For months, players have been complaining about high rents in the city-building sim. This week, developer Colossal Order fixed the problem by doing something real cities can’t: removing landlords.
I meant with accurate car storage. Being able to reclaim that space for other uses would be pretty satisfying. It would need to simulate at the individual level, so I’m not sure how technically feasible it would be (I think cities skylines does this to a degree, but I don’t know if they simulate the full population or just a portion of it).
It should also include accidents, including “truck tried to drive under bridge it didn’t fit under” and “incompetent boat operator takes out bridge” style ones.
It would be neat if the simulation was good enough to be able to see realistic effects of various policies and changes. Something that could capture unintended consequences without the high level pattern bring coded into the simulation directly. Like how high speed roundabouts are death traps, base that on when conflicts would become visible and the reaction time available to avoid an accident rather than just “high speed roundabout = x accidents per y time”.
It would be an engineering tool as much as a game at the accuracy level I’d like to see, but I’d have a blast playing around with something like that.
It might be possible to heavily mod such things into Cities Skylines 1 or 2, but it would be a ton of work and basically no fun to play for everyone other than masochistic uber nerds (I am counting myself as one).
It would be comparable to the percentage of players that play Kerbal Space Program vs the percentage that play KSP with the full suite of Realism Overhaul, Realistic Solar System, and all that.
I meant with accurate car storage. Being able to reclaim that space for other uses would be pretty satisfying. It would need to simulate at the individual level, so I’m not sure how technically feasible it would be (I think cities skylines does this to a degree, but I don’t know if they simulate the full population or just a portion of it).
It should also include accidents, including “truck tried to drive under bridge it didn’t fit under” and “incompetent boat operator takes out bridge” style ones.
It would be neat if the simulation was good enough to be able to see realistic effects of various policies and changes. Something that could capture unintended consequences without the high level pattern bring coded into the simulation directly. Like how high speed roundabouts are death traps, base that on when conflicts would become visible and the reaction time available to avoid an accident rather than just “high speed roundabout = x accidents per y time”.
It would be an engineering tool as much as a game at the accuracy level I’d like to see, but I’d have a blast playing around with something like that.
Ah.
I am not aware of any games/sims that do that.
It might be possible to heavily mod such things into Cities Skylines 1 or 2, but it would be a ton of work and basically no fun to play for everyone other than masochistic uber nerds (I am counting myself as one).
It would be comparable to the percentage of players that play Kerbal Space Program vs the percentage that play KSP with the full suite of Realism Overhaul, Realistic Solar System, and all that.