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Modded CSL is by far the best city builder ever. The only problem is the frame rate and with nearly 60 mods and 4k assests I have barely any ram left
SC has:
- online coop
- a chain of production
- it feel more challenging keeping the budget
- is 2 years older
You are trying to argue people's taste.
Its like, if I tell you to go listen to GG Allin, and when you tell me you dont like it, Il be there trying to convince you that, yes , you do like it... ?!
Makes no sense.
Yeah, I really enjoyed the Omega specialization too. And having to do research for the university and academy.. I never was able to complete a great works though..
And then you have Skylines, a true gem.
The thing that alot of people miss is that Sim City (2013) was designed from the ground up as more of a "The Sims - Neiborhood" than a proper City Builder. Its biggest design flaw as a city builder is the core cause of all the complaints people have with the game (map size, city size, inter city syncs, multiplayer sync).
The designers of it went with a pure Agent Tracking system for every aspect of the game. Not just the population (where the live, work, what they drive, etc) but even things like Power, Water, Education, etc were set up as individual roaming Agents with the variouns building only being supplied if the agent got to the door.
For comparison consider the way Skylines Road Maintanence Trucks work. They randomly roam the city, picking arbitrary directions at each intercention, to boost as many roads as possible. Apply the same concept to EVERY city service... power, water, fire/police/medical/trash coverage, education, even happiness boosters. Not only was it possible to have a building unlucky enough to never get visited regularly by every required service but more importantly your computer was being forced to processes & randomize all of that.
We don't worn personal super computers :P
In 2014 a modder finally figured out how to unlock the city map restrictions to build out over a larger area. I think even with a 50% increase (3km square instead of 2km square) he couldn't get the game to be stable on what was cutting edge computing at the time. Just not enough processing power to keep track of that many individual entities.
Game had so many neat ideas in it but was flawed from the code because the designers didn't want a sequel to Sim City 4 but rather something that crossed Sim City & The Sims.
yea that last simcity might have actually killed the franchise.... i guess the same can be said about the sims...... poor maxis. I used to love their games. anybody remember simtower?
AWESOME VIDEO!!!!! SOOOOOOOOOO TRUE!!! lol
just sharing my opinion..
1st, this game does this as well. as you pointed out.
2nd, it is much simpler to have one mechanic do it all. I don't see how you think making multiple AI behaviors more simple than using just 1 system.
Ironically this computer needs the supercomputer. SC2013 is only single threaded so it runs fine on a single core CPU, while CSL uses 8 threads and needs multi-cores.
Ironically, CSL is tapped out at 80K agents at these 8-core. However, SC2013 can handle 120k agents on 1 core.
On top of that, this game uses 64-bit vs SC2013 uses 32-bit, so this game has twice the processing power.
That means this game has 16 times the resources and still can't keep up with SC2013.
But SC2013 needs a supercomputer. lol
You have terrible math. 2km x 2km = 4 sq. km that is the default of SC20213. The mod gave us 3km x 3km = 9 sq. km. Or 2.25 times the area to work in. i.e. 225% not 50%
It was easy to track the agents, it was hard to unlock the map properly as the devs (actually EA) who didn't give access to the map properly so it could be done right. Not to mention the poor relase turn away all of the good modders.
Yes, it had so many great ideas that it influenced this game that used the same agent based simulator and a lot of the same ideas. But it has way more things left out of the game, I mean a lot. But they made up for it with 81-tiles access and built-in Steam workshop.
The main issue was a single 2km x 2km city size. The rest was mostly debugged already.
FYI, This game has the exact same map size as SC2013.
Regardless, the two games are significantly different. People just like to complain because they need to justify this game as it wasn't as good as they thought or harder than they thought, then they justify it as it wasn't as bad as sc2023 to make themselves feel better. Because there is no real point in making a post like this. If you are happy with this game, then you play and enjoy it, not focus on sc2013.
For the record, my all-time favorite city builder game is SimCity 2013. But I'm more of a rules lawyer than a city painter. So I found it much more challenging.
CSL was designed from the ground up to be a city painter. I'm nott the artistic type, but they at least left in the agent system and added some mechanics along the way through DLC and patches. so it keeps me playing it. Although I more prefer debugging other people's games anymore.