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Re:CityBound – An open source city simulation game in Rust by amyjess on Friday April 05, 2019 @06:02PM (#19587459)
So, according to the Cities: Skylines wiki [0], cims who move into high-density residential areas are younger and less likely to procreate than cims who move into low-density residential.

That's an interesting way to differentiate them, but it's also something that's very specific to present-day America. And middle-class America, at that.

Kind of odd that Skylines is developed by a Finnish company and published by a Swedish one, given how US-centric that model is.

I've also written elsewhere in this thread about how Skylines doesn't have a concept of class stratification, either, and that's a problem: the only way to create neighborhoods with distinct class implications (e.g. the ghetto) is to use the RICO mod and plop buildings directly.

There's no real concept of medium-density, either: the closest it comes is to zone high-density and put it in a district with the High Rise Ban ordinance. Or, again, use RICO. Oh, and growables are limited to no more than 4x4 tiles... if you want bigger buildings (e.g. a sprawling suburban apartment complex), your only option is RICO.

[0] https://skylines.paradoxwikis.com/Zoning

Re:CityBound – An open source city simulation game in Rust by zepearl on Friday April 05, 2019 @07:14PM (#19587918)
> Kind of odd that Skylines is developed by a Finnish company and published by a Swedish one, given how US-centric that model is.

I totally agree, and maybe there has been some discussions about this in the past (I forgot about those early webcasts) - but for a company to align to the US market (probably the largest & most uniform around) is usually probably the safest bet - I still admit of being a little bit sad :|

> There's no real concept of medium-density, either

Now that you say it, I think that (a realistic - see previous posts) medium-density would be absolutely important to model european cities.

> limited to no more than 4x4 tiles

You're right but personally I don't really care about this for the time being (meaning that the other problems have for me absolute priority compared to this) - maybe they just randomly put a safe limit for their first release to avoid indirect potential complications... - I would have most probably done the same, so I won't dig into this hehe.

> I've also written elsewhere in this thread about how Skylines doesn't have a concept of class stratification

I agree.

Summarizing after all these posts & remarks, I feel sad that the studio so far developed only add-ons that do not improve the core of the simulation but only add more distractions and/or superficial complexity around it :P

(E.g. I did buy "Mass Transit" but it didn't give me the feeling that it improved the game but just gave me a few more alternatives - and actually "mass transit" is in my opinion associated to trains & metro, therefore absolutely not fitting cablecars/blimps/ferry/etc...)

But maybe.... they be working on aggregating key-improvements for their next CS2? Who knows... :)

Re:CityBound – An open source city simulation game in Rust by distances on Saturday April 06, 2019 @05:17AM (#19589971)
I agree about the expansions, they have been a disappointment in general. Mass Transit was the highlight, but didn't go nearly far enough and still concentrated on the eye candy. I do understand that they try to appeal to the larger market -- people running the game as a simulation is surely a minority.

That said, it's still currently the best city sim by far. Hoping that Citybound will change that at some point :)