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

Simcity Developer Q.A. Session: No Subways; Asynchronous Gameplay, Weather System

We’ve compiled all of the current question and answers with Simcity development team into one post. Information was acquired from the Simcity Forums and Twitter.

RCI Demand and Zoning

  • You can build any combination of RCI lots throughout the city.  Pure residential cities have a unique set of problems different from the pure commercial cities. You can split up zoning amongst cities and have residents commute to different cities. Residents usually want expensive services which you can place in different cities and share between them. (Subject to change in final game.)
  • When commercial buildings upgrade, you may see some shops on the street floor. The number of customers for a commercial zone is based on the entire building and not per business.
  • Zone sizes are based on the road type. Their widths are in 8 meter increments. Two lane streets have short lots and can only accommodate low density buildings. Four lane streets and roads support higher densities.
  • Building upgrades are based on how successful it is. For example, if a low density shop gets a lot of customers because it was placed near public transportation, it will then tell the simulation which will enable a medium density building to to be built over it. However, building density is based on the type of road it’s attached to. Two lane streets only support low density buildings, but avenues can support all density types.
  • For a residential building to upgrade, they factor in their ability to earn and spend, while industrial buildings check to see if they’re able to deliver freight. The traffic around these areas will factor into the successfulness of the lot.
  • You can control taxes for RCI  based on three levels, “low, medium, and high.”

Infrastructure and Terrain

  • Buildings flatten and roads cut through the terrain.
  • Highest land elevation is dependent on region.
  • Roads auto-snap when you get to 45 and 90 degree angles.
  • They are still experimenting with the distance between cities.
  • If you bulldoze a road, the building that is attached to that piece of road gets demolished too. There’s also a confirmation screen if you bulldoze a road next to a civic building.
  • Rail lines will curve on a 90 degree angle.
  • They don’t have plans to do toll roads yet.
  • Taxis are available to transport tourists.
  • Multiple cities can share the same public transportation network as long as each city utilizes the same transportation type. For example, you can set up a bus terminal in one city, and bus stops in another city.

City Specialization

  • You can create cities with multiple specializations.
  • Universities can research advanced technology to upgrade the effectiveness of your power plants.

Landmarks

  • Landmarks like the Eiffel Tower and Big Ben are fully functional. Tourists come to your city to check them out and stay at hotels around your city.
  • Sims can work at Landmarks.
  • Big Ben will tell the current game time.

Resources

  • Weather is simulated throughout the year. In Winter, there’s more rain, which makes the grass greener. In the summer months, the water table evaporates.
  • The game follows Simcity4’s model of having sea level elevation to form rivers and oceans.
  • There’s Wind, Solar, Oil, and Nuclear Power Plants. There’s also a garbage incinerator, but it doesn’t produce power.
  • There’s Coal, Ore, and Oil which can be refined into resources like steel and plastic.

Disasters and Emergency Response

  • Emergency response runs automatically, its effectiveness is based on the modules you add onto the service building.
  • When a Sim is sick, they can walk to the hospital. But when they are injured, an ambulance needs to pick them up before they die.
  • There will be protests at City Hall if Sims are unhappy.

Region, SimWorld and Multiplayer

  • City size 2k x 2k.
  • The marketplace is driven by SimWorld, you can gift resources and cash between cities.
  • You can trade resources to other cities as long as there are road access.
  • The region has prebuilt methods of transportation which you can connect your city to.
  • You can kick people out of your region. [The Development Team decided to remove this feature.]
  • The number of cities available varies by region.
  • You can watch your friends’ cities grow in spectator mode.
  • You can complete Great Works by yourself by controlling multiple cities.
  • You can take control of a city if it was abandoned.
  • Chat is stored on the region.

Interesting Questions

Q.  Why are city sizes so small?

A. The cities are that size because we’d rather build a rich, intense, simulation than a statistical one. We also want the terrain to provide a push-back on the players, so we’re making interesting regions that will challenging.

Q. Is there a pause feature?

A. Yes the gameplay is asynchronous, every city runs at its own pace.

Q. Why no subways?

A. They’d like to work on subways at some point but they aren’t planned for now.

First Gameplay Footage of the New Simcity

This week, Maxis has finally released the first gameplay footage of the new Simcity.

When you first start the game, you choose an area to build a new city. You want to choose a location to strategize with the type of city you’d like to build. If you want to do an industrial type city you could choose to build along the river for cargo ships.

An empty Region in Simcity has designated locations for Towns and Great Works areas.

If you’re building a casino city, building near the train tracks already laid out in the region would be a good choice to bring tourists.

 

Connect highways to the outside world.

Once you have chosen a location, you need to build a connection to the outside world. The region has highways already in place, all you need to do is make some connection to them.

 

As with previous Simcity games, there are three major zones, Residential, Commercial, and Industrial. After you place some zones, builders will arrive to construct houses and families will move into the city.

 

You can keep track of each individual Sim in your city. You can hover your mouse over a car and see that Sim’s name and follow them around to see where they are heading to.

In the user interface, you may note some of the icons pulsate when your sims are requesting a particular utility. The power icon pulsates red requesting you to add some Power plants.

 

When selecting the Wind Farm plant, you can click on it to get a focused view (everything else turns white) and you can add additional modules like wind turbines or dirt roads.

 

You can switch to the electricity data layerto see how power flows along your roads. Yellow lines indicate power has reached the area.  Power “flows” out like water, so it takes a short amount of time to reach a distant location.

 

In the water table data layer, you can see which areas of your city contains the most water, but every building you build in this version of Simcity needs to be placed alongside a road for Sims to reach to. After building a road, you can place a water pump in the deepest blue area. Water flows out from the source along the roads. You can visually see this as blue dots running across your city.

 

When your Sims use water, it converts into sewage. This can be viewed in the Sewage Data Layer. If it gets out of hand, sewage converts to ground pollution which creates sickness and lowers the land value. You can fix this problem by placing a sewage plant along the road.

 

Sims will also produce garbage, place garbage dumps at the outskirts of the city. These trucks will travel along the roads to collect garbage. You can track the garbage truck en-route throughout the city, a bar will indicate when it’s full and has to return to the dump. When garbage reaches capacity you can either burn the garbage, or build more dumps.

 

When placing police stations, a green line will fade out indicating the distance the police will patrol through the area. When placing casino’s there’s a button on the bar indicating “big business” that allows you to choose from a variety of different gambling halls.

 

Simcity has a variety of gambling facilities, one more expensive than the other.

Each gambling hall caters to different types of people, the cheaper one of course attracts lower income tourists. But in order to gain these tourists you’ll need to make more connections to the outside world, you can do this by placing a train station and connecting the rail next to the train tracks placed along the region.

 

Connect your Train Station to the outside region.