Started by Václav, March 16, 2013, 09:11:01 PM
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Quote from: Václav on March 16, 2013, 09:11:01 PMSimutrans is based on simulation of transportation - but this is a bit standing alone when it is not possible to control where will be built houses, offices and factories.
QuoteI don't want Simutrans to be a Tropico where the chairman of a transportation company has committed a coup. Adding transportation to Tropico would be a better solution.
Quote from: Ters on March 19, 2013, 09:16:34 PMIf I had to manage how the city grow as well, it would overwhelm me double up.
Quote from: Isaac.Eiland-Hall on March 20, 2013, 08:02:40 AMSo I know everyone plays it differently, but I do think we could somewhat easily add some things that would draw more players (and.... maybe some of those might program! Some small percentage) and make the game even more flexible - without overly-cluttering it up for those that play it as originally designed.
Quote from: jamespetts on March 26, 2013, 06:15:33 PMA distinct but related issue is town layout, deined currently by cityrules.tab. A particular concern is poor handling of existing diagonal roads. The question of explicit zoning fits into this part of the disscussion. If anything, it would be a public player function. It i s very interesting to note the comment above about somebody effectively playing as the p ublic srvice player. This is sosmething that I should like to be workable one day in Experimental, and with more private car related featurse (such as the fixing of private car routing and the planned simulation of car parks) should be increasisngly popular. Zoning takes this a considerablee degree further, and adds a very large element of micrromanagement to the public player's list of duties - careful considerration will have to be given as to whether this is desirable.