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[Official] SimCity Information & Discussion Thread

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News

27.2.2013

A new Q&A video came out with Will Wright and Stone Librande. Watch it here.

6.2.2013

A new article has appeared on the SimCity blog about roads. I think it is very interesting but especially for the people wondering if there will be bridges or tunnels.
Check it out Here.

19.1.2013

Beta will be taking place Jan 25-28. Registration is open until January 20th.

15.12.2012

This is a roundup of the most interesting questions and answers from the AMAA on reddit from yesterday. Source
Warning: Spoiler! (Click to show)
Q: What will happen to the game if I am playing and lose my internet connection - will the game still be playable and update the servers when my internet connection resumes or will it pause and wait for the connection?
As I have unreliable internet at times if I were to lose a connection and play for a while longer (assuming I would be able to continue to play) would my changes be saved locally in case my internet connection does not come back up before I need to stop playing (and then be uploaded when I next start the game).
I love what the game is looking like and look forward to the multi-player region games, but as you can tell I am concerned about what happens if my internet connection decides to drop for a few hours.

A: We will allow you to play for as long as we can preserve your game state. This will most likely be minutes.

Q: Are there wall-to-wall buildings? As we've seen in the movies so far it's mostly the 'open' American-style architecture, no European or American urban (eg. brownstones) style buildings. Have you incorporated other styles in the game as well?

A: Figuring out the best way to place buildings close together in a given space (read: city block) is one of the more daunting engineering challenges on the project. We have a dedicated programmer who's sole job is driving how buildings spawn in zones; it's a full-time job. And it's looking good! I was building a university town last night and even my curvy suburban roads were getting backed to the brim with homes.
But even with all of that tech, our tallest skyscrapers still need breathing room for certain features. Garbage is piled in the alleys between buildings until garbage trucks can come pick it up, for example.

Q: Will we be able to fill in the "Grass" areas between buildings with other things, such as concrete or stones?
For example, in the Casino City gameplay videos there was a lot of grassy areas between the large buildings. I'd like to fill these in with ally's or concrete so it looks much more like an actual inner city environment.

A: We're still working on infilling between buildings with appropriate stuff. Asphalt, concrete, storage yards, etc, depending on what sort of buildings are nearby.

A2: Buildings come in at different densities - low density buildings (like standalone houses) have space between them. By the time you get to middle density, buildings are packed much more tightly. High density buildings are mixed. Some have plazas or other spaces around them, some are tightly packed.

Q: Here in the Denver metro area we have a pretty nice trail and commuter system for bikes. Any chance bicycling will find it's way into SimCity? Maybe being able to draw bike paths or multi use trails?

A: That's a very cool idea, but not something we have planned at the moment.

Q: Will there be splines needing reticulation?

A: Always!
Seriously though, being the first 3D SimCity (and the first with curvy roads) means there's some serious spline tech under the hood. We've got a few old, grizzled engineers (including some from the SC4 days) making sure your splines are reticulated to perfection.

Q: What are some other public transit options other than the already announced train, bus, and light rail?

A: We've got planes and cruise ships to bring in tourists into your city, and then ferries to shuttle Sims on the water ways between cities.

Q: Hey Devs, thanks for taking the time to do this AMA and best of luck on your release! The agent engine looks really impressive. Can't wait to play around with it.
I've got a few questions.
1) What new feature in this Simcity that wasn't in the previous iterations are you most excited for (besides the paint-brush like roads)?
2) Is there a feature that was in the previous Simcitys but isn't in this one that you miss?
3) Can you go in depth at all about modding? How you will support it? What you're doing to make it accessible.
4) What is, in theory, the maximum population a city could hold in Simcity?
5) Simcity 4 had a great balance between macro (early game zoning, highway building, roads/mass transit) to micro (school/health/police funding, budget balancing, mass transit perfecting). How would you say your game tackles this balance? Do you feel that it sways to more micro than macro, or the other way around? Can you give some examples of early, mid, and late game macro/micro?

A: 1) What new feature in this Simcity that wasn't in the previous iterations are you most excited for (besides the paint-brush like roads)?
For me, it's not so much a specific new feature, but all of the things that follow from a fundamental reworking of the simulation (basing it on roads, agents and units, rather than grid-cells). For example, having sims walking about and seeing what they need, where they came from and where they're going. Also, looking at a specific buildings and seeing what it's doing at that moment. Creating systems that work together.
I'm also really happy with the visuals, and the way that the visuals represent what's going on with the simulation.
2) Is there a feature that was in the previous Simcitys but isn't in this one that you miss?
Sure, terraforming is the big one (and I'm the guy who designed SimCity 4's terraforming!). But, we put all of our chips down on the city simulation and on city regional play. That's the heart of the game. We're a fairly small team, so we can't do everything we want.
Also, building tools for free-form city creation turned out to be much harder than I thought! In retrospect, having everything on a nice, neat gridded landscape would have been much easier to program.
3) Can you go in depth at all about modding? How you will support it? What you're doing to make it accessible.
It's still too early -we need to get the game out first. Our simulation engine (GlassBox) is modular, our data format is the same one we've been using for years (SimCity 4, Sims2, etc.), so we've laid the groundwork. But it's going to be tricky! Buildings in SimCity 4 were sprites, projected onto low-poly cards, so it was easy to make new ones. Our new buildings are pretty complicated - they're rigged, animated, LOD'd Maya models, with complex material assignments. They're more like animated characters than like SC4 buildings. Remember, modding didn't get off the ground on SC4 until a year or so after the Rush Hour expansion - this stuff is hard, and can take a while.
4) What is, in theory, the maximum population a city could hold in Simcity?
Oh, I don't know. Hundreds of thousands, in any case. Depends on how well you do it, and if your city is focused solely on residential (so you're packing nothing but apartment blocks in and doing everything else in other cities)
5) Simcity 4 had a great balance between macro (early game zoning, highway building, roads/mass transit) to micro (school/health/police funding, budget balancing, mass transit perfecting). How would you say your game tackles this balance? Do you feel that it sways to more micro than macro, or the other way around? Can you give some examples of early, mid, and late game macro/micro?
There's still that micro to macro balance. Like you say, you're doing macro things like laying out roads & zones, you're building utilities and services. At the micro level you're querying buildings and sims and seeing what their needs are, and you're customizing your buildings to satisfy those needs. With various big-businesses, you're optimizing your city for tourism, or mining or manufacturing, and setting up the systems to grow.
Ok - more specifically. Early game macro: roads, zoning, utilities. Early game micro: Seeing who moves in and what they want. Mid game macro: expanding, developing services, connecting with neighboring cities. Mid game micro: tweaking & tuning transit options, capabilities of services & utilities. Late game macro: City specialization, large scale regional projects. Late Game micro: Optimizing big businesses, taxes, transit.

Q: What would it take to have a SimCity that had a real "city" population (e.g. ~5 million people). Is that scale possible?

A: At the regional scale, you can get populations in the millions, but a given city is probably going to cap out in the hundreds of thousands.

Q: I realise I'm late in the day but I pray you read this as it addresses my number 1 concern with the game: I've been worried that the population of the game's cities will be severely limited by the number of available agents to represent them but this statement suggests the limit to population will still be the simply lack of space to build new buildings. Could you clarify please. Thanks.

A: Agent count isn't gating the cities population. At any given time the vast majority of your population is going to be in buildings, not walking about on the streets. And by the time you've got tens of thousand of Sims and Cars on the streets all at once, you're going to need mass transit in any case.

Q: Would you say this is a game for hardcore fans of the franchise or are we aiming to open it up to new players like Societies?

A: Great question!
This is definitely a game for the hardcore fans. When we started this project, we looked at previous SimCity games and evaluated what made them great. We looked at fan sites, spoke with fans, looked at reviews, and looked at what the SimCity 4 community was up to. We wanted to make sure that we delivered on the core values of SimCity. Probably the most important pillar of the game has always been simulation and that's where we put the bulk of our efforts. We felt if we did satisfy our core audience, then why make it.
We also took into account that there is an entirely new generation of SimCity fans who may have played SimCity on mobile or console or maybe not at all. We wanted to make this game accessible to them as well. This is where the data layers and infogrphics came in. We wanted to present these complex systems in a friendly way.
At the end of the day, I think you'll find that SimCity is a game for everyone.

Q: Will there be car crashes? Will sims run red lights and run over pedestrians? What about upgradeable Waste Management? (For example, Garbage Trucks get a motorized arm)
Thanks.

A: No, even criminals making their getaway wait at red lights, and there could be tens of thousands of Sims walking about in your city -we don't have the computing horsepower to have them collide with vehicles. Be cool, though.
The garbage system is modular, and you can upgrade it just not with motorized arms.

Q: What can a player do to prevent a griefer city from ruining his/her gaming experience?

A: You can play in invite-only regions. So if you want to avoid griefers, you have full control.

Q:What kind of learning curve can newcomers to the series expect?

A: Like SimCity games in the past, it can be somewhat of a steep learning curve at first. Without some reasonable fear of failure, the success of building a thriving city would be muted.
That said, getting a humble town up and running is pretty straight-forward after going through the tutorial once. And from there learning how to manage big cities and specialized industries ramps the difficulty.

Q: A few questions for Xin Liu and Richard Shemaka - can you talk about the programming involved for this project? What were some of the biggest technical challenges and most satisfying solutions? What languages were used? Was any source code reused from other projects or did you start from a blank slate?

A: I do most of my work in C++ and HLSL since I'm a graphics engineer. Our engine is built in C++, but our gameplay systems are built using a custom scripting language, which is great for fast iteration and testing because you don't need to recompile the game every time you need to change something.
Our core simulation engine, GlassBox, was written from scratch in C++ and is the culmination of several years of development. The other systems, like audio, graphics, input capture, and UI, are built off existing middleware or in-house technology and (heavily) modified for SimCity's needs. No one truly builds an engine from scratch because the cost would be astronomical and it doesn't make sense to rewrite systems that don't change very often e.g. input handling, audio processing, asset loading.
The two things I've worked on that I'm most proud of are volumetric lighting and the general upgrade of our lighting system to support an effectively arbitrary number of dynamic lights (up to the limits of your CPU/GPU processing capabilities). If you'd like more specific details on those, reply and I'll elaborate.

Q2: Thank you for your prompt reply! Yeah, I would absolutely love to hear more about the volumetric lighting and lighting system.

A2: Sorry it's taken me a while to respond. Needed to get lunch after the AMAA was over.
One of the challenges of being 3D is that lighting on buildings need to look good from all view angles now. In prior SimCity games (at least the ones that had the concept of lighting), that detail was simply baked into the sprite card of the building, road, terrain, etc., and that was totally feasible because of the fixed camera angle. With 3D buildings, baking in the lighting will always end up looking wrong from some set of angles with a free roaming camera like the one we have, so the best solution to that is to actually make the all lighting dynamic.
In order to make the cost of dynamic lighting feasible, we use a technique called deferred light pre-pass rendering. You can read more from that link if you want to know more of the nitty-gritty details, but in our specific instance, the base lighting system was inherited from the work done on Darkspore, which had a hardcoded limit of 2000 lights of each light type. SimCity tends to use a lot of spotlights and would easily exceed that limit in a moderately well developed city. In general, since we could potentially render several thousands lights at once, it was desirable to not have any limit at all (or at least a really, really large one).
In order to render such a large number of lights, we use a technique called instancing to render them efficiently. Ultimately, my work on that boiled down to building out new logic to have all lights share the same instance buffer and split lights that exceed the number of lights we could render in a single draw call across multiple draws calls. This sounds mundane, but it was interesting to me because of the various GPU performance implications involved. I could go into detail on that, but it'd be fairly esoteric and not particularly interesting (or comprehensible) to people without graphics backgrounds. In the end, it probably made the game slower for everyone because now you actually draw all the lights instead of having them disappear because you hit an arbitrary cap tongue.gif
The volumetric lighting is cooler just because you can see the end result. Volumetric lighting is exactly as it sounds - it gives lights volume. Normally in games, you don't see the effect of lights unless they hit a surface, but that's not entirely realistic as light can be bounced and deflected by particles in the air. Just think of street lamps on a foggy evening. My work seeks to replicate that effect in SimCity by computing the actual differential volume of light intersected by the view ray that generated each pixel you see on screen. Of course, doing it per-pixel was way too expensive so we do it per-vertex for the light geometry. There's still a cost associated with volumetric lighting so it's only enabled on higher quality lighting settings, but it gives lights a definite presence in a scene. You can actually see them working in the latest Gameplay video if you look at the street lighting during the night shots.

Q: What aspect of simulation has put the glassbox engine to the test? Was region size limited due to glassbox and the average joe's processor? Loving this AMA and looking forward to spending many hours in this game!

A: What aspect of simulation has put the glassbox engine to the test?
The real strength of GlassBox is the sheer volume of simulation it can handle. Before this project I had only seen continuous simulations of this scale being used for academic, scientific, or industrial engineering purposes. Usually taking place on expensive, purpose-built computers.
In a dense city, we're talking thousands of simulation units (factories, businesses, etc.) each with their own resources and rules, tens of thousands of agents (cars, pedestrians, sewage, etc.), dozens of maps (air pollution, water table, etc.), and other simulation components all interacting in real-time on a mid-range home computer.

Was region size limited due to glassbox and the average joe's processor?
It's a client performance issue. The memory required to store information of more cities and the performance required to show even bigger regions and additional cities is too much. 16 was just the number that met the budget.

Q: At the films on the YouTube channel, you could see how the range of buildings was displayed on the streets. What worries me is that a large police command has a range of only one or two blocks. Does this mean that we have to put these buildings so densely to make our city was protected by the police? Or maybe all these improvements work so well?

A: The police station has an influence in the area directly adjacent to it, but the police cars themselves go around your city and exert the same influence. As they patrol they suppress crime and catch criminals "in the act". So, with something like the large Police Precinct will start out with a few police cars but you can add more to increase you suppression coverage. In practice, you might want to locate the police station near major sources of crime, like Casinos, but your police cars will try to blanket the city. What's cool about the big Police Precinct is that it has special tools like the Detective Wing, the Police Helicopter, and the Community Outreach Van. These provide interesting gameplay options on top of the existing crime system. And then, there's Maxis Man and Dr. Vu... that's taking crime to a whole new level!

Q: SimCity won't have any terraforming tools outside of minor adjustments with roads and some buildings. How geographically varied are the regions that we can play in? Will I for example be able to build a city spread across several small islands or will I be landlocked?

A: Yes! We're making the regions as varied as possible while also making them fun to play in.
In fact, water is critically important to the game, both for your water supply and for shipping. So most of the cities in the game are near water in some form.

Q: Simply put, I'm curious as to why you decided it was necessary to remove the direct connection between cities. What were your reasons for moving them apart?

A: Partially it was graphics - we can't render the adjacent cities in full resolution. Also simulation fidelity. We can't afford to fully simulate the adjacent cities. Seemed like pushing them a little further away was the best tradeoff.

Q: Evenin',
If you decide to run an education based city, will the universities make money from tuition fees and therefore money for the city or do we wait for the educated sims to open quality business'?
Cheers

A: Hi Jim, glad you joined us. Universities don't contribute money directly to your bank account as a Mayor, the way that taxes and selling resources does. However, educating your Sims has a lot of benefits that go well beyond making income.
Educated Sims are less prone to lighting their houses on fire. They install solar panels on their houses to reduce the amount of electricity that they require. They also use less water as well. They are healthier (less likely to get sick), they are less likely to resort to crime (prevent crime, don't treat the problem with police!).
But that's just how education affects your residential areas. Education also affects your industry, and this is the part that really gets me excited. If you want High Tech industry you're going to need education. The influence from education buildings (particularly the Community College and the University) will cause industrial buildings to go from dirty, polluting brick buildings to flashy, gleaming metal and neon high tech buildings that pollutes less. I love the look of a high-tech city - it competes with the Gambling town for my favorite city type in the game.
Another cool thing about education is that it can be shared. Students from one city can visit a University in another city to be educated there. The benefits that a University provides are shared with the entire region, so the guy with the University town is going to be very popular indeed!

Q: Just how many resources are there in Sim City? From what I've read, you could mine coal or drill for oil... could I make a town that specifically has farms for livestock and fruit for restaurants and other stores, or is that too detailed for now?

A: In addition to mining coal and drilling for oil, there's also ore mining. These resources that are pulled out of the ground can then be crafted into other resources like metal, alloy, fuel, and plastic, and then further refined into products like electronic chips, computers, and tvs. You can even put down a Recycling Center and turn some of your city's garbage into resources that you can use. You can use these resources in your city, sell them on the Global Market, gift them to neighboring cities, or use them to construct epic Great Works projects that benefit the whole region.
Resource extraction and crafting is one of my favorite new parts of the game, I'm glad you brought it up!

Q: I would like to understand something about administrative options in this game, for example the functioning of tax system (ordinary tax rate structure, proportional taxes, pool taxes, tax evasion ecc), if there are ordinances (for example, ban of gambling) and other actions. Is there a specific screen to change the public expenditure of every public structure of the same sector (example education) like Simcity 4? Finally, it is possible to privatize a public structure, for example an hospital? We can find maintenance cost for road, water pipes ecc..? Thank you very much.

A: As your city grows you'll be introduced to finer tax controls. Before your city is formally incorporated, by placing a Town Hall, there's no tax controls (because, technically, there's no city government!). Town Hall gives you the option to adjust taxes, but only universally (for RCI and all wealth classes). Once your city grows a little and your Town Hall blossoms into a City Hall you'll be able to control R, C, and I taxes separately. Then, when you add a Dept. of Finance to the City Hall you'll get the ability to tax each zone type and wealth class individually. Sims respond to taxation differently, so it's possible to find a sweet spot where they're grumbling about high taxes but they're not being run out of town yet.
Also returning are loans. You'll have several options for taking out loans and repaying them. Along the way you'll earn the ability to take out larger loans, which you might need for some of the big toys in the game like the Nuclear Power Plant, Pro Stadium, or the Airport. You can choose to deal with monthly expenses of a loan or pay off the total at any point.
We have several data layers which help you not only see what the financial situation is, but also where it is and how it compares to other parts of your city. But don't worry, we also supply a full budget ledger that breaks down, in table form, your income and expenses - and miscellaneous one-time hits to your bank account.
There are several places where you'll find info like maintenance costs. Before you even select a civic building to place you'll get a "sell sheet" that tells you all about this building, including expenses and expected income. Once the building is placed you can click on it for a pop-up UI that has a lot of the vital stats, including financial stats. This building will be added to your Budget UI after it's placed.
Things like ordinances appear in different ways in this version. Rather than a list of ordinances and a checkbox beside each, we've actually incorporated their gameplay into actual objects in the world. Instead of a health ordinance, you can add a Community Outreach Van to your Hospital which does much the same thing, but actively by interacting with the simulation as it drives around. Police and Fire have similar game mechanics. The modular system by which buildings can be expanded means that a lot of the things you used to do by pulling a slider or clicking a checkbox are now living, breathing elements of the game with real representations in the world. We feel this is really an understated step forward for the franchise.

Q: In the new SimCity is the feat. Wather and four Saesons. Have the Weather, snow, rain and heatwave a influence on the Simulation from the City and traffic?

A: The water map evaporates during the summer months, which can affect how much water you can pump into your city. Then rain clouds dump water back in the map as they drift through the landscape.
I've tuned it so you get more clouds during the winter, a little less during spring and fall, and almost none during the summer.
Confused about which season you're in? Just look at the color of the trees!

Q: How does sim city combat the fact that different players will be online at different times, I don't fancy coming back to my city to find it destroyed and my coffers empty?

A: Your city simulates only when you're actively playing it so you don't need to worry about your city imploding while you're away.

Q: I've heard very interesting things about the meta-economy (players producing more of a resource lowering its global price). Is this true, and if so how are you going to implement it?

A: Absolutely. Players buying and selling on the Global Market affects the price of the resource. So on any given day a large group of players could band together and drive up the prices of oil, for example. It's all done with a shared server, with updates on a semi-regular basis, and we communicate the price changes out to each client while you play.
We've got checks in there for things like hyper-inflation and deflation, so if you're just starting out and want to use a coal power plant, you'll still be able to afford coal to fuel it. But the prices are going to have a big impact on your overall trade revenue, particularly when you're competing on the trade leaderboards.

Q: Brian, would you say your amazing facial hair gives you game design superpowers?

A: Lol, I definitely credit my hair for my success in the game industry. I've told people that I have a "Sampson Complex" - a fear that, if I cut my hair, I'd lose all my abilities and be returned to a mortal man.
Of course, I'm the underdog in this race. Ocean Quigley takes the cake for epic facial hair.


Game Information
Warning: Spoiler! (Click to show)
Source

Development

Prior to its announcement, the German magazine GameStar leaked concept art. Soon thereafter, a pre-rendered trailer was leaked. The official announcement took place on March 6, 2012 at the Game Developers Conference. Initially it was revealed that the game would be available for the Windows platform,[5] and a later OS X edition was confirmed.[3] EA showcased two new trailers for the game at the Electronic Entertainment Expo 2012, showcasing in-game graphics for the first time.

Engine

EA/Maxis is developing the game using a new simulation engine called GlassBox, which takes a different approach from previous simulation games. Those games first simulated high-level statistics and then created graphic animations to represent that data. The GlassBox Engine replaces those statistics with agents, simulation units that represent objects like coal, power, and workers; each graphic animation is directly linked to an agent's activity.[12] For example, rather than simply displaying a traffic jam animation to represent a simulated traffic flow issue, traffic jams are instead produced dynamically by masses of Sim agents that simulate travel to and from work.[13] A four-part video has been released featuring Dan Moskowitz, the lead gameplay designer, talking about the engine simulation behavior.

Audio

The game’s audio is bound to the pulse of the simulation. When a building is running a simulation rule like generating power for example, it is driving music and sound effects that is synchronized to the overall beat of the simulation. The audio is telling the player what the simulation is doing.[14] Audio Director Kent Jolly stated that cars in the game are tracked individually. When a car leaves an intersection, the simulator plays a sound of a car pulling away. The sound also changes based on the speed of the game. As cars go faster, the audio is matched to what the player sees, while remaining true to the actual traffic.[15]
Chris Tilton is the composer of the game's orchestral score. The music subtly adjusts to the player's experience based on various game states. An example of this is when the view is zoomed out, the player will hear a fuller version of the score. When zoomed in, certain elements of the tracks are taken away. This is done to help make room for all the activity going on in the player's city. The music tracks are also written with population in mind, and the game exposes the full playlist as the player's city develops and grows.[15]

Release

EA announced on October 24, 2012 that Simcity will be available in North America on March 5, 2013. It will be available in stores and for digital download online. The game will be available in Europe on March 8[16] and Australia on March 7.[17] A closed beta was announced August 14, 2012, by signing up at the official website.[18]

Editions

Initially, the game will be sold in two editions: Limited Edition (available in both physical and digital forms) and Digital Deluxe Edition. The latter includes the French City Set, German City Set, and British City Set.[8]

Gameplay

A user-built city in SimCity that specializes in education.
Along with many of the cosmetic changes (such as up-to-date 3D graphics), SimCity will use the new GlassBox engine. Two other new features are a multiplayer component and finite resources.[14]
Unlike previous games in the series, the game will have non-linear curved roads and zoning areas that can conform to different road types.[19] Types of zones will include residential, commercial and industrial.[20] The density will be driven by the types of roads and general traffic around these zones.[21]
Cities in a region are connected to each other via predefined regional networks such as highways, railways, and waterways. Elements such as traffic and air pollution will be visible flowing between cities.[22]
Terraforming – Creative Director Ocean Quigley stated that all of the terraforming in the game is going to be at the civil engineering scale, and will be the natural consequences of laying out roads, developing zones, and placing buildings.[22]
Transportation options – There are a number of options that are included, such as boats, buses, streetcars, and planes.[23]
Customization – Maxis has indicated that the game will support modding, but will not do so at launch like previous versions.[24]

Multiplayer

This version of SimCity will be the first to feature full online play since Maxis's SimCity 2000 Network Edition,[1] allowing for regions to house multiple cities from different players. Regions can alternatively be set to private for solo play.[25] SimCity will require players to be logged into EA's Origin service to play the game, including when playing single player. An active internet connection will be required every time the game is launched. The connection is asynchronous,[26] so any brief network disturbance will not interrupt the gameplay.[27]
Collaboration – Cities in a region can work together to build “Great Works”,[25] such as an Arcology.[23]

Modules

Modules in SimCity are attachable structures that can add functionality to existing buildings. One example is the extra garage for fire stations, which can provide additional fire trucks for increased protection coverage.[27][28]

Data visualization

Inspired by Google Maps and infographics,[29] data in the game are shown to the player in a more understandable form than in previous versions.[30] Animations and color coded visual cues that represent how efficiently a city functions are only presented when needed at any given moment.[20][30] [31] For instance, opening up the water tower instantly changes the landscape to a clear world where the density of water is recognizable.[20] Or clicking on the sewage tab will immediately show how the waste of the citizens is flowing, and where the system is over capacity.[30][31] Some of the other visualized data include air pollution,[32] power distribution,[20] police coverage,[30] and zones.[31]

Resources

Many resources in the game are finite. Some are renewable, such as ground water. Senior software engineer Dan Moskowitz stated, "If you've built up an entire city on the economic basis of extracting a certain resource, when that resource runs out your economy will collapse."[33]

Specializations

Players will be able to specialize cities on certain industries, such as manufacturing, tourism, education, or others. Each of which have distinct appearances, simulation behavior, and economic strategies.[25][34] Players have the option to heavily specialize on one or build multiple specializations in any given city for diversity.[22]

World economy

The game will feature a simulated global economy. Prices of key resources like oil or food will fluctuate depending on the game world's supply and demand.[35]


Gameplay Videos


New first 40 video from ForceSC2strategy:


Warning: Spoiler! (Click to show)
Gameplay video #1 - Starting a city




Gameplay video #2 - Multi-City Play



Other Videos

Warning: Spoiler! (Click to show)
SimCity Announce Trailer Insider's Look



SimCity World Trailer



Ocean Quigley Producer Diary



SimCity Disaster Trailer



SimCity Insider's Look GlassBox Game Engine Introduction



SimCity GlassBox Game Engine Scenario 1: The Economic Engine



SimCity GlassBox Game Engine Scenario 2: The Water System



SimCity GlassBox Game Engine - Scenario 3: Fire



SimCity History

Warning: Spoiler! (Click to show)

Minimum System Requirements
Warning: Spoiler! (Click to show)
Source

OS:

Windows XP/Vista/7

PROCESSOR:
AMD Athlon 64 X2 Dual-Core 4000+ or better or Intel Core 2 Duo Processor 2.0GHz or better

OS:
Windows XP/Vista/7

MEMORY:
2GB RAM

HARD DRIVE:
10GB HD Space Graphics Card: ATI Radeon HD 2x00 or better*, NVIDIA 7800 or better*, Intel Series 4 integrated graphics or better*

BROADBAND INTERNET:
Minimum 256 kbps download, 64 kbps upload


*Minimum of 256MB of on-board RAM and Shader 3.0 or better support.


Useful links
Warning: Spoiler! (Click to show)

Images
Warning: Spoiler! (Click to show)
Information will be added as it becomes avaliable.

Edited by Lisjak - 3/6/13 at 1:01pm
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post #2 of 815
I'm very much looking forward to this game. It's been a loooooong wait.
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post #3 of 815
I am looking forward to this game. I really enjoy playing the sim city games and as far as I can tell this is going to live up to what I expect from a sim city game plus add in some multi-player!
    
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post #4 of 815
I can already tell they are going to milk the crap out of this game with DLC. I bet you'll even have to buy the mod tools. EA though, so, no surprises there.
http://www.simcity.com/en_US/buy/simcity

I still will be playing it.
 
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post #5 of 815
Maybe someone with the will to should start a Sim City (2013) club. or if there is one direct me to such.
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post #6 of 815
hope it has a similar soundtrack to past simcity games. such relaxing music sc3k had.
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post #7 of 815
OOO man just signed up for the closed beta! (crosses fingers)!

and i hope they have good city building music like the SNES simcity!
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post #8 of 815
Signed up for the beta smile.gif
post #9 of 815
Thread Starter 
Quote:
Originally Posted by NewHighScore View Post

I'm very much looking forward to this game. It's been a loooooong wait.

Yeah it's been a long time. When I found out they were making a new simcity it reminded me of the first time I played simcity 3000. Ah, memories tongue.gif
Quote:
Originally Posted by Cheezman View Post

I can already tell they are going to milk the crap out of this game with DLC. I bet you'll even have to buy the mod tools. EA though, so, no surprises there.
http://www.simcity.com/en_US/buy/simcity
I still will be playing it.

It is possible, yes. But as long as it is just stuff like european cities skins I'll be happy with the base version. wink.gif
Quote:
Originally Posted by TSXmike View Post

hope it has a similar soundtrack to past simcity games. such relaxing music sc3k had.
Quote:
Originally Posted by KuuFA View Post

OOO man just signed up for the closed beta! (crosses fingers)!
and i hope they have good city building music like the SNES simcity!

Check out this article from the blog. It's a nice read plus it has a sample of the new music. I find the music changing in different situations very interesting.
Quote:
Originally Posted by pjBSOD View Post

Signed up for the beta smile.gif

thumb.gif I heard rumors that the beta is supposed to start on the Dec 21. Tho this is possible, my guess would be January.
Edited by Lisjak - 12/14/12 at 2:44am
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post #10 of 815
Thread Starter 
Updated the first post with some news from the Reddit SimCity Dev team AMAA that took place yesterday. (Sorry for it being so long but at least it's easier to read than on reddit tongue.gif )
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