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Old 03-13-2013, 11:20 AM   #1781
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http://www.simcity.com/en_US/blog/ar...e-6-streetcars

Hello mayors! We’ve noticed there have been a lot of questions about how public transit works under the hood, so today I’m going to lift that hood.
Wow they designed that weird. Why would it not just be like a normal streetcar that constantly loops and only go to the depot at the end of the day.

One would think you might as well go with multiple street car depots on closed loops instead of 1 depot on a massive winding city.
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Old 03-13-2013, 11:27 AM   #1782
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Wow they designed that weird. Why would it not just be like a normal streetcar that constantly loops and only go to the depot at the end of the day.

One would think you might as well go with multiple street car depots on closed loops instead of 1 depot on a massive winding city.
Yeah. Basically everything that they've said about the sim says the solution is "NO INTERSECTIONS".

It's impossible to predict behavior of an agent at an intersection. This includes power and water. If you take the decision making out of the simulation by having closed loops, then you actually have the optimal solution.
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Old 03-13-2013, 11:51 AM   #1783
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Scumbag SimCity developers... put streetcar intersections in the game... tell you not to use them.
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Old 03-13-2013, 12:23 PM   #1784
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Dumb question, are there traffic circles in the new simcity, I tried making 1 but all it ended up doing is a round avenue with a bunch of street light connectors
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Old 03-13-2013, 12:31 PM   #1785
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Old 03-13-2013, 12:41 PM   #1786
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Dumb question, are there traffic circles in the new simcity, I tried making 1 but all it ended up doing is a round avenue with a bunch of street light connectors
No. You can place roads in a circle, but it automatically creates an intersection with lights as soon as you join up another road to it.
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Old 03-13-2013, 12:42 PM   #1787
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Favourite reddit comment, paraphrasing:
New simcity tutorial: " I see your zone is ready to increase in density! Would you like me to show you how to rezone your entire city?"
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Well, deal with it. I wasn't cheering for Canada either way. Nothing worse than arrogant Canadian fans. They'd be lucky to finish 4th. Quote me on that. They have a bad team and that is why I won't be cheering for them.
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Old 03-13-2013, 02:52 PM   #1788
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so Maxis designs the new SimCity to be extremely small and minimal compared to the other games in the franchise because they want to simulate every sim in the city instead of just looking at the city as a whole. so as a result we get tiny maps, no subways, no complex road designs. and then we find out that their citizen simulation is terrible, meaning all that other stuff got cut for no reason
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Old 03-13-2013, 02:55 PM   #1789
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so Maxis designs the new SimCity to be extremely small and minimal compared to the other games in the franchise because they want to simulate every sim in the city instead of just looking at the city as a whole. so as a result we get tiny maps, no subways, no complex road designs. and then we find out that their citizen simulation is terrible, meaning all that other stuff got cut for no reason
Dont forget that 70-80% of the Sims are phantoms too with no real simluation being done
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Well, deal with it. I wasn't cheering for Canada either way. Nothing worse than arrogant Canadian fans. They'd be lucky to finish 4th. Quote me on that. They have a bad team and that is why I won't be cheering for them.
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Old 03-13-2013, 03:07 PM   #1790
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so Maxis designs the new SimCity to be extremely small and minimal compared to the other games in the franchise because they want to simulate every sim in the city instead of just looking at the city as a whole. so as a result we get tiny maps, no subways, no complex road designs. and then we find out that their citizen simulation is terrible, meaning all that other stuff got cut for no reason
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Old 03-13-2013, 03:10 PM   #1791
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Screw you guys and your facts!

I'm still having fun...
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Old 03-13-2013, 03:30 PM   #1792
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IGN finally reviewed the game after making sure EA could try to fix their launch problems first. They reviewed the War Z immediately after launch, buggy piece of #### it was and all, but they give Sim City all the time it needs before doing the same for it. Wonder why. . .
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Old 03-13-2013, 03:37 PM   #1793
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Wonder when we're going to see if this crap impacts EA games stock value
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Old 03-13-2013, 03:59 PM   #1794
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Screw you guys and your facts!

I'm still having fun...
haha was thinking the same thing. Although I find the more I play the less I like the game. Now that could be things fixed with an update but who knows what they will be working on after this debacle.

The most frustrating part for me right now is the regional play. I hate how one city can be looking for works while another is looking for jobs yet they won't travel. And that's with a train station, ferry terrible, (big) bus station in each city. I'd even design the second city to have exactly what the first city needs for workers wealth wise.

So it kind feels like you are building the same city over and over within a region with very little interaction outside sending money/power/water/sewage. Which sometimes doesn't even work.

Good to know the game is broken and not me though.
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Old 03-13-2013, 04:08 PM   #1795
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so Maxis designs the new SimCity to be extremely small and minimal compared to the other games in the franchise because they want to simulate every sim in the city instead of just looking at the city as a whole. so as a result we get tiny maps, no subways, no complex road designs. and then we find out that their citizen simulation is terrible, meaning all that other stuff got cut for no reason
I wouldn't say terrible, just subject to the choices they made.

In that video what's going on makes sense.. they can't model every person constantly, that would crush the memory likely, so they have to make choices to optimize things. When sims go to work or leave work, go to school or leave school, etc they get created and destroyed, and the things that model aggregates of sims (places of work, houses, etc), keep keep track of things while the individuals aren't being modeled.

Which seems like a reasonable thing to me, no point in modeling a sim while that sim is at work or watching tv, but it creates a bunch of situations that they maybe didn't think through completely, or decided that it wasn't a big enough problem to worry about.

So in that video that makes sense.. when it's time to go home from work, sims are created from the work buildings and put out to find a way home. They're smart enough to know not to go somewhere that's already full (the cars start turning left once the house is full), but the base directive to go to the nearest empty house is what's the problem. Houses can then only fill up nearest to furthest from where the sim is spawned.

Instead they should randomly allocate sims to houses with space then each sim has to find their way to that house. That way even the shortest path algorithm won't totally mess things up, since the shortest path might or might not not involve crossing downtown with everyone else.

And that's without actually introducing any AI, or even just an algorithm to change shortest path to least costly path and have the road capacity (if not traffic itself) as a factor in computing the path cost.
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Old 03-13-2013, 04:17 PM   #1796
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Wonder when we're going to see if this crap impacts EA games stock value
Up about 4.5% since release.

It may depress their long-term sales, and thus their long-term stock price, but if their stock was going to go down as a direct result of this debacle I'm pretty sure it would have done so already.

The stock certainly won't be affected in any way that management can point to their stock price and say, "hmm... maybe we shouldn't do that again".

Looks like they're not getting hit where it would hurt them the most. Too bad.

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Old 03-13-2013, 04:53 PM   #1797
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Up about 4.5% since release.

It may depress their long-term sales, and thus their long-term stock price, but if their stock was going to go down as a direct result of this debacle I'm pretty sure it would have done so already.

The stock certainly won't be affected in any way that management can point to their stock price and say, "hmm... maybe we shouldn't do that again".

Looks like they're not getting hit where it would hurt them the most. Too bad.
i'm just curious to see when their quarterly shareholder report comes out, because that will be the true judge of what happens with their share value.

I looked up their stock reporter and they dropped dramatically and improved nicely, but I'm guessing somewhere down the road they're going to take a fairly big hit when they release the sales numbers for this game.
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Old 03-13-2013, 05:06 PM   #1798
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i'm just curious to see when their quarterly shareholder report comes out, because that will be the true judge of what happens with their share value.

I looked up their stock reporter and they dropped dramatically and improved nicely, but I'm guessing somewhere down the road they're going to take a fairly big hit when they release the sales numbers for this game.
One can hope!
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Old 03-13-2013, 05:25 PM   #1799
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Instead they should randomly allocate sims to houses with space then each sim has to find their way to that house. That way even the shortest path algorithm won't totally mess things up, since the shortest path might or might not not involve crossing downtown with everyone else.

And that's without actually introducing any AI, or even just an algorithm to change shortest path to least costly path and have the road capacity (if not traffic itself) as a factor in computing the path cost.
I think the issue is more that the building occupancy slots for sims aren't tri-state. When a sim initiates a trip, the available slot for them at the destination should be set to pending, not empty or occupied. Assuming all trips complete successfully (I haven't heard of sims getting into fatal accidents - does that happen?), you won't leak occupancy slots, and you won't have sims showing up and finding their intended slot already occupied, since they won't initiate trips to locations that are occupied+pending to capacity (ie. they will only select destinations with free slots)

You'd need this tri-state setup in your approach as well (which I like, since it randomizes traffic flow in a more natural way), otherwise imagine a Sim departing for a random location, which fills enroute, so they pick another random location, and that one fills, etc - they could end up zig zagging across the map and never finding an empty home, whereas at least with their current "nearest empty" model, they are already in the vicinity of another empty house presumably, since houses fill closest to farthest.
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Old 03-13-2013, 05:36 PM   #1800
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Sims don't automatically leave for work in the morning. First industry sends out "help wanted" signals and sims respond to them by leaving to go fill those jobs.

As a result, if you don't have any industry or commercial in your city your sims don't go to work, or complain about being unemployed. People are making 100% residential cities that work perfectly fine.

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