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Which given that they're also overkill in terms of actual services makes it even more annoying. Said grade school has the capacity to teach 1000 by default without the add ons and eats up a lot of your money in the early game.
Which you know, for having modular buildings, seems kind of counterintuitive. What's the point of being able to add on additional things to a building when the base building itself is already way overpowered for most cities?
For all the smack there is on SimCity 2013, at least the building upgrades you got and how you improve the services made a lot more sense.
In my tiny town of ~6000 the single elementary school is only half full, however it's coverage is tiny so education coverage only covers maybe 10% of my town at most (though at least the kids seem to travel to it from all over despite the coverage).
Back to plopable buildings in general, the welfare office is even bigger and doesn't fit within roads that only have 12 cells between them. I haven't decided if this is a good or bad thing yet, but it definitely means I'll have to put more thought into my city layout instead of always trying to make sure I can put zoning on every bit of land. It's a shame we don't have Cities XL style "fillers" to fill the gaps between zones, as I always get irritated by the grass between buildings when you space out the roads too much which in a grid layout we now need to do to accommodate buildings like the welfare office. Perhaps the answer lies in using alleyways within larger city blocks more to get zoning in the central gaps for those blocks not containing a big building and just accepting there'll be no parking spaces on them?
Also you don't to go full grid and zone every little space. Have some parks, some forests, some open space between districts, like a proper city!
My city is all based on curvy roads and i also took the map with the least building space (the one where you are surrounded by mountains) and i was able to place all unlockable buldings so far (din't unlock them all but i think i got all the big ones)
https://steamcommunity.com/sharedfiles/filedetails/?id=3076082937
Zone smaller plots, like 3 x 4, then wait for that construction to stat and zone more next to it. This is the best way to control how tall buildings you get and you can effectively make high res almost at same height as the medium density is.
As for the service buildings, I think they are much more appropriate in scale compared to their parameters. C:S1 ones were way too small.
One cell is 8x8m so that allows one to gauge rough sizes of the buildings and based on that, this one is much better scaled than C:S1 was.
Service buildings in CS1 are all on the very small side.
The issue is that the map size has remained more or less the same.
but since we dont have to litter map with service buildings as much as we did back in cs1, i dont mind it so much. remember, service radiuses are quite large now aswell.
I'm guessing we might see more options as DLC but it's rather odd to go with a large, 1000 capacity elementary school as the default, particularly given at the point you unlock it the entire population of your city is usually less than 500. Given we have the modular upgrades it would have made more sense to start small.