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Old 03-17-2012, 01:00 PM   #81
topfiverecords
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I want to have 100 Calatrava bridges over the river.
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Old 03-18-2012, 10:55 AM   #82
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Good luck raising the 3 trillion dollars that you would need without using a cheat code
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Old 03-18-2012, 03:35 PM   #83
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Good luck raising the 3 billion dollars that you would need without using a cheat code
fyp!
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Old 03-18-2012, 05:13 PM   #84
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Good luck raising the 3 trillion dollars that you would need without using a cheat code
Graham can pay for them.
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Old 03-20-2012, 08:54 AM   #85
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I want corrupt mafia based construction companies.

I want public opinion based on unique structures that I choose to build.

I want a bid process damnit.

And I want a bear skin rub and a rock throne in the mayors office.
So you mean you want it to be realistic then?
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Old 03-20-2012, 02:34 PM   #86
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I haven't looked forward so much to a game more than this one. Can't wait to take a quarter of the map to place my mayor's mansion... next to a zoo... elevated on a giant hill... lined with trees and parks... next to city hall so I can walk to work.

Anyways, more gameplay video: http://kotaku.com/5894833/a-look-und...e-new-sim-city
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Old 03-20-2012, 05:45 PM   #87
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That's a very early build, keep in mind. Graphically, it looks worse than SC4.
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Old 03-21-2012, 12:01 PM   #88
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I would really like to see certain things.

I would like to see city advisors and polls take a greater role in the game. Usually Sim City just becomes a build fest and then you find out later that people are unhappy.

If the city building spans over hundreds of years, I would love to see the game reflect architectural changes and other changes.

It would be very cool to start building in the 800 AD's and then watch not only the buildings, but the people and the vehicles evolve, and have different buildings come into play later on, or become unbuildable.

I mean think of what you would do in building a ancient city, and suddenly power comes into play so you have to add power and water infrastructure, and then pave your roads.

You go from no electricity to suddenly coal water nuclear.

You build a coleseum and then have to replace it as barbarian events change to different sports.

And you can't just knock down historic sites, you have to preserve the uniqueness of your city.

Add historical events to the game. If you build in Europe you can see the different wars and their effects on the city. Maybe you build in Germany and you put up a huge industrial sector, and then watch it get blasted during the Blitz. Or you build in Russia and suddenly the revolution happens and the whole style of your city has to change.

Or your city gets hit by the plauge or whatever.

Like I talked about before, it would be a lot of fun if there was a multiplayer option where you could link cities throughout the continent and work with them to create a distinct nation.

Maybe your neighbour goes on a heavy industrial slant, so you decide to be the bread backet of your country or a mining city, or you decide to become the religious or educational center of your little nation, and you have to balance it off because while tax revenue is huge, you want to be able to encourage economic growth.

Maybe if you build up your city really well you find that most of the head offices want to relocate to your town, or you become a tourist center and have to focus on building a city that the tourists will flock too.

Or maybe your city becomes the center of the countries shipping and naval strategy or a key military base.

I would love to see a game that forces you to evolve your city.

Holy crap we need to replace all of the electrical systems every hundredy years, or the sewer system needs tobe redisigned because Green Peace is making demands.
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Old 03-21-2012, 05:48 PM   #89
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^ Civ City?
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Old 03-21-2012, 06:27 PM   #90
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I think CC should join the video game industry as a lead designer.
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Old 03-21-2012, 06:41 PM   #91
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I think CC should join the video game industry as a lead designer.
Coming out Q3 2014: Leisure Suit Larry - Hardcore Edition
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Old 03-21-2012, 06:46 PM   #92
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I think CC should join the video game industry as a lead designer.
Of course, then your first mission in CoD would be cleaning the latrines.
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Old 03-22-2012, 09:45 AM   #93
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Of course, then your first mission in CoD would be cleaning the latrines.
Yes, but if you do a really good job you can unlock upgrades to your M-47 standard oral hygene device.
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Old 03-22-2012, 09:46 AM   #94
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Coming out Q3 2014: Leisure Suit Larry - Hardcore Edition
The only problem is that we'd have to code blocks over Larry's junk for the Japanese release.
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Old 03-28-2012, 11:59 AM   #95
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Sounds like they're trying to give you what you want CC.

http://pc.ign.com/articles/122/1221790p1.html

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Groups of players are divided into regions. Players in a region directly influence the other cities around them. For instance if a neighbor's city is super industrial and, say, very focused on coal production, they will cause a lot of pollution. They might be dealing with that within their own city by focusing on keeping things like ground water clean, but the smoke overflow could drift into your town and cause citizens to get sick. Suddenly you need to take measures to clean up the air, perhaps even building more hospitals to take care of the increased healthcare needs. You could try and convince the other player to go green, you and the other players could even remove them from the region (the system for that is still being worked on), or you could come to a compromise. That other player may dig up a ton of coal and cause an abundance of pollution, but if they provide you with your energy you could then dismantle those facilities on your own land and focus on producing something else. Suddenly something that was previously an annoyance becomes a boon, allowing you to supply that other player with raw goods or maybe clean water that might not be readily accessible to them.

Cities within a region that are connected via roadways can also exchange citizens. In one situation we had a rich, largely clean and suburban town with a high level of education living next to a poorer, industrial city. The poorer, less-educated city relied on educated workers to travel to them, serving as management in their factories. Maxis acknowledged that this interchange of labor could result in situations where two players in a disagreement could withhold labor from one another if they desired, using it as a bargaining chip.
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Old 03-28-2012, 12:46 PM   #96
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Awesome, its suddenly on my must buy list just for that.

Anyone want to build a city next to scumville?

my main exports will be strippers and oil.
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Old 03-28-2012, 12:50 PM   #97
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Man, I hope they handle that well. A great opportunity for griefers to get some fun out of people, though.
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Old 03-28-2012, 12:52 PM   #98
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Awesomeo

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How you choose to focus your city will also affect every other SimCity player in the world. Going back to our coal-producing player again, imagine that they become the single biggest producer of coal in the world; they have the best refineries and richest natural resources. They can sell off their excess coal to neighbors or the world at large, helping determine the global price via a supply vs. demand model. Imagine, then, that they're suddenly struck by something horrific like an earthquake or tornado, dropping their production to near zero. With a shortage in supply, the price could spike, allowing other players to capitalize on the unfortunate turn of events for the world's biggest coal baron
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Old 03-28-2012, 12:56 PM   #99
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Cool!
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Old 03-28-2012, 01:56 PM   #100
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I now want to lead the Sim City world in nuclear isotope production (if possible)...with a horrible safety record.
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