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Best city builder in your opinion?
>Cities: Skylines
Shitties of them all in my opinion. In this one you have shit like 16 people living in a skyscraper and you can't even build realistic sized cities. The traffic simulation is supposed to be good but its nonsensical (drivers are incapable of changing lanes, the game puts pedestrian crossings through roundabouts etc.).
>Cities: Skylines 2
Not even top tier computers can run this past a certain city size.
>Simcity 4
You can build massive cities in it. Its a shame that the game was designed to build american style cities though (no mixed zones, no public housing, etc.). Game runs like shit too because of its old engine.
>Citystate 2
This is the best one in my opinion. Economics makes sense and you have neat details like poor people building slums if you can't fill their housing demand either through making enough housing zones or building public housing units. There is also an entire legislation system that allows you to make anything between a communist hellhole and an anarcho-capitalist dystopia. I wish the game was moddable though.
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>>2110457
>Best city builder in your opinion?
SC4, no contest.
It mods like shit, but nature finds its way to mod it anyway.
Honorable mention to SC3k, and somewhere there is a perfect reality where all the best features of both games are in a single package, while it is also very easy to mod
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>>2110457
Also
>Citystate
Buy an ad?
>Economics makes sense and you have neat details like poor people building slums
Judging by your screen, it's only neat if you are brown ESL, so a sight of slums right next to a skyscraper is a norm to you.
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>>2110457
>Best city builder in your opinion?
El Presidente politely disagrees with your attempts to push citystate on his people and is sending some of his finest men to your home to educate you on why the best place for the citizens of Tropico is Tropico itself.
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Unpopular opinion but I really enjoy the charm, building modularity and progression in SimCity 2013. Workers & Resources: Soviet Republic looks interesting, but appears to very micromanagement heavy, for example each residential building has to be placed individually instead of designating an area as residential like in SimCity or Cities: Skylines.
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I don't like city builders because they're more about painting maps than managing things.
But I like the idea of Sim City 4, where you first have to make the most of the space in a simpler, poorer city, without anything too advanced, and only then do you try to develop certain areas of the city.
I like A-Train 9 too. You develop the city indirectly with your trains, and it's just enjoyable to see things gradually grow according to your infrastructure for moving materials and passengers. And the train management part is more complex than simply painting zones in city builders, so I think it's a good balance between management and logistics, and city building.
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this is all I need. tempted to try the soviet game though.
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Best to worst:
>Workers and Resources
>Tropico 4, SimCity 4
>Impressions series, SimCity 2013
>Cities XL, Cities Skylines 1
>Everything else
Workers and Resources is kind of micro heavy, but it makes me feel like I designed a city and its infrastructure instead of just painting a postcard. Cities Skylines is almost impossible to fail, so I don't feel like my designs matter at all outside of the traffic. Everything else is somewhere in between.
Never tried A train or Citystate.
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>>2110901
>>2110549
It's a very fun city planner but incredibly micro heavy. The residential planning isn't too complicated but most of the game is coordinating your industry and logistical system. Thankfully you can fine tune the gameplay at the start of every game by toggling which game functions you want to have running or not. Eg. if you want to figure out logistics you can choose to turn off electrical grid, heating and plumbing planning and make it so your pops are always have max satisfaction
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>>2111468
To expland on what anon said. I don't recommend starting your first game ever on realistic with all mechanics enabled just because that's how some youtuber plays it. Realistic was always a challenge mode that only got official support fairly late and they started learning the game before half of those mechanics existed. Building a functional city requires a bit of planning up front that without experience you will have a hard time so you want that option to quickbuild or magic food into stores if need be. Realistic start is also incredibly slow and you'll get a bad first impression.
There's two tutorial "campaigns" one is a shorter scenario covering basics and the other a bit longer freeform one with missions guiding you though games progression with some reasonable game settings enabled.
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>>2111199
>W-What about these worse versions of Simcity 4?
Nice to know nursing homes get internet too now.
As for Simcity 2013, it had interesting interactions and its citizens felt more alive than most city builders, what with actual homeless simulated, people actually protesting at city hall or directly giving you their concerns, crime having tangible effects on buildings, and so many other details that brought the world to life. If not for its small map sizes and buggy release (thanks EA), it would it have been the city builder of the 2010's instead of CS1.
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>>2110457
>In this one you have shit like 16 people living in a skyscraper and you can't even build realistic sized cities.
Get realistic population, rico, and 81 tiles mod. Problems solved. I'd argue its the most realistic of them all because of the variety of workshop buildings you can download. you can also import heightmaps of real places as your map.
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36 hours into the first scenario (out of a total of about 70) of A-Train 9 Final, and I'm still nowhere near finishing it. The progress in this game is probably the slowest of any game ever made.
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Emperor Rise of The Middle Kingdom. So damn comfy.
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>>2110901
I really enjoy Caesar III with the Augustus mod, but I don't talk about it often because a crazy hater always shows up when I do.
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>>2110457
SC4 hands down. I just wish modding for it was easier and that the regional system had more depth and unlocks associated with it. But nothing ever came close to beating it I think. A timeless classic. Real shame how EA killed Maxis and the series in the end.
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Workers and Resources. No contest. Building just asphalt streets and watching your machines first lay gravel, then pour and roll the asphalt over it just does something to my autism bone.
For everyone intimidated by the "complexity" of the game: It's a complete meme. The "normal" way to play it plays like and regular city builder. Just do that for your first run, maybe do the campaign as it introduces you step by step to mechanics (most, not all).
After that start a new game with max amount of money and try realistic mode. This is where the game really shines, because without it, it just feels too much like a cookie-cutter sim city soviet edition.
With it, it becomes an autism trap guaranteed to release endorphin whenever a rail junction finally works or you start exporting big amounts of domestically produced alcohol.
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>>2115523
Maybe turn off seasons and heating requirements and go easy on the "realistic traffic" setting. Getting a heater system working is infuriating and the advanced traffic setting is only for people who REALLY love traffic management. But yeah the game is as simple or as complex as you want.
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>>2110457
Simcity 4. The region map view is an amazing feature.
OpenSC4 when?
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>>2112956
You still are dealing with the hard 80k agents limit. Big city builders should be statistical based like SC4
>>2115860
Transportation map
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What concepts or ideas do you think would be a good addition to the CMS genre ?
Asking for a friend.
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>>2115891
Grand strategy elements where you can make vassals, establish colonies, set up logistical and trade networks to your capital. (Maybe with an ancient greek flavour)
Private companies like in Transport Taycoon that build housing/industry/transportation.
Local politics where you have to fulfill the needs of your citizens to get elected. Maybe combine this with Crusader-kings like mechainics for the local politicians. Or keep it more abstract, like the Democracy series.
A manor you can decorate for your mayor with embezzled public funds.
A relalistic helicopter you can fly around in your city. Or really, any type of vehicle, driving around a town you built would be fun.
A system for attracting high-value prostitues to your city you can date and have sex scenes with.
RTS mechanics where you battle kaiju as they wreak havoc on your city.
A system where your city can exchange drone/missile strikes with the AI or online players.
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>>2115891
Honestly, as controversial as it would be, I'd like to see citizen demographics with different demographics having +/- traits. And a way to incentivize/disincentives demographics moving to and from your city. It would significantly freshen up the genre. You could set your ports to only visit countries of certain demographics, sub-zone residential areas, manage immigration policies, of course the trick is these only ever influence the diversity of your city because uncontrolled immigration will always be a thing. If we were to fully entertain the racism you could adjust taxes, forcibly evict people from neighbor hoods, and lock-them up for longer or go all the way, declare martial law, call in the national guard and have them rounded up and shot (from a cannon to another city).
White = Vanilla Citizens - Nothing good, nothing bad.
Red = Lower Construction costs, increase population diversity.
Yellows = Reduce unemployment provided they have sufficient access to hospitals/universities,
Greens = Increase Revenue, Reduced happiness when mixed with other demographics
Purple = Increase happiness when mixed with other demographics, never happy
Browns = Increased population growth, Increased maintenance costs if religious infrastructure is insufficient
Blacks = Social support ($$$) increase citizen happiness, increased crime in the absence of social support
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>>2115523
Just built my first little town on realistic after finishing the first campaign mission and it really does tickle my autism something fierce in a good way. Only had to reload a save once so far after a huge mishap with sewage which caused me to fall way behind on the construction of the heating plant which I missed in time for winter which killed everyone off but I've got it all running smoothly now.
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>>2115860
>>2115864
are there any CMS games with a 21st century japanese or hong kong cyberpunk theme? or mods?
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>>2116090
I don't know of any. But in A-Train, you can build megacities around more traditional areas. However, the newer version, "Tourism", has pretty bad graphics because it was originally made for Nintendo Switch. Perhaps with the arrival of A-Train 10, which is starting to be rumored, we will have a Japanese city management game with modern graphics where you can build super-dense modern megacities with Japanese aesthetics.
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I got Wandering Village. It's getting great reviews but the game seems really mediocre to me. I hate it when games dont respect your time and I learned that the devs recently made everything in the game take like 2x longer. I think that was a really bad idea because the main gimmick of the game is that you don't really get enough workers to be able to do everything, so you have to constantly move them around between jobs. It feels really bad if you have to "temporarily" (for like 60% of your total playtime) move workers away from generating progression resources so they can clean up toxic spores or whatever. So instead of generating 100 resources and then spending 5 minutes cleaning up, you generate 50 and because you need 100 you need to generate another 50 and then clean up again. Only it takes longer to clean up next time because the game gets harder as it goes on.
It also doesn't really feel like a city builder, I don't know if there's some adjacent genre it belongs to. It reminds me a lot of Don't Starve and other indie survival games, honestly, like it took inspiration from those rather than actual city builders.
It feels really good at the start when you can just focus all your villagers on clearcutting a forest, but then the game slows down massively, it's really confusing. You go from having enough leeway to stick 8 villagers on woodcutting to barely having enough resources to keep 1.
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>>2116625
>I hate it when games dont respect your time and I learned that the devs recently made everything in the game take like 2x longer.
What'll blow your mind is their dev builds feature a 2x resource production difficulty modifier that they remove from the release candidates.
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I don't know how population counting works in A-Train 9, but apparently this is a city with only 109k habitatnes.
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I fucking did it. After five years and upwards for 100 hours of gameplay (20 hours in just the last week), I finally fucking beat the first non-tutorial mission in A-Train Tourism on Expert.
This is the greatest achievement of my life.
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I finally finished the first scenario of A-Train 9 Final, after almost 60 hours.
My review:
The game is really enjoyable, once you get used to the somewhat confusing interface, but I don't think it's a game for those who like city builders. And the management part isn't complex either.
The game's strong point is the timetables. If you want to freely build fictional railroads and stations and micromanage the departure of each train from each platform with 1-minute precision, then this is definitely the best option on the market. No wonder so many youtune videos about this game are made in "construction" mode, where you can build everything freely.
The game itself is fun and satisfying, but there are some bad things. For example:
>trains unload all passengers at each station
This is a game mechanic. The idea is to pick up passengers in a well-urbanized area and "dump" them in the middle of nowhere, along with construction materials, and that's how you develop the city. At this point, I think the simulation in A-Tourism is much better, where passengers don't get off in the middle of nowhere, so you need much more complex and detailed planning if you really want to develop the city.
In any case, it's a good game, but it's more suited to those who want a timetable simulator rather than a game per se (in terms of gameplay, I think A-Tourism is far superior).
>>2124407
Lol. Some scenarios are quite difficult, but others are not so much. However, A-Train Tourism can be really difficult because of the scenario goals. I downloaded some scenarios that forced me to plan for five hours before I could actually start playing.
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Building stuff and making timetables in A-Train 9 is very fun but I haven't played actually completed a campaign because I can't figure out how to make my cities actually grow. The growth from making passenger stations seems negligible compared to cargo stations, but cargo is insanely unprofitable. Am I retarded? Also as the other anon said, everybody on Youtube plays in construction mode.
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>>2127539
The game is quite simple. Your "resources" are materials and people. To develop an area, you need to:
>1. have building materials available nearby
>2. have people arriving at a nearby station
Passengers are "generated" in a denser area, where they board trains. They will be unloaded at the next station, regardless of what is there (it's not realistic at all). So the idea is to unload passengers at the station where you want to develop the area, while making building materials available at that location. Then just wait for the buildings to start appearing.
Manufacturing, transporting, and storing construction materials will almost always be a loss. But you lose money in this part to make 10x more with the subsidiaries you will build/buy in developed areas.
The only thing you need to be careful about is taxes. There is a tax on profits that you pay every month, but you have two other taxes that will be calculated on the last day of the year and must be (automatic) paid on April 1 and May 1, and these taxes are absurd. When you get to the end of December, it's best not to do anything else and just save money to pay the April and May taxes, and only then start spending money again.
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>>2127978
Oh, and there's an easy way to make money consistently in the stock market.
You go to the stock market and buy stocks that are worth $6.99 or less, and then you just put them up for sale when they are worth $15.00 or more.
The only thing you have to be careful about is not putting everything up for sale at the same time because that will crash the market. What I do is:
>if something is $6.99 or less, I buy 30k shares
>if something is $15.00, and I have shares, I put 10k of them up for sale
>if something is $20.00 and I have shares, I put 20k of them up for sale
Just repeat this procedure sparingly and you'll make money for free.
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>>2127542
>>2128190
In WRSR Citizens don't really roam or travel on their own, they have walking distance and if they can't find a job or services within around 400m walk they will go to a tran/but station to take them somewhere useful and will get off at the station that has something within it's walking distance. You will build walkable 15 minute cities with public transit and you will like it.
The biggest abstraction the game makes is that citizens only need to get TO their destination and teleport back home and while citizens have names, needs and education level they don't' actually have jobs. Manpower is more of an interchangeable resource that will do a shift wherever you drop them off, get "used up" and respawn back home.
The game is definitely towards the more realistic range in scale though. Factories can have hundreds of workers at once, but that's one shift so you need to 3x that and with all the other supporting services it really becomes a small town to run something at full capacity.
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>>2110457
>Best city builder in your opinion?
Simcity 3000
/thread
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I'm still in denial about C2
I so badly want it to be good as I loved the first one.
But it runs like dog shit.
It's been released for 2 years now. I've been reading it runs even worse now. How did they fuck it up so badly?
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I would love to have a city-building game that features better construction options for hilly/uneven areas. Usually, zoning mechanics just terraform or construct in a very unrealistic way. And I love the zoning mechanic in Cities XL, which fills empty areas with props, a really cool addition that you don't see anymore, probably because of performance.
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>>2110457
I like Anno 2205 aesthetically, but 1800 is superior gameplay wise.
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Someone needs to make an W&R-style city builder where all the stuff has to be hauled to the construction site but which doesn't require you to purchase every goddamn snowplow and steamroller. Captain of Industry is about the level of complexity that I'm looking at, but it feels like Factorio and I want a more realistic setting. I'm getting sick of painting roads.
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>>2141546
Captain of Industry is good, but yeah, it's more factory automation game than city builder. CoI progression doesn't rely on infinitely scaling production of basic items and is more interconnected so I like it more though.
Going back a bit, there's few modern setting city builders and ones that do are zone painters and/or abstract everything to cash. Resource management and construction are rarely a thing.
You get that more in historical/fantasy or sci-fi colony builders, but even then it's just bring resources to place and hammer the ground at most.
In settlers guys had to go out with shovels to even out terrain first.
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>>2141546
>Someone needs to make an W&R-style city builder where all the stuff has to be hauled to the construction site but which doesn't require you to purchase every goddamn snowplow and steamroller.
I think the procurement and management of vehicles is a big part of w&r. They did a great job in providing enough different vehicles per class with enough situations that each can be the best choice for.
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>>2141896
>I think the procurement and management of vehicles is a big part of w&r.
yes you're right. Buying e.g. 10 garbage trucks would be a significant decision that a city would make IRL. There's just something about W&R that makes everything take thrice as long as it should. It could be the terrible interface; in C:S or Transport Fever, you can drag around roads whereas it is cumbersome to make even a subtle alteration to your blueprints in W&R. I guess I still do want the blueprints for roads and zones, but I want it all to be constructed over time and requiring materials.
>>2141552
>zone painters
Foundation has the right idea: zone off the area for pleb housing but let the player build the monuments himself. Take that general idea and apply it to a modern city builder; zone painting is what happens in a real city, after all.
For example, imagine if you could designate a large parcel of land to be low density residential, and then allow the game to automatically divide that land into plots. Each plot of land would contain its own water line, power line, gas line, and so on. The parcel would hook into the city water mains (which you would have to draw in yourself). To get the construction done, you would award contracts, either internally to your own city-owned company, to local businesses, or to external firms who would just send trucks loaded with material and men from outside the map and down the highway. I don't reaally care about hooking up every single forklift road, I just sort of want to section off areas where stuff is located and let the game figure out the details.
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>open thread
>remember there's no rotating space-colony simulator worth a damn
>depress
Doesn't help that if the game don't simulate building high, with lower and even 0G gravity, I don't see the point of making a sub-standard city game there the edge just happen to loop on each side.
IXION had a nice ambiance but ultimately lacked content and was just a management game with grid building.
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>>2115891
sorta like workers and resources a "capacity" based planning system. eg. a workplace (factory, office, etc) can process 1000 people a week, and people need to go 5 times a week. some people will have a workplace in walking range while others outside will have to drive in, or find public transit. people will try and find the highest paying workplace they have education for in walking range with spare capacity per week. if there isn't any they'll look farther out and paying less
each person has a "disposable income" depending on the valuation of the place they live, their job, their taxes and other utilities. places with more "disposable income" will have more demand for commercial buildings, making more workplaces. areas with lots of workplaces with spare capacity will increase residential demand.
there could also be some lightweight logistics systems to drive demand for industrial workplaces, eg whether your city imports everything and is a service economy driven by commercial building demand or has a few factories to producing things from natural resources providing demand.
also state owned commercial buildings that are placed by the player as in w&r (supermarkets, bars, factories, fields) or just plopping zoning districts and let supply and demand build you a privately owned building to meet demand.
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Cities Skylines 1 gives me everything I need (except for fast loading - too many mods)
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>>2134812
not sure - is the mod support worse? Also without mod conversion utilities all those mods won't get ported over - not as many people interested in the genra to fix the mistakes (and also the mods that added quality of life should have been integrated into the new game - many a mod author won't even bother if the devs ignore something useful like traffic light and lane editing for the next iteration).
Course this applies to all moddable games that have been out for a significant amount of time and built up a massive mod library.
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>>2142134
>I don't reaally care about hooking up every single forklift road, I just sort of want to section off areas where stuff is located and let the game figure out the details.
W&R pissed me off because of this (and assorted technical debt issues like how power lines make no sense) because it just made no sense in terms of realism.
I think it would be better if you could just designate an area, that area would get walled in (when was the last time you saw an industrial area without some sort of fence) and you could put buildings inside that would get automatically connected by forklifts using some basic pathfinding. Drop a gate or two at edges for vehicle access, maybe add some additional industrial zone utilities like truck parking zones, etc. and it would not only cut required fucking with blueprints by half, it would also look and feel much more realistic.
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>>2157228
Nta, but one example is hooking up multiple power sources to the same grid will probably cause all sorts of problems if you don't know how loading gets assigned, like connecting a tiny windmill may result in it being grossly overloaded with half the republic's power draw, while the larger coal power plant on the grid idles at 3% of its generating capacity.
Once you know how the system works though, you can make layouts that prioritize wind/solar/waste power over powerplants and designate coal/oil or imported power sources as backup sources for nuclear power plants.
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>Install Workers & Resources at thread's behest
>get fairly far, learning the game mechanics and testing out things the game doesn't really show off in the tutorial
>Have far off external mining town
>Decide to give the heliport a try
>Setup two stops, one on the outskirts of my main city center
>one on the opposite side of the map at the coal town
>surprised to see dozens of citizens lined up for this one helicopter transit
>click on a guy to follow his journey
>these coalminers are flying across the map to play football since I don't have a football stadium at the coal town
This game is so kino
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>>2157835
The DLC is as much as the base game is and I personally don't see the appeal of starting with shittier trucks, steam trains and even more buildings tech locked.
Maybe if you need an additional challenge and/or are bored of the base game. There's also new assets for smaller brick based buildings but a large part of the appeal for me was building prefab commieblocks.
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>>2157835
There isn't much in the es dlc that you can't already get with mods. The only unique stuff it adds are trains that use coal and water instead of fuel, cobblestone roads/paths, brick sewer pipes, and electrified wooden-tied railway track. The start date and a lot of the assets can already be done with mods, but if you are looking for a challenge and don't want to fuck with mods and save editing, then the dlc may be worth it to you.
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>>2110457
It's Workers and Resources: Soviet Republic. No other sloppy "city builder" can compete with providing actual goods to real working citizens.
>tfw everyone dies of pollution again because one specific garbage container is overflowing
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>>2146511
Are you old enough to remember Outpost? It was hyped up a lot before release and sounded amazing. After you finally got your hands of it, you saw it was an unfinished mess that could have been great but completely wasted its potential.
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>>2159926
There's a group on Outpost Universe that I think is trying to remake and update it. I have no personal experience with it, I'm an Outpost 2 fan from way back and that is decidedly an RTS and not a city builder.
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I just discovered Mars Simulation Project. Has anyone tried it? Does it have any actual gameplay, or is it just an autistic LARP simulator like Aurora 4x?
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Im a little bit dissapointed and annoyed by W&R. Why the hell do bus stops need power? Why do workers get on a bus if there are too few jobs for them at their destionation? Why cant they use multiple bus lines to get to their destination? How am I supposed to manage them? Im also a little disappointed with how the elctricity works. Allow me to for example buy a small generator for my coal mines and plants to kickstart the production without importing power. It seems needlesly complicated and simplified at the same time.
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>>2181086
>Why the hell do bus stops need power?
Because streetlamps. Powering the bus stop is entirely optional, though, as is powering up a lot of other assets like sewage discharges, water substations, etc. You get breddy lights at night and that's it.
>Why do workers get on a bus if there are too few jobs for them at their destionation?
Well, maybe because your line has more stops on the route than just one? Or maybe there are available workplaces at the time they board the bus? You do understand that every worker reserving the workplace before even leaving his house would nuke your computer?
>Why cant they use multiple bus lines to get to their destination?
You can, but you have to do some transfer autism. Yes, this part of the game is actually quite retarded. But it can be done, nonetheless.
>Allow me to for example buy a small generator for my coal mines and plants to kickstart the production without importing power.
Genuine autism. How the fuck did you build the rest of your town without power?
Well, you can import a truckload of coal and some workers to your power plant and then it will actually kickstart, if you are so intent on putting your pants on backwards.
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>>2180968
Anno 1800 and you know it.
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>>2184402
>You do understand that every worker reserving the workplace before even leaving his house would nuke your computer?
How? You would only do one calculation per worker, and only once per worker as long as their workplace continues to exist.
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>>2169367
They don't want you to know this comrade but the suburb concepts are free, I have two suburbs
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>>2185583
My republic is too huge, the KGB has sabotaged my fps
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>>2185824
i think you should get back to placing every single dumpster in your republic so that 1000 people don't die because nobody could take out the garbage. this seems like a very high-level job that the kommisar needs to worry about
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>>2185577
> then neither is Pharaoh or the old Impression Games.
Correct. All of those are colony builders.
City builders include Sim City, C:S, CityState, Urbek, Theotown, etc
>>2185836
okay well C:S and SimCity with teleporting almost everything are like 100x as popular as W&R so i guess you just owned yourself LOOOOOOOOOL get gud
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Sim City 2013 feels more like an actual game and has more personality than cities skylines. I honestly don't fucking like CS, everything about it is boring, and it's own simulation is pretty ass anyways so it's pretty much on par with SC13 anyways.
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>>2185821
>just like the workers in your slavhole game teleport home
You still have to design and run a network to get them to other buildings, at which point you can just pretend they rode the same lines back home instead of teleporting.
>>2185824
Actually tower cranes no longer teleport back to construction offices.
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>>2181086
>Why do workers get on a bus if there are too few jobs for them at their destionation?
Same reason a train will fill up its 150 ton grain capacity to unload at a silo with only 80 tons of storage space remaining: because you told it to.
>Why cant they use multiple bus lines to get to their destination?
They don't have a destination, it's up to you to make sure transportation gets them to where they are needed.
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>>2185583
Comrade please, its just a few Dachas.
They could use some trees though.
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I haven't done many citybuilders of late but what I really prefer is when buildings take time to be built, not just put down and boom presto. I like Anno 1800 (More logistics than city but whatever) in spite of it, but ideal is you get the scaffolding and shit.
I Forget if Children of the nile, my childhood city builder, had it or not. I think it did, I am fairly sure Pharaoh did not.
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>>2185983
>Why cant they use multiple bus lines to get to their destination?
>They don't have a destination, it's up to you to make sure transportation gets them to where they are needed.
Pretty much, but they can at least select lines that go somewhere that interests them so transferring at a hub works alright.
>>2186039
>I think it did, I am fairly sure Pharaoh did not.
The monuments definitely weren't built quickly.
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>>2110727
Enough of your propoganda
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>>2185583
in the 70s the Russians realised that suburbs raise citizen happiness and loyalty and gives city dwellers something to aspire to (quasi-private home ownership) so started building American-style tract suburbs.
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>>2202148
Tropico 4 is sort of the definitive experience.
1 and 2 are old games that are hard to run and I'm not sure it's worth it, but there's certain purness to 1 and 2 is a fun pirate themed spin-off.
4 is pretty much a direct continuation of 3 , they are very similar in gameplay. 5 changes it but not necessarily in the direction people want introducing the era system so it's not focusing on just cold war. 6 is to 5 what 4 is to 3, might as well play the newer one unless you want to play the campaign specifically. It's not that 5/6 is bad really, but they probably aren't the archetypal experience
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>>2110457
>There is also an entire legislation system that allows you to make anything between a communist hellhole and an anarcho-capitalist dystopia.
This reminds me of SimCity Societiesfor Java phonesthat had the entire aesthetic of the town change depending on authoritarian or democratic you were.
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>>2115891
I want a city builder where you build a vast multilayered cyberpunk megastructure. Like the Tyrell pyramid from Blade Runner. Design zoning and transportation, with the twist that you can freely build up or down. Build ventilation tunnels to ensure the lower levels still get air. See if you can hit a higher population density than Kowloon Walled City.
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>>2185824
>>2185947
I've noticed that if you have "carry machines by truck" enabled, road rollers will teleport back to the construction office. I think it's because the finished road doesn't count as a "building" that could store the vehicle for pickup, and it can't drive if you disable that.
It's actually kind of annoying, since half the time there are more roads being paved right next to the finished one.
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Okay hear me out. I'm in a huge dillema. I have Celestial Empire, Citadelum and Cities Skylines that cost 38€ in total and Anno 117: Pax Romana which costs 60€. Should i buy the first pack or just Anno? I've heard Anno is the king in city builders and i'd like to hear your opinions on the matter.
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This city is going to be huge.
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>>2239524
I don't think they can be compared, they are very different games.
Transport Tycoon has a regional scale, while A-Train-3D is local. So TT has more cities and area, but on the other hand, A-Train has more details.
TT has a much wider range of vehicles and lines that you build, while A-Train 3D is more limited.
The cities in TT are quite abstract, while in A-Train 3D they are more concrete. In TT, they just grow as a way of symbolising local development, while in A-Train they have an internal logic (a residential building has negative synergy with an oil well, for example).
TT does not have much business simulation, while A-Train 3D has the company's fiscal balance sheet.
TT is sandbox, A-Train 3D is scenario-based.
TT does not have a realistic time scale, while A-Train 3D distinguishes between day and night, days of the week, etc. Schools do not generate passenger demand on weekends, for example, or during school vacation.
A-Train 3D has seasonal stations. Food production in winter drops dramatically and you need to reduce operations during these times.
TT does not have complex price simulation (it's just a calculation between distance and time), while A-Train 3D has a simple supply and demand system.
TT focuses on freight, A-Train 3D on passengers.
Etc.
In other words, TT focuses on creating huge and increasingly complex operations, while A-Train 3D focuses on creating smaller operations that make more economic and urbanistic sense.
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>>2110457
>Best city builder in your opinion
in terms of actually running a city?
capitalism lab (with politics and city management DLCs)
timberworld
caesar/pharaoh franchise (if you do the peaceful mode)
anno (again, peaceful only to keep it at city builder)
tropico series
transport tycoon
the sims
Simcity series
Cities: Skylines series
in that order.
fite me
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>>2243769
CO had a lot of goodwill but they fumbled CS2 and I'm not sure how did that even happen. I think they have been on a good trend and people were generally happier about state of the game though so it doesn't seem like a straight up kicking them off the project to hand it to someone else fuckup. That's pretty brutal when they had a partnership that long. Studio change is not really something you do and usually it doesn't achieve the desired results anyway.
I think that was the last 3rd party thing they did right? Seems paracuck decided to just cut the publishing thing entirely, even though it's been part of their business since the olden times with some classics like magica or original M&B. Even their wholly owned studios they bought in the expansion spree seem to have mostly done nothing and closed or let go again.
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>>2110457
SimCity 4 is easily the best and it's not even close. One of the best soundtracks of all time, timeless aesthetic and graphics, genuinely challenging in at least some aspects as opposed to city painter slop. Tropico/Anno etc. are simply not the same, modern urban city builder with a focus on modern city planning and relatively realistic scale is something only SimCity really ever attempted and mastered and Cities Skylines was a respectable try but couldn't approach the skill and budget Maxis had.
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>>2245318
Apparently CS1 was Paradox’s biggest money maker ever, even more than their first party titles like EU and HoI, so seeing CO drop the ball and spend 2 years doing basically fuck all, and I suspect seeing EU 5 do as well as it’s been doing, I guess they got confident of ending it. It’s so strange how most of their publishing or partnership gigs have gone to shit recently, LBY, VtMB, CS2, PA2… I think only Triumph with AoW4 has been their only success story as of late on that front.
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wish someone would make a city game that was less about sandbox building the city ground up from nothing but more centered on simulating the minutia of forces and institutions thatd shape the day to day of a city. like a play through of the twentieth century, of trying to save detroit from the post war boom through to the ongoing post apocalyptic revival.
play as mayors or a real estate devs or a the police dept or landlord or gangster or congressmen or whatever.
and not abstracted to a few symbolic blocks but at actual fucking scale: https://app.regrid.com/us/mi/wayne/detroit#
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>>2244962
Is there anything that combines the logistics chains of Anno with the traffic management of Cities Skylines? Feel like I'm at a point now where nothing will scratch the itch. I want economics to be difficult also.
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Lot of hate for cities but it's the most played and all the complaints have a mod. Its engine is ass and the limitations suck but you need to put serious hours to hit them.
Its sad skylines 2 is seemingly in the shitter as breaking the limitations was sorely needed. But you can still make impressive things in skylines
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>>2253878
This. I can't take the 2013 glaze seriously at all now it's 12 years on and youtubers are gonna start the "actually it's... le good all along???" shit.
It was a fucking disaster. It killed the franchise forever.
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>>2252733
The dlc is focused on the economy side of the city.
You do get to build and destroy buildings that you couldn't before, but the aim is realistic city economy simulation. It will be different to how an average city builder would do it.
You still have your company to manage, but now you also have a political party to manage that you can create, and have someone run for mayor for you.
The economy of it is pretty detailed (city, not party), but you control it with a handful of sliders. You'll be able to manage economy of individual buildings, and control several variables that will affect the overall economy of the city in a very detailed way, but it won't be a sandbox.
I've not given it enough of a try to give you a great opinion, but from what I've seen when playing it, i will say this.
If you like realistic city economy management, then you'll probably like it.
If you're looking for a sandbox, managing traffic and connecting utilities, then you probably won't.
It does offer great exploration into what it means for a businessman to run a (city) government, both from the damage and benefit it can bring to the city.
As for cap lab vs cap 2, if you liked cap 2, you'll love cap lab, it's had a lot of good changes. Don't expect to see 30 years worth of differences in the base game, but there are some decent mods there.
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>>2253958
I refuse to buy Capitalism Lab because of DRM. The guys' website looks pretty amateurish, and from what I've read, if you have problems with DRM, you have to contact the fucking game developer by email.
That's kind of revolting. The game is good (Capitalism 2), but the author is hostile to the very niche of autistic people who would want to play it in the first place.
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>>2254024
On the contrary, putting your game on a mass marketplace like steam ensures opening yourself up to the most retarded of retards who will demand the developers provide technical support for every little issue.
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>>2254788
Because it's more retarded to throw yourself in to a marketplace where you need to spend time developing bots to deal with retards demanding to know why why your game doesn't work when their monitor is turned off
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>>2255021
So let me get this straight?
It is retarded to make a simple bot and have access to largest digital gaming market on the planet?
It is not retarded to limit yourself to a single website that isn't even popular enough to make you a lot of money?
There is a reason wargames dumped slitherine and matrix for steam.
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>>2255041
I don't know the motivations behind the developers of Capitalism Lab but you don't know economics if you think there isn't a point where the enticement of more money isn't worth the work that goes in to it, even if you minimize the work as 'just write a bot'
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>>2254578
That's not what I'm talking about. The issue is that they put online DRM on a super niche game. That's the whole problem. That's why I didn't buy the game, personally.
Imagine if there's a problem with their database and their DRM stops working, and you have to send an email to the guy on a Friday night and wait for him to be at work to read it and solve your problem. That's bizarre.
I wouldn't mind a one-time product activation or some crap like that. I believe his audience is so niche that he doesn't need to worry about evil pirates.
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>>2255461
I've been reading more, and it seems that DRM doesn't prevent you from entering the game, at least, but it will prevent you from using some features (including mods, apparently).
Could you try running the game offline and let me know if it works?
Thank you.
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>>2255442
i agree with you, their drm is bad. offline play doesn't fully work. what does work is loading from a saved game.
not something i looked into as much when i bought it, and maybe i would have said no as well.
however, you have to understand we're not their primary audience. there is a reason cap2 is on steam and caplab isn't.
their business model seems to rely a lot on players buying the game for nostalgia, or b2b sales, it seems. schools in particular. case in point:
https://www.reddit.com/r/capitalismlab/comments/1p1b9qc/caplab_profit_ with_purpose/
https://www.reddit.com/r/capitalismlab/comments/1ositvl/profit_for_pur pose/
https://www.capitalismlab.com/education/
at this point, "always online" will likely be a feature, related to coursework.
from that point i agree it's bad. but they clearly have a monopoly on this genre and can do what they want. game is a niche, as noone is going in to compete with them. there just isn't a game that comes to their level.
another negative is the design is dated (game, launcher, website, ...), the "logistic" 3x3 grid is still ever present, and a lot of features are implemented, but not expanded (such as number of products, worker training, r&d talent*, "banking product"*,... - * = dlc)
however, if you loved cap2, then you should be used to some of it.
what lab does have is a lot of extra content. even base game is improved, but dlcs bring a lot of new features.
also, good modding features available (including a fix for not enough product variety), which really change the overall gameplay.
also, it shows their business model is mostly b2b, and not b2c. their support is great, 3 clicks to install on linux, and constant updates. but price is a bit high for an indie game as a result in my opinion. not affected by inflation yet though, but have a feeling it might soon.
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>>2238473
It has grown considerably...
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>>2110457
SimCity 4. By the way, you can technically have multiplayer regions, but it's buggy. Basically, you copy your SimCity 4 documents folder, which includes regions and mods, and place it in a shared folder (I think we used Hamachi back in the day). Then create a shortcut that points to THAT folder instead of your documents folder, which will be your multiplayer shortcut. Basically, since you are all playing different saves, and the files are synced, you can have a mostly functional multiplayer region. You will have occasional corrupted or rolled back saves, but if you're careful and save often it's not much of a problem.
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>>2268005
Used to ran a region with some friends. The issue is, becasue when you save a city, it saves the other 4 adjacent squares, that is why it can corrupt the files. You can have just farmland or water between cities
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Nova Roma demo is out. It's pretty neet.
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>>2253878
>>2253928
Unironically I think SC2013 is better than skylines. SC13 felt like an actual game and had wonderful atmosphere and music. It felt like you where making an actual city. Skylines is ugly and has no personality at all. Every new DLC and mechanic added nothing new or really did anything to make the game more engaging or enjoyable. SC13 had a lot of good and fun ideas to it that everyone just throws out because they can't see past the flaws.
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>>2288673
I can't do shit in that tiny ass box they give you as a "city". They fucked up massively here and could only add verticality and density with megatowers
Thst alone is why I'll play skylines over sc2013, with 82 tiles mod, or CS2 once it's in a better place; I can actually make a big city that flows
You are right about artstyle and stuff. Sim city still has charm
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>>2288908
not so, but it's been a rough handling. the asset creator launching has already blown up, bicycles & the supplies update are good, seems to be some fixing happening quickly. it seems apparent to me Colossal Order were just internally melting down over the last 2 years and needed serious intervention after some publisher heads walked in to check progress. The new studio is basically a lot of heads from there too & just down the road. Seems like it should be fine
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>Large-ish, central town.
>Scattered surrounding villages, linked by a network of small railway stations and platforms.
>Follow people take the train into town for some fun after a week's work at the Turd mines.
Inject that shit straight into my veins.
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>>2298065
Soviet Republic can fulfill that wish for you
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>>2298454
Hot deals haha ignore that
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>>2298487
Realistically parking is pretty fucking awful
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>>2110457
>Citystate 2
does it matter at all where you place a service building in this game? it seems that i can put all of the schools, hospitals, etc in the middle of the city and it's the same as spreading them around the map.
this game would be a lot better if you didn't exhaust all of its content after 15 minutes
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>>2306019
I'm kinda torn on realistic population. On one hand vanilla CS is ridiculously underpopulated, on the other the game is clearly not designed for realistic populations.
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>>2298424
This game would be toptier if it was set in the Victorian era instead of postwar post-neubau Soviet era Brutalist hellscape. Everything looks fucking depressing and I'm not slavic enough for nostalgia to make it palpable even if it's essentially my dream game.
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>>2306056
That's what's always annoyed me about modders. I know it may be silly to click on a skyscraper and it only has 25 "slots". But the game is clearly designed around if, it's gameplay logic, but modders look at it and everything has to be Literal. Lifecycle Rebalance does intrigue me though because the vanilla system is plain dumb and not very intricate which leads to the infamous death waves
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Tropico is such a wasted concept. i love the idea of a city builder where tou also play as a nation-state, i love the idea that you can be both democratic or authoritarian, and i love the latin-american aeshtetics.
too bad they have all sucked since the fourth one, very little innovation, especially too stimulate the internal politics. all dlcs are gimmicky garbage
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>>2303553
it does but the radius is just fuck huge for some reason
also you run out of the buildings capacities and you have to keep upgrading it. I think its cheaper to have lots of smaller service buildings than max upgraded ones (but i'm not sure)
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>>2315569
Cities Skylines 1 or Sim City 4. Those are basically your only two options because despite these games being major cash cows, nobody seems to want to develop a proper modern city builder. By contrast, there are a hundred Banished clones of varying degrees of shittiness.
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>>2316281
Because it's not really a "city builder"
The only true city builders I'm aware of are:
- The Sim City Franchise (of which Sim City 4 is the best entry)
- Skylines/Cities In Motion (of which CS:1 is still the best)
-CityState, which is sorely lacking in all areas being a one-man production (although CS:Metropolis might be good)
-Urbek and Theotown which are meme shit.
There are plenty of other colony builders like Banished, Foundation, Captain of Industry, Surviving mars, Scammer Lords, and so forth, and I would actually put W&R in this category because it feels like one of these games due to its focus on moving resources and because you place every single building instead of drawing zones. W&R is a fine game and because it has an easy mode like most any other city builder, it's fine for beginners.
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Do Timberborn count as a City builder ?
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>>2316281
Don't listen to that other anon. Workers and Resources is the most city building game out of them all, especially considering it's the only game that actually let's you construct a city.
It is new player friendly as long as you don't fall in to the trap of enabling every system or starting with realistic mode. Once you get the hang of it though you can understand how significant the challenges it presents are.
Every citizen needs to consume resources, and those resources need to be sourced.
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>>2317383
Oh sorry. The construction mechanics of the game are where it truly shines. If you're on realistic mode every single thing needs to be built with resources and labor. You can deliver machines to job sites to increase efficiency but you will need some kind of supply and distribution set up to get everything to work.
It's the only modern city builder that let's you actually build your city piece by piece. Sim city for example, you select airport and click. Boom you have an airport
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