Cities XL 2011 [R]
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garus
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PostPosted: Fri, 15th Oct 2010 11:12    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:33; edited 1 time in total
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crossmr




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PostPosted: Fri, 15th Oct 2010 11:24    Post subject:
I got a chance to play 30 minutes earlier on the rig in my sig, worked well with everything max and AAx2


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Mister_s




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PostPosted: Fri, 15th Oct 2010 11:28    Post subject:
A game comparable to or even better than Simcity? Interesting.
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twoism




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PostPosted: Fri, 15th Oct 2010 11:47    Post subject:
Interesting indeed. The MMO style trading aspect sounds awesome, too bad you have to shell out $10/month just to use it though.
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LeoNatan
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PostPosted: Fri, 15th Oct 2010 11:50    Post subject:
@twoism There is no longer any MMO aspect to the game with Cities XL 2011. Now it's a standalone game, with everything (and more) unlocked for the player to enjoy.
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slal




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PostPosted: Fri, 15th Oct 2010 11:55    Post subject:
Good to hear that. Must check it out.
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twoism




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PostPosted: Fri, 15th Oct 2010 11:58    Post subject:
iNatan wrote:
@twoism There is no longer any MMO aspect to the game with Cities XL 2011. Now it's a standalone game, with everything (and more) unlocked for the player to enjoy.


Cool, thanks for the info!
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Overlord123




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PostPosted: Fri, 15th Oct 2010 15:51    Post subject:
It seems it suffers from the same error as starcraft 2 does: in menus fraps shows some 2000+ fps, which might overheat your cpu or gpu.
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Neon
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PostPosted: Fri, 15th Oct 2010 15:56    Post subject:
I'm about to install it, I have a question though:

Is it possible to send catastrophes and natural disasters to your city like in SimCity?
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Overlord123




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PostPosted: Fri, 15th Oct 2010 16:00    Post subject:
It don't like the fact, that it still uses one core of my cpu fully even when tabbed out.
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dethy




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PostPosted: Fri, 15th Oct 2010 16:33    Post subject:
Are you guys saying that they finally fixed the game?


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crossmr




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PostPosted: Fri, 15th Oct 2010 16:36    Post subject:
I wish they'd get over the whole "class" system in the game. Just call them residentials and let whoever wants to move in, move in there.


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LeoNatan
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PostPosted: Fri, 15th Oct 2010 17:01    Post subject:
@crossmr Well, it's a realistic approach. In your city, do you have rich people living in the middle of a blue collar neighborhood? Or highly educated people in the middle of a poorly educated neighborhood? It just tries to simulate real life .. well, class system. Smile
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Minacious




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PostPosted: Fri, 15th Oct 2010 17:28    Post subject:
Surray wrote:
Wow ok... so when you go to the save menu, clicking on a save there will actually load the save!
damn that just screwed me. lol

there was a popup message but I just dismissed it as the usual "do you want to overwrite?" thing and didn't even read it so I guess it's my own fault... but why does it load in the save menu? Sad


That too got me the first time. I dismissed the message, just as you did, and found myself losing a few hours of work. No big deal, as I was messing around to feel the game out, but a lesson learned.

iNatan wrote:
@crossmr Well, it's a realistic approach. In your city, do you have rich people living in the middle of a blue collar neighborhood? Or highly educated people in the middle of a poorly educated neighborhood? It just tries to simulate real life .. well, class system. Smile


Very much agreed upon.

As far as the game itself, it is far improved over the last one.


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Nui
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PostPosted: Fri, 15th Oct 2010 17:34    Post subject:
iNatan wrote:
@crossmr Well, it's a realistic approach. In your city, do you have rich people living in the middle of a blue collar neighborhood? Or highly educated people in the middle of a poorly educated neighborhood? It just tries to simulate real life .. well, class system. Smile
But that could be handled differently. You just place a lot and the game automatically places classes together.
Then everyone would just live where ever he wants, which will be grouped in classes.
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Surray




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PostPosted: Fri, 15th Oct 2010 17:40    Post subject:
sure, it's not essential but I kinda like it this way as it just gives me more control on how my city looks and develops.
I like having my rich neighbourhoods in specific areas and things like that.


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Nui
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PostPosted: Fri, 15th Oct 2010 17:45    Post subject:
Im not even saying that one or the other is better. Just saying that there is an alternative to the current system without throwing classes out of the window Smile


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LeoNatan
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PostPosted: Fri, 15th Oct 2010 17:52    Post subject:
@Nui Sure, but I think this makes the game more deeper. Otherwise, you could say the same for zoning types (dense, cheap vs. sparse, expensive), etc. It just gives depth to the gameplay.

Some might want to argue that there should be one tool in the game, "City Zoning", where you drag on the ground and watch as the city develops by itself. Laughing Basically SimCity Societies. Laughing
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Minacious




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PostPosted: Fri, 15th Oct 2010 18:01    Post subject:
Nui wrote:
Im not even saying that one or the other is better. Just saying that there is an alternative to the current system without throwing classes out of the window Smile


True, but in real life, a city would never be left to its own devices. Demographics will always dictate city planning.


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Nui
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PostPosted: Fri, 15th Oct 2010 18:15    Post subject:
@ iNatan
one button play Laughing

But you could also say, that it makes gameplay more shallow, as you can just set what people live where. If it was automatic you may have a need for adjusting the surrounding in such a way that certain types would prefer that area and other things Smile

@ Minacious
true.
But some things are out of hand. Maybe a mix would be best. Like you place lots for rich people, but the area is so bad overall, that none wants it until the prices fall and bums settle in Razz
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crossmr




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PostPosted: Fri, 15th Oct 2010 18:21    Post subject:
iNatan wrote:
@crossmr Well, it's a realistic approach. In your city, do you have rich people living in the middle of a blue collar neighborhood? Or highly educated people in the middle of a poorly educated neighborhood? It just tries to simulate real life .. well, class system. Smile


Except it doesn't. With the current system I can easily force those situations. In a fluid system the game would decide if an elite would move into an area based on various factors.

designating areas as poor, elite, etc is not a function of city council, unless it were in the case of approving a gated community, but they certainly wouldn't be saying "Only uneducated drop outs can live in these 100 square blocks"

there is absolutely no reason you should be tasked with designating their housing and instead should be tasked with creating areas they want to move into.

Quote:
@Nui Sure, but I think this makes the game more deeper. Otherwise, you could say the same for zoning types (dense, cheap vs. sparse, expensive), etc. It just gives depth to the gameplay.

Not at all. These things are actually the function of city hall. They decide what areas can hold what kinds of things. You can't just throw up a business in the middle of a residential area without getting a rezoning permit. Even if something is rezoned as a business, you can't go and plant an office tower in the middle of a residential suburb either (no heavy office/commercial, light/sparse only). Those things are normally controlled by them. Class stuff isn't.


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Last edited by crossmr on Fri, 15th Oct 2010 18:24; edited 1 time in total
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Nui
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PostPosted: Fri, 15th Oct 2010 18:21    Post subject:
putting all that aside... the performance of this game is pathetic on my pc.
With a E6600 @ 2.4 (stock) and absolutely ZERO multi core support this game runs way too bad.


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LeoNatan
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PostPosted: Fri, 15th Oct 2010 18:33    Post subject:
crossmr wrote:
designating areas as poor, elite, etc is not a function of city council, unless it were in the case of approving a gated community, but they certainly wouldn't be saying "Only uneducated drop outs can live in these 100 square blocks"

I am not sure about that. It is city council that gives permits to build, and, at least here, the neighborhood is considered for type of project (so that there isn't a huge skyscraper in the middle of an urban ghetto (or how you call it, a poor neighborhood) - and this is done not of evil considerations, but of various social, economical and legal reasons. High-value buildings in the middle of a poor neighborhood makes the living standard higher, which means prices of even the most basic products go up, which in turn creates bad living conditions for the poor. From social stand point, it is very clear that this mix can lead to violence. From legal point, it is known that crime thrives in financially poor and poorly educated neighborhoods; having such a high target value in the middle means more crime temptations. So all these problems are potential headaches for the city council. So, at least here, everything is taken into consideration.
In addition, neighborhood upgrading (demolition of old buildings and rebuilding) is also a decision that city council makes.
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Surray




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PostPosted: Fri, 15th Oct 2010 18:36    Post subject:
it runs fine for me but stutters slightly when going in too close. doesn't hurt the experience for me.


I'm only starting out now but I can't wait to properly use the trade system once I get more than one city.
it's pretty cool that you can have a city without..say.. electricity, and then just import the electricity from another of your cities which has a surplus and sell something else, or become a tourist paradise and import everything with cash Razz


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LeoNatan
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PostPosted: Fri, 15th Oct 2010 18:42    Post subject:
@Surray Disable the crowd and transportation (set it to 0%) - this will remove all stuttering. Smile
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zmed




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PostPosted: Fri, 15th Oct 2010 18:47    Post subject:
So far:

- Gorgeous graphics, the city seem like a living place.
- Awesome free-form "zoning" (zoning being used very-very-very generously, since it's still the same class-based BS used in CityLife, just more diverse in the placement options).
- Token-trading system is a nice addition.

I'll play a bit more, but it seem I'll just stick to SC4 if I ever feel like building cities. That one still has the more complex and MUCH more intuitive system. This is pretty much City Life on steroids, but still a whimp compared to SC4.
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Neon
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PostPosted: Fri, 15th Oct 2010 19:34    Post subject:
Neon wrote:
Is it possible to send catastrophes and natural disasters to your city like in SimCity?
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garus
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PostPosted: Fri, 15th Oct 2010 21:58    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:33; edited 1 time in total
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crossmr




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PostPosted: Sat, 16th Oct 2010 02:51    Post subject:
Quote:
I am not sure about that. It is city council that gives permits to build, and, at least here, the neighborhood is considered for type of project (so that there isn't a huge skyscraper in the middle of an urban ghetto (or how you call it, a poor neighborhood) - and this is done not of evil considerations, but of various social, economical and legal reasons. High-value buildings in the middle of a poor neighborhood makes the living standard higher, which means prices of even the most basic products go up, which in turn creates bad living conditions for the poor. From social stand point, it is very clear that this mix can lead to violence. From legal point, it is known that crime thrives in financially poor and poorly educated neighborhoods; having such a high target value in the middle means more crime temptations. So all these problems are potential headaches for the city council. So, at least here, everything is taken into consideration.
In addition, neighborhood upgrading (demolition of old buildings and rebuilding) is also a decision that city council makes.

Yes, but they never put a mark on a house that says "a poor person couldn't live here" or "a rich person couldn't live here"

While it's extremely unlikely that a rich person would move into or near the slums, that's controlled via land value and other factors. The people take care of that themselves. However, as it stands now we can easily easily mix poor and rich without issue because they'll move in wherever we want so long as their needs are taken care of. I can put a rich housing block right beside a poor housing block. If the game was managing that, all the good services there might drive up the land value and only richer folk would move there. What you guys are saying actually makes sense the problem is that because we're actually allowed to designate poor, middle class, rich, it's not realistic.


I also have to say that I'm really disappointed there are no above ground subway stations. That's a huge oversight on their part. Tons of cities have above ground subway stations and far more than 20 stops per line.

Heck here in Seoul, we've got lines that have 50-100 stops on them.


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Last edited by crossmr on Sat, 16th Oct 2010 02:55; edited 1 time in total
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Argie86




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PostPosted: Sat, 16th Oct 2010 02:55    Post subject:
Overlord123 wrote:
It seems it suffers from the same error as starcraft 2 does: in menus fraps shows some 2000+ fps, which might overheat your cpu or gpu.


Same here... idiotic and dangerous bug, and no Vsync option...
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