Free Simcity Attractions Set Codes!

Today we’re giving out free Attraction Set Codes on a first come first serve basis. The codes below should be entered at the EA Crest sweepstakes site which requires your Origin email address and birthday. Don’t forget to check back periodically, because we’ll be giving out even more codes in the upcoming months.

 

WHERE TO FIND THE CODES

The codes can be found at your local Walmart and Target stores inside an orange sticker attached to Crest toothpaste boxes. Alternatively, you can acquire the codes for free by writing your name, mailing address, email address, and date of birth on a 3″x5″ piece of paper and send an envelope to Crest/EA Instant Win Sweepstakes; Electronic Arts Inc.; 209 Redwood Shores Parkway; Redwood City, CA 94065.

 

 

THE ATTRACTIONS SET

 

WILL THE ATTRACTIONS SET BE AVAILABLE IN MY COUNTRY?

World's Largest Yarn Japanese

Well we’re not quite sure if it’s going to be released in other countries. Although, what’s interesting, as the screenshot from the Simcity News Blog Japan shows, is that the descriptions of each attraction has already been translated into Japanese. It’s quite possible they may release these parks in other territories with a unique promotional tie-in.

 

FREE CODES

Attractions-Set-codes2

The # sign represents a missing number
The missing  number is greater than 5
Check back later for more codes.

 

Simcity Update 2.0 Arriving April 22nd, 2013

Update 2.0

Simcity Update 2.0 will be arriving April 22nd, 2013 at 1PM PST. Update 2.0 plans to fix some of the major issues with the game, notably the city processing, transit system, and recycling center bugs. Along with it comes some highly requested changes that for example, will prevent fire trucks from clumping up when traveling to a single event.

One of the more controversial changes is with the way residential cities will be handled. In Simcity 4, a player could create a residential, commercial, or industrial only city. Since the amount of workers and commuters were accurately reported in that game, it was easier to switch between each city and make the necessary adjustments. In update 2.0, residential only cities will now have a failure state. We wonder if this change was in response to a tiff between the community and developers over their understanding behind the mechanics of the game. The previous exploit to create a residential only city involves placing parks to provide jobs for all workers. This created a self-sustaining city even to the point where it could turn over a huge profit.

Now with update 2.0, things are a bit harder, not only will you gain less happiness from taxes, power, water, and health; but residential buildings will also have more opportunities to reach abandonment due to a bug that prevented them from doing so. It doesn’t completely stop the residential-only city exploit, but the game is now actively trying to discourage you from taking that route.

Mass transit will also get some much-needed changes. In particular,  though it might seem comical at first, there was a situation where a swarm of municipal buses would hone in on a single bus stop clogging up traffic for miles. Thankfully, mayors new to the region should expect to see fewer municipal buses picking up passengers at the bus stop.

One last fix we’d also like to highlight is for the air pollution bug. For some strange reason, air pollution from some unknown source would drift into your city making the entire city sick. This bug fix will not only address that problem, but also lowers the effects of regional air pollution from having a double impact on your city.

Players should keep in mind that the servers will be down for a few hours for them to fix these issues. But once they’re finished, we’ll be one step closer to a proper Simcity release.

What’s New

  • Mayors Mansion: Mayors will now drive their fancy cars to work. Mayors will take their helicopter, limo, or sports car if the modules are present.
  • HUD: Now color-corrects when in a colorblind mode.
  • Data map: Data maps show the filtered color when a color filter is enabled (unless in a colorblind mode)

Fixes and Updates

  • Cities not Processing: Mitigates some of the issues that were causing cities not to process. We are continuing to work on and improve this issue.
  • Region Filters: Now sorts regions with available cities to the top
  • Invitations: Invitations to join a region should be sent and received more quickly.
  • Tourism: Fixes for unexplained fluctuation of tourists. Tourists more smartly counted on transit.
    • – Cruise ships are now more effective at bringing medium and high wealth tourists in coastal cities.
    • – New tourists will now decide to come into a city once leaving tourists reach train stations, bus depots, or cruise ship docs instead of waiting for those tourists to go out to the region first.
    • – This change will reduce the downtime of tourist buildings.
  • Casinos: Casinos tuned so that Gambling will be a more profitable specialty. Players can bulldoze and replace existing casinos to see effects of tuning.
    • – The larger casinos now invite more tourists into the city which helps keep them full.
    • – Note that existing casinos will need to be replaced to take advantage of this change.
  • More Casinos: Raised module limit on Sci-Fi and Sleek Casinos to 6 modules.
  • Region Play: Cash gifts can now be received in a bankrupt city.
  • Education: Fixed school buses getting stuck at the high school. Existing Schools will fix themselves.
  • Education: Fixed school buses picking up students at neighboring cities that didn’t have school bus stops.
  • Education: Fix to more accurately track regional student population.
  • Education: Fix where kids leaving the school bus stop would teleport to the nearest pedestrian path instead of walking directly into the school.
  • Education: University wings now give the proper bonus.
  • Recycling: Fix for the Recycling Center where it would sometimes stop working, recycling services will visit other cities.
  • Air pollution: Fixed issue where air pollution would appear to come from nowhere. Fix issues where your regional air pollution would be reflected back into your box for a double penalty.
  • Fire Service: Fire Trucks don’t clump, dispatch to fires more efficiently.
  • Water: Water pumps are now capable of pumping water from rivers at a larger radius so they can take better advantage of the water table in a city.
  • Disasters: Cooldown for random disasters: Some players were getting hit too frequently with random disasters, this introduces a cooldown where no random disasters will occur.
  • Trade: Fix for trade ports that suddenly stop shipping.
  • Transit: Street Cars and Buses go to high volume stops first.
  • Transit: A city with residents and public transit will now provide the accurate amount of workers and shoppers to its neighbors.
  • Transit: A transit vehicle stuck in a pick-up or drop off loop will now go back to a garage instead of trying to pick up more people.
  • – Transit vehicles should recover automatically after the update. If players want to force the recovery, turn off the stops that are having looping issues, wait a few game hours, then turn them back on.
  • Transit: Neighbors buses will now come in lower numbers into the city and do a better job at picking up local passengers first.
  • Residential Tuning: Residential-only cities have failure state.
  • – Buildings are prevented from going up in density when they don’t have power or water.
    • – The amount of happiness gained from low taxes, police, fire, and health outreach has been lowered.
    • – Fixed some cases where buildings would not go abandoned when they should have.
    • – Higher density residential buildings are no longer blocked from going abandoned due to not having enough money.
    • – Happiness from low taxes does not double up every time it is given.
    • – Losing happiness due to not having a job is more impactful.
  • Budgets: Fixed bug that prevented systems like fire, abandonment, garbage, and sewage from turning on when they were supposed to.
  • Audio: Fixes issue where audio will stop working after creating a large city or where phantom audio sounds play in a city.
  • Demolish: Fixes issue that occurred when players demolished buildings that had service vehicles, delivery vehicles, or agents out in the city or region. Previously, the agents would be in a state of limbo and would not recover when new buildings of that type were placed. This will no longer happen.

Simcity Free DLC: Nissan LEAF Charging Station

Nissan Leaf Charging Station

Today, SimCity added its first free download content that will enable Sims of all wealth values to drive around the city in the new energy efficient Nissan Leaf.  Placing the Nissan Leaf Charging Station around your city will improve the happiness of both your Sims and local businesses.  You can claim this free item by logging into your Origin account from the SimCity DLC page. This item will be available for download until October 2013.

 

Nissan Leaf Charging Station

Nissan LEAF Charging Station

  • Adds a one-time wave of happiness to nearby businesses
  • Makes Sims happy when they recharge their Nissan Leaf vehicles.
  • Produces no sewage or garbage.
  • You can place up to 5 charging stations per city.

The Nissan Leaf charging station can be found in the Power menu.

Recycle Center and Casino Bug fixes coming to Simcity Patch 2.0

While most of the connectivity issues may be gone, Maxis is having another hectic week as they prepare for changes coming up in the 2.0 patch. Players have uncovered a variety of bugs that hinder Simcity’s core gameplay. Some of these fixes are currently in the testing phase and will be released once they are thoroughly examined. Kip Katsarelis wrote today that they are currently addressing “key issues” with the game such as preventing city rollbacks and enabling cheetah speed. However, the 2.0 update  plans to address issue regarding the recycling center bug, emergency response vehicle clumping, street cars, and casinos.

RCI balancing is currently a hot topic among the Simcity fan communities. In its current state, its possible to create an all residential city without needing commercial nor industry. In previous games, RCI had an inseparable relationship where I and C depended on R for workers, If one of these values were left out of the equation, your city would begin to stagnate when unemployment kicked in. In the latest Simcity, a loophole was discovered where by placing parks down next to residential buildings would provide enough jobs for working citizens. The development team says they are talking about this issue with the team but nothing can be said as of yet. Hopefully we can expect a fix for this in an upcoming patch, but since this changes the core simulation, it may take longer to go through the testing phase than other bug fixes.

Simcity on Sale at Amazon for $39.99; Final Day to Register


Simcity is now on sale at Amazon for $39.99. This sale applies to both the physical and digital download versions. Don’t forget, you have until March 25th 11:59 PDT to register your copy of Simcity on Origin to receive your free EA Game. Use the countdown below to see how much time you have left to register.

Simcity Traffic Patch 1.7 (Congestion Avoidance System)

Finally the wait is over. The Simcity Traffic Patch is live, promising to improve path-finding and emergency vehicle issues that plagued the base game. Firstly traffic.

[youtube http://www.youtube.com/watch?feature=player_embedded&v=OVkw9mWonNA]

Firstly, cars will take the least congested route to a destination if available. Emergency vehicles will drive in empty lanes to avoid traffic at intersections. And finally, Emergency vehicles will be given priority when leaving garages. Now keep in mind; this is not saying, traffic will be diverted off to the side of the road. So you still have to avoid using single lanes if you want the trucks to move ahead.

Update 1.7

  • Traffic Improvements: Tuned traffic congestion and fixed some intersection traffic issues.
  • Traffic improvements: Emergency Vehicles will drive in empty lanes to get around traffic at intersections.
  • Traffic improvements: Emergency and Delivery vehicles get priority over regular traffic when leaving garage.
  • All units and buildings can now be demolished using the bulldoze tool.
  • Performance improvements for low spec systems.
  • New Server: Asia 2 will be released Tuesday afternoon (PDT)!

Simcity: Free EA Game Compensation List Revealed!

EA Free Game list

EA is offering a free game as compensation for the Simcity launch issues that prevented users from playing the game. Anyone that registers their copy of SimCity on Origin by March 25th, 2013, may choose from the following list of EA Games.

EA Game Selection

  • Battlefield 3 (Standard Edition)
  • Bejeweled 3
  • Dead Space 3 (Standard Edition)
  • Mass Effect 3 (Standard Edition)
  • Medal of Honor Warfighter (Standard Edition)
  • Need For Speed Most Wanted (Standard Edition
  • Plants vs. Zombies
  • SimCity 4 Deluxe Edition

The site where you can choose your free game will launch in each territory in the upcoming days. The portal should be available worldwide by March 22nd, 2013. You have until March 30th, 2013 @ 11:59 PDT to claim your free game.

Important Dates

  • March 25th, 2013 [Final day to register your copy of Simcity]
  • March 30th, 2013 [Final day to download your free game]

Portal Launch Dates

  • March 20th, 2013 at 5PM PST in North America
  • March 21st, 2013 at 5PM PST in Europe
  • March 22nd, 2013 at 5PM PST in Asia / South America

SimCity Mod Shows Abandoned/Unclaimed Cities in Region Selection Menu

Simcity Abandoned Mod

SimcityModder has released a mod that allows you to view abandoned and unclaimed cities right from the region selection window.

Empty/Abandoned Slot Mod

Since the mod will have to catch up with each SimCity update, it’s best to click the “Track User Topics” link to find the latest version.

Simcity Patch 1.6.1 Restores Achievements; Plays Tutorial Once!

Simcity Neighborhood Screenshots

A new Simcity patch was released earlier today, which unfortunately has nothing to do with the highly anticipated traffic patch everyone is waiting for. One major complaint was how the tutorial would start up the first time you played on each server. In Patch 1.6.1, players will be able to start the game right away after viewing the tutorial once, even when they switch servers. But if you are faced with this situation, you can actually skip this tutorial by exiting to the main menu mid-way.  The patch also fixes a bug with airports where the game would report the adjacent runway was too steep to build. You can view the other list of changes below.

General:

  • Turned regional Achievements back on!
  • We are now prioritizing games with available slots in the “Join Game” menu in the front end
  • Update so players will go through the Getting Started Scenario only once. They will see the Play menus when they switch servers
  • Fix for a gameplay crash
  • UI improvement: Increased time showing system alerts for readability
  • Graphics: shader change to improve look of walls and parking lots
  • It’s now easier to place airport runways
  • Budget transaction optimization to increase performance
  • Update of Buffers on buildings to save memory
  • Performance improvement for lower end machines

Servers:

  • Database performance upgrades to increase response times

Simcity Traffic Simulation to Get a Patch

I must admit it’s very overwhelming to keep track of every bit of news come out of from Simcity and its detractors. But we can’t ignore the situation that has transpired from launch until now. Yes they — the detractors — have every right to be upset, and their discoveries have led the Simcity community to a deeper understanding of how the game works in its current state. Now there’s a race between both the development team and mod community to see who can restore Simcity back to its rightful state. To section the modders off seems down right unfair, and I believe that articles on Simcitizens should focus on both sides of the story.

 

Traffic Woes

In previous Simcity games, traffic was merely simulated through a combination of road types, intersections, and building density. To deal with traffic issues, we placed bus stops and public transportation options to alleviate the problem. As we head 10 years into the future, Simcity’s GlassBox engine is tasked with simulating traffic in real time. Whereas cars would disappear in Simcity 4, the GlassBox engine has to keep track and simulate every car from origin to destination. This changed a fundamental gameplay mechanic, since, the way we placed our zones, and the way we placed our public transportation options impacts the simulation in real time.

We initially discovered the GlassBox engine had routing issues since it prefers the shortest path to a destination. As this video demonstrates, cars would take the cramped dirt road instead of the expansive empty 6 lane avenue just because the dirt path was shorter.

In response to this, Guillaume Pierre (Lead Gameplay Scripter) is working on a patch that plans to make the traffic routing smarter. Cars will finally take the least congested route, even if it takes a longer time to reach there.

This is based off of a system where each road is graded at 25%, 50%, and 75% capacity. As the road reaches full capacity, it will become the less desirable road to travel.

Another important issue is the way emergency response vehicles handle traffic. Since they are currently unable to re-route traffic, they are often times blocked from entering the road. To fix this problem, Lead Designer Stone Librande mentions that emergency vehicles , “will move into empty lanes to get around traffic jams.” In addition, instead of two trucks, we’ll have one fire truck responding to an emergency prevent each truck from clogging the road.

Simcity Bus Conga Line

Now some have asked if any of the Dev beta participants actually noticed any of these problems. We certainly did. I personally requested that emergency service vehicles should be able to divert traffic and make immediate U-Turns if another vehicle is responding to an emergency. I even recall reporting how municipal buses from all over the region will swarm a single bus stop like flies. I suggested that the amount of municipal buses that spawn should be based on city population. I guesstimated 1 bus per 200 people — I felt that was the right amount at the time.

[picture by Lyleshnub]