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搬运原文:
Q&A Fact List
I decided to make this a separate topic from my other big post, since not everyone will want to dig through my 3-page review for this xD It's a compilation of answers and details provided from the MaxisLB and subsequent Q&A. Most answers are from Guillaume Pierre, though some are gleaned from videos etc. If in doubt of the validity of a fact, ask me for its source and I'll try to find it again. I'll keep this updated as best as I can. If I missed anything or just got something wrong, lemme know and provide a source and I'll update the list. Danke.
GREYFLAME'S LIST OF STUFF
Transit and Pathfinding
- The game does not have subways.
- The 90-degree-turns of railways are being worked on and are just a consequence of alpha.
- Roads have more realistic gradients this time, encouraging players to use switchbacks. The maximum road gradient right now is 35 degrees. The railroad gradient will be closer to 10 degrees.
- Pierre is trying to get “sunken roads” into the game, but it’s unconfirmed.
- Trains and buses use the same basic route-finding technique as cars. They will avoid accidents and reroute as necessary. They base their destination on the destination of on-board agents.
- Tram stops will need to be placed on avenues, but the tracks themselves are ‘free range.’
- Monorails may be a surprise in waiting; Maxis has been flirty with questions about them.
- Trains can switch tracks to ‘turn around’, and do not require a full loop.
- 2 lane roads can be upgraded into 4 lane roads, but avenues take up more room and have to be built from scratch.
- If you bulldoze a road, the adjacent zones will be bulldozed as well.
- Some buildings include internal pathing, such as tram garages.
- The game has taxis.
- Roads and rails will snap when near 45 or 90 degrees. You can use ‘grid guides’ if you want to build very compact.
- Boats share the same general simulation rules as buses and trains.
- Cities can have more than one highway link.
Services & Utilities
- The range for service buildings is still being worked on.
- Emergency services respond automatically.
- The power plants are wind, solar, coal, oil, and nuclear. Incinerators do not produce power.
- Most service buildings have two 'tiers' (small and large), and each tier has modules.
- A sick sim can get himself to the clinic. An injured sim needs an ambulance or may die.
- Water availability fluctuates with seasons. You can run out of water.
Zoning, Production & Resources
- The game does not have agriculture, though Maxis seems receptive to the option.
- The density of buildings is roughly correlated to the lot size and how much access they have to necessary resources, though larger buildings require 4-lane roads.
- Houses have plausible occupancy counts. Mansions have 2/3 working sims, while lower class private homes may share up to 6.
- Mixed use zoning is out for game design reasons (not engine reasons.)
- Confirmed resources include coal, ore, and oil; confirmed refined resources include plastic and steel.
Regions, Maps & Multiplayer
- http://community.simtropolis.com/topic/51503-suggest-maps-to-maxis/ My map suggestion idea has at least made it to the region team. Help push it through!
- Size has been confirmed several time at 2*2 kilometers. No indications of this changing.
- The distance between cities is being worked on, with no specifics confirmed.
- God-mode terraforming is out, but it may still be possible on a civil scale. The terrain can clearly change in game (roads and buildings can carve it), but by how much we’ll have to see.
- Multiplayer will have a process for reporting trolls and malevolent players.
- Cities can only be owned by one player.
- The simulation is asynchronous, so every city in a region goes at its own pace.
- Water follows the SC4 model of having a water plane / “sea level.”
Interface & Core Mechanics
- Each city can support ‘tens of thousands’ of agents. Unclear how many of these would/will be sims, but the game does not directly cap population.
- The game has 3 play speeds and pause. Simoleon income rate is based on play speed. Each 'game day' also counts as a month, with a year passing in 12 day/night cycles.
- The game will have a new form of advisers.
Please avoid using this thread for opinions about the features! I'd rather it be a sort of reference material.Speculation and debate over whether a given feature is likely to be included are fine though. |
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