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From what i heard, those unlocks are 'universal'; meaning that you can fill the pre-requisites, unlock the building(s) and load up your saved game. They should still be there and your city wont be in tatters.
I havent done that yet, but i plan to.
After 2 hours of trying ive devised various methods at quickly increasing the crime rate. Managing to stop everyone from exiting the city, so that they can continue to be robbed, seems to be the tricky part.
I was thinking to myself that this was an awful waste of... progression content (for want of a better phrase). Why not introduce those buildings via unlocking positive requirements? Like for instance: "keep unemployment at 3% for 6 months". At least then i can make my city better while striving to unlock something at the same time. Instead its; load up a savegame, ruin a city, load up city again, play.
After spending hours unlocking everything negative, bar the Law Court; i can honestly say i didnt have fun. Its was annoying.
So yeah, those unlocks ARE lame and make very little logical sense, considering the game is incredibly easy to do well at. IMO, its a game design flaw. As in the idea, is flawed.
Your looking at it in the wrong perspective! The main reason to play this genre is to build big efficent cities, I think they added this way to unlock to make you see your city in a different light. Personally i found it really funny watching my 30k pop city crumble only for me to save it as a seperate save and carry on in my un touched world with all unlocks.
Its kind of like questing in a mmo, no one wants to go kill 8 hob goblin, but if you do you can lvl up! Just enjoy the mayhem trying to get all negative unlocks at once and then keep building your main save :)
Also, having to turn all those services off over an over again, before running a full speed simulation, was very tedious. This again, was a large detraction from the fun i was having previously.
Thats why we believe it makes no logical sense. Consider i reached 80k pop and i want to build a monument, but i cant because i havent unlocked a certain building? Thats okay. Something to strive towards, no?
Yeah, but i cant unlock them unless i stop 'playing'. Thats not something i can strive towards in my current play-through.
To use another game comparison as well; Its like Battlefield 4. Imagine that in order to unlock a gun, you must go one full game with no kills and 20 deaths.
Not fun.
As in that example, pretty much all unlocks involve you having to do something positive. Some being a lot more challenging than others.
So i ask myself then, why is it there? What logical sense IS there in having the barrier to monuments the way it is?
The only answer i can come up with is; longevity. Due to the fact that they are universal unlocks, the devs want you to create multiple cities (attempts) which in turn will increase the longevity of the game.
I find thats stretching it a bit. Even though i have no intention of creating a new map/city, i find that i STILL wouldnt get half of them, unless i PURPOSELY played bad. So what im saying is i cant see myself getting some of them, even with multiple playthroughs (different cities).
I would like to point out, im enjoying this game a fair bit and im not attempting to slate it. I just find this choice in game design, a bit odd.
come to think of it, maybe I'll download that GTA V savegame map and wreck that! Might be fun. ;)
You only have to do each once.
The unlocks are open for each consecutive game.
Yep, a bit silly to do on purpose, IRL. But not something to be upset about.
It'd be nice if there was a mod that addressed this, further down the line. When people have played the game out a bit more and are looking for more challenging progression curve. That'd be worth starting up a new city for. When modders understand the game better, they may be able to provide alternative goals for those building unlocks. Ones that can make the game itself a lot more challenging, in a positive way.
What we're talking about is a waste of progression content. Or rather, suggesting that something better could be done with the assets. No one in this discussion seems overly upset about it (apart from the frustration involved in trying to get the Crime unlock w/ large city) considering we're all enjoying the game regardless.
The crime one is not really feasible on a large city, much easier to create a new city, just build the zones and usual stuff and skip the police station and school(used smoke and pet ban as well, not sure if it helps), put on max speed and within 15 min or so you should have it done. It is not hard at all.
All unlocks are global so, once unlocked, just go back to your regular city and enjoy the unlocks.
Just think of the unlocks as achievements, doing something out of the ordinary.
I had read that crime is directly tied to hapiness, which means the smoking and pet ban should help go towards increasing the crime rate, yes.
And i would think of the buildings as achievements, if it wasnt for them being tied to the monuments and that there is really no sense of accomplishment that comes with them.
I'll take that as a good thing.
Well, i view it as a not vital thing. I view it as a part of unlocking a cheat code. I have personally obtained all the monuments myself. Monuments are nothing more than legit cheating in the game, having them in the map makes the game extremely easy. These buildings make most of the service buildings in the game obselete.
I do agree on some parts of what you have said, but only unique buildings that lead to 2 monuments ( eden project and the hospital) requires you to go out of way to get them., IE recking your city.
I simply want all content, if only it's for the city design and visual aspect of it. I would have prefered if those buildings were tied to positive achievements as thats the logical way of gaining rewards in a 'building' game where you 'construct' a city.
It's not game braking or anything, I am having fun non the less. Just saying :>