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File: 1700203154307.jpeg (515.52 KB, 722x461, IMG_0568.jpeg)

 No.31770

I tried “the suburban experiment” well sort of in sc4 and it’s jarring knowing how hard it is to zone an American Midwest style small town without resorting to deforestation or diversifying zoning and public transport so sims won’t complain about piss awful commutes and poor access to amenities. I can’t tell if I just suck at the game or if it’s truly impossible to build spread out cities on a small scale. I just know I want to build a structure like nobisco and not a Tokyo like metropolis where it’s impossible to see a tree for kilometres out.

 No.31773

>>31770
SC4 isn't really designed for a realistically scaled city/town, maybe try increase the commute distances tolerated by sims by a mod.

Maybe also see if there's any mods suited to small town building.

 No.31782

File: 1700239235949.png (1.4 MB, 1024x680, ClipboardImage.png)

Are you only using roads like a good burger city planner boi?
No streets, unless they're in the rich part of town.

 No.31785

>>31782
I see images like this, acknowledge that’s the kind of environment where over two third of Americans live in and feel constant never ending anger. Why does it have to look so noticeably ugly and “slum like”?

 No.31788

File: 1700248117169.png (1.09 MB, 959x540, ClipboardImage.png)

>>31785
The towns were settled in the modern era and don't have any real history behind them. Therefore they are built around commerce and have car-based infrastructure. You look at these places and they feel permanent but they are extremely new. Think of them like boom towns in the gold rush era (the gold analog here being oil). They will become ghost towns before long.

 No.31789

>>31788
Huh despite this community being generally way less developed than the one above it looks a lot like it’s been better shape. Decommodification does a lot to warp people’s perception of what ultimately can be the same kind of poverty…

 No.31790

>>31789
I mean they both look pretty garbage anon, let's not be contrarians like 'the old west was cool actually'.

 No.31791

In my experience rural towns aren't nearly as spread out as suburbs. For the tiny chunk of the population that genuinely lives in the countryside, lack of services and amenities kinda goes with the territory, just give them farms to work on and ignore them. Most people should be living in pre war suburbs around a block or so of commercial area. Stick a single factory or two on the outskirts, spam farms and sprinkle in those farmhouses and you're set
If by deforestation you mean making farms idk that's pretty realistic for rural america isn't it?
Sorry cant give much gameplay advice, I've never made a small town before but I'm currently giving it a shot. So far I've got a hamlet of 147 people and the advisors are all green except for one guy complaining about dangerous traffic but welcome to my world buddy. Biggest challenge I'm seeing so far is the budget, all I'm providing is some electricity and the smallest medical facillity yet im hemorrhaging money
I think you're best bet is to make a single mid sized city somewhere on the larger map and have all of your rural areas leech off of it, also realistic

 No.31792

File: 1700261169410.jpg (639.59 KB, 1920x1080, 20231117173351_1.jpg)

>>31770
Have you tried funding relevant city ordinances in the budget tab? Carpooling and the various alternatives to service buildings might help, like fire alarms, free clinics etc. If you can afford them that is.
Then again, town in picrel is provided with nothing but a single firestation and a windmill for power and other than one dude complaining about a power shortage, which can easily be fixed without breaking the rural theme, the advisors are happy.


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