timetables rather than signals. But I'm not autistic and I avoid doing very complex things (because timetables are really hellish to manage), but even so, A-Train is by far my favorite game of this style. Also, Tourism has the most understandable tutorial (A-Train 9 has no tutorial at all).
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>>734131286
Actually, I think they have a destination on A-Train 9, but the way these things are calculated is quite abstract.
Basically, the game kind of only calculates the two adjacent stops. If you have the two nearby stops set to "passengers board/alight", then the game will calculate how many people are interested in going from Point A to Point B, and the train will be occupied accordingly. And that's basically it. Although it's super simplistic, this calculation already makes it possible to do things like have an express train that leaves from a populated area A, doesn't stop at stations B and C, but stops at station D, which is also populated.
In the case of A-Train Tourism, the calculation is more robust and the game considers the entire line. So passengers will board the train and stay on it until they reach their destinations, and this generates more subtleties and details that you need to deal with (especially during rush hour).
But anyway, A-Train 9, as a model railroad simulator, is much more advanced than A-Train Tourism, thanks to its more complex timetables.
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>>734066825
I used to play skylines a lot. What I liked the most was drawing up rail lines that went through the city. I wish there was a train sim that allowed you to drive on lines you built yourself.
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>>734067206
This actually reminds me of a place near me that's basically a village on a very steep hill surrounded by the rest of the city.
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>>734069682
People used to fucking care. Can you imagine a game today coming with a academic reading list?
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>>734079701
For me it's tramstertram
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>>734074594
the real objective is "make number go up".
Basically you need to be the richest motherfucker on the planet by 2050.
At least that is originally how it worked, OTTD might have different objectives if you use mods.
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>>734128101
WDYM ACTUAL combat? Farthest Frontier has an rts-like system to defend against raids. Or do you mean rollslop and what have you?
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>>734133578
Signals in W&R are a hybrid of OpenTTD's path signals and regular block signals. It's fine if you can keep the track colors only blue and orange and use chain signals (pre-signals in openttd) at the start of junctions.
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>>734089162
based post the images
>>734133649
looks nice
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>>734091057
the PC version is pretty good, and you can participate in the online stuff even with the pirate version, but it is like a lego/mockup game rather than actual city building.
I recommend at least giving it a try, especially if you are more on the artsy side.
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>>734077364
for me it's https://www.youtube.com/watch?v=nKBwFbiIALo
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>>734077364
>>734077640
For me? It's Wheels of Progress.
https://www.youtube.com/watch?v=sX4HqntdXtE
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>>734116665
SC4 is not actually 2D though, that camera "mod" just shows how buildings are actually 3D models with textures slapped on it.
This game was actually a masterpiece of design.
https://www.youtube.com/watch?v=uYhXnXV2WPA
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>>734136278
see >>734092053
Skylines looks and plays like shit
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>>734136032
For me? It's da hood
https://www.youtube.com/watch?v=cAecP2brMd4&list=OLAK5uy_kfdfWmhij7fME J1kr2DwOzTxck0l0ci58&index=3
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>>734136185
it's a cheap knockoff of sim city 2013, of course it looks bad
the irony is that cities in motion had a great system that could have made for a very unique city builder but they threw it all in the trash to capitalize on the irrational EA hatred with a cheap clone
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>>734136604
you love niggers
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>>734104248
I was running SC4 with DXVK and it was not only running it pretty smooth, but I never experienced any crashes.
Also, there are some guys working on a sourceport of the SC4 engine, if you look for "openSC4" on github you might find their project.
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>>734066825
Technically a park builder, but y'know.
I love JWE3. I'm bouncing between Jurassic Park Montana and Jurassic Park Brazil. Mainly painting assets through modular building. Making waterfalls and cliff faces is fun, too.
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>>734126749
I think overall 6 is better than 5, but only by a little.
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>>734138072
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>>734138137
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>>734073027
Too finicky.
>A bus stop facing left is a different UI button form a bus stop facing right
>have to keep retiring and replacing old vehicles manually
>even big cities look really small
Even worse are the chains of production:
>it takes 2 different resources to make a town grow
>those resources need to be transported from the factory
>The factory needs 4 different resources to make the product
>Each resource come from a different producer
>Except one or two that come from a different factory that needs other resources to make them...
I get it that a transport game needs a transport chain, but the fact they are all useless if you don't personally cover every single point of the chain before it all works is really annoying. They could at least have a placeholder less optimal, bottlenecked in-house transport system before you take over and make it all more optimized.
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>>734138273
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>>734138072
>>734138189
>>734138273
what's the appeal of this game? "challenge" mode is completely braindead and sandbox is just a map painter
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>>734138637
You either have the park building and dinosaur/Jurassic Park autism or you don't.
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>>734138831
I have the jurassic park bug, the game looks amazing, the dinosaurs all look and sound just right, I love that when you build the tour there's narration by the guy, you know the guy from the tour in the movie. it's perfect
there just isn't a game to back it up so I get bored super quickly.
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Frostpunk 1 and 2 are my favorite town building games. What I like is that they are multiple races against the clock for survival against many upcoming crises and most of the time you need to make sacrifices. I wish other games in the genre took some elements from it. Don't need to be about survival. Imagine a Theme Park builder where there are crisis approaching like "we need to make a least $x during summer before winter comes and attendance halts" and to do that you may need to lay off some security staff, which leads to vandalism going up, and you have to deal with that, etc.
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>>734139089
>there just isn't a game to back it up so I get bored super quickly.
I mean, it's a park builder. You build parks. The campaign mode is just there to teach you how things work.
Dunno what to tell you, bro.
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>>734139184
>I wish other games in the genre took some elements from it
Bruh there has been nothing but an avalanche of frostpunk clones for years now. The entire genre is buried under the weight of frostpunk. I'm actually starting to hate the game for it.
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>>734139301
>I mean, it's a park builder.
maybe if you live in the frontier parralel dimension and have only played their games this makes sense to you somehow.
they have never been able to make a good management game ever since they first fucked up RCT3
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>>734138276
>>have to keep retiring and replacing old vehicles manually
bruh
>>The factory needs 4 different resources to make the product
no, it only needs 1. it produces more if it gets all types but just 1 will do
>>I get it that a transport game needs a transport chain,
do you? OTTD is not a city builder, it's a supply chain management game. the entire point is to build networks to transport materials and goods.
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>>734139031
>Bielefeld
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I'm gonna pre order transport fever 3 and you can't stop me
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This is my second CS2 city.
If I'm honest, it's pretty fucking ugly.
I'm currently going through a transition away from landfills and toward burning my garbage for electricity.
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>>734141560
I think my favorite CS2 build is this. A sunken highway going across my most populated office zone.
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>>734070516
The TF2/OpenTTD airport experience. You can build an airport!!!!! ... to move people or cargo in a direct line, but slowly, from A to B inside the map ... because foreign travel doesn't exist and nobody imports cargo.
You can build sea ports!! - as above, only the vehicles only go in water, obviously. Can't even build a cruise ship terminal or something.
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>>734141863
A better pic
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>>734139089
>>734139398
So, like, are you just retarded or something? With sandbox builders you just have fun building things.
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>>734084146
>>734086557
Foundation really replaced Banished for me. I really like the more organic, slow expansion