Sim city

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ACH0225
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Re: Sim city

Post by ACH0225 » Sun Jun 02, 2013 2:21 pm

My(newest) city just experienced a massive fire.

Then an earthquake.

Then zombies.

Not a good day at all in Human New Cuuyth.
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Pat22
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Re: Sim city

Post by Pat22 » Mon Jun 03, 2013 10:34 pm

The game looked good.

Then it was released.

Now I wouldn't touch it with a ten foot pole.
Even with all of the problems aside, the city area is much too small for my liking. I want to build a CITY, not a city block.
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ACH0225
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Re: Sim city

Post by ACH0225 » Tue Jun 04, 2013 5:52 am

The cities are plenty big, you just have to use your space economically.
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fr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Iv121
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Re: Sim city

Post by Iv121 » Tue Jun 04, 2013 5:56 am

Which limits your creativity and imagination, you will get it when you inevitably run out of space :tongue:
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ACH0225
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Re: Sim city

Post by ACH0225 » Tue Jun 04, 2013 6:26 am

No, then you just extend and build another city next door and send the resources you need.
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fr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Sim city

Post by Ivan2006 » Tue Jun 04, 2013 7:11 am

I still prefer SC4.
Quotes:
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CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
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ACH0225
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Re: Sim city

Post by ACH0225 » Tue Jun 04, 2013 8:14 am

I had it, but I hated how you had to specially zone areas for different wealths, and the driving thing was stupid.
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fr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Iv121
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Re: Sim city

Post by Iv121 » Tue Jun 04, 2013 8:47 am

Hey the driving wasn't mandatory, more useful for a tour around your city than actually building it (even though you could get bonuses from it)
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Re: Sim city

Post by ACH0225 » Tue Jun 04, 2013 8:49 am

But sometimes firetrucks or ambulances didn't do their jobs unless you controlled them. I also like the new modules thing as well.
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fr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Sim city

Post by Iv121 » Tue Jun 04, 2013 8:53 am

Well they always did it for me, plus ambulances do no work (you can't see it it is purely statistical), as for firetrucks they mostly arrived on time for me, especially in the early building stages where I couldn't afford fire stations and I plunked one enar the fire each time I had one :tongue:
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Re: Sim city

Post by ACH0225 » Tue Jun 04, 2013 9:00 am

That sounds like a bad policy. The tourism is nice, as well as great works and place-able industry and trading.
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fr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Sim city

Post by Ivan2006 » Tue Jun 04, 2013 10:14 am

Yeah, that´s a plus for SC5, but I think the driving thing is still good. (especially with the Rush Hour extension pack)
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Sim city

Post by Pat22 » Tue Jun 04, 2013 10:48 am

I don't want to build to separate city blocks, one of which has the sole purpose of funneling resources to the other, which is most likely already full anyways. I want to build an actual city.
The city areas are simply too small.
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Re: Sim city

Post by Pat22 » Tue Jun 04, 2013 10:50 am

Hell, we've built ships in minecraft that are bigger than the cities in SimCity
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Re: Sim city

Post by ACH0225 » Tue Jun 04, 2013 10:51 am

I think you think they are really small. They aren't. They're the same size as a large city region in SC4
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fr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
mfw brony images
Spoiler:
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