Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It would be nice also to be able to annex cities together due to urban growth in a region of the continent/country.
Imagine a game where we could have 2 modes.
1 mode is for the city playing, normal city building game, with its own municipal limits.
1 mode is for the country/continent planning, with all this extra stuff linking cities together.
A decennial census would also provide a list of all cities in the region/continent, battling for the top spot, to achieve regional metropolis. Special unique buildings (like Government buildings or Landmarks) would be awarded to certain cities in region (because it's the capital, or because it's the commercial center, etc).
So many ideas. It wouldn't even have to be multiplayer. Every player would have their own continent, with their own cities, with their own Regional Mode and City Mode.
sim city 4 had world map.
Its not about building together but about economic interaction. players will see other cities user made, their stats, population, resources and business potential. For example, now I can create city without any industry and city ist just fine. It will autoimport resources.
But why autoimport ? Why not direct import from other players.
And loans? Why prosperious players cannot offer loans to lowend cities or new cities with margin? Now we have for loan option just random bank name and interest rate.
As for multiplayer, they said no because it's a small studio, and it's costly.
On a side note, so far sim city like game tried the multiplayer thing. City XL (I think, not sure about the name), and the latest sim city. Both time it was a failure. I suppose if they ever made maps bigger than what they had, the latest sim city wouldn't have been so bad, but they didn't, so we'll never know.
I can load up Google Maps, and view essentially the entirety of industrialized civilization on a sub-meter resolution, yet I don't own a supercomputer. How is this possible?!
Google map is not even remotely close to a realtime gaming worldmap. 1single minecraft server is not even close to that.
Was the idea crap, or was EA woefully incompetent as a company?
Not to say I really support this idea - I'm neutral. But it's not quite the impossible task some make it sound like. All players do not need to to simulate all cities, or even more than their own city (which they already do). If my city exports certain resources and your city imports those resources, then we can trade. All my end needs to care about in terms of simulation is the exports and imports of nearby cities.
This is not significantly different from a torrent network, except the total amount of data needing to be exchanged is significantly less.
The real challenge - and the expense - would be servers required to keep cities going once that player logs off. That wouldn't necessarily need to be a full simulation either, but some minimal bookkeeping for resource production and availability would be required. Figuring out what that minimum is, keeping it running and synching it with the player is the truly hard part.