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 Fan Questions #1: Regions vs Cities

Today we answer questions from Simcitizens readers, this was sent in by “Anonymous”!

Simcity Region with several places to build a city.

Q. When you say regions does that mean in a city? Like I’m confused, do you have a world that has regions that have cities? How many can you make?

A region is a chunk of land taken out of the world to build your cities. Within a region you can pick any available spot to build your city provided that it’s not a Great-Works site. Great-Works are projects that players in a region cooperate to build. According to the Developer Q.A Session, the number of cities available depends on the region.

From a MMO standpoint, you can look at regions as a “Party” where a group of players can meet up to create cities. You can become the mayor of multiple cities and specialize them in your own way. You don’t necessarily have to “cooperate” with other players in your region. Based on the way you play, you can send crime and pollution their way.

 

Q. What do you mean cities are 2k-2k, I don’t understand?

Currently the development team has decided to build cities 2km x 2km (2 kilometers by 2 kilometers). If there’s no more space left, you’ll just have to make do and build up the city even more.  Of course you can just pick another available spot in the region to start another city if need be.

 

 

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.

Simcity Delayed at least until March 2013

EA has confirmed that Simcity will be available in North America on March 5th, 2013. Though it has only been delayed a month, there have not been any announcements as to why. Additionally. no specific date was announced for the Closed Beta so far. The only information given about it so far was that it would start “soon” and the test is scheduled for PC users only.

We’re in ship-mode, so everyone is cranking, fixing bugs and finishing the game. […] Earlier in the project things were much more freewheeling and improvisational — we’d try out new ideas and new approaches to see what worked, but we’re done with that stage, and now we have to bring it all to completion

 ~SimCity’s Creative Director, Ocean Quigley

The good news is they’re getting ready to ship, so that Closed Beta shouldn’t be so far away.

 

Four Simcity (2013) Disaster Screenshots

Check out four of the recently release disaster screenshots for Simcity!

Simcity 2013 UFO Disaster
Simcity Meteor Disaster
Simcity Earthquake Disaster
Simcity Tornado Disaster