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Old 02-11-2013, 09:50 AM   #641
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trying to build a coastline road is really hard, either it's too close to the water so nothing can be built on that side or it's too far away and too much land is wasted. it would be nice if the road guides included terrain features
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Old 02-11-2013, 11:57 AM   #642
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If the guides come up based on what kind of road you have or are building, that would be very helpful in helping to determine how big the spaces need to be. From the videos it looked like a lot of people were having problems with the guides sometimes showing up and sometimes not, but as you said i'm sure that will be fixed for the full game.

In the videos the guides seemed kind of arbitrary to me, but if they do indeed relate to the type of road being put down, that will make things a whole lot easier.

What about rezoning for higher density buildings?

It's impractical to lay down high density roads everywhere when you start, but eventually you may want to lay down high density where you have medium or low. So you just have to bulldoze the old road and buildings and lay down the new road and rezone? I guess that's how it's done in the real world...

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Old 02-11-2013, 12:01 PM   #643
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If the guides come up based on what kind of road you have or are building, that would be very helpful in helping to determine how big the spaces need to be. From the videos it looked like a lot of people were having problems with the guides sometimes showing up and sometimes not, but as you said i'm sure that will be fixed for the full game.

In the videos the guides seemed kind of arbitrary to me, but if they do indeed relate to the type of road being put down, that will make things a whole lot easier.

What about rezoning for higher density buildings?

It's impractical to lay down high density roads everywhere when you start, but eventually you may want to lay down high density where you have medium or low. So you just have to bulldoze the old road and buildings and lay down the new road and rezone? I guess that's how it's done in the real world...
I thought in the old games that you could rezone without knocking buildings down.
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Old 02-11-2013, 12:02 PM   #644
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There is no low medium or high density zoning in this game though. It is based on the type of road you have built next to they buildings. There are low, medium and high density roads that determine the types of buildings that get built.

Edit: I think you can rezone from commercial to industrial if you wanted to, but you can not specify the density by rezoning.
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Old 02-11-2013, 01:12 PM   #645
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Also, the type of road you use is the upper limit for density.

Low density roads = low only.
Medium = low then medium.
High = low then medium then high.

Buildings upgrade in density (if they are adjacent to the appropriate road) when conditions have been met.

For Residential it is happiness that increases density (work, water, power, police, education, fire, health, parks).

For Commercial it is profit that increases density (although I didn't explore this as much).

For Industry it is profit AND demand for goods that increases density (again, I didn't explore this fully so I'm not 100% sure).
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Old 02-11-2013, 02:24 PM   #646
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Good info. Makes sense.

If a building is on a corner adjacent to a high density and a medium density road, can it upgrade to high density, or do both roads have to be high density?
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Old 02-11-2013, 03:23 PM   #647
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Also, the type of road you use is the upper limit for density.

Low density roads = low only.
Medium = low then medium.
High = low then medium then high.

Buildings upgrade in density (if they are adjacent to the appropriate road) when conditions have been met.

For Residential it is happiness that increases density (work, water, power, police, education, fire, health, parks).

For Commercial it is profit that increases density (although I didn't explore this as much).

For Industry it is profit AND demand for goods that increases density (again, I didn't explore this fully so I'm not 100% sure).
but what about upgrading your roads? if you started zoning in low density, will you be screwed if you want to upgrade your road to medium or high since you followed the guide for low density roads? hopefully they have an option to choose the road guide you want regardless of the actual density you're using
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Old 02-11-2013, 03:39 PM   #648
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but what about upgrading your roads? if you started zoning in low density, will you be screwed if you want to upgrade your road to medium or high since you followed the guide for low density roads? hopefully they have an option to choose the road guide you want regardless of the actual density you're using
See, this is where I'm not sure. I will need to play with it to figure out.


Side note, kind of a cool tidbit from Ocean today:

To unlock Nuclear Power Plants for a region, a university must be built somewhere in the region and the technology researched at the university. Further to that, a mayor who wants to build one needs a supply of well educated workers and the funds to build and maintain the reactor.
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Old 02-11-2013, 03:45 PM   #649
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If your roads become congested as your city becomes more attractive to visitors, you can also drag the roads open so they encompass four lanes rather than two.
http://www.nowgamer.com/pc/pc-previe...evolution.html

That would be a lot easier than bulldozing and applying a new road, but doesn't explain what happens to the buildings zoned in those areas.
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Old 02-11-2013, 04:01 PM   #650
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http://www.nowgamer.com/pc/pc-previe...evolution.html

That would be a lot easier than bulldozing and applying a new road, but doesn't explain what happens to the buildings zoned in those areas.
This is a little misleading.

There 24m and 48m wide roads in SimCity.

24m roads are the dirt road and the three street densities.

The dirt road and low density street each have two lanes.

The medium density street and high density street each have four lanes.

You can use the road upgrade tool to upgrade from dirt road all the way to high density street (they all take up the same amount of space on the map).

48m roads are the medium density avenue, high density avenue, and the high density avenue with tram tracks.

The medium density avenue has 4 lanes.

The high density avenue has 6 lanes (then the next level up is 6 lanes plus tram tracks).

You can use the road upgrade tool to upgrade from medium density avenue on up to the high density with tram tracks.

However, you cannot upgrade a 24m road to a 48m road. It must be demolished and rebuilt (because it physically takes up more room on the map).

Hope that helps.

You need to plan out your roads at the beginning or just be fine with some liberal use of the bulldozing tool later on.
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Old 02-11-2013, 04:04 PM   #651
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Good info. Makes sense.

If a building is on a corner adjacent to a high density and a medium density road, can it upgrade to high density, or do both roads have to be high density?
If you have a high density road and a medium density road intersecting, the building's maximum density will depend on which road it faces (and therefore which road, high or medium, the zone that created the building was placed on).
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Old 02-11-2013, 06:52 PM   #652
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You need to plan out your roads at the beginning or just be fine with some liberal use of the bulldozing tool later on.
How much of a negative impact is that? Things seem to fill in pretty quickly from the beta, but that's maybe because it was only the start and low/med density?

If you bulldoze a high wealth or high density building, the conditions haven't changed...

Or is that going to be a huge setback for a city (especially given the smaller sizes)?
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Old 02-11-2013, 07:07 PM   #653
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How much of a negative impact is that? Things seem to fill in pretty quickly from the beta, but that's maybe because it was only the start and low/med density?

If you bulldoze a high wealth or high density building, the conditions haven't changed...

Or is that going to be a huge setback for a city (especially given the smaller sizes)?
No I think it would be fine. The city would recover fairly quickly. Perhaps if you do it in a moment when you are vulnerable financially or something it could hurt you but in general it would just be a short term setback.
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Old 02-12-2013, 12:15 AM   #654
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See, this is where I'm not sure. I will need to play with it to figure out.


Side note, kind of a cool tidbit from Ocean today:

To unlock Nuclear Power Plants for a region, a university must be built somewhere in the region and the technology researched at the university. Further to that, a mayor who wants to build one needs a supply of well educated workers and the funds to build and maintain the reactor.
sounds like civilization.
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Old 02-12-2013, 07:48 AM   #655
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You can use the road upgrade tool to upgrade from dirt road all the way to high density street (they all take up the same amount of space on the map).
I didn't realize there was an upgrade tool. This makes a lot of sense.

Even if you put in a dirt road and later on want to get some high density buildings, there is a way without bulldozing, which is great news.

Thanks for the info, helps out a ton.
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Old 02-12-2013, 08:12 AM   #656
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sounds like civilization.
I actually noticed quite a few touches that Sim City has borrowed from Civ, and I can honestly say I'm totally fine with them, as it makes it more well-rounded as a game.
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Old 02-12-2013, 10:02 AM   #657
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Roads determine density - wtf? I dont like the sound of that.
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Old 02-12-2013, 10:15 AM   #658
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Roads determine maximum density.

Which makes sense, a dirt road can't handle as much traffic as a nice 4 lane road, so the maximum density of a dirt road is less.

Certainly like it better than having 3 different zoning densities, easier to upgrade, easier to see what is going on.
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Old 02-12-2013, 10:18 AM   #659
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Here is a good video of beta gameplay. Enjoy!

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Old 02-12-2013, 10:40 AM   #660
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What are the green lines that are being put beside roads? And the blue ones too?
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