![]() If your plan is to sell your excess capacity to other cities, this will obviously be an important new feature. When you take this to a macro scale, it could be adding onto a landfill or sticking additional solar arrays onto your existing plant. This can be a second fire truck garage for a fire station, secondary classrooms for a school, or even a second smokestack for your coal plant. For instance, to increase fire coverage you can spend the big money on a new fire station, but smarter money might be spent to simply tack on additional modules. With this new title there is a whole new layer added on top of that – expansion within a building. In previous iterations, if you wanted to increase density in buildings and get skyscrapers it was all about rezoning existing buildings as High Density Residential, stuffing in mass transit, lowering taxes, widening roadways to reduce congestion, and other similar tactics. This does, at least in the demo version, preclude you from dropping parks in the middle of a circle of homes (they now must be attached next to a street), it does simplify things when the roads get curved.īuildings have taken on new life in SimCity. This means you’ll color the edges green, blue, or yellow and the industry, business, or home will expand to whatever space is necessary to fill it. SimCity now uses the borders of the roads as the zoning area, referred to as ‘snap points’. In SimCity 4 zoning quickly turned into gridding out areas of the city, coloring in the blank space, and then dropping a park in the middle of every square. Additionally, zoning is handled in a different fashion. No longer is it necessary to manage those items separately. ![]() Water, power, and sewage is automatically integrated directly under the roads as you lay them. The entire concept of infrastructure is vastly improved by simply linking it to roadways. Let’s start with the ground up, literally. Here are my thoughts from the SimCity Closed Beta. My impressions are based on the all-too-short January open beta, so obviously it is non-final code and based entirely on roughly an hour and a half of total gameplay repeated over and over. I’m talking about SimCity, and today I got to take it for a much-anticipated spin. But this game is in the hands of Maxis, the legendary studio that made the first SimCity, and it knows its baby.It’s on our most wanted list, and I put it there. I like the idea of having to trade with other people, but other people are also massively annoying, and balancing some of that stuff could be troublesome. It’s a bold concept, and we’ll no doubt see a lot of this watered down by the time this game actually hits shelves. If it gets there in time, it can put out the fire. Back at the fire, a fire engine will be dispatched and navigate its way through traffic. But if the hospital is full, the Sims will be unhappy and that will lead to more dire consequences for the city. An ambulance will be dispatched to pick up the burning Sims, douse them, and take them to a hospital. ![]() The fire can burn individual citizens, or Sims, who will cry for help. ![]() If a building is burning, it will produce smoke that contributes to pollution. The arsonist will go around the city setting fire to buildings. Characters such as arsonists, driving a black van with orange flames, will show up. If you haven’t build enough police stations, for instance, you’ll notice evidence of crime such as graffiti.
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