Deep Thought
02-01-2008, 04:51 AM
Dear drones of Tilted Mill,
This is a suggestion, no, not a suggestion, a whole description of a future game in the genre City Creating. Do you know a game devolper from another gaming company, please copy this and send it to them.
Well, here it is:
SIMCITY ANYTHING
1. SOCIETIES
2. INFRASTRUCTURE
3. NATIONALITIES AND CULTURES
4. ZONING
5. 3D
6. SIMS AND DRIVING
7. INTERFACE
8. NETWORK GAMING
9. EDITING AND MODIFYING
10. DISASTERS, CLIMATE AND EVENTS
11. REGION AND EARTH PLAY
12. CITY EXPANDING
13. MISCALLENOUS
1. In SCS, the different societies went after different society filters (Romantic, Authorian, Fun, CyperPunk). In SCA, it will go after the six different social values (Productivity, Wealth, Creativity, Spirituality, Obeience and Knowledge). They will have different sub-catgories each. The sub-catagories means that you will use the different social values for a special direction. These are the different:
Productivity
-Farming
-Metal Casting (Really dirty)
-Food
-Petrochemical (Recycled plastic recommended)
-Toys (Hire kids to lower the cost)
-Hi-Tech
-Harbour
-Green House (So you can plant bananas in Sweden for example)
-Waste
Wealth
-Offices (Producing)
-Shopping (Consuming)
Creativity
-Music
-Drama
-Perfoming
-Art
-Literature
-Game Design
-Theme Park
-Creepy
Spirituality
-Christianity
-Islam
-Judaism
-Hinduism
-Buddhism
-Chinese (Dao and Conficus)
-Shinto
-Norse (The religion of the vikings)
-Egyptian
-GrecoRoman
-Indiana (Mayan, Incan, Aztec)
-Crystalism (Means that the whole cosmos of the sims is controlled by a computer, which it actually is)
Obidience
-Nazism (Exterminate one kind or more of sims, like f. ex. mimes or norse missionaries)
-Orwellianism/Fascism (Big Brother is watching you)
-Communism (The gap between rich and poor will decrease, in cost of living standard)
-Technocracy (Everything will be controlled by a super computer. No human errors. No human empathy)
-Ecotopia (One car and child per family maximum)
-Democracy (Your sims might not be free, but they at least feel so)
-Fundamentalistism (All laws will be based on the Bible/Corane/Tora etc.)
-Monarchy (You're the King)
-Extreme-Capitalism (You will only be tolerated by the society if you're rich. Or else you will be dumped to the streets)
-Police (Police Stations, Prisons, Crime Predicting AI)
-Warfare (Attack one of the other cities to take over it)
Knowledge
-Physichs
-Chemistry
-Astronomy
-Biology
-Technology
-Rocket Science
-Genetics
-Medicine (Hospitals, Medical Experiments, Med. Industries)
-Biology
-Ecology (The waste zones will go recycling)
-Education
-Philosophy
So, you might not just want to focus on religion, but also on a specific religion. For instance.
To see how more how the societies works, look at the chapters 4 and 12.
2. "I have pipe line shaped like a square.""Well, I have one shaped like a rectangle."
That is not me, I can tell you. Because come on, how funny is it to fibbling with taxes, subways, electrical lines etc. (Yawning). When I got SCS, those chains where broken and I was released. So it should be here too. When you're laying out a zone, you see texts like "Water pipes layed out" and "Fiberobtic lines layed out", which means your secretary of infrastructure will do the job for you.
Railways are back, but when you plop down a train station, the railways will be layed out by themslelves. They will pass the cargo zone to have goods station right next. But if there is buildings in its pass, then it will go underground.
What's back is also highways. It has more room for vehicles, they can go faster thereand it gives 1 productivity per km, but no one wants a venue or a home near them, plus that they're real polluters. Of course you can build them underground. They're not doing any effect above ground, but it cost more money.
You can also turn, bend, curve and twist the roads how much you want to. And still the building are automaticly fitting after the roads. No matter if they're in a triangular net or in slalom or even in a loop in vertical axis :eek: . And you can also make roundabouts. From these small ones, that trucks can run over, to huge ones that covers the whole city (Of course you can build inside them to. And you also have most of the freedom on water. So now you can finally make crossroad bridge. Speaking of bridges, there will be 1000 plus one kinds of bridges. Everything from footbridges over tiny rivers, to the most mindblowing strucures the sim has ever known, over very majestic, hardly tamed oceans. The bridge will also change, matter on what kind of society the surrounding area is mostly dominant of, and what nationality your playing (See more in chapter 3) So the bridges actually tells what city you're building.
The micro-management of the game hasn't disappeared completely. When you start a new city, these are the different modes you can play in:
-Classic (All mic-man. features from SC4 plus fiber optic cords and gas pipes)
-Creative (As I explained in the two first "bars" in this chapter)
-Double (You play both modes from above. Pretty challenging)
-Co-operative (See chapter 8)
3. "SimCity is overall a game for americans."
That's true. Something we europeans (I'm swedish) know much about. Therefor, when you start a new city, you should be able to be able to select between these types:
-Canadican
-American
-Latino American
-Carribean
-Brazilian
-Scandinavian
-Brittish
-Romantic (France, Benelux, Italy)
-Pyrényian (Spain, Portugal)
-Central European (From Helgoland, Germany to East Hungary)
-Balkan (Former Yugoslavia, Romania, Bulgaria)
-Russian (Whole Former Soviet)
-East Medditerean (Greece, Turkey, Cyprus, Israel)
-Arabic (North Africa and Middle East)
-Indian
-Asian
-Pacific
-Central African
-South African
-Ancient Egyptian
-Ancient Mediterrian
-Ancient Scandinavian (VIKINGS!)
-Ancient Arabic (Thousand and One Night)
-Ancient Indiana (Americas before the europeans came)
-Medival European
-Medival Asian
-Future American (JETSON!!!)
-Future European (With Deep Thought :D )
-Future Japanese (Sci-fi Manga)
So for example: If you choose american, the Theme Park Zone will become DisneyLand. But if you choose Scandinavian, it will become Tivoli, Copenhagen.
Not just the Architecture will change, but also the rules, the habits and moods of the sims, if the city needs electricity or not, the chance of becoming a special sim etc. One funny thing is that if you choose Scandinavian, you won't be a mayor, but municipal councillor (Kommunfullmäktige on swedish :D ).
4. I've never been so fond of the zoning concept, because you never knew what was coming up. I thought that was very disturbing. But then SCS came and changed my life. I could plop down anything wanted in my city, but there was one problem. They're in different size, so you didn't got that smoothline of the block. Plus that many others thought searching through the list of buildings got pretty boring after a while.
To solve all problems I introdoce; Smart Zones.
This is how it works:
There are four kinds of Zones; Home, Away, Cargo and Air.
Away Zones work like this: You begin to zone where want to. The zone will be surrounded by a road (Of course you can remove that). Then a window will pop up. You select what kind of zone it should be of the different kinds of sub-catagories in the different social values (See chap. 1), plus that you can also decide how much the percentage between workplaces and venues. You can also make sure there are collective traffic stations i your zones. When you click OK, the area starts to take shape. Over time you see the building are slowly constructed. And then, finally, it's done. You see that the buildings has fited for the the landscape and the shape of the zone. Through the zone, there is a smooth pathway that takes you to all buildings in the area.
Home Zones work like this: Zone. You have the same freedom as the Away Zone. It's when the window that pops up that is the difference. Thes are the different styles/architectures/types:
-Authorian (Makes the habitants in mood go to pleased)
-Normal
-Classic
-Slummy
-Candyland
-Bo01 (Search for it at Google Pictures if you don't know)
-Greco-Roman
-Rural Asian/Buddhist
-Medival
-Ancient Scandinavian
-Ancient Egyptian
-Ancient Indiana
-Ancient Indian
-Christian
-Muslim
-Jewish
-Hindu
-Luxury
-Future
You also have different options like if they should have sun cells on the roof (More expensive, but needs no outer electricity), or how dense the area should be (Left for tree houses, right for 1000 m tall sleeping tubes). I recommend you to start with low density first. When you click on a finish-built Home Zone, you can take the alternative to make it a slightly denser. You can also choose to let the zone have a local recycling station. This is easier for people who live in apartments, but it is much likely it will be overfilled, if you don't make sure the garbage men will pick it up at least twice a week.
You can also select to have Home and Away in the same zone. Actually, you can have a shop and an apartment in the same building. You click on the round button between the "Home" and the "Away" one. Then you zone and a window will pop up and ask you how the balance between homes, workplaces and venues (F. ex. 30% h:s, 21% w:s, 49% v:s). Then both of the two window wil pop up at the same time.
Ever wondered where all stuff comes from? Well edit a zone called Cargo Zone. It is here all goods from outside comes and being packaged and send to the workplaces, venues and homes. All recycled material comes here, to then be brought to the different factories.
Airports are back and have its old role; It's expensive, you don't need it, but it boost the production of wealth and more tourist will come to your city.
You can also put in accessories to your zones.
These are the different accessories for Away Zones:
-Subway Station
-Bus Station
-Train Station
-Maglev Station
-Fountain
-Statue
-Hot Dog Stand
-Park (Not Car Park)
-Car Park (Under Ground)
-Wind Mill
-Solar Panel
-7-Eleven (Or familiar)
-Electrical Amplifier
-Market Place/Plaza
-Commercial Sign
-Big TV Screen
-Local Fire Station
-Fire Station
-District Fire Department
These are those accessories, you can ad in a Home Zone:
-Bus Station
-Subway Station
-Playground
-BBQ Grill
-Park
-Car Park (Above and Under Ground)
-Soccer Field (Will be named different after what nationality you choose)
-Grocer
-Wind Mill
-Solar Panel
-Electrical Amplifier
-Public Garden
-Statue
-Fountain
-Maze
All of these accessories have their own special function, but I'm not telling what.
5. When you play SCA, the graphics will be like in SC4. But when you click on building or it's sunrise/sunset, a small window will pop up and show it in 3D. Not just that it looks the same everytime but it's different, depending on where you have the "camera". You can actually edit where this "camera" is going to be at sunrise and sunset. Your computer also calculates where the best picture of your city is going to be. Then you can have that picture as an overview.
6. Well, in SimCity from 1 to 4, your sims where just a number to you. But then SCS came and made the city more individual. It could measure his/her mood, name, what he/she is going to do and if he/she is a special sim or not. In the next game they will also have different personalities and ambitions. So if for example, Anna Miller has the knowledge ambition, she is more willing to work at a genetic area, rather than in a fundamentalistic.
Wanna drive? No problem, just select a car and drive around. A 3D window will now also pop up, just that it is a little bit bigger. You can also change the view. If it's going to be from the driver's view, or from back, or just in front of the car etc. When it comes to select the car it goes from five values: Speed, Acceleration, Grip, Toughness and Enviromental Protection (Yes, even your own little drive-around has an effect to global warming). And because the zones are melting in with the roads, so are the cars always existing. From the time it has been bought in the car salesman, to the time when it is going to be crashed in the dump, it will never dissappear.
7. Look at the attachment. 1 pic says more than 1000 words.
8. Some SimCity fans have before mentioned about multi-playing. By winning with the biggest and richest city. But I think that you should be able to set for other goals, for example most happy sims, when each city hits a specific number of inhabitants.
Another mode in multiplayer, is Chaos Mode. This means that two or more players are playing on one city at the same time (!). Two players with two different playing styles will make a completely absurde city.
Another mode is co-operative mode; One player takes care of the society, the another takes care of the micro-management.
You can also look on other players creations, from all over the world. You can also select to download them and use them yourself.
9. The God Mode is back. And there are three new tools you can use in this terraforming tool. Waterfalls, caves and jungle (Cover the whole city with a forest with thousands of unknown plants). Just like in SC-2000, the water is in different elevations, you just click the water button and then you can fill the holes with massive rain cloud.
In previous SimCity games, their BAT:s were difficult to use and hard to find. In SCA on the other hand, it is availble in the start screen of the game itself.
When you open it, there will be six editors, Building, Plants, Sims, Vehicles, Textures and Decorations. The editors will remind of the one you find in Spore.
-Building; Here you select texture, decorations, what social group it belongs to and what it requiers to unlock this (See chapter 12). You can also edit new sub-catagories and even new social values.
-Plant; Remember that jungle I mentioned before? Use this editor if you're not pleased. Does also remind of the one in Spore.
-Sim; Here, you can edit anything that is mostly involved with your cities inhabitants. Special Sims, clothes, accessories (Toys, cars, movies etc.), ambitions, personality values etc. Reminds of The Sims editor, just that it is more advanced.
-Vehicle; Well, here you can edit anything that moves. Everything from segways to "Enterprise"s. Reminds of the Spore Vehicle editor.
-Texture; Walls, patterns, grounds, clothes etc.
-Decoration; Doors, windows and other additions for buildings. Flowers and fruits for plants. Hats, watches etc. for sims. Wheels, lights, engines and so on for vehicles. This editor simply doesn't make your creations flat and boring.
10. These are the disasters and crises you just click to happen:
-Tornado
-Hurricane
-Earthquake
-Tsunami
-Meteors
-Stock Crash (Less or no W. Producing)
-Idiocratic Revolution (Less or no K. Producing)
-Truth of the Men in Black (Less or No C. Producing)
-Cultural Revolution (Less or no S. Producing)
-Alien Invasion
-Riot (Less or no O. Producing)
-The Sim Flu (Less or no P. Producing)
-Nuclear Explosion (Hiroshima and Nagaski)
-Fire (Put it on a Nuclear Plant and you get Chenobryl)
-Volcano
-Hot
-Cold
-War
-Mass Killer (Kills your sims)
Just like in SC4, you canclick where the disaster should strike. You can also set up how powerful the disaster should be. Have you ever seen "The Day After Tomorrow"? Then you know what is going to happen when you turn the "Cold"-disaster to highest power.
Something that might be better for your city, but you can't control is different events. They give boost a social value or your money making. Here are the different events:
-Simerbowl (Your sims gets better condition)
-SimLand Championships in Soccer (Same effect as in Simerbowl)
-Simovision Song Contest (Boost the Creativity production)
-O-Sim-pics (Double so much moneymaking in all workplaces for a limited time)
-SimLand Expo (Boost the Knowledge Production)
-National Elections of SimLand (Half as many criminals for a limited time)
-Stock Comet (More money and Wealth is produced for a limited time)
Note that all events except the on in bottom, can only happen once a year. The events is going to be decided where to be 6 to 12 months earlier (See Time in chapter 13).
The climate disasters in this game, is something you can't control compeletly. They do happen sometimes, but if you choose to play a high pollutening city, they will strike more often and will become stronger.
These are the different pollutions:
- Smoke and Dust: Sufficates the city, making the sims sick. They can sometimes be so serious, that they can die by them. They also lower the production of wealth.
- Carbondioxide: See above. It also rises the ocean level and the yearly average temprature. Plants also helps preventing the global warming.
- Acids: Produces acid rain, which kills the plants and destroys some of the buildings.
- Radioactive materials: Comes from nukes and vaporized nuclear plants (Fission ones). Causes thing to glow green, nuclear winters and gives your sims cancer and other radiation related diseases.
The seasons are here and they verify what climate it is (Region Mode) or where on the planet the city is (Earth Mode). And they won't just change like that, but the autumn will become winter slowly. And yes, on the winter comes real snow, that the sims must dig away. But also, the sims kan now ski on the mounts and on ground. On the summer, many sims will be located on the beach (If there is one). If there isn't, they can go to the closest one with one of those. Of course, the winter might be skipped if there is more CO2 in the air than usual.
11. There is going to be two worlds you can pace your city in. Earth Mode and Region Mode.
When you select Earth Mode on the start screen a digital clone of Earth (Only difference is that man hasn't effected anything here) will appear. The definition is going to be stunning 5 cm2. Here it reminds of an evolved program of Google Earth. When you want to build a new city, you just click on the red flag and put it where you want build. But you can't build on the Atlantic Ocean, because it's really stormy out there (Yes, the game contains real weather). When you want to start a city, simply click the flag button and place the flag whre you think it's a logical place for your new city.
When you click on the net, if you play here for the first time, a message will pop up and tell what kind of ground the first city is going to be covered of. If you've played here once before or more, your region is going to appear. How to start is just like in SC4. But when you want to put life into your city, the options will be more. You choose nationality (See chapter 3), difficulty (Nightmare, Strategic, Normal, Easy, Sandbox), how many simoleons to start with (10000 to Unlimited) and of course, the name of your city. When you play Region mode you simply add a new city neighboring to one of your older ones. So your region can in outlines remind of an apple and not just a simple square. One city can be as big or small as possible, as long it's square shaped. The square shape of the city fits best in the map. Anew thing is that brdiges over water can cross city borders. Something you could'nt in SC4.
12. Depending on the citys size, the surrounding area, the effect from other buildings, the budget and the additionals in its own zone, it will be decided how advanced, dense and moneymaking the buildings will be. So there will be some strategic planning, when building a city.
When you pop up the Away Zone window, seven values will be showen; Density, Productivity, Wealth, Creativity, Spirituality, Obedience and Knowledge.
Density
Here, it is simply, the bigger town, the taller, larger and more effective buildings. Effect works on Away, Cargo and Air Zones.
Productivity
This one and the five below, will get more advanced as you lay out more zones of that social value. They have these advancity points, and they don't just grow by laying out more zones.
Produced by: Highways, very happy sims, recycled materials, slum homes (Edited architecture type), some of the accessories
Effects: More effective Cargo Zone. Power plants produces more electricity. Worplaces makes more money. Decrease the happiness effect in the venues. Unlocks some of the accessories.
Wealth
Office Zones makes the shops in your town to work.
Produced by: Huging Campians (They do in RL prevent poverty), stock comets, economical resarch zones (Edited Knowledge Zone), airports, some of the accessories
Effects: As your sims can afford more now, they will become happier. Your sims will also consume more, making Mother Nature taking a big hit. Unlocks some of the accessories.
Creativity
The more you lay out of these zones, the more happiness the venues will create.
Produced by: Hosting the Simovision Song Contest, some of the accessories
Effects: Different artworks will be edited in the interior of the buildings, making your sims happier. Bigger chance to win and host the SSC. Industries less effective. Unlocks some of the accessories.
Spirituality
Produced by: Ancient and medival cities will get a bonus on all religions (Exception: Crystalism), some of the accessories
Effects: Crime will be lower than usual. Intelligent people will in most religions, be seen as witches. Unlocks some of the accessories.
Obedience
Produced by: These zone sare normally growing faster than the other five because you are leader and it isn't that hard to become a dictator in your city. Some of the accessories.
Effects: Your sims will obey you. Most of your sims won't have a "disturbing" mood like very happy or angry. Your sims will have a restricted creativity. Unlocks some of the accessories.
Knowledge
Produced by: To make these buildings to work, you need an educational area, because to make your sims smart, you need somewhere where your sims can learn things. Hosting the SimExpo, some of the accessories
Effects: All the other zones will become more boost in advancity increase. Risque for mad scientists to appear and create chaos in the city. Risque for poverty will decrease. Unlocks some of the accessories.
Here is an example of how the different values can look like;
D (Tower logo): 264
P (Spade logo): 218
W (Simoleons logo): 244
C (Note logo): 310
S (Local dominant religion logo): 189
O (Local dominant government logo): 201
K (Brain logo): 432
This is probably how Stockholm's statitics would look like in the game.
13. These are the different things that doesn't fit in any of these chapters above.
-- There are now many different kinds of artists and not just rockstars. Here are the different music types:
-Rock
-Pop
-RNB
-Opera
-Folk
-Synth
-Country
-Odd
-Hiphop
-Jazz
-Ballad
-- As you could figure out now, the grid is removed.
-- If a building gets abandoned, it will directly in most cases be re-built with that fault restored. If not, like for example, there is not enough elctricity, a message will pop-up and tells you what to do.
-- For each building in each nationality, there will be at least 10 different architectures. So now, the repeating might not be gone, but it's at least one step forward.
-- The Sims aren't speaking simlish anymore. But, yes, FINNISH!!
KYLLÄ! HYVVÄ, HYVVÄ, SUOMI! :p
-- Electricity; The power lines are back, but they will be layed out automaticly. They're ugly and takes space, but you can solve that.
These are the different power plants:
-Coal
-Oil
-Fission
-Solar
-Wind
-Hydro (Try to find a place that is logical for a damm)
-Wave (Out at sea)
-Garbage
-Bio Fuel
-Fusion
-Anti Matter
-Hydrogen
-Microwave
-Gun Powered (All of the town's guns are used to shoot at special board, which vibrates and gives electricty)
-Natural Gas
-Geological (Risk of volcano eruption)
-Man powered (Cruel, but effective)
-Mega Wind (Huge Wind Mill that provides same much electricity as 1000 normal wind mills)
In cities before industrial revolution, your buildings won't be needing electricty.
The sims can also work here.
-- Actions; Pay a special sum to do these different actions:
-Underground highways
-Underground power lines
-Alternative fuels (All cars selled in the car salesmen, will add no CO2)
-Movie premiere
-Sign in for a special event
And so on.
-- When you click the info button, a window with a map of your city will pop up. When you click on one one of the zones, a map of that zone and a little information about it will come up. You can also click away to each building, to see a camera view of the building and some info about it. On the zone map, the service buildings such as hospitals and fire stations, will be marked with big icons. On the city view, the service buildings will have a huge sign on the roof, which tells what building it is. For example, the hospital will be marked with the red cross (Red half moon, if you're playing a muslim city). And how these signs will look like, will change after what city you're playing. This muslim one, gave a pre-taste.
-- In SC, it was fast. In SC2000, it went in months. In SC3000, it went in days. In SC4, it had a day/night-cycle. In SCS, it went very slow. And in SCA, it is EPIC. I'm talking about time. Here, the smallest time unit is milli seconds. Here is the different time speeds:
-Real time (1 sec/sec) (Replacement for Pause)
-Snail speed (1 min/sec)
-Turtle Speed (30 min/sec)
-Bug Speed (1 h/sec)
-Llama Speed (1 day/sec)
-Dog Speed (1 week/sec)
-Gepard Speed (1 month/sec)
-Swallow Speed (1 year/sec) (For those who can't wait)
You can also tailor-make how fast the time will go by right click. F.E. 80 sec/3sec
-- The sims can also work at the venues and some of the accessories. Then they can also work at other homes, as home maids or assistants or alike.
-- You can also select to have Home and Away in the same zone. Actually, you can have a shop and an apartment in the same building. You click on the round button between the "Home" and the "Away" one. Then you zone and a window will pop up and ask you how the balance between homes, workplaces and venues (F. ex. 30% h:s, 21% w:s, 49% v:s). Then both of the two window wil pop up at the same time.
Summary: Well, as you could figure out, the game might not be reality until 10 to 20 years, and at that time, it might require 6 top capacity computers. Please send this to everyone involved with game developing, and then, it might finally reach the SC-Man himself, Will Wright. So I recommend you to send this to a Maxis developer.
And for you who doesn't work for TM, please, do only response with constructive critics, not destructive.
Besides, this is just my 2 centi-simoleons.
Best regards,
Deep Thought
P.S. I could add some more for the new game. D.S.
EDIT 19:50 1st January -08: First, I sorted in the rainbow colours, but now I'm switching to colors that is "magenta, lime, magenta". To make all text visible.
This is a suggestion, no, not a suggestion, a whole description of a future game in the genre City Creating. Do you know a game devolper from another gaming company, please copy this and send it to them.
Well, here it is:
SIMCITY ANYTHING
1. SOCIETIES
2. INFRASTRUCTURE
3. NATIONALITIES AND CULTURES
4. ZONING
5. 3D
6. SIMS AND DRIVING
7. INTERFACE
8. NETWORK GAMING
9. EDITING AND MODIFYING
10. DISASTERS, CLIMATE AND EVENTS
11. REGION AND EARTH PLAY
12. CITY EXPANDING
13. MISCALLENOUS
1. In SCS, the different societies went after different society filters (Romantic, Authorian, Fun, CyperPunk). In SCA, it will go after the six different social values (Productivity, Wealth, Creativity, Spirituality, Obeience and Knowledge). They will have different sub-catgories each. The sub-catagories means that you will use the different social values for a special direction. These are the different:
Productivity
-Farming
-Metal Casting (Really dirty)
-Food
-Petrochemical (Recycled plastic recommended)
-Toys (Hire kids to lower the cost)
-Hi-Tech
-Harbour
-Green House (So you can plant bananas in Sweden for example)
-Waste
Wealth
-Offices (Producing)
-Shopping (Consuming)
Creativity
-Music
-Drama
-Perfoming
-Art
-Literature
-Game Design
-Theme Park
-Creepy
Spirituality
-Christianity
-Islam
-Judaism
-Hinduism
-Buddhism
-Chinese (Dao and Conficus)
-Shinto
-Norse (The religion of the vikings)
-Egyptian
-GrecoRoman
-Indiana (Mayan, Incan, Aztec)
-Crystalism (Means that the whole cosmos of the sims is controlled by a computer, which it actually is)
Obidience
-Nazism (Exterminate one kind or more of sims, like f. ex. mimes or norse missionaries)
-Orwellianism/Fascism (Big Brother is watching you)
-Communism (The gap between rich and poor will decrease, in cost of living standard)
-Technocracy (Everything will be controlled by a super computer. No human errors. No human empathy)
-Ecotopia (One car and child per family maximum)
-Democracy (Your sims might not be free, but they at least feel so)
-Fundamentalistism (All laws will be based on the Bible/Corane/Tora etc.)
-Monarchy (You're the King)
-Extreme-Capitalism (You will only be tolerated by the society if you're rich. Or else you will be dumped to the streets)
-Police (Police Stations, Prisons, Crime Predicting AI)
-Warfare (Attack one of the other cities to take over it)
Knowledge
-Physichs
-Chemistry
-Astronomy
-Biology
-Technology
-Rocket Science
-Genetics
-Medicine (Hospitals, Medical Experiments, Med. Industries)
-Biology
-Ecology (The waste zones will go recycling)
-Education
-Philosophy
So, you might not just want to focus on religion, but also on a specific religion. For instance.
To see how more how the societies works, look at the chapters 4 and 12.
2. "I have pipe line shaped like a square.""Well, I have one shaped like a rectangle."
That is not me, I can tell you. Because come on, how funny is it to fibbling with taxes, subways, electrical lines etc. (Yawning). When I got SCS, those chains where broken and I was released. So it should be here too. When you're laying out a zone, you see texts like "Water pipes layed out" and "Fiberobtic lines layed out", which means your secretary of infrastructure will do the job for you.
Railways are back, but when you plop down a train station, the railways will be layed out by themslelves. They will pass the cargo zone to have goods station right next. But if there is buildings in its pass, then it will go underground.
What's back is also highways. It has more room for vehicles, they can go faster thereand it gives 1 productivity per km, but no one wants a venue or a home near them, plus that they're real polluters. Of course you can build them underground. They're not doing any effect above ground, but it cost more money.
You can also turn, bend, curve and twist the roads how much you want to. And still the building are automaticly fitting after the roads. No matter if they're in a triangular net or in slalom or even in a loop in vertical axis :eek: . And you can also make roundabouts. From these small ones, that trucks can run over, to huge ones that covers the whole city (Of course you can build inside them to. And you also have most of the freedom on water. So now you can finally make crossroad bridge. Speaking of bridges, there will be 1000 plus one kinds of bridges. Everything from footbridges over tiny rivers, to the most mindblowing strucures the sim has ever known, over very majestic, hardly tamed oceans. The bridge will also change, matter on what kind of society the surrounding area is mostly dominant of, and what nationality your playing (See more in chapter 3) So the bridges actually tells what city you're building.
The micro-management of the game hasn't disappeared completely. When you start a new city, these are the different modes you can play in:
-Classic (All mic-man. features from SC4 plus fiber optic cords and gas pipes)
-Creative (As I explained in the two first "bars" in this chapter)
-Double (You play both modes from above. Pretty challenging)
-Co-operative (See chapter 8)
3. "SimCity is overall a game for americans."
That's true. Something we europeans (I'm swedish) know much about. Therefor, when you start a new city, you should be able to be able to select between these types:
-Canadican
-American
-Latino American
-Carribean
-Brazilian
-Scandinavian
-Brittish
-Romantic (France, Benelux, Italy)
-Pyrényian (Spain, Portugal)
-Central European (From Helgoland, Germany to East Hungary)
-Balkan (Former Yugoslavia, Romania, Bulgaria)
-Russian (Whole Former Soviet)
-East Medditerean (Greece, Turkey, Cyprus, Israel)
-Arabic (North Africa and Middle East)
-Indian
-Asian
-Pacific
-Central African
-South African
-Ancient Egyptian
-Ancient Mediterrian
-Ancient Scandinavian (VIKINGS!)
-Ancient Arabic (Thousand and One Night)
-Ancient Indiana (Americas before the europeans came)
-Medival European
-Medival Asian
-Future American (JETSON!!!)
-Future European (With Deep Thought :D )
-Future Japanese (Sci-fi Manga)
So for example: If you choose american, the Theme Park Zone will become DisneyLand. But if you choose Scandinavian, it will become Tivoli, Copenhagen.
Not just the Architecture will change, but also the rules, the habits and moods of the sims, if the city needs electricity or not, the chance of becoming a special sim etc. One funny thing is that if you choose Scandinavian, you won't be a mayor, but municipal councillor (Kommunfullmäktige on swedish :D ).
4. I've never been so fond of the zoning concept, because you never knew what was coming up. I thought that was very disturbing. But then SCS came and changed my life. I could plop down anything wanted in my city, but there was one problem. They're in different size, so you didn't got that smoothline of the block. Plus that many others thought searching through the list of buildings got pretty boring after a while.
To solve all problems I introdoce; Smart Zones.
This is how it works:
There are four kinds of Zones; Home, Away, Cargo and Air.
Away Zones work like this: You begin to zone where want to. The zone will be surrounded by a road (Of course you can remove that). Then a window will pop up. You select what kind of zone it should be of the different kinds of sub-catagories in the different social values (See chap. 1), plus that you can also decide how much the percentage between workplaces and venues. You can also make sure there are collective traffic stations i your zones. When you click OK, the area starts to take shape. Over time you see the building are slowly constructed. And then, finally, it's done. You see that the buildings has fited for the the landscape and the shape of the zone. Through the zone, there is a smooth pathway that takes you to all buildings in the area.
Home Zones work like this: Zone. You have the same freedom as the Away Zone. It's when the window that pops up that is the difference. Thes are the different styles/architectures/types:
-Authorian (Makes the habitants in mood go to pleased)
-Normal
-Classic
-Slummy
-Candyland
-Bo01 (Search for it at Google Pictures if you don't know)
-Greco-Roman
-Rural Asian/Buddhist
-Medival
-Ancient Scandinavian
-Ancient Egyptian
-Ancient Indiana
-Ancient Indian
-Christian
-Muslim
-Jewish
-Hindu
-Luxury
-Future
You also have different options like if they should have sun cells on the roof (More expensive, but needs no outer electricity), or how dense the area should be (Left for tree houses, right for 1000 m tall sleeping tubes). I recommend you to start with low density first. When you click on a finish-built Home Zone, you can take the alternative to make it a slightly denser. You can also choose to let the zone have a local recycling station. This is easier for people who live in apartments, but it is much likely it will be overfilled, if you don't make sure the garbage men will pick it up at least twice a week.
You can also select to have Home and Away in the same zone. Actually, you can have a shop and an apartment in the same building. You click on the round button between the "Home" and the "Away" one. Then you zone and a window will pop up and ask you how the balance between homes, workplaces and venues (F. ex. 30% h:s, 21% w:s, 49% v:s). Then both of the two window wil pop up at the same time.
Ever wondered where all stuff comes from? Well edit a zone called Cargo Zone. It is here all goods from outside comes and being packaged and send to the workplaces, venues and homes. All recycled material comes here, to then be brought to the different factories.
Airports are back and have its old role; It's expensive, you don't need it, but it boost the production of wealth and more tourist will come to your city.
You can also put in accessories to your zones.
These are the different accessories for Away Zones:
-Subway Station
-Bus Station
-Train Station
-Maglev Station
-Fountain
-Statue
-Hot Dog Stand
-Park (Not Car Park)
-Car Park (Under Ground)
-Wind Mill
-Solar Panel
-7-Eleven (Or familiar)
-Electrical Amplifier
-Market Place/Plaza
-Commercial Sign
-Big TV Screen
-Local Fire Station
-Fire Station
-District Fire Department
These are those accessories, you can ad in a Home Zone:
-Bus Station
-Subway Station
-Playground
-BBQ Grill
-Park
-Car Park (Above and Under Ground)
-Soccer Field (Will be named different after what nationality you choose)
-Grocer
-Wind Mill
-Solar Panel
-Electrical Amplifier
-Public Garden
-Statue
-Fountain
-Maze
All of these accessories have their own special function, but I'm not telling what.
5. When you play SCA, the graphics will be like in SC4. But when you click on building or it's sunrise/sunset, a small window will pop up and show it in 3D. Not just that it looks the same everytime but it's different, depending on where you have the "camera". You can actually edit where this "camera" is going to be at sunrise and sunset. Your computer also calculates where the best picture of your city is going to be. Then you can have that picture as an overview.
6. Well, in SimCity from 1 to 4, your sims where just a number to you. But then SCS came and made the city more individual. It could measure his/her mood, name, what he/she is going to do and if he/she is a special sim or not. In the next game they will also have different personalities and ambitions. So if for example, Anna Miller has the knowledge ambition, she is more willing to work at a genetic area, rather than in a fundamentalistic.
Wanna drive? No problem, just select a car and drive around. A 3D window will now also pop up, just that it is a little bit bigger. You can also change the view. If it's going to be from the driver's view, or from back, or just in front of the car etc. When it comes to select the car it goes from five values: Speed, Acceleration, Grip, Toughness and Enviromental Protection (Yes, even your own little drive-around has an effect to global warming). And because the zones are melting in with the roads, so are the cars always existing. From the time it has been bought in the car salesman, to the time when it is going to be crashed in the dump, it will never dissappear.
7. Look at the attachment. 1 pic says more than 1000 words.
8. Some SimCity fans have before mentioned about multi-playing. By winning with the biggest and richest city. But I think that you should be able to set for other goals, for example most happy sims, when each city hits a specific number of inhabitants.
Another mode in multiplayer, is Chaos Mode. This means that two or more players are playing on one city at the same time (!). Two players with two different playing styles will make a completely absurde city.
Another mode is co-operative mode; One player takes care of the society, the another takes care of the micro-management.
You can also look on other players creations, from all over the world. You can also select to download them and use them yourself.
9. The God Mode is back. And there are three new tools you can use in this terraforming tool. Waterfalls, caves and jungle (Cover the whole city with a forest with thousands of unknown plants). Just like in SC-2000, the water is in different elevations, you just click the water button and then you can fill the holes with massive rain cloud.
In previous SimCity games, their BAT:s were difficult to use and hard to find. In SCA on the other hand, it is availble in the start screen of the game itself.
When you open it, there will be six editors, Building, Plants, Sims, Vehicles, Textures and Decorations. The editors will remind of the one you find in Spore.
-Building; Here you select texture, decorations, what social group it belongs to and what it requiers to unlock this (See chapter 12). You can also edit new sub-catagories and even new social values.
-Plant; Remember that jungle I mentioned before? Use this editor if you're not pleased. Does also remind of the one in Spore.
-Sim; Here, you can edit anything that is mostly involved with your cities inhabitants. Special Sims, clothes, accessories (Toys, cars, movies etc.), ambitions, personality values etc. Reminds of The Sims editor, just that it is more advanced.
-Vehicle; Well, here you can edit anything that moves. Everything from segways to "Enterprise"s. Reminds of the Spore Vehicle editor.
-Texture; Walls, patterns, grounds, clothes etc.
-Decoration; Doors, windows and other additions for buildings. Flowers and fruits for plants. Hats, watches etc. for sims. Wheels, lights, engines and so on for vehicles. This editor simply doesn't make your creations flat and boring.
10. These are the disasters and crises you just click to happen:
-Tornado
-Hurricane
-Earthquake
-Tsunami
-Meteors
-Stock Crash (Less or no W. Producing)
-Idiocratic Revolution (Less or no K. Producing)
-Truth of the Men in Black (Less or No C. Producing)
-Cultural Revolution (Less or no S. Producing)
-Alien Invasion
-Riot (Less or no O. Producing)
-The Sim Flu (Less or no P. Producing)
-Nuclear Explosion (Hiroshima and Nagaski)
-Fire (Put it on a Nuclear Plant and you get Chenobryl)
-Volcano
-Hot
-Cold
-War
-Mass Killer (Kills your sims)
Just like in SC4, you canclick where the disaster should strike. You can also set up how powerful the disaster should be. Have you ever seen "The Day After Tomorrow"? Then you know what is going to happen when you turn the "Cold"-disaster to highest power.
Something that might be better for your city, but you can't control is different events. They give boost a social value or your money making. Here are the different events:
-Simerbowl (Your sims gets better condition)
-SimLand Championships in Soccer (Same effect as in Simerbowl)
-Simovision Song Contest (Boost the Creativity production)
-O-Sim-pics (Double so much moneymaking in all workplaces for a limited time)
-SimLand Expo (Boost the Knowledge Production)
-National Elections of SimLand (Half as many criminals for a limited time)
-Stock Comet (More money and Wealth is produced for a limited time)
Note that all events except the on in bottom, can only happen once a year. The events is going to be decided where to be 6 to 12 months earlier (See Time in chapter 13).
The climate disasters in this game, is something you can't control compeletly. They do happen sometimes, but if you choose to play a high pollutening city, they will strike more often and will become stronger.
These are the different pollutions:
- Smoke and Dust: Sufficates the city, making the sims sick. They can sometimes be so serious, that they can die by them. They also lower the production of wealth.
- Carbondioxide: See above. It also rises the ocean level and the yearly average temprature. Plants also helps preventing the global warming.
- Acids: Produces acid rain, which kills the plants and destroys some of the buildings.
- Radioactive materials: Comes from nukes and vaporized nuclear plants (Fission ones). Causes thing to glow green, nuclear winters and gives your sims cancer and other radiation related diseases.
The seasons are here and they verify what climate it is (Region Mode) or where on the planet the city is (Earth Mode). And they won't just change like that, but the autumn will become winter slowly. And yes, on the winter comes real snow, that the sims must dig away. But also, the sims kan now ski on the mounts and on ground. On the summer, many sims will be located on the beach (If there is one). If there isn't, they can go to the closest one with one of those. Of course, the winter might be skipped if there is more CO2 in the air than usual.
11. There is going to be two worlds you can pace your city in. Earth Mode and Region Mode.
When you select Earth Mode on the start screen a digital clone of Earth (Only difference is that man hasn't effected anything here) will appear. The definition is going to be stunning 5 cm2. Here it reminds of an evolved program of Google Earth. When you want to build a new city, you just click on the red flag and put it where you want build. But you can't build on the Atlantic Ocean, because it's really stormy out there (Yes, the game contains real weather). When you want to start a city, simply click the flag button and place the flag whre you think it's a logical place for your new city.
When you click on the net, if you play here for the first time, a message will pop up and tell what kind of ground the first city is going to be covered of. If you've played here once before or more, your region is going to appear. How to start is just like in SC4. But when you want to put life into your city, the options will be more. You choose nationality (See chapter 3), difficulty (Nightmare, Strategic, Normal, Easy, Sandbox), how many simoleons to start with (10000 to Unlimited) and of course, the name of your city. When you play Region mode you simply add a new city neighboring to one of your older ones. So your region can in outlines remind of an apple and not just a simple square. One city can be as big or small as possible, as long it's square shaped. The square shape of the city fits best in the map. Anew thing is that brdiges over water can cross city borders. Something you could'nt in SC4.
12. Depending on the citys size, the surrounding area, the effect from other buildings, the budget and the additionals in its own zone, it will be decided how advanced, dense and moneymaking the buildings will be. So there will be some strategic planning, when building a city.
When you pop up the Away Zone window, seven values will be showen; Density, Productivity, Wealth, Creativity, Spirituality, Obedience and Knowledge.
Density
Here, it is simply, the bigger town, the taller, larger and more effective buildings. Effect works on Away, Cargo and Air Zones.
Productivity
This one and the five below, will get more advanced as you lay out more zones of that social value. They have these advancity points, and they don't just grow by laying out more zones.
Produced by: Highways, very happy sims, recycled materials, slum homes (Edited architecture type), some of the accessories
Effects: More effective Cargo Zone. Power plants produces more electricity. Worplaces makes more money. Decrease the happiness effect in the venues. Unlocks some of the accessories.
Wealth
Office Zones makes the shops in your town to work.
Produced by: Huging Campians (They do in RL prevent poverty), stock comets, economical resarch zones (Edited Knowledge Zone), airports, some of the accessories
Effects: As your sims can afford more now, they will become happier. Your sims will also consume more, making Mother Nature taking a big hit. Unlocks some of the accessories.
Creativity
The more you lay out of these zones, the more happiness the venues will create.
Produced by: Hosting the Simovision Song Contest, some of the accessories
Effects: Different artworks will be edited in the interior of the buildings, making your sims happier. Bigger chance to win and host the SSC. Industries less effective. Unlocks some of the accessories.
Spirituality
Produced by: Ancient and medival cities will get a bonus on all religions (Exception: Crystalism), some of the accessories
Effects: Crime will be lower than usual. Intelligent people will in most religions, be seen as witches. Unlocks some of the accessories.
Obedience
Produced by: These zone sare normally growing faster than the other five because you are leader and it isn't that hard to become a dictator in your city. Some of the accessories.
Effects: Your sims will obey you. Most of your sims won't have a "disturbing" mood like very happy or angry. Your sims will have a restricted creativity. Unlocks some of the accessories.
Knowledge
Produced by: To make these buildings to work, you need an educational area, because to make your sims smart, you need somewhere where your sims can learn things. Hosting the SimExpo, some of the accessories
Effects: All the other zones will become more boost in advancity increase. Risque for mad scientists to appear and create chaos in the city. Risque for poverty will decrease. Unlocks some of the accessories.
Here is an example of how the different values can look like;
D (Tower logo): 264
P (Spade logo): 218
W (Simoleons logo): 244
C (Note logo): 310
S (Local dominant religion logo): 189
O (Local dominant government logo): 201
K (Brain logo): 432
This is probably how Stockholm's statitics would look like in the game.
13. These are the different things that doesn't fit in any of these chapters above.
-- There are now many different kinds of artists and not just rockstars. Here are the different music types:
-Rock
-Pop
-RNB
-Opera
-Folk
-Synth
-Country
-Odd
-Hiphop
-Jazz
-Ballad
-- As you could figure out now, the grid is removed.
-- If a building gets abandoned, it will directly in most cases be re-built with that fault restored. If not, like for example, there is not enough elctricity, a message will pop-up and tells you what to do.
-- For each building in each nationality, there will be at least 10 different architectures. So now, the repeating might not be gone, but it's at least one step forward.
-- The Sims aren't speaking simlish anymore. But, yes, FINNISH!!
KYLLÄ! HYVVÄ, HYVVÄ, SUOMI! :p
-- Electricity; The power lines are back, but they will be layed out automaticly. They're ugly and takes space, but you can solve that.
These are the different power plants:
-Coal
-Oil
-Fission
-Solar
-Wind
-Hydro (Try to find a place that is logical for a damm)
-Wave (Out at sea)
-Garbage
-Bio Fuel
-Fusion
-Anti Matter
-Hydrogen
-Microwave
-Gun Powered (All of the town's guns are used to shoot at special board, which vibrates and gives electricty)
-Natural Gas
-Geological (Risk of volcano eruption)
-Man powered (Cruel, but effective)
-Mega Wind (Huge Wind Mill that provides same much electricity as 1000 normal wind mills)
In cities before industrial revolution, your buildings won't be needing electricty.
The sims can also work here.
-- Actions; Pay a special sum to do these different actions:
-Underground highways
-Underground power lines
-Alternative fuels (All cars selled in the car salesmen, will add no CO2)
-Movie premiere
-Sign in for a special event
And so on.
-- When you click the info button, a window with a map of your city will pop up. When you click on one one of the zones, a map of that zone and a little information about it will come up. You can also click away to each building, to see a camera view of the building and some info about it. On the zone map, the service buildings such as hospitals and fire stations, will be marked with big icons. On the city view, the service buildings will have a huge sign on the roof, which tells what building it is. For example, the hospital will be marked with the red cross (Red half moon, if you're playing a muslim city). And how these signs will look like, will change after what city you're playing. This muslim one, gave a pre-taste.
-- In SC, it was fast. In SC2000, it went in months. In SC3000, it went in days. In SC4, it had a day/night-cycle. In SCS, it went very slow. And in SCA, it is EPIC. I'm talking about time. Here, the smallest time unit is milli seconds. Here is the different time speeds:
-Real time (1 sec/sec) (Replacement for Pause)
-Snail speed (1 min/sec)
-Turtle Speed (30 min/sec)
-Bug Speed (1 h/sec)
-Llama Speed (1 day/sec)
-Dog Speed (1 week/sec)
-Gepard Speed (1 month/sec)
-Swallow Speed (1 year/sec) (For those who can't wait)
You can also tailor-make how fast the time will go by right click. F.E. 80 sec/3sec
-- The sims can also work at the venues and some of the accessories. Then they can also work at other homes, as home maids or assistants or alike.
-- You can also select to have Home and Away in the same zone. Actually, you can have a shop and an apartment in the same building. You click on the round button between the "Home" and the "Away" one. Then you zone and a window will pop up and ask you how the balance between homes, workplaces and venues (F. ex. 30% h:s, 21% w:s, 49% v:s). Then both of the two window wil pop up at the same time.
Summary: Well, as you could figure out, the game might not be reality until 10 to 20 years, and at that time, it might require 6 top capacity computers. Please send this to everyone involved with game developing, and then, it might finally reach the SC-Man himself, Will Wright. So I recommend you to send this to a Maxis developer.
And for you who doesn't work for TM, please, do only response with constructive critics, not destructive.
Besides, this is just my 2 centi-simoleons.
Best regards,
Deep Thought
P.S. I could add some more for the new game. D.S.
EDIT 19:50 1st January -08: First, I sorted in the rainbow colours, but now I'm switching to colors that is "magenta, lime, magenta". To make all text visible.