![]() It’s interesting to see how different games come at the same general idea, go about simulating a city\society, and what sort of details they decide to include or omit.Ī quick example would be A-Train 9, which simulates land value and incorporates it into much of its gameplay. Going to make my way back through the A-Train series, Cities XXL, Tropico, older SimCity games, and other city-building games eventually too. Why SC2013? Doing a general revisit of my library of city-builders to see how my perception of them holds up. With 576 of these entities working locally in the scattered local commercial districts or service buildings whilst the vast majority (~1,200) commute by high-speed rail to the nearby city for their work. The game statistics list 1,764 medium wealth worker entities as calling this suburban town home. So, the experiment of SimBurbia was born, and it actually works well for me surprisingly enough. So, I was curious whether that still held up today or whether you could feasibly segregate land use, services, and wealth classes across different city plots in the region these days since few people retried it with the later patches. Vague memories of people doing some experiments back around launch and coming to the conclusion that aspects of the game’s regional play were bugged or broken due to their failed experiments. What LordKosc said, it is SimCity (2013). I can highly recommend this to anyone who likes SDV or similar farming/life sims. I’ve played the game a lot in Early Access, and my last save wasn’t wiped this week for 1.0 so technically, I’ve “completed” a 50% museum playthough. So you can choose 100% for a harder game, or 50% for an easier game, etc. The twist here is that you set the amount of completeness to solve the museum as part of the difficulty selection for the game. Evil corp is building a factory, and will take over the island if you don’t help the museum (like community center in SDV). Other activities include: bug catching, fishing, animal husbandry, cooking, and of course, making friends and/or finding mates. ![]() There’s also cave exploration for mining, however there is no combat. It’s very similar to Stardew, but with enough differences to make it unique. This game is out in full release as of now after a successful EA period. Might be time for a new thread for this genre! So much on tap and nothing done!Ĭame to post about Pumpkin Days. I am really excited for this game along with about 15 others in the genre. Wish it had gotten there quicker because just as the river filled up and my water pumps could start back up… my beavers started dying of dehydration. It’s cool when the water comes back, literally starting in the riverbeds at the edges of the map and traveling down them to where my settlement was. Just as I was getting my feet under me and starting to raise my population’s satisfaction levels, I was told that “dry season is coming.” And then the river dried up, my crops died, and my new tree farm never even got started. And creating a water wheel and axles to power my sawmill was quite satisfying (once I figured out how). But the way you can stack some buildings is pretty unique (Airborne Kingdom does it too, but doesn’t require you to build stairs, etc, to access stuff). Just played some of the Timberborn demo that’s up on Steam, and really liked what I played! My beaver-town:Ī lot of the elements are standard city-building stuff.
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