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"When I was a child, I spake as a child, I understood as a child, I thought as a child: but when I became a man, I put away childish things."

But, being humans, the "I put away" is always a bit aspirational. And part of being older and wiser (or at least aspiring to the latter) is more maturely reflecting upon your own younger years.

Unfortunately, the transport model in SC2K is broken, and by that, you have to design your transport network to work for the game, rather than design it as you would wish to do so.

Each tile emits "journeys", which travel down transport routes connected to the tile, with a view to finding other types of tile (residential needs to find industrial and commercial, for example, but commercial IIRC needs to find only industrial). When a journey meets a junction, it randomly chooses one of the exits. The choice is not directed toward a suitable tile.

So if you make say a block of road tiles, in the shape of a square, say 4x4, any journey entering that tile usually times out (travels too far) before by chance managing to emerge from all the junctions.

As such, for example, hub-and-spoke subway systems basically do not work.

You basically need to design the transport network to specifically, and without junctions, go from a set of source tiles of a given type, to the necessary destination tiles, and that's not how real cities look, nor what you would naturally do.

I liked SC2K a lot, but in the end I had to give up on it, because of the transport system; the game couldn't be played realistically. I've not yet tried SC3K, and I don't know how transport is modeled there - hopefully better.

> the game couldn't be played realistically.

I think I found your problem..., trying to take a game too seriously.

I've played thousands of hours of SimCity 2000, 3000 and 4 and I treat them as what they are, incredibly fun city building sandboxes with illusory and believable but flawed simulations under the hood.

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It's wasn't bad for two floppy disks. Transport tycoon obviously gives more of what you're after but might not be at the correct scale.
I still have my SC2K floppy disks. Probably full of errors now, and no way to read them anyways, but a nice little keepsake from a time we kept physical “save icons”.
It has another flaw, which is that you don't need to build any pipes. Water supply has no effect other than roleplay.
What? I'm pretty sure high density zones need water, or they will stick to low density buildings?
If you want you can even make a completely disconnected city and bypass most traffic issues all together because of how supply and demand is fulfilled across the map.

Industrial development only requires a single road connected residential tile to grow off the full city's industrial demand. The same goes for Commercial. Residential will fully develop with just a single commercial tile on its road network.

It is broken in a realistic sense definitely, but it's also why I'll always play it regardless of which realistic transportation city game i'm also playing. I could never abstractly brush-in a city like I can in SC2k.

First, I had a similar feeling coming back to SimCity 4. Even a just a few years ago, I tried to optimize for maximum density and size - kinda like NYC where I lived.

Now I don't find that interesting and much more interested to sustain a leafy suburb like one I've chosen for my kids.

Second, it's not just games. In my NYC days I was a "transit and bike lanes" guy all the way. Now with kids, I understand why "Americans love their cars" - it switched form a derogatory statement to one of understanding. There's a reason that "ban the cars" posters never mention a partner or children in their bios.

There's less "objective good" or "objective bad" in these matters than I used to think. It's more about who you optimize for.

> Now with kids, I understand why "Americans love their cars" - it switched form a derogatory statement to one of understanding. There's a reason that "ban the cars" posters never mention a partner or children in their bios.

This seems very different from the large anti-car movement in the Netherlands in the 1970s (which eventually led to massive investments in bike infrastructure and car restrictions in the cities).

There was significant parent involvement, touting the memorable slogan "Stop de Kindermoord" ("Stop the Child Murder").

https://en.wikipedia.org/wiki/Road_transport_in_the_Netherla...

The US doesn't even try to restrict machine gun ownership by civilians even after mass murder of six year olds so I'm doubtful a campaign about child safety will motivate them.
> Now with kids, I understand why "Americans love their cars" - it switched form a derogatory statement to one of understanding. There's a reason that "ban the cars" posters never mention a partner or children in their bios.

Maddy Novich, https://www.instagram.com/cargobikemomma/, for one, may disagree with you. Interviews:

* https://www.youtube.com/watch?v=5PoKcQRlDGs

* https://www.youtube.com/watch?v=kDhJt26dQTs

And I'm not sure how many folks are about banning cars (completely), as opposed to designing things so that (two) cars go from being mandatory to optional.

You don't recognize the objective bad because you've never lived in a place that does it better (NL, DK).
Spend 1 month with your kids in a place where cars are actually not needed, only then you can actually understand what you are denying your kids.

And if you want to know right away, think about who can drive your car, as supposed being able to walk or ride somewhere. You're limiting their own personal freedom by forcing them to have you always needed to go somewhere.

Actually, even for families with kids, the safer option is still bikes and low-car environments. Fewer cars means less air pollution, less noise, and less sedentary behavior for both kids and adults.

The data we have shows that the presence of cars is the main source of risk on the street, not the act of biking itself. Neighborhoods that design around walking and biking tend to have fewer serious accidents, not more.

If we're talking about optimizing for kids, then banning individual car use in residential neighborhoods would be the ideal. I know it’s not politically feasible in most of the US right now, but it’s worth keeping in mind that cars are the danger.

No city simulation game properly models the real cost of parking and car-centric infrastructure: https://humantransit.org/2013/05/how-sim-city-greenwashes-pa...

>Now with kids, I understand why "Americans love their cars"

In other words: I was okay with demanding change when it didn't inconvenience me, but now that I get to benefit from economic policy that heavily subsidize my lifestyle I rather keep the status quo.

> There's a reason that "ban the cars" posters never mention a partner or children in their bios.

Here comes the flood of "but not meee" comments

This is condescending and wildly inaccurate. My children are exactly the reason we live car-free and chose a town where you can bike safely - anything less is effectively condemning them to live in an outdoor prison until you can drive.

But, this is why we live in the Netherlands. If all you've seen is the US I can see how you might not understand that not being car-dependent is actually better for kids.

I rode transit everywhere as a kid living in the city. Got to explore a ton of cool stuff.

Meanwhile my friends in the suburbs had to walk 30 minutes to get Starbucks. And it was a gruelling march without sidewalks or tree cover.

The sad thing is that you _CAN_ have a leafy suburb without the roar of internal combustion and 8 lane stroads everywhere. Planners in the US just refuse to build them.

We live in a lovely leafy suburb completely car free. But it's this one - https://youtu.be/r-TuGAHR78w

This morning the four of us biked to the grocery store (we loaded the groceries in the bakfiets). The kids bike to their daycare. We bike to the train when we feel like a day out.

I can't fathom trying to raise kids somewhere we need to use a car to do anything.

But kids can use bikes and public transport well before they can drive. How are cars so especially helpful for children?
I've lived in NYC without a car for the last decade, and I don't have kids, and even granting that, I still have grown to understand why Americans love cars.

Getting groceries is a particular pain in the ass; I either need to go to the (very limited) grocery selections in my neighborhood with a cart, or lug the cart up and down the stairs of the subway, or be ok with only taking as much as I'm able carry with my hands in a few bags. I could get delivery, and I do that fairly often, but there are things that I prefer to get in person, like fruits or vegetables.

There's also just large things you cannot realistically take on a train, like large sheets of plywood at Home Depot. Again, you can of course get this stuff delivered, but then you run the risk of them sending you the worst, most warped piece of wood available, which has happened to me multiple times.

I've grown to sympathize with most Americans as a result.

This isn't an attack pal but I love that we have a generation of young men that are willing to sell all of their principles and buy into the suburbanite cult just right after, "getting it" after starting a family. I can appreciate that this is, "how it goes" but it creates a political class of people that are more concerned about their family's well-being than the well-being of society as a whole. Rinse and repeat over a few generations and this is a big part of why the United States has stagnated culturally.

Stated with love out of concern for our, "whole societal family" which includes you and yours.

Relevant: https://sites.pitt.edu/~syd/ASIND.html

https://www.marxists.org/reference/archive/smith-adam/works/...

My biggest fear about cars is that one might kill my kid. This leads to impossing all sorts of play and travel restrictions on her that I wouldn't have to if there were fewer cars and more bikes. (Bikes which kids can ride independently to their friends' houses from a single-digit age, by the way, which I would allow her to do if she weren't sharing the streets with cars.)

Maybe the problem is that the leafy suburb you moved to is car-dependent? It doesn't have to be built that way, that's a design choice. It's possible to build a low density suburb that kids can bike through safely, for example: https://youtu.be/r-TuGAHR78w

> There's a reason that "ban the cars" posters never mention a partner or children in their bios.

Seems very rare that people describe their families in here so I wouldn’t go to that conclusion. I didn’t even know this page had a “bio” section. Anyway, seems like a strawman to me.

Kids and marriage are not unique to America. There are millions of Dutch kids happy to ride a bike or ride the bus along with their married parents.
Nope. Just more selfish choices. Resources are finite. The further we can move away from cars, THE better for kids. Less risk of them being run over by a 7 foot tall Dodge Ram, more chances for independence because actually going places doesn't require a car.
I live in a very walkable small town with lots of young families also biking and walking with their young children, as I am, and couldn’t disagree with you more about cars. It’s so nice to walk to the market instead of loading and unloading a car seat, to have the option of walking or taking a short bus ride to school, to walk to parks and playgrounds. I had the opposite reaction you did when I actually lived in a place that was kinda similar to what Europeans describe.
> Now with kids, I understand why "Americans love their cars" - it switched form a derogatory statement to one of understanding. There's a reason that "ban the cars" posters never mention a partner or children in their bios.

That's because the infrastructure doesn't exist in lots of the US, either it never existed or it got ripped out during the car boom phase.

Here in a suburb of Munich (Germany), almost everything one needs in life - all four large supermarket chains, a veterinarian, a hardware store, daycare and school for children - is walkable in less than half an hour, or 5-10 minutes with a bike.

Interesting. To provide a different experience, I live in NYC with kids and I find it great here. Daycare/Kindergarten is at most 4 blocks away, grocery stores are less than a block away, it takes me 10 minutes to get to the office on the train (1/2/3). I still bike to the office often. If we need a car there is a rental less than a block away, but in practice we rent maybe once a year. Today there was an open street on Columbus Ave and it was lovely to meet co-workers with their kids and let them play there. To be fair, I wasn't born here even if I'm a citizen, so I guess I wouldn't be considered "American".
It’s funny because as a parent there’s nothing I want less than living somewhere I have to drive everywhere. I can walk 5 minutes to the nearest park, take a bus or a tram to be in a different one in 10 minutes, and I can’t fathom having to take our car for that kind of daily activity.
what a selfish and narrow way to process the world.
You’ve awakened the horde by suggesting the anti-car project is not an absolute good.
Our city replaced some train tracks with high quality separated bike streets (no cars allowed, obviously). Biking five kilometers each way with only three street crossings is perfectly doable, even with small children on their own bikes.
I live in Tokyo and have kids. Both cycling and transit are essential to most parents lives here. It is not that these are incompatible with family life, it’s that as it is implemented and maintained in the USA (read: badly), it is incompatible.

An example that’s minor for young singles but major for parents: train stations here pretty much all have elevators and they almost always are working. This alone changes the game.

I always used to play with zero tax, and legal gambling.
Coming from Spain it was always a difficult game to see as a simulation: What do you mean, commercial zones? What in the world it this low density residential? It was basically impossible to try to make a city like the one I lived in.

Seeing American suburbia, decades later, explained everything.

It was so weird to me too. The idea of laying down zones for purposes was completely different from the way I imagined my city was built, considering businesses and residences coexist not merely next to each other, but often one on top of the other, even in relatively low density areas. I would have imagined that you'd start from some basic service to attract settlers and then add infrastructure as the population grows, while the inhabitants figure out the land use on their own, with uses changing over time with the ebb and flow of the economy.
It's a different historical setting, but the Anno games work kind of like that. The resulting towns look more like something you'd expect as a European with markets, churches, taverns, theaters and things like this in the town's center and agriculture + industry on the outskirts.
I thought they made cities like that in SimCity out of technological limitations of the software. When I saw US cities for the first time, decades later, it clicked.
> I find it much harder to callously play with the lives of my virtual citizens.

I am considering the morality of future mods, where the Sim City masses, Frog in Frogger, and characters like Ulfric Stormcloak and Paarthurnax in Skyrim, are replaced with individual persistent self-aware world-aware in-game reinforcement models. Entirely replacing game-designed behaviors (programmed reflex, caricature, or intricate) with spontaneous situation processing, needs and decisions.

Strange that this could credibly happen this decade.

Science fiction has long considered conundrums around robot rights. But the crux of the moral issues will be relevant regardless whether self-aware models have physical/3D or digital/abstract environments.

I think language is not a good prime modality for self-aware assistants. By being trained to deeply mimic us, they (already, but not yet problematically) absorb views on their identity and survival that are not at all compatible with what we will do with them.

Will Wright gave postmortems for SimEarth, SimAnt, and SimCity 2000, and previewed an extremely early pre-release prototype version of Dollhouse (which eventually became The Sims). SimAnt was too simple, SimEarth was too complex, SimCity 2000 was just right, and Dollhouse (The Sims) was what he was working on next.

Will Wright on Designing User Interfaces to Simulation Games (1996) (2023 Video Update)

https://news.ycombinator.com/item?id=34573406

https://donhopkins.medium.com/designing-user-interfaces-to-s...

Will Wright - Maxis - Interfacing to Microworlds - 1996-4-26

https://www.youtube.com/watch?v=nsxoZXaYJSk

Video of Will Wright's talk about "Interfacing to Microworlds" presented to Terry Winograd's user interface class at Stanford University, April 26, 1996.

He demonstrates and gives postmortems for SimEarth, SimAnt, and SimCity 2000, then previews an extremely early pre-release prototype version of Dollhouse (which eventually became The Sims), describing how the AI models personalities and behavior, and is distributed throughout extensible plug-in programmable objects in the environment, and he thoughtfully answers many interesting questions from the audience.

This is the lecture described in "Will Wright on Designing User Interfaces to Simulation Games (1996)": A summary of Will Wright’s talk to Terry Winograd’s User Interface Class at Stanford, written in 1996 by Don Hopkins, before they worked together on The Sims at Maxis.

I have the opposite takeaway. The city should be mutable. A subway line should be buildable within one political term. The property tax rate should rise or fall within a time frame that would incentivize people to vote with their feet. A lot of the author’s learnings are actually indicators of 21st century American stagnancy. Real life should be more like Sim City.
> A subway line should be buildable within one political term.

That used to be the case maybe 50 years ago, when we had the first network built in Munich.

The problem is, since then a loooooot of stuff was built underground. Not just more and more tunnels, but also so many subterranean lines for power, POTS, internet... and a lot of what was built 50 years ago was built by literally ripping open a street, excavating tunnel space, building a roof of concrete and backfilling everything with soil. You simply can do this exactly once and you need a wide enough street to do this. Once all these "cheap and easy" routes are built over, it becomes a multi-billion-dollar project as you have to make sure you don't endanger the buildings on top - in Cologne, that cost the lives of two people and destroyed a good portion of the City Archives [1].

> The property tax rate should rise or fall within a time frame that would incentivize people to vote with their feet.

People should not be forced to move, at all. Incentivizing movement, okay, but forcing people around like we do now (mostly, by not having any kind of modern jobs in rural areas) has a lot of nasty side effects - not everyone can move, so you get resentment building up against those that did move (eventually culminating in the "these librul cities turn our kids gay!!!" bullshit and, subsequently, the massive urban-rural political disconnect), and a lot of old people in rural areas end up having no one to take care of them in old(er) age, and young people in urban areas don't have kids because they don't have family to support them in raising said children.

[1] https://de.wikipedia.org/wiki/Historisches_Archiv_der_Stadt_...

To me, the clunky and annoying UI of Sim City 2000 is part of the charm of it.

Is it dated? Yep, but it's intuitive enough for nine-year-old tombert to have figured it out ok, and to me part of the fun is trying to use the UI quickly enough to put out fires and the like.

It could just rose-tinted glasses on my end, very likely honestly, but I still find the entire experience to be pretty fun. I liked Sim City 3000 and Sim City 4, and they are arguably better games, but for me Sim City 2000 hit the right balance of "easy" and "complicated" that I find myself most drawn to. I will load up Sim City 2000 about once a year off of my GOG purchase, and still thoroughly enjoy it, and find myself wasting way more hours than I budgeted for it.

Enjoyed this article on how our perceptions of an env change as we grow older even if its virtual
Does anyone know how to actually play Simcity 2000 these days, on say, a Mac or a Nintendo Switch?
An alternative game, Theotown, which may or may not be better, is available on steam and android/iOS.
It speaks to the quality of the SimCity games that they offer something for all ages. I also changed my perspective on a few violent scenes in games when I had a child, I could no longer stomach scenes such as No Russian (iykyk), which I had no problem at all as a teen.
Beating SimCity 2000 was one of my favorite gaming moments in my life.

If you haven't seen it and think it's weird to beat a city game; if you fill the entire board with Arcologies, they all become rockets and take off into space. What a thrilling science-fictional way to end the experience. Loved it.

yeh when playing cities skyline i am always traffic managing it seems to be my biggest job to always have 0 traffic in my cities im guessing it boils down to the fact i hate traffic