The SimCity Planning Commission Handbook
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About 15 years after, I found myself in a plane about to land in LA for the first time, with my face pressed to the window and thinking to myself: "LA is like the f* SimCity!!"
I really want to try out this radial city though!!
I have always been fascinated by other cities when a road starts to curve or a square pops out of nowhere. Walking through London is much more interesting than it was in Milan.
In particular Siena, which has detailed squares for trade, politics, full of simbolic features (e.g. the City Hall tower was built much higher than the church's to assure the government is perceived as superior).
https://en.wikipedia.org/wiki/Siena#/media/File:PiazzadelCam...
My home city is Barcelona where, actually, a big part is designed as an orthogonal grid.... but it's still not the same. I think I would have enjoyed the game more if I knew how my cities were supposed to look like.
Off the top of my head I cannot think of a single city with a square structure, or where castrum and decuman still exist[0].
[0] i.e. Manchester https://www.google.hu/maps/place/Manchester,+UK/@53.479099,-... does not look square at all, even though the "-chester" part derives from "castrum" and there is something resembling a cross in part of it.
Nothing to do with the romans, or with normal maltese city architecture (which is much more organic)
Mannheim comes to mind: http://www.openstreetmap.org/#map=15/49.4877/8.4640
Karlsruhe is listed as an example in the Book, although considerably less regular than most US cities I've been to: http://www.openstreetmap.org/relation/62518#map=15/49.0064/8...
then you have places like Turin that were built with a ruler [2]
https://www.google.it/maps/place/Via+Camillo+Benso+Cavour,+3...
https://www.google.it/maps/place/Turin,+Metropolitan+City+of...
edit: some more samples, with cardo/decumano marked when known
naples https://www.google.it/maps/place/Naples,+Metropolitan+City+o...
parma (barely visible, linked plaza was the old forum) https://www.google.it/maps/place/Piazza+Giuseppe+Garibaldi,+...
verona https://www.google.it/maps/place/Via+Rosa,+7,+37121+Verona+V...
firenze, you can even see the old walls
https://www.google.it/maps/place/Piazza+della+Repubblica,+10...
But as far as I know naples is not even a roman city, so I don't know what is going on there :)
In terms of town planning, I'd probably call anything 20th century "really new", and "new" being anything from the Industrial Revolution onwards.
Therefore, I'd claim New Town isn't new, yet alone really new.
Maybe you where referring to Turin? (that has this exact square layout that makes me mad and lost sometimes - because nearby streets all seem the same)
I live in one of the high-tax places, earn well above average and do no tax planning. Yet, what the taxman actually charges me is only half the nominal maximum.
Although some of the national tax goes back to the councils and some of the national taxes pay for the infrastructure, so it's a bit more complicated than that.
When I came to the US, particularly the towns that aren't by the coast, I thought SimCity! Apart from things being on a grid, there's also quite a lot of repetitive architecture. Schools look similar, utilities look similar, neighbourhoods are filled with the same houses. And all the big box stores are exact copies.
The Sim City world is one where you have to ask permission for everything. Development is prohibited by law unless the benevolent town planner opens up an area with little colored rectangles. But you can only build one type of building and can't mix & match because the top-down view of the planner blurs out the complexity at the ground level.
Sim City does have a redeeming feature, favoring urban density. Traditional planning is more aligned with creating loose, low-density, detached abodes, with great separation and height restriction and far away from any semblance of economic activity: shops, factories and commercial space.
Having to support an infrastructure (necessarily a car infrastructure) in these forms is tremendously inefficient and can be considered as a great cost on societies that found out about planning before most cities got established (early 20th century).
A Sim's route was defined as a path from point A to point B, and a maximum time. If the maximum time was reached, the route was a failure and would reflect as increased congestion. If a Sim encountered mass transit along its route, it would attempt to take it using the same pathing algorithm as car travel. However, if the route failed while using mass transit, it would never try it again, even as mass transit service expanded and new bus and subway lines/stations were added.
The most recent SimCity was supposed to be more realistic in its route planning and simulation by giving each Sim a home, a workplace, etc., and repeating routes on a daily basis instead of a random sampling of routes, but this didn't make it into the final game.
It's hard to play a game that approximates reality enough that instruction manuals aren't provided, but differs just slightly enough to foil expectations.
Agreed. For instance, it takes a while to find out that the "right" way to build a successful city in SimCity (and not necessarily in reality) is to never build a single tile of roadway, and instead construct an exclusively rail-based grid.
On the other hand, some of its city planning lessons work very well: for instance, interleave residential and commercial every other 9x9 block (3x3 set of 3x3 zones, with a non-RCI zone in the middle), rather than separating residential and commercial, to avoid creating huge commutes. (Meanwhile, keep industrial far away from everything so it doesn't bother anyone.)
That's cool. I think it's perfectly reasonable to call efficient strategies 'right'. But calling something right means you know something is wrong, and the 'wrong' that comes with this 'right' includes strategies that survive. Clearly, there's room for more than one right.
A problem is that most peoples' only knowledge of urban planning comes from looking around at their own town, and unfortunately most towns in North America are incredibly poorly designed. A SimCity player that bases their city on a typical North American one will often wind up with a dysfunctional and gridlocked town, just like real life.
I'd love to see a smaller scale game that really focuses on these details. SimCity 4 and other games went in the other direction, building systems around how a metropolitan region of multiple cities would interact.
I spent way too many hours playing SimTower as a kid. It was pretty fun, especially if you took advantage of the infinite money cheat involving building a specific type of room in one certain place on the bottom of the level... Not bad for a game that was built around an elevator simulator http://www.gamasutra.com/view/feature/130563/the_designers_n...
Incidentally, this is a motivation for why I'm playing a bit with statically recompiling x86-16 code to run on x86-32.
Cities: Skylines, more than any other city simulator I've ever seen, drastically encourages public transit use. The game is made by developers that got their start designing european-style mass transit simulators - http://www.citiesinmotion2.com/ And with the exception of mixed-use zoning, everything your asking for they already have done / just finished, and heavily encourage, in the game.
>In these games public transportation options are limited
There's lots of public transit in the game (Busses, Trains, Subway). Each with custom tracks, bridges, tunnels, etc. And you can completely customize the exact lines and routes of busses and subways (literally down to how often each stop is hit, and in what order). There's also "unmanaged" / "privatized" mass transit (Ferries / Harbours and Airports).
The simulation is exceptionally forgiving about public transit too. People will always choose to take transit, if it's even remotely competitive with driving. People will wait for buses even if they are overwhelmingly overcrowded, etc.
> walkable public spaces such as pedestrian only streets and squares are not possible
This has existed since day one. Click "Parks/Greenery" -> "Paths". You can place paved pedestrian-only streets, or gravel pedestrian-only paths. You can elevate them over/under roads or build pedestrian-only bridges, for instance.
You could recreate nearly the entire Minneapolis walking/bicycle trail network with these tools. And the game rewards you for doing this. (Pedestrian-only walkways generate less noise than full roads do)
> Bike lanes do not exist
They're adding them this month (September, 2015) along with dedicated bus-only lanes - https://www.paradoxplaza.com/cities-skylines-after-dark
I noticed when I was playing that you could build pedestrian paths, but it seemed like they were in the context of a park path, not a pedestrian only commercial district. From some Googling it seems that this is the case, that you can't really build for example a downtown commercial core that would be pedestrian only.
The bus system in Skylines is great, and I didn't play long enough to experiment with subways, but I noticed that there didn't seem to be streetcars. I've been to a lot of cities that mix pedestrian streets and street cars and it works very well. That's something I'd really like to see in the game.
I'm glad to see they are adding bike lanes. They're an essential part of the transportation system.
Even though I'm complaining about it, I do want to underline that Cities: Skylines is a great game and a big step forward for SimCity type games. I'm really glad Paradox is continuing to improve the game.
Neglecting it in any way is a sure way to cause traffic nightmares that are difficult toi rectify.
Was your video card not supported by univbe.exe?
I wonder which 15 years this is referring to (i.e. ending what year)
That line is in the very first revision of the page, from 2006:
https://en.wikipedia.org/w/index.php?title=UniVBE&oldid=4989...
http://planyourcity.net/2013/09/20/sim-city-through-the-eyes...
- this city planer concludes that there are a lot of options and the mechanics are interesting but it oversimplifies things and gives the player god-like powers
http://www.fastcoexist.com/1681515/using-the-new-sim-city-6-...
-this was a "tournament" between various urban think tanks and journalists and points out how all of them took the short term benefits with casinos, oil and sewage over sustainable livable cities that they advocate.
http://todigra.org/index.php/todigra/article/view/31/36 - this a scientific article compares the rules in Simcity Societies to the work of controversial urban theorist Richard Florida
Also the strict separation of industry being external-orientated and commerce being internal-oriented seems way too simplistic and childish. Surely many industrial products also sell to the city itself, and many commerces are nationwide even international ones? Unless you restrict the definition of "commerce" to "things like local restaurants".
I'd say the notions of the game are maybe a kind of too old, and seriously any of these "reality simulation" games for extremely complex systems are bound to miss the reality by some distance. The same goes for Football Manager etc. Playing them for fun is OK, but taking them too seriously is bound to disappoint and frustrate you to no end.
Anyone remember SimEarth? Loved that stuff.
And various SimCity source code: https://github.com/SimHacker/micropolis
But then again, I already have more books on my "to read" stack than I could possibly read 2015/2016. And it's not exactly a necessary book.