

I gave it a 4 because some resources needed were not available in good quantities, making the whole process extra long. They have done a very good job making it easy to play on touch screens.No problems playing this map, inexperienced players will encounter at least some problems laying out their cities in such tight spaces - but this was the point all along, no? There are tons buildable items, but no advisors, newspapers, and no humor (it's made by a small group some German guys, so.), and the map is always flat, no terrain, but they give you a choice of 3 map sizes.
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Just FYI, there is an Android game I've been playing called 'TheoTown' which is about half way between SC2K and SC3K (so SimCity 2500). It would be even cooler if there were like competing groups of citizens with mutually exclusive goals for resource usage, and you would have to choose which groups to appease.
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I understand this is getting pretty complicated, but I think this would help take some of the tedium out of the game, by allowing the game to suggest how to fill out the map. I have always wanted a slightly more "democratic" element to it as well, so the Sims living in the city could propose and vote on certain neighborhood layout plans, and as mayor you could pass, amend, or veto them. And I would like to see how adding in trains or bus stations can modify the heat map before building them. I would like to really see how many people travel a given path every day, shown as a heat map. I would also like to see more detailed traffic simulations. It might also be nice to have "ghost" objects, that is, you can construct a portion of the city out of "ghost" objects, keeping track of how much these objects would cost, then with the press of a button, the ghost objects become real and are committed to the map and the cost is subtracted from the treasury. I would also like some map measuring tools, like measuring distances and placing visible, gemotric guide lines, so I it is easier to see where to lay roads, zones, and buildings before committing them to the map. If I were to program it, I would still use a square matrix data structure in memory, but each cell would allow you to position a building or road at an arbitrary angle, and would only contain a pointer to an object with an arbitrary polygonal footprint indicating whether the polygon was partially or wholly placed on that cell. The old SimCity games used a grid because of memory resources: each tile could only be set to one of 256 values, and each of those 256 values needed to be mapped to a specific tile graphic.īut on modern computers memory resources are almost a non-issue, so the grid must exist, but only to guide the structure of the city. Personally, I like isometric graphics more than 3D, but I like the idea of being able to load a city map (one that I have built) in a 3D game like SimCopter or TheSims.Īlthough I grew up playing SimCity 2000, and that one is just my favorite as far looks and sound, and the simulation itself, I too would go with SimCity 3000 as my ideal game.Īlso, I have always wanted the idea to draw straight-line roads between arbitrary points on the map with out it having to follow the grid, so that I can mark off arbitrary polygonal districts. "Ghost" objects (roads, zones, buildings), allowing you to build sections of a city without committing it to the map until you are ready to do so.Being able to measure distances and draw your own guide lines on the map."Democratic" elements where Sims suggest how to build the city and fill out the map, which you can pass, amend, or veto.

(EDIT: added in some details from comments below).
