Simcity Beta Announcement Soon!

Simcity Beta Announce

Simcity Beta Announcement

Tomorrow morning (Friday, January 18th, 2013), Maxis will announce details about the Simcity Closed Beta. The beta was first announced back in August, and since then, players inquiring about it have been left in the dark with Maxis claiming that it would be released “soon”. We’ll be sure to post details tomorrow as it’s released! Good luck and hopefully we’ll see you there!

Exclusive Origin Pre-Order item for Simcity 2013

Plumbob Park - Simcity 2013 Origin Pre-Order
Plumbob Park – Simcity 2013 Origin Pre-Order

If you pre-order the Simcity Digital Deluxe Edition, you will receive the exclusive “Plumbob Park” mystery item. With your pre-order, you will also receive up to $50 in Origin savings.

Simcity: Nuclear Power Plant and Ramp Screenshot

Simcity Nuclear Power Plant

Simcity today released a Nuclear Power plant screenshot which is a slight upgrade from what was previously shown in the last Gameplay Strategy video. This shot is supposed to highlight the “instagram” like filters they use on the pictures of ploppable buildings in the menu. The previous nuclear power plant image was a bit foreboding as it appeared to focus on an impending nuclear disaster. This new and improved image gives it a much-needed industrial tone.

 

Simcity Ramp

A few days ago Guillaume posted a screenshot of a curved off-ramp over some railway. Someone questioned how steep the ramp appears to be which Guillaume replied that it’s a bug they are looking into fixing.

Simcity Developers Q.A Session 2: Recap

Simcity Industry

This weekend, Maxis developers answered a large swath of questions from angry long-time Simcity fans.  The main issues focused around the game requiring a constant Internet connection, as well as requiring Origin to play. On this post we will mainly focus on the features planned for this game’s release, but we will discuss the “DRM” and “Online” aspects in another post.

Weather and Seasons:

  • Weather changes throughout the year.
  • In the summer months, the heat evaporates the water table.
  • In winter, the leaves fall off the tree and it’s generally cloudy and rainy.
  • The rain replenishes the water table.
  • Snow is not planned for release.

 

Simcity Region View UI

Regions and Multiplayer

  • You can set up private regions to play by yourself or with friends.
  • Smaller regions can hold 2-3 cities, while bigger regions hold up to 16 cities.
  • Regions are designed by Maxis. Each region invokes different gameplay challenges players can choose to overcome. For example, there could be a river that splits your city in half and you can choose to build a bridge across it or build your city separately.
  • You will automatically share power and water resources , but you only get paid when another city uses it.
  • You can choose who you want to share city your city services with. (Police, Fire, Ambulance, School.)
  • You can send money to other cities. If you go bankrupt, you can ask for loans from up to three banks.
  • While you are bankrupt, you will go into “Budget Crisis” mode which gives you the option of requesting a loan or request help from other cities nearby. It will also help you identify which city services you should shut down.
  • Buying and selling to the Global Market influences the prices of resources.
  • Regions are around 16 kilometers.
  • You can claim cities other players have abandoned.
  • You can send resources to other cities in the region or sell them to the global market where the price fluctuates.
  • Resources you can share among cities include: Workers, Jobs, Shoppers, Freight, Shops, Fire Coverage, Police Coverage, Jail, Garbage and Garbage Capacity, Recycling Services, Ambulance, Sick Sims, Air Pollution, Power, Water, Coal, Oil, Alloys, and Public Transportation.
  • Great Works require multiple cities to share resources in order to build them.

Infrastructure and Transportation

  • Various transportation options include; trains, planes, ferries, buses, light rail, streetcars, and park and rides.
  • Subways are not planned for initial release.
  • Cruise ships can bring medium and high wealth tourists to the city.
  • GlassBox Engine’s pathfinding system will automatically reroute cars to avoid traffic. Commuters will generally try to use the main roads to get through the city and avoid smaller roads.
  • Bridges are automatically created when you drag roads over water.
  • Bridges can span over valleys too.
  • You can make curvy bridges and build roads underneath them provided there’s enough space.
  • You can place roads in any angle you want. Intersections range from 30 to 90 degrees.
  • You can create roundabouts.
  • Sims can travel to other cities for College/University.

Simcity City Hall

Buildings and Landmarks

  • Each city set in the Deluxe Edition gives you landmarks, and new residential, commercial, and ploppable buildings that match that style.
  • Placing a Mining Headquarters changes the signs on factories.
  • Placing a landmark, casino, or stadium will make hotels rise.
  • You can see inside of buildings.
  • Buildings were created from scratch, unlike previous Simcity games, it’s not a simple texture that you wrap around the building. Buildings are animated and rigged.
  • The game’s ordinances are handled a bit differently, instead of ticking checkboxes, you can add specific modules to buildings.
  • The Town Hall enables you to customize taxes universally around RCI and wealth classes.
  • The City Hall enables you to customize RCI taxes separately.
  • Educated Sims will install solar panels on their roofs. Education leads to high-tech industry.
  • Homeless Sims seek out garbage, abandoned buildings, and parks.

Emergency Services

  • When parts of your city is overrun with crime, you will see criminals roaming about, and graffiti will appear on buildings.
  • Sims will also complain about crime.
  • Arsonists will set buildings on fire.
  • Robbers can cause alarms to go off.
  • Robbers obey red stop lights (a simulation limitation)
  • Police coverage isn’t radial, police cars will now go around the city to suppress crime and catch criminals in the act. If you need more police coverage, just add more cars to the police station.
  • The Community Outreach Van and Detective Wing are modules you can add onto the Police Precinct.

Simcity Fire Data Layer

Data Layers and Graphs

  • Crime, Health, Sickness, Coal, Ore, Oil, Loans, Student Grades and Colleges are covered in Data Layers.
  • They keep track of different Sim types including homeless, shopper, criminal, and tourist Sims.

Interesting Questions:

Q. Why do cities have large spaces between them?

A.  Partially it was graphical limitation – we can’t render the adjacent cities in full resolution. Also simulation fidelity. We can’t afford to fully simulate the adjacent cities. Seemed like pushing them a little further away was the best tradeoff.

Simcity: Seasons and Circular Roads!

Yesterday, Guillaume Pierre showed two new screenshots which revealed seasons are indeed confirmed for Simcity! The leaves will change colors over the year but in the winter when it’s cloudy and rainy, the leaves will simply fall off.

Fall Screenshot in Simcity
Fall Screenshot in Simcity
Circular Roads in Simcity
Circular Roads in Simcity

Simcity 2013: Police, Casino, and Power Building Modules

Today we’ll take a look at the different types of modules you can place around the city. These modules are covered briefly in today’s newest strategy video. There have been several changes to the UI since the last video with a cleaned up interface and a more organized layout.

 

The video highlighted another type of gambling facility called the “Sci-Fi Casino.” This casino tends to attract medium and high-wealth residents. For a nice added touch, when you scroll by, you can hear funky music playing inside.  If you click on the casino you can check out the leaderboards to see how your casino’s net profits compares to other players.

You can expand the functionality of your Casino by placing modules near by.

 

The Casino’s modules include:

  • Poker Parlor: Increases your income per gambler.
  • Celebrity Stage: B and C list celebrity performances attract High-Wealth tourists.
  • Hotel: Creates 100 additional rooms for medium-wealth guests.
  • Penthouse: Creates 30 additional high-wealth rooms.

You can place these modules around the Casino and even stack them on top of each other.

 

 

Police and Emergency Response

Casinos tend to attract lots of crime, so adequate police coverage is necessary. The Crime Data Layer lets you easily visualize areas with high crime rates. You may even see some police activity and graffiti on buildings nearby. If crime gets out of control, criminals from your city may even spread out to affect other cities. Fortunately, with region play, police coverage can spread to multiple cities.

Police Precincts (high-tier) features several modules, including:

  • Police Dispatch Tower: Helps police respond to crime quicker.
  • Police Helipad: Adds a helicopter to patrol your city.

When disaster strikes, based on the situation, firefighters and police are automatically dispatched to that location. Firefighters from another player controlled city will include their avatar above their heads.

 

Power Plants

Coal Power Plants are heavy polluters, it may be wise to place that power plant in another city away from your main one. Power agents will travel along the roads and highways transmitting power to multiple cities. Unlike Simcity 4, your city does not exist in a bubble, pollution can eventually drift and affect other cities nearby.

Coal Power plants have various modules but only one was covered in the video.

  • Dirty Coal Generators: Increases power output by consuming more coal.

Take note that Power Plants need to be staffed in order to be fully operational. Sims from your city will travel along the highway to other cities to work at them. Nuclear Power plants are a special case in that they require staffing of highly educated Sims. Nuclear power plants with unskilled workers will lead to variable amounts of nuclear radiation leaking out of that facility.

Simcity 2013: All About Roads

Simcity Skyline 660x368

Roads are the central component that ties your city together. Not only will roads determine zone density, but it will also be used to deliver water, power, and sewage.

There are two types of roads:

  • Small Roads
    • Can upgrade from Dirt Roads and Two-Lane roads up to Four-Lane Roads with traffic lights
    • Dirt Roads and Two-Lane roads are limited to low density types.
  • Large Roads
    • Can upgrade from Boulevards to Avenues.
    • Starts out with mid-density zones, but when upgraded, they can support higher densities.

When you upgrade each road type, you get access to the next density tier. Low tier roads will usually have stop signs while high tier roads will get access to stoplights.

Basically it goes like this:

 Small Roads Types

  • Dirt road (Low Density)
  • 2 Lane Roads
  • 4 Lane Roads (High Density) (Traffic Lights)

Large Road Types

  • 4-Lane Avenues (Medium Density)
  • 6-Lane Avenues (High Density)
  • 6-Lane Avenues (High Density with street cars)

As you lay down roads, there will be parallel guides showing you the best distance apart to build the next adjacent  road. If you are creating grid-like cities, these guides will show you how far apart roads should be to make best use of that space. The distances it suggests between roads will be based on road type. (High density roads support high density buildings, which means larger distances between parallel roads.)

The road tool can create different types of roads which include:

  • Curvy Roads [Smooth]
  • Straight Roads [Block, Grid-like cities]
  • Freehand Roads [To curve around mountains or shorelines]

You can make bridges over bodies of water and canyons, or cut through mountains to build a tunnel. The game handles this on a civil engineering scale automatically deciding what is the best cheapest path through various terrain.

 

 

As your population rises, you’ll have to balance the traffic flow by strategically upgrading existing road types so that it can accommodate more cars. However, upgrading these roads allow for higher density buildings, which leads to even more traffic. Placing public transportation around these areas can alleviate gridlock.

 [via polygon, simcity blog]

Simcity 2013: The Life of a Sim

Aside from the Simcity blog, you can gather a wealth of information from the developer postings in the Simcity forums. Today we dive through Guillaume Pierre posts at Simcity.com to find out even more information about the game. Though the game is in development, some portions may be subject to change.

 

Sims and the City

You’ll need to select a place to build your city when you first start. The areas that you can select have a predefined boundary that can not be expanded upon. In some cases, rivers and mountains may limit the available space you have to build a city. Once you start a city, you’ll need to connect your city to the outside world. Once that’s done, lay down some roads, place some residential zones and wait until everyone arrives. Sims can even move in without basic utilities. Of course soon enough, they’ll start complaining about the lack of power and water and if you’re a good mayor, you’ll surely provide them of their basic needs.

Utilities don’t just run on their own, as Guillaume explains, they need to be staffed in order to be operational. Which leads us to jobs, Sims will go to the closest job available. If for some reason they can’t make it to work due to traffic and whatnot, they’ll keep trying (subject to change.)

As for each Sim’s family, Guillaume pointed out that each household comes with a set of working adults, shopping adults, and children. If the children don’t make it to school, they may resort to  crime. We also learned of the existence of homeless Sims, these Sims live in parks, abandoned buildings, and store doorways.

 

Public Transportation (Region)

We received some insight regarding how public transportation works among cities. If there’s no public transportation in your city, your Sims will drive. However, you can create a situation where one city has a bus terminal while the other city has bus stops. These bus stops need to be adequately placed in appropriate areas around the city, as Guillaume mentions, Sims will only walk up to 400 meters (1/4 of a mile) to use public transportation.

 

Services and Resources

Not only can you share, power, water, and garbage services with other cities, but also emergency, education, and even transit systems.

Instead of using a slider to expand the capacity of public services, it is now as simple as placing extra modules around the building. Want to expand your school to accommodate more children? Just place extra classrooms!

Guillaume also mentioned how education can affect other cities as well. A university can influence the growth and development of hi-tech industries in cities nearby. He also mentioned how community colleges can influence the development of manufacturing plants.

 

The City Skyline

One thing the developers sought to fix was the city skyline. In previous Simcity games, a skyscraper could be randomly placed next to one story buildings, creating a visually erratic skyline. They plan to solve this problem by having buildings of different densities up to 2x the height of another. In essence, the skyline will build up in appropriate areas for realism.

 

Missing Features

Some features won’t be available for release. So far, subways are confirmed not to appear. Though, rainstorms and heatwave weather types shall be included, snow is currently not planned for release.

New Simcity Video Shows Region Play, Bridges, Crime, and More!

An exclusive Simcity video was posted on Amazon giving you a glimpse of various aspects of gameplay including regions, bridges, and crime.

 

Each city has a set boundary with some empty space separating it from other cities. Mountainous terrain may limit some of the space availability unless you can somehow create extra land by carving roads through cliffs. While in region view, you can visualize the hourly rate of power transferred to other cities.

The region is pre-generated with roads, highways, or rail to interconnect each city in the region. Sims can travel to different cities throughout the region by utilizing various forms of transportation. For example, robbers can drive from one city to the next unleashing crime wherever they go. As the video highlights, a robber from another city drove into the parking lot, came out of the car and entered a building. Shortly after, the alarm went off, he escaped, and a police chase ensued.

It is quite amazing to see this level of detail where Sims can physically enter and leave their homes even to panic over their neighbor’s house on fire.

This is the first time we got an actual glimpse of bridges. We’re happy to see that you can even create bridges underneath them.

Of course, it wouldn’t be a Simcity game without the Golden Gate Bridge making an appearance.

Simcity’s Dynamic Music (Concept)

Dynamic music has been a hidden gem in video games, painting the audiovisual landscape with music based on your actions. Simcity (2013) will be the first in its series to add music that changes dynamically depending on the situation. In an interview with Polygon, producer Ocean Quigley and audio director Kent Jolly explained some of the concepts behind the music.

 

Article Summary

Dynamic Music

  • Zooming in adds music instruments to the soundtrack, while zooming out takes them away.
  • A simple score plays if you zoom out all the way.
  • When viewing data layers, more “intimate” themes play. For example, when you are in the building editor, a tinkering version of the song  is heard.
  • Different clips of music come in and out based on the situation.
  • The music was influenced by minimalism inspired by composers like Philip Glass, Steve Reich, and Terry Riley.
  • Chris Tilton who worked on Fringe, composed the music to tell the story of the city from its humble beginnings to a bustling metropolis.

Resources

  • Resources are finite, once they’re at low levels, the player must find different ways to acquire them.
  • They can either buy from the global market, trade with other cities, or switch to depending on another commodity.