The simcity 2013 guy just makes a new account every few days to repost the exact same thing because there is no karma or account age requirements to post here. It will solve the issue trust.
After a month long reverse engineering (mostly done by codex with my supervision and testing), we now have fully native 4096x4096 city maps with custom regions functioning.
three 4096x4096 city maps in a fully custom region (did not spend much time making the region pretty, but it does work)Same map before the start of great works construction (these work too, but are not fully tested)
Unlike Project Orion, this implementation is not an extended build boundary or a stretch of the smaller city maps. These new city maps behave like the original 2048×2048 city maps, where the actual simulation area has been enlarged. Zoning, terrain rendering, resources, camera, data maps, regional connections, impostor cities, regional pollution fully work as intended by Maxis or a stock city.
Wealth maps fully working in the entire enlarged city map (note the yellow boundary - that is the original map boundary for comparison)Custom water map
Regions can also be created from scratch, using your own custom terrain, drawing trees, placing region roads and having these fully work with the placed enlarged city plots.
Slow beginnings for fleshing out how Maxis built regionsA somewhat more decently looking region (Terrain is green because at this point we did not know, water tables were probably built for the entire region - since grass and trees grow where it is wet :) )
Currently the work continues on fleshing out some of the bugs in the engine itself, so it fully supports larger city maps (minor tweaks - like freight trains not arriving, not enough resource trucks spawning, too little ferries, etc. ) , and later building a proper separate region generation application.
Funily enough the original Maxis regions can also be reconstructed and accept the enlarged cities with terrain fully editable. Terrain that previously was outside the playable map can become editable, where trees can be removed, zoning, data maps, essentially everything works as if it was a native city.
Testing how the terrain outside the original city bounds works.Fully enlarged 4096x4096 city maps inside an original Maxis region (note how trees get removed by the roads and the city map is enlarged all they way around) The original city bound in region view has not yet been increased. An already larger city, tested out most game mechanics and whether they work in the full enlarged city map.
Now onto the bad news. Since I am working on a mac, this testing and development is done assuming the Aspyr AppStore version of SimCity. Second and even worse news is performance. GlassBox, the engine that runs it all, is essentially built to work on a single core, so as cities grow, the framerate drops to multiples a second. Of course a windows Origin SimCity version would be more performant, but without rebuilding some parts of the engine to work on multiple cores, the game really slows down.
In either case, SimCity 2013 can now run fully native, fully playable 4096x4096 cities, that is like 4x the playable area. Work continues tho....
I've been replaying SimCity and, till now, I thought SimCity 2000 was the first instalment in the franchise. But I discovered that there is one previous to that. I bought my games on GOG, and I cannot find in GOG, with an option to buy and download, the original SimCity. Nor could I find SimCity 2013 and SimCity Societies. Do you know where I can get them?
I couldn't find them on Steam either. Why not? Why the others are on Steam and GOG?
That was the slightly strange idea behind Victorian Pier Tycoon.
I wanted to capture the satisfaction of watching an empty map grow into a busy settlement. However, instead of building a modern city, you build an entire Victorian seaside resort.
You can shape the coastline, develop the promenade and extend your pier over the sea. Trains, boats, bridges and cliff railways help visitors travel around the resort.
The sea also affects the simulation. Tides close the beach, while storms can shut attractions and reduce visitor numbers. Hotels encourage guests to stay for several days, while litter can attract rats.
It leans more towards a tycoon game than a full-scale city-builder. However, it still focuses on planning, transport, finances, congestion and watching your creation grow.
Victorian Pier Tycoon is still in development, so I would love some honest feedback from SimCity players.
Does the idea appeal to you? What city-building systems would you expect from a seaside resort game?
Hi everyone, I came across a video of a song from the SimCity Soundtrack created using musical notes; the channel includes a link to download a MIDI file from SimCity Creator. I gave it a try and it's really fun—they don't have this particular song posted.
I posted the YouTube video directly so you could understand it, there's another link in the channel description for songs, and a SimCity track appears on the list. Have you ever listened to the soundtrack?
A few days ago I asked if it was wrong to build residential areas near the airport (which I did). So after reading your replies I decided to change it.
At first my intention was to build more farms, but they didn't generated. I think the pollution was already to high.
Then I built some industrial, but I didn't like how it looked.
So when I unlocked the Spaceport I decided to move the Military Base, Defense Constructor and Science Center here and put all together.
I used the Wall tiles and the Simsville Test Module landmark to decorate the area. This was inspired by Ghaz.
It's very simple, but I'm happy with the result and how it looks.
Thank you for your replies, this community is awesome.
SimCity has always had memorable soundtracks, but I wanted to specifically bring up the masterpiece that is the soundtrack of SimCity 2013.
It's just so good at what it sets out to do: it helps me concentrate while hitting that perfect nostalgic spot. More than anything, it gave genuine soul to the game...something I really feel is lacking in modern city builders.
The game itself was far from perfect, but Chris Tilton's score is easily one of its best parts imo. Specifically, "Building the Foundation", "The Long Construction" and "Living in Infrastructure" are my favorites.
As a software developer, I listen to it pretty much daily during work to lock in. It's honestly the only soundtrack that consistently puts me in the right headspace to focus. So yeah... props to Chris and the team for making it!