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- Cities skylines tmpe slow full#
- Cities skylines tmpe slow Pc#
- Cities skylines tmpe slow series#
- Cities skylines tmpe slow simulator#
And what I had before could only *barely* play it, at that.
Cities skylines tmpe slow Pc#
So even though I've owned Cities Skylines for years now, I've actually only just started really getting into it due to going for two years without a PC that could actually play it. It's a tempramental network with some flaws, but it can be made to work really well with enough practice and patience. I hope this helps someone, because I actually really like the monorail network (especially paired with bsquikelhausen's Alweg trainset for additional vintage charm) and enjoy using it. Use of TMPE is needed to remove the network's speed limits, otherwise it's uncompetitive with standard rail. (an oversight on CO's part, because monorails are very quiet IRL) Unlike rail, monorail cannot be run underground or through tunnels so plan accordingly.Īvoid tight curves, especially the built in curves on the over-avenue network because they kill trains' built up speed.Įnding over-avenue stretches and continuing as standalone track is needed to avoid curves bugging out.Īvoid putting monorail near residential, because it's really loud. Monorail is best used in creating high-capacity transport infrastructure with zero footprint. Monorail can replace regular rail in role but not metro, so it won't be your primary transport option. That way you can continue to take advantage of the network's speed as much as possible. Spaghettification of curves is avoided by ending avenues and continuing the track standalone, with curves of more than 25 x 25 desirable so trains won't slow down. With over-avenue runs, this makes monorail basically space neutral and capable of being integrated into existing development. So basically, hub-to-hub over long distances, with bus or metro feeding off of them.
Cities skylines tmpe slow full#
The network honestly works best as a more space-efficient replacement for regular rail networks, as they seem to favor the same kind of distance between stops and need long, straight runs of track to reach full speed. Since nobody ever bothered answering, I'll just post observations I made from my own playtesting. Really, the actual political sides of the games aren't touched on that much at all, especially when compared to something like CityState where you can actually run the policy gamut from full on libertarianism to trade unionism to total state ownership. Besides that you could say there are elements like hospitals and public transport that have become politicized, in the context of America's current (absolute) state of politics, but those were not meant to be political. It's not a stance I agree on personally, but it is what it is.
Cities skylines tmpe slow series#
The real political bit of the series was in Will Wright's very clear anti-nuclear stance, and how nuclear plants have had meltdowns in every iteration of the game as a major thing. But that's another gameplay concession more than anything else. Obviously it's something of a god game in that it gives the player absolute power and they don't have elections, or have to deal with a city council or anything. Honestly, I think the SimCity series' tropes and systems are more a result of basic assumptions (Maxis was from California, and it assumed an American audience) than any kind of actual political commentary.
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So if anything, it's proof that something like this could not only work, but be popular. The isometric style of SC4 just allows you to do more stuff than full 3D rendering.Īnd (I'm much more knowledgeable of the RPG side of video games than sim games) we've seen a resurgence in isometric RPGs in the last few years (Shadowrun Returns, Pillars of Eternity, Pathfinder Kingmaker) because like SC4, RPGs can just do more when they ditch the "everything must be 3D" approach. CSL blew SC13 out of the water, for sure but it's still a far cry from the region-based gameplay SC4 offers and the sheer size of maps. In spite of its age, SimCity 4 offers a lot of major advantages over more "modern", 3D games like Cities Skylines.
Cities skylines tmpe slow simulator#
So looking at the linked thread, the issues seem to mainly boil down to a fear of EA's legal team (very understandable), using existing assets (this is usually not an issue with open source engines, but I don't know enough about SC4's engine to comment), and that it'd probably be a better idea to just make an entirely new, open source simulator that is SC4-like.Īnd to the latter point, I actually think that'd be a good idea.