返回列表 发新帖
楼主: mrxia

[新闻] 【SimCity】2013年官方博客索引

 关闭 [复制链接]
发表于 2013-10-31 10:37 | 显示全部楼层


本帖最后由 紅塵市長 于 2013-10-31 12:14 编辑

SimCity Update 8 Release               Oct 30, 2013        
                   Community Manager Michael Donahoe         
        Get ready, we have four new ways to play – today we’re releasing our eighth SimCity game update which features free content with four dynamic new regions and the Roman Casino, as well as in-game improvements like the ability to turn off disasters and a fix for Great Works. Keep reading below for all the details.

Regions 新地图

With Update 8, we’re releasing four new free regions (Serenity Key, Rambling Badlands, Verdant Jungle, and Desolation) each designed to take advantage of the Cities of Tomorrow expansion pack releasing on November 12. While these regions are perfect companions to the Cities of Tomorrow expansion, all players can build in them, starting…today! Unlike the previous free regions we’ve released (Edgewater Bay and Granite Lake), these new ones are desert and tropical-themed, giving you brand new foliage and climates to build your cities around, as well as multiple freeway entrances for commuting Sims. Want to learn more? Level Designer Kyle Brown dives deep into the creative process in his blog post here.
随着8.0的更新,我们发布了新的4张自由区域(Serenity Key、Rambling Badlands、Verdant Jungle、Desolation)每一个设计都为11月12日发布的《未来之城》的拓展包而生。而这些区域所有的玩家都可以使用,快点开始吧……就在今天!不同于以往发布的的自由区域(爱华特湾、大理石湖),这些是沙漠于丛林的主题,给予全新树木和气候来建设城市,以及可供Sims多条可通勤的高速入口。还想了解更多?设计师Kyle Brown会深入探讨在他的博客文章创作过程。

Roman Casino 罗马赌场

Cha-ching! Hit the jackpot in your gambling city with the free Roman Casino. Entertain your medium-wealth Sims with entertaining add-ons like the Baccarat Room (perfect for increasing the capacity of your casino) and the ear-pleasing Concert Hall to lure in all those spend-happy tourists.
中了!你在自由的罗马赌场的赌城中了头奖。招待中档游客进入Baccarat Room(完美的增加你赌场的容量)以及动听的音乐厅吸引着你的游客度过快乐时光。


Curse Mother Nature no more – random disasters are now optional in the normal game mode. That’s right, we listened to your feedback, so if you desire, you can happily build knowing tornadoes, earthquakes, or even brain-loving zombies won’t destroy your progress or your patience. All you need to do is turn off random disasters in the gameplay settings and you’re set.

Another big improvement is a fix for Great Works. With Update 8, building Great Works will synchronize across all cities in your region, meaning you will not only get all the benefits from your International Airport, Arcology, Solar Farm, or Space Center, but you will also be able to see your personal projects all throughout the region.  

These are only a small sampling of the changes available in Update 8. For the full release notes, visit here. And make sure to give us your feedback on our official forums. Let us know what you think, Mayors!
回复 支持 反对

使用道具 举报

发表于 2013-10-31 10:56 | 显示全部楼层


使用道具 举报

发表于 2013-10-31 10:57 | 显示全部楼层
回复 支持 反对

使用道具 举报

发表于 2013-10-31 20:09 | 显示全部楼层
回复 支持 反对

使用道具 举报

发表于 2013-11-6 00:31 | 显示全部楼层


本帖最后由 紅塵市長 于 2014-4-13 01:35 编辑

Welcome Back              Nov 01, 2013        
                   Executive Producer Kip Katsarelis

Hello, Mayors. 市长们,你们好

We’ve seen a lot of old players coming back to the game so I’d like to take this opportunity to welcome you back to the world of SimCity. A lot has changed since the last time you played and I want to take some time to share some of the great things that we’ve been doing, and pass along a few tips to help inspire you to create even better cities.

I’d like to take a moment to reintroduce myself to you. I’m Kip Katsarelis, Executive Producer for SimCity, and I’ve worked at Maxis for more than 11 years. In fact, my first project at the studio was SimCity 4, so it was a lifelong dream of mine to work on this new SimCity. As a developer, one of the best parts of working on a game is seeing what our community does with it after it’s been released. We’ve been blown away with the creativity, enthusiasm and ingenuity of our fans. Take a look at StricToaster’s “Let’s Play” sessions and Yuttho’s Building Tokyo Series and see what they’ve done since our launch and how they’ve used the improvements we’ve made to the game to create some incredible videos.
我想借此机会向你介绍我自己。我是Kip Katsarelis,《模拟城市》的执行制片人,我在Maxis工作已有11年了。事实上,我在工作室的第一个项目是《模拟城市4》,所以这是我毕生梦想的工作在这个新的《模拟城市》。作为一名开发者,最棒的一部分工作是看到我们团队的游戏被释放出来。我们的创新被交口称赞,我们的粉丝充满激情与创造。看这里,StircToaster的“我们来玩”的对话和Yuttho的再造东京系列,并且他们已经启动了,以及他们是如何利用我们的游戏创造了一些令人难以置信的改进性的视频。

As you read through this, know that we are fully aware that some of you haven’t played for a while. I’ve taken some time to point out some of the great strides that we’ve made in the eight months since we launched in March and have explained where we are going from here. It’s my hope that after you’ve finished reading through this blog, you’ll jump back in and build a city alongside me.


Our biggest priority at launch was server stability. We very quickly improved our server architecture to increase performance and stability so you can jump in immediately and play with your friends. With the server issues behind us, we have been committed to upgrading our simulation and providing you with an ever-evolving gameplay experience. We’ve rolled out eight major Updates that address gameplay issues ranging from gifting to traffic fixes and RCI tuning and we’re continuing to work on more. I’m not doing justice to all the Updates we have made, find details about them here. But we did more than make improvements; we also threw in a lot of fun and free stuff we thought you’d enjoy.

When you get back into the game, poke around and check out what’s new and what’s been improved. I challenge you to try the raise and lower road tool. It’s probably my favorite new feature, it changes the landscape and opens up the terrain by allowing you to build land bridges, tunnels and overpasses. I spend hours connecting and intersecting roads just to discover new ways to efficiently move traffic around my city. Here is a sample of the great stuff our community has been creating; what will you do? Share with us on our Facebook page. We want to see it.

It hasn’t all been about new tools. We’ve given you new stuff to play with too. From the Roman Luck Casino, 24 new hotels, and the Houses of Worship to the six new region maps, we’ve been working to enhance your game with every Update, and there’s more great stuff to come. To find out more about some of our future Updates, including our conversations regarding User Generated Content (Modding) and the exploration of Offline Mode, go here.


So where do we go next? We are nearing our launch for SimCity Cities of Tomorrow. SimCity is about exploring the challenges that today’s Mayors face such as how I will provide jobs to my Sims, improve my schools, provide public transportation options, clean up crime, and even revitalize different neighborhoods. In SimCity Cities of Tomorrow, players will take on those challenges as well as have an opportunity to tackle tomorrow’s issues using future, plausible technologies. Check out the first Developer Gameplay Walkthrough video here to see it in action. We have some great blogs that detail out The Academy and OmegaCo. Know this, it’s chock-full of new gameplay. There are MegaTowers that let you build into the sky, new specializations, an awesome new robot disaster and it has really cool new surprises that will get you excited about playing it again. I play it for hours and I still learn something every time I play. And I can’t wait to hear what you think about it.

We are eight Updates in and we’re still continuing to make more. If you want to keep up to date with the latest that’s happening with SimCity we have lots of player-generated information right here. Let us know what types of gameplay tweaks and balances you’d like to see. I go by MaxisKip on the forums and I’ll be answering some of your questions in this thread. I promise you this, I’ll read every one and do my best to respond.

See you in the game.游戏中见。

-Kip Kip

回复 支持 反对

使用道具 举报

发表于 2013-11-8 00:49 | 显示全部楼层


本帖最后由 紅塵市長 于 2013-11-8 13:24 编辑

SimCity Cities of Tomorrow: New Disaster               Nov 07, 2013        
                   Lead Designer Stone Librande

Hello. This is Lead Designer Stone Librande here to talk about one of my favorite subjects: giant robots!
您好。这是首席设计师Stone Librande在这里谈论我最喜欢的项目:巨型机器人!

In SimCity Cities of Tomorrow we wanted to create a new disaster that fit well with the expansion pack’s futuristic theme. We talked about including realistic disasters that our planet may be experiencing in the near future, (droughts or floods caused by global warming, giant hurricanes, solar flares, etc.) but decided to go with something more fanciful. The idea that the team quickly agreed on was a giant robot attack, similar to the one from SimCity 4.

Our first task was to replay SimCity 4 and relive the robot disaster. Unfortunately, my memory of the SimCity 4 robot was a lot more exciting than the reality. The robot was huge—and its mighty “pulse cannon” could take down several blocks of skyscrapers in a few seconds—but when we looked closely, we noticed that it was shooting out a few white dots from its chest that randomly trashed a large section of your city. After leveling a few city blocks it flies back into space leaving blocks of destruction in its wake.

killing machine, we wanted the Cities of Tomorrow robot to have more personality. Outworlder 6, our robot, doesn’t visit your city because he wants to destroy it; he is just looking for energy to recharge his battery pack in order to continue his interstellar journey back home. We also wanted the player to become an active participant in the encounter and either help or hinder his mission.
杀人机器,我们希望《未来之城》的机器人会有更多个性。Outworlder 6号,我们的机器人,不会拜访你的城市,因为它想毁灭你的城市:它只是在寻找能提供自己的电源,以便继续它的在星际旅行中回家。我们希望玩家可以积极参与到它,帮助或阻碍它完成使命。

Outworlder 6 arrives from the sky like a fiery meteorite, landing in a random location and destroying whatever happened to be underneath him. He immediately begins scanning the city for a nearby source of power. Although he is not malicious, his alien programmers haven’t given him the ability to understand the value of things like Sims, cars or buildings. Expect him to cause some collateral damage as he stomps through the streets looking for a place to plug-in to  your city’s electrical grid.
像一颗火热的陨石从天而降的Outworlder 6号,在随机地点着陆并摧毁附近的设施。它立刻会在附近的地点寻找电力。即使他没有恶意,他与众不同的设计者并没有给它能力来了解事物就像Sims,车辆、建筑一样。它踩在街道上,插入城市的电网会对城市造成一定的伤害。

Once he arrives at his target he extends his “electro-coupler” and begins leeching power and other utilities from your city. This may cause temporary blackouts which could shut down some of your critical city systems. Observant players (and those of you reading this blog) will notice the energy meter on his back. As he drains the power from your city he will be filling up his own internal batteries. When the energy meter reaches the top he will fly back into space and the encounter will end. But if his meter hasn’t completely filled then he will repeat the process all over again by scanning for his next target.

To minimize his damage you’ll want him to charge up as quickly as possible. This can be accomplished by shutting down your biggest energy consumers, such as your garbage atomizers and pollution scrubbers. To maximize his damage (you know who you are) then shut down your power plants and starve him. After several failed attempts to gain enough electricity he will eventually give up in 为了减frustration and fly back into space. In this case he’ll be forced to use his backup nuclear reactor which tends to leak a bit of radiation (you’ve been warned!).

There is also a third option. We understand that many players don’t want any disasters in their cities at all. If you are a part of this group, you will be happy to know that with Update 8 released last week, we are now giving you the option to turn off random disasters in the normal game mode.

We had a lot of fun creating the giant robot encounter, from initial concept to the final 3D, we’re excited to bring giant robots back to SimCity. Best of luck to you and your Sims when Outworlder 6 visits your city!
我们会有很多乐趣遇到这个机型机器人的产生,从最初的概念到最终的3D,我们很高兴这个机型机器人回到《模拟城市》。祝你好运,Outworlder 6号将会访问你的Sims和你的城市。

回复 支持 反对

使用道具 举报

发表于 2013-11-8 00:50 | 显示全部楼层

使用道具 举报

发表于 2013-11-8 12:10 | 显示全部楼层

使用道具 举报

发表于 2013-11-12 18:22 | 显示全部楼层
回复 支持 反对

使用道具 举报

发表于 2013-11-12 18:23 | 显示全部楼层

SimCity Cities of Tomorrow Launch

本帖最后由 紅塵市長 于 2013-11-12 19:41 编辑

SimCity Cities of Tomorrow Launch               Nov 11, 2013        
                   Community Manager Michael Donahoe

The future has arrived, Mayors! This week we are releasing the SimCity Cities of Tomorrow expansion pack. Over the past couple of months, we’ve been highlighting some of the new features that will allow you to build your very own city of the future. In SimCity Cities of Tomorrow, you can take your favorite existing city and futurize it or start fresh and build anew. The choice is yours, Mayors. How will your lead your Sims into the future?

To get you up to speed, check out our past blogs for  recaps that will have you building MegaTowers to the sky in no time.

MegaTowers 超级巨塔

MegaTowers are monolithic structures that let you build to the sky and achieve massive populations. MegaTowers have space for residences, businesses, industry, and can be specially constructed to reduce pollution, increase tourism, pump up your revenue, and much, much more. Check out the MegaTowers blog for more information.

The Academy研究中心

The future is green! The Academy is a new specialization that allows you to research new technology to turn your tired old city into a shining metropolis of the future. From within its metallic and shiny silver covered walls, The Academy scientists will enable you to futurize your city with plausible future technology like MagLevs, the Fusion Power Plant and the Garbage Atomizer. Specialize your city with The Academy.


The Simoleon is King! Omega is the new miracle substance of the future and hoo boy, are your Sims going to want it. OmegaCo is another specialization new to SimCity Cities of Tomorrow that will bring convenience and a whole lot of cash to your bottom line. All of this comes at a price though. Are you willing to feed OmegaCo tons of resource while sacrificing the health and happiness of your Sims in the name of huge profits? Find out about this sterling member of the corporate community at the OmegaCo blog.

New Transportation新交通系统

SimCity Cities of Tomorrow isn’t just about futurizing your city with new specialization, it’s also about exciting new ways to get around. MagLev trains will zip your Sims around your city above ground. Fantastic Skybridges will link your MegaTowers, keeping your Sims above the ground and turning your MegaTowers into self-sustaining ecosystems. Finally, OmegaCo’s new drones will help do the shopping, firefighting, and law enforcement needed in your cities so your Sims don’t have to. Learn all about your new transportation options in the transportation blog.

New Regions 新区域

In Update 8, we released four new regions available for everyone to build in, but specifically tailored for SimCity Cities of Tomorrow to take advantage of. They range from desertscapes, where water will be your greatest challenge, to tropical environments, where life can be sweet for everyone. Then of course, there’s Desolation, a delightful little community filled with every resource you could imagine – if you can somehow work your way past the radiation that has spilled into one of the city sites. Check out the challenging new terrains available in the New Region blog.

Hybrid Cities 混和城市

For Mayors looking for a serious challenge, why not go for a city where the bastion of order and harmony that is The Academy can live in peace with money-grubbing OmegaCo? Creating a Hybrid City isn’t impossible, it’s just fiendishly difficult. Learn about this challenge in the Hybrid Cities blog.

New Disaster新灾难

What would city life be without an occasional disaster? SimCity Cities of Tomorrow has got you covered with a misunderstood robot blasting buildings to bits while draining your power supply. Oh yes, destruction is imminent with its visit from outer space, but have faith knowing it just wants to get home. Learn the secrets of the Outworlder 6 disaster in the Outworlder 6 blog. Don’t like him cramping your style? You now have the ability to turn off disasters entirely!
没有偶尔的灾难将城市生活是什么?《模拟城市-未来之城》有你的有误解的机器人爆破你的建筑物,而耗尽你的电源。哦,是的,来自外太空访问的破坏是迫在眉睫的,但是有信心,知道它只是想回家。学习的outworlder 6号灾难中outworlder 6博客的秘密。不喜欢他束缚你的手脚?你现在有能力完全关闭的灾难。

We hope you enjoy SimCity Cities of Tomorrow. There are benefits from it for everybody to enjoy such as new regions mentioned earlier. And even those who don’t own the expansion will see benefits when their cities are next to those who do, like the ability to access future technologies researched from your neighbors or seeing OmegaCo franchises popup in your city (for a profit, of course). The real fun though, comes from diving deep into the future with an expansion pack the whole team at Maxis is proud to bring you.

Enjoy the future!享受您的未来!!


您需要 登录 才可以下载或查看,没有帐号?入住

回复 支持 反对

使用道具 举报

发表于 2013-11-13 09:29 | 显示全部楼层
外星人入侵嘛 。。。。。。
回复 支持 反对

使用道具 举报

发表于 2013-11-20 15:07 | 显示全部楼层

回复 支持 反对

使用道具 举报

发表于 2013-11-20 16:36 | 显示全部楼层
回复 支持 反对

使用道具 举报

发表于 2013-11-28 21:08 | 显示全部楼层
回复 支持 反对

使用道具 举报

发表于 2013-12-11 18:00 | 显示全部楼层
SimCity Cities of Tomorrow: Future Transformation   
          Nov 19, 2013        3D Artist Bryan Shannon

Greetings, Mayors! I’m 3D Artist Bryan Shannon here to explain how we transform present day cities into plausible Cities of Tomorrow!  

When you’re playing the SimCity Cities of Tomorrow expansion pack, it’s easy to see some of the incredible facelifts that many of our buildings have undergone. From the holographic signs, to the techie penthouse suites for our old-school brownstone buildings, these cosmetic features should tell you that the future is now. But how did we undertake the task of bringing an entire civilization out of the age of slow, “fiber optic” internet and into the new world of ControlNet, Omega, and shopping drones? Let me explain how to take your cities into the future.

Futurizing Your City

First off, you have complete control over how much of the future you bring into your city, and it’s represented by the new futurization data layer. A number of new buildings in the expansion have a futurization radius that will influence the buildings in its vicinity. Place one of these and you’ll notice the RCI buildings, cars, and even roads start to transform.

Perhaps the fastest way to transform your city is through the handful of new parks or the hydro pumping station. In addition to making your Sims happy, they’ll also bring some future into their lives. Each building type has a different radius of future influence. The MegaTowers also have a radius of influence that’s pretty large to start, and it will increase as your MegaTowers grow higher and higher, making it an easy way to futurize.

Once a zone is futurized, the RCI buildings that fill that section will appear different than before. They may look like older buildings, but with a handful of add-ons and sometimes over-the-top accessories. Cars of the future will also begin to spawn from the newly influenced buildings, and we’ve also added a significant amount of entirely new buildings for you to discover in SimCity Cities of Tomorrow. Oh, and let me tell you a secret: If you want to futurize your ENTIRE city instantly in Sandbox Mode, simply press “Alt + U.” My little secret to you!  

Designing Tomorrow

Now that I’ve discussed how to futurize your city, let’s talk about our design influences. We’ve designed the architectural style to coexist with the preexisting structures from the core game, so the jump to the future will make sense visually. The general idea of our artistic aesthetic is to imply sharp, square, and angular edges for lower wealth and OmegaCo-related structures, while the elegance of the rich and educated Academy-related buildings tend to take a more modern, curved design.

Shiny buildings aren’t the only way to send your city into the future. Building gritty and grimy OmegaCo structures is also a great way to create a future-looking city. By building the OmegaCo factory, you can then add on modules that extend the reach of the futurization coverage. OmegaCo factories can also extend their reach by laying down extraction pod pipelines, but be sure to have your extraction division up and running at the OmegaCo HQ in order to make the most out of your handy pipe-laying abilities with the extraction pod modules.  

Future Songs  

One of the coolest moments I’ve experienced playing Cities of Tomorrow was when I noticed that as I built out my futuristic city, the regular background music started to blend with the new futuristic music. This, of course, is thanks to the new orchestral score from composer Chris Tilton. The blending of styles begins once you start placing future buildings. Definitely give it a listen.

That’s it! Hope you’re enjoying bringing your cities into the future. Feel free to experiment. Do you like to have a hybrid of both? Prefer all future? Let me know how you Mayor!  

回复 支持 反对

使用道具 举报

发表于 2013-12-11 18:00 | 显示全部楼层
本帖最后由 紅塵市長 于 2013-12-11 17:35 编辑

Futurologists Report               
Nov 22, 2013        Futurologist Ian Pearson         
        What does the future hold? That’s the question we asked futurologist Ian Pearson. The team here at Maxis has rubbed our crystal ball and predicted our vision of the future with the SimCity Cities of Tomorrow expansion pack, but now it’s time to see how a legitimate prognosticator pictures what the real world of tomorrow will look like. Below you’ll find predictions for a possible future. Read on to see if it matches up with what Maxis forecast.  


The world in 65 years will be very different in some ways but unchanged in others. People will still have the same needs and aspirations to have fun, make friends, have families and do something with their lives. The technology to let them do this will be very different and although we’ll preserve old buildings just as we do today, much of the future cities will look very different.


The tallest building in Europe today is London’s Shard at 308m tall. With the materials and construction techniques available in 2078, it will be possible to build 100 times higher, so we will have some structures over 30km tall. Probably the only materials capable of acting as the main structural components will be based on carbon nanotubes and graphene, perhaps some boron too. These could be woven, extruded or blended with other materials to make super-strong lightweight building materials for walls, cables, and girders and so on.

Biomimetics will be very much in evidence in city and building design. A lot of structures will mimic those found in nature. Instead of using cranes to lift components and place them on top of others, most tall structures will be grown from the ground up using high pressure 3D printing techniques. Using 3D printing, high pressures would be used to extrude a material upwards. For intricate detail, 3D printing would be perfect, allowing extremely fine outer textures and architectural details to be made as the building rises.

Although the lower levels of a building may be finished with fine aesthetic detailing, only people in nearby buildings or flying transport would see upper levels close-up, so detailing would generally be a lot simpler and only major structural facets would be visible from a distance. In fact, a lot of future buildings will be very plain indeed. It will be cheaper and faster to build plain buildings, and the normal everyday use of augmented reality will have forced a move towards relying on virtual architecture. Ordinary homes and office may be just prefabricated structures, bolted together on site, to give very high functionality with low cost, and augmented reality used to make it look however the user wants. In the street, each person looking at a building will see a virtual architectural overlay tailored for their own preferences and the corporate image of the current building residents. No two people may see a building in quite the same way. There is little point in investing heavily in finishing for the few occasions when people look at the actual building.

For strength, the main structural members might well have a wood-like structure consisting of a lot of fine tubes, rather like the phloem and xylem in tree trunks, any fine architectural surface detailing a sort of biomimetic bark layer. Cross members could be joined just like branches. This would provide very high strength with low weight. Tubes could be clustered into larger tubes, much like fine steel wires are woven to make strong cables that can be woven into even thicker and stronger cables. This fractal tubular structure for the trunks would make them well-suited to carry electrical cabling and ducting for plumbing or air conditioning too, elegantly incorporating all the major needs of a tall building into a single structural part – though they could be kept separate of course if preferred. So the trunks would have a rather fractal cross section with tubes of various diameters from thick air conditioning pipework right down to molecular thicknesses of the core graphene tubes. Flooring and walls could then be built from more conventional materials on this tree-like supporting structure. Floors and walls could use carbon materials too, but with far lower demands on their strength, there would be no need for such restriction of choice. Glass, plastics, steel and ceramics as well as concrete would still be common throughout buildings. We may well see a lot of use of plastic inflatables too. Inflatable structures can be very cheap and allow rapid building, and since the main strength comes from the carbon supports, there is no need for walls or windows to carry any of the load. Inflatables can easily be made to withstand wind pressures even in the fiercest storms.

The extensive use of virtual architecture and other augmented reality means there is far less significance in being near a window. Virtual windows with any view required can be put anywhere at all, so real ones won’t look be anything special. Combined with the super-strong materials available and better indoor transport, buildings could therefore be allowed to cover much larger areas. We could see some buildings that are essentially towns in their own right. In the extreme, we could have 10km tall buildings measuring several square kilometres in area, thousands of floors holding millions of residents and all the social, leisure, business and sporting facilities a city would normally have. Some people would very rarely leave them.

One reason governments might want to encourage such large city buildings is that it would make it easier for them to control the population. With a limited number of ways in and out, people movements could be policed and restricted if necessary, for example to control the spread of disease or restrict civil disturbances.

Building appearance won’t only use augmented reality and plain materials though. Apart from the intricacy and frills available from 3D printing, surface textures could be living. Buildings might be furry. Vertical farms would grow up some buildings, nanotech fabrication on others. Others might grow fur for purely cosmetic reasons, using a wide range of strand types that would grow biomimetically from microscopic print heads. One useful side from this is that furry buildings could reduce the intensity of wind that can otherwise be a big problem in some city areas.

Plastics and polymer displays especially will be very common. Polymer displays will cover entire walls as well as a lot of 3D objects and add video or graphics to any décor.

Plasma force fields sound like science fiction today, but they will likely be part of the 2078 city. It won’t be possible by then to make them very strong, so we won’t use them for security doors, but for novelty indoor partitioning or giving a degree or wind-shielding around an outside space, they will be very useful. They will look nice too, and patterned auras could become a common part of décor. The force fields will rely on strong and tight magnetic fields holding sheets of charged plasma in place to make a sort of plywood structure, with air. These will resist bending into each other and the pressurised air inside will prevent air movement, allowing their use as structurally weak windows and barriers.

City layout

Although some cities may include a few of these ultra-high density buildings, much of the future city would be a similar mixture of buildings, roads, open areas, parks and so on that we see today. There will certainly be far more tall buildings and some will cover larger areas, but many buildings will still be low-rise and more conventional. Virtual architecture will mean that some buildings that are very exciting inside could be made to look deliberately plain outside. For the coolest nightclubs in town, invisible could be the new black. Everyone except their target clientele would walk right past a perfectly ordinary doorway and not even see it. The people they want to come in would instead be drawn a spectacular looking entrance.

The use of augmented reality could also make every street into an art gallery or a stage for performing arts. The companies in buildings could target their customers individually with personalised building appearance and theming. Even the products on display in the virtual malls would vary from person to person. It will give lots of scope for fun too. As one person chooses a new outfit, their partner might be shooting aliens and zombies with a virtual plasma cannon in the foyer.

Some large 2078 cities will need spaceports to cater for a rapidly growing space industry, for asteroid mining, leisure travel and research. Low orbit space travel will also be the fastest way to travel around the world for the rich and important.

Pressures to spread rising immigrant populations throughout the UK will mean huge expansion of some northern cities such as Glasgow, Manchester and Liverpool. London and Birmingham will see redevelopment but not as much expansion. Cities can grow organically, but entirely new areas or new towns will also be planned and built.

Floating structures and art

Tomorrow’s city will have a lot of decorative structures that are virtual, but that doesn’t mean the physical city has to be dull. Ultra-light foams such as carbon foam and aerogels can combine with various propulsion and levitation techniques to make massive solid balloons that can support enormous loads, and even act as the structure itself. We may not quite have the floating islands from Avatar, but future buildings could include parts that do indeed float, tethered to the ground or a building.

Light-emitting polymers and plasmas could add highly colourful and dynamic effects to make monuments, art galleries or other structures that can change shape and the appearance of their outer texture. We could see concentric rings, spirals or plates that continually change their orientation, bounce up and down, or twirl around, so that the structure never looks the same twice.

Electronically controlled magnetic suspension offers a wide range of options for future structures. Parts of any size and shape could be linked magnetically but remain quite separate. If they are mostly made from lightweight foam, large parts of buildings could appear to stay only loosely together, like birds in a flock. This would make an excellent fun campus for a high-tech company on an industrial park, the staff would be in a different place with a different view every day, and would meet different colleagues.

It is impossible to predict what artists will create, but at least we can know about some of the tools and materials they’ll have available. Building ornamentation could feature free-floating rings to top them off instead of boring radio masts. Nearer the ground, large holographic panels could be used to add dynamic 3D effects. Coupled with plasma partitioning from the air, company entrance foyers could be fabricated with only the most ethereal physical structures, just lightweight holographic panels interleaved with plasma force fields. Monuments or art works in a city might make liberal use of such combinations of floating holographic or light emitting panels and plasma effects.


Public transport will mostly be variations on pods. These will be compact self-driving vehicles of various sizes. Some would distribute goods or provide automated maintenance or policing services, some would transport people or bots. Fully automated public transport pods mean there will be no need for buses or trams, though a few legacy tram systems may remain. Pods will drive just centimetres apart front to back and side to side, and will coordinate electronic speeds to interleave perfectly at junctions. Transport pods will be small too, so road capacity will be over 15 times higher than today even without using multiple layers. With high density buildings resulting in fewer long distance journeys, congestion will be very low. Where there is still high traffic, multiple layers of traffic will solve the problem. That won’t always need a new road to be erected on raised platforms. Vehicles in some situations could actually ride on top of each other.

There will be some proper flying cars in 2078, but mostly they will be used by emergency services. Most other vehicles will travel just above surface level, hovering just like the ones we see in sci-fi, but quite close to the ground. They won’t need wheels, but use magnetic levitation, mostly using tracks either with a metal surface layer or with electrical coils embedded in the surface. The coils will act both to power the pods by inductively charging their super-capacitor banks as they fly over, and also to levitate them using magnetic repulsion, even dragging them along using linear induction motors. Super-capacitors will mean the pods only need small batteries, making them much lighter and less resource-hungry as well as emission-free.

Different types of vehicle might be needed for journeys going outside the city. Some will still use wheels, others will generate plasma beneath them, held within powerful magnetic skirt around the vehicle base, rather like a hovercraft, to hover over any solid surface. The plasma itself would provide enough magnetic repulsion to elevate the vehicle.

Emergency services

Robotics technology allows a lot of emergency services to be integrated closely into the infrastructure, rather as a sprinkler system is today. Robots would be extremely common and some would be designed to be used in emergencies, being more robust so that they could do search and rescue tasks, or deal with armed gangsters. With transport all electronically coordinated, it will be very easy for traffic to move aside to allow any emergency vehicles an unimpeded trip to the emergency. It will also be easy for the authorities to prevent traffic from entering specific areas, while rerouting traffic away from a problem to free roads so that people could quickly evacuate from affected areas. There will inevitably be some problems where government is accused of misusing these powers to prevent protests and disperse demonstrations.

There will be still be many people working in emergency services and they will undoubtedly still do heroic acts. In many cases though, they might enter burning buildings by using a direct brain link to remotely occupy a fireproof android built specially for such a task. Androids using polymer muscles would be over five times stronger than humans. Some robots would have special tools for cutting or blasting their way through walls or other obstacles. Others would have medical sensors that make the Star Trek tricorder look primitive and would be able to carry out some emergency treatments on the spot before gently carrying a victim to safety.

When people do have to perform a dangerous rescue themselves, they would often use suits with very special abilities. The suits would act as an exoskeleton, again using polymer muscles to give super-strength, but with the added ability of remote controlling them to walk the person out if they are somehow knocked unconscious. That would be unlikely though, since the suits would constantly monitor the wearer's medical state and relay it to senior officers, so they'd be ordered out before they were overcome by heat or smoke. Augmented reality displays linked to mm wave sensing and architectural plans would let them see through smoke and fire, even through walls. Images could be shared between crew members and chiefs to allow much better understanding of the whole picture.


A lot of shopping will be delegated to robots that look after the home and office, leaving people to do the fun and socialisation bits, so these will dominate the human shopping experience. So we will have lots of fantasy environment overlays, gaming, and theming. People will see products they’re interested in highlighted and others dimmed. A lot of shops will be just try-on outlets. When people buy a garment, they needn’t even take it to a till, they’d just tell the computer system or robot assistant they want it and their shape details will be sent to a rapid customised manufacturer for personalisation and delivery later in the day to their home. Browsing craft shops would be a different kind of pleasure, enjoying the skills of another person.

Clothes will make use of colour-changing and shape-changing materials that will self-clean when the person is outside. The clothes will adapt to the surroundings to offer warmer or cooler fabric, or become skin-tight or loose on command. They will also extract energy from the environment to power the digital jewellery people will wear.

  With physical products much cheaper, people will be able to spend far more on memorable experiences, and they might use shops to preview or sample them before spending heavily. Someone might wander around a resort virtually, or feel the g-forces on an amusement park ride. Then they can book and do it for real.

People will also shop for robots. There will be some for every kind of role, but some will have a special bond with the owner so it will be rather like choosing a pet today.

Future Christmas

Christmas is no longer seen as a religious festival but is an annual focus for everyone of all cultures for socialising, partying, gift-giving and having a peaceful time with family and friends. Fully immersive virtual reality and shared environments will let people spend time together even though they’re far apart, allowing the joy of having close family with you for a short time, without the rows that customarily go with them overstaying. Parties will also use imaginative virtual environments, with the added use of smart drugs, totally safe and legal chemicals that can cause pleasant effects that are consumed in advance and electronically activated when the atmosphere is right, so that everyone can enjoy the same effects simultaneously. They may be used in combination with trans-cranial magnetic stimulation headsets to increase the effects. Christmas parties will be even wilder, and even more fun, and because much of it is electronically mediated, you could set any personal limits on potentially embarrassing situations in advance, bringing you back to full normal awareness before any career-limiting or relationship-destroying decisions.

Gifts might well be very traditional crafts or personal service experiences, because the costs of buying material objects such as toys or robots would be very low. That puts a high premium on human skill and involvement, increasing the perceived value of traditional crafts and services. Giving someone a spa token will be far more welcomed than a new robot.


London has stayed much the same size, but modernised, with several areas of tall building, and its huge Estuary spaceport/airport complex. This carries real traffic but has also become a new social focal point, with the 30km high spaceport making the most of its rapid space-link to the new Space Elevator. Space tourism and exploration are both big business now, and those that can’t afford to go can still enjoy the huge theme park with simulated experiences.

The streets of central London are barred from any traffic except self-driving pods, which increased road capacity 50-fold. The pods can travel close side by side, front to back, and in several layers thanks to their universal size. The underground system still works fine with higher occupancy on the rails, but surface travel is now easier and faster. Pods can climb the sides of some tall buildings on magnetic rails.

Big Ben has been preserved in its original state, but another updated version has appeared in the centre of the Thames beside Westminster Bridge. The Millennium Wheel has been updated too with the pods able to detach and take the occupants on short tours around the New Ben before returning to the wheel. New Ben isn’t especially tall, designed to look good from ground level, but is made of holographic panels that show the time from any direction. Various large art objects orbit the tower, providing a local gallery for the New Tate, and a nice laser show accompanies the chimes. The Thames below carries far more self-driving boat traffic and has become a major route to cross London.

The Far Future

100 years from now, we’ll be doing a lot in space. There will be more space ports, more travel, more industry, and colonisation of moon-bases, planets and space stations. There will be several space elevators, and one of these may have had its base migrated to the UK, just outside Leeds, allowing rapid and cheap movement of people and materials into space. As well as the space elevators, new materials will enable structures hundreds of kilometres tall. The highest in Britain could be 500km, reaching far above many satellites. Accommodation at the tops of these will be for the most extreme super-rich.

By 100 years, we will actually have the floating structures making avatar style flying islands. These will offer desirable properties for the most status hungry. Flying cars will be more common too since ground level will be too clogged. Solid foam balloons will be common freight transport, as well as some carrying hotels to offer luxury cruises in the air.

Electronic immortality will mean that half the population is made up of people who live on in androids. With a superb youthful and superhuman body, more than a lifetime of experience, and a whole new lease of life, they will be starting to dominate the culture. They will freely hop between bodies, sometimes leaving androids frozen still in place, streets sometimes looking like a time-freeze scene.

The year 3000

A thousand years from now, humans will have redesigned themselves so much that we will be very little like today. It won’t even be just genetic redesign, because within 200 years most people won’t even be organic. Our descendant will have vastly superior minds, linked together totally, inhabiting any physical form they desire, with the ability to travel locally at the speed of light, and a network of wormholes around the galaxy for the long journeys. There will be so little that we have in common with them, they could essentially be any alien species you want to imagine.

Ian Pearson is a full time futurologist, tracking and predicting developments across a wide range of technology, business, society, politics and the environment. He is a Maths and Physics graduate, and a Doctor of Science. He has worked in numerous branches of engineering, from aeronautics to cybernetics, sustainable transport to electronic cosmetics. His inventions include text messaging and the active contact lens. He was BT’s full-time futurologist from 1991 to 2007 and now works for Futurizon, a small futures institute. He writes, lectures and consults globally on all aspects of the technology-driven future. He has written several books, recently including Space Anchor, Total Sustainability and You Tomorrow, and made over 500 TV and radio appearances. He is a Chartered Fellow of the British Computer Society, a Fellow of the World Academy of Art and Science, the World Innovation Foundation, and the Royal Society of Arts.

回复 支持 反对

使用道具 举报

发表于 2013-12-11 18:00 | 显示全部楼层

SimCity Cities of Tomorrow: City Layouts              Nov 26, 2013        Lead Gameplay Scripter Guillaume Pierre         
        Hello, Mayors – I'm Guillaume Pierre, the Lead Gameplay Scripter on SimCity. Today I’m back to talk to you about road layouts for the new Cities of Tomorrow expansion pack.

You may remember the Radial, Grid, and Grid & Squares layouts from one of my previous City Layout blog posts. The layout I’m going to talk about today uses planning and design concepts from them in addition to some new tips on creating neighborhoods and using the MagLev system.

Creating View Corridors

Here’s my city. It’s made up of large avenue squares along with a grid of narrow streets and rays of avenues:

The city has three main view corridors, all converging at the front of the City Hall.

To accomplish this, I created a narrow road and placed the City Hall on it. I then created an intersection with three avenues exactly in front of the plaza. I then removed the starting chunks of the avenues so another avenue could be placed parallel to the narrow road.

This resulted in a thin strip of open space facilitating the view to the Giralda Tower on the other side of town:

As well as the view to the OmegaCo HQ on the right side:

And The Academy on the left side:

You may have noticed that MagLev tracks are crisscrossing the view corridors, but they are never running along them. This is because, from the point of view of a Sim on the street, the tracks would obscure the view of the landmarks too much. This creates a mildly oppressive feeling:

Creating Distinct Neighborhoods

When designing this city, I wanted to separate residential streets and busy commercial avenues as much as possible. To achieve this goal, I removed the last piece of the roads crossing the larger areas surrounded by avenues. By creating dead ends that prevented through-traffic, this encourages the Sims to mostly drive on the avenues.

In the case of this neighborhood, I even used a park as an anchor so my busy Sims have a place to visit and relax after a long day at The Academy:

Sometimes you can create some subtle view corridors that are specific to a neighborhood by carefully spacing your roads and avenues. Use the guides to get it right. For example, the low wealth Sims who live in the residential blocks at the edge of town can get a view of a MegaTower right in between two apartment buildings:

The OmegaCo factories and HQ tend to take a significant amount of real estate, especially when you want to produce enough Omega to franchise lots of buildings and MegaTowers. In this city, about a quarter of the space – all downwind from the residential areas to avoid sickness from air pollution – is taken over by OmegaCo factories and franchised industrial buildings. This creates an atmosphere dominated by brownish and purple tones:

The medium and high wealth neighborhoods on The Academy side, on the other hand, look a lot cleaner and inviting -- even when a Sewage Sanitizer is used as an anchor.

Using the MagLev Layer

MagLev tracks and stations completely change how public transit is approached in an already established city by adding another layer on top of the road network. In particular, MagLev stations can be placed on either wide avenues or narrow roads, so they can be inserted right into already dense neighborhoods:

You can also use MagLev trains as an easy way to carry tourists of all wealth levels quickly between areas of the city. For example, I have a cruise ship dock and the Giralda Tower on opposite sides of the city, but tourists are able to visit- the landmark without a hitch. This keeps it highly profitable:

Finally, I try to keep the entrance to MegaTowers as close to the MagLev system as possible. This allows the thousands of Sims who live in the levels above can quickly and efficiently get to work at The Academy or at my OmegaCo factories:

That’s it for this time! Don’t hesitate to take a look at the city on the Pacific 1 server – it’s called CoT Layout, in my CoT Layouts region.

回复 支持 反对

使用道具 举报

发表于 2013-12-11 18:00 | 显示全部楼层

SimCity Cities of Tomorrow: MegaTower Strategies              Dec 03, 2013        Balance Designer Ross Treyz        
        Hey, Mayors! Balance Designer Ross Treyz here to talk about MegaTowers. MegaTowers are an amazingly fun addition to SimCity, but they can sometimes be tough to handle. If you build at the wrong time or use the wrong level and your city can’t support it, your new level will fail. This will cause you to lose massive amounts of money. You don’t want that to happen and neither do I, so reading this blog should help prevent that. Let’s get started.

Information Is Power
The first thing to understand is that MegaTowers don’t live in a bubble. One of the keys to MegaTower strategy is observation. Watch the population panel for a day and see what happens before you add a new level to make sure that it will work. There is also a lot of information in the MegaTowers system info panel. Sometimes it might be better to bulldoze something rather than add another level destined for failure. Having the right information will allow you to make the right decisions.

Filling Your MegaTower
The most difficult thing about MegaTowers is knowing when to build a new level and which level to build. One way you can figure out which level to place in your MegaTower is to look at the population panel. You want an excess of both “Unfilled Jobs” and “Unsold Goods” in your city so that Sims always have a place to work and a place to shop. However, these can be misleading. If you have too many jobs, not every building will get the workers that it needs to stay in business. If this is the case, try bulldozing an Office level or some Industrial factories instead of adding more Apartment levels. You can do the same if you have too many goods. The solution to failing MegaTowers is often fixing your current setup, not adding more MegaTower levels.

Mega Placement
Where you place your MegaTower is a big decision. In fact, it’s probably the biggest decision you will make about that MegaTower. There are, of course, the normal concerns about placement. You’ll want to make sure that Apartment Levels aren’t downwind of pollution. You should also make sure that medium and high wealth Sims live in areas with appropriate land values and have an education.

There are a few new things to think about when placing a MegaTower, though. The base of a MegaTower fits inside a two block square made by following the guides using roads (not avenues). There are road stubs on both sides of a MegaTower that can be connected to create multiple entrances and exits. Use these road stubs to your advantage! They can be used to direct Sims coming in and out of the Megatower.

Also keep in mind that Sims will always travel towards the closest destination. You can, for example, point one road towards your shopping district and the other to your University, so that shoppers, workers, and students each use a different exit. When you place your MegaTowers, make sure that they aren’t too close to each other, either. If your MegaTowers are too close, the massive amounts of Sims in the MegaTowers will choke the entrances and exits by all trying to go across the street to the other MegaTower. This happens with SkyBridges as well; if the closest place to go shopping is a Mall level in the MegaTower right next door, then all the shoppers will try to go there and cause a massive traffic jam.

Park Life
If you are having problems keeping residents in your Apartment levels, try a park level or a crown. Park levels are a great way to let your Sims grab a little extra happiness and give your kids a place to go when they can’t get to school. Park levels may also help to alleviate crowding issues. Instead of packing in with the other shoppers, they will go to the park for some much-needed happiness.

Power Play
MegaTowers require more power and water than any other buildings. As a result, sometimes utilities have trouble getting to the tops of your towers. In order to resolve this, you should try to run your city with an excess of power and water. It can also be helpful to place some utilities near (or inside) your MegaTowers. Along those lines, if you have The Academy tech in your city, keep an eye on how much ControlNet you are generating and what uses ControlNet. If you place a new ControlNet building and you aren’t generating enough of it, it can cause a cascading failure of your Academy technology.

Finally, have fun! Try experimenting with MegaTowers in Sandbox Mode to see how they work and do different things to see how they affect MegaTowers. I had a great time helping develop SimCity Cities of Tomorrow. I hope you have as much fun playing it!

回复 支持 反对

使用道具 举报

发表于 2013-12-11 18:00 | 显示全部楼层
本帖最后由 紅塵市長 于 2013-12-11 17:45 编辑

SimCity Cities of Tomorrow – OmegaCo Strategies              
Dec 06, 2013        Gameplay Scripter John Giordano        
Hello fellow OmegaCo CEOs! Have you enjoyed bestowing the glorious gift that is Omega upon your Sims? It really is the most incredible material the world has ever seen!
However, as you’ve no doubt discovered, running OmegaCo is not the cakewalk you might have expected it to be. There are a lot of variables you’ll need to take into account. Is that delivery of Ore going to get to your factory on time? Are you making enough income from Omega to offset the enormous cost of running everything?
I would compare running OmegaCo to building a house of cards. If you’re careful, you can build it higher and better, but one mistake can send the whole thing crashing to the ground! This blog will offer you strategies and tips and to reveal the nitty-gritty inner-workings of OmegaCo.
Hopefully you can use this to build the biggest OmegaCo empires ever!

Omega Production
Here is what it takes to produce Omega:
  • A production facility will produce 10 crates of Omega every six game minutes. For every 10 crates of Omega produced, the factory will consume 0.15 Tons of Ore and 15 Barrels of Oil.
  • An Omega delivery truck will go out when 100 Crates of Omega have been made, so it should take about one game hour for enough Omega to be created for a new delivery.
  • There are two trucks included with every production facility. So if two trucks are already out, you’ll have to wait for a truck to get back before the next 100 crates can be picked up and delivered.
  • A single shipment of oil is 1000 barrels and for ore is 10 tons. This initial shipment of both ore and oil should last you about six and a half game hours before they run out.

Omega production can be a challenge, but it’s worth it once you start raking in the Simoleons.

Omega Delivery and Profits
So you’ve probably asked yourself, just how much money can I make with OmegaCo? There really is no answer to that. What I can give you is a complete breakdown of everything that OmegaCo can take over, how much omega is required for each thing, and how much money it will make once it is “omegacized.”
  • Heavy omega trucks come out of the factory at a rate of every hour.
  • The heavy omega trucks carry 100 crates of omega in each truck. They drop-off a portion of that at each industrial building and then head back to the factory when they run out.
  • If a building has omega, it becomes prioritized over other buildings.
  • The omega delivery-to-commercial amount for industrial buildings happens every 30 game minutes.  Industrial buildings only start delivering Omega once they’ve become omegacized
Here’s a handy chart showing how much omega is required to omegacize each building, how much income it adds, the drop-off amount, and delivery-to-commercial amount:


  • Light omega trucks are sent out every 30 minutes from industrial buildings. There is only one truck per industrial building.
  • Omega decays every 60 game minutes at commercial buildings
  • If a building has omega, it becomes prioritized over other buildings.
  • Omega can also decay at a commercial building due to drones buying it and taking it to residential buildings. This is capped out per day to prevent drones from “de-omegacizing” commercial buildings:
  • D1 – 37.5 crates allowed to be bought per day by drones.
  • D2 – 75 crates allowed to be bought per day by drones.
  • D3 – 150 crates allowed to be bought per day by drones.

Another handy chart for commercial buildings:

Trucks are the lifeblood of OmegaCo. Keep traffic under control so deliveries aren’t delayed!
  • Megatowers have an hourly payout that is 1/5th the overall income of the tower when they are omegacized.
  • Deliveries to Megatowers will always be a secondary priority for trucks. So they will only deliver to a Megatower only if they’ve served all the other buildings that have omega first.
  • Megatowers have a capacity of 400 crates per level.
  • Megatowers have a decay rate of 2.5 crates every 15 game minutes.

Omega Cities
  • Taking over an omega city is based on the amount of industrial buildings and commercial buildings that are within that neighboring city.
  • The amount of Simoleons you make is the total industrial capacity of omega in the other city times eight.
  • There is also a chance to make more Simoleons based on the amount of shops you have in that city as well.
  • 100 crates of omega will decay every two hours once you’ve omegacized that neighboring city (so keep at least one truck on it).
Drone Production and Delivery
Another way to make Simoleons with OmegaCo is the production of drones. This is considerably harder to maintain due to the fact that drones require electronics and electronics are expensive to buy and hard to manufacture. If you do decide to make drones, make sure you are already making lots of Simoleons from shipping omega.
  • To Omegacize residential buildings, you need to replace all the shoppers there with drones.
  • Two Drones are created every 30 game minutes from the Drone Assembly Line, using 3 crates of electronics each time.
  • There is a 50% chance that drones will breakdown for every three game hours that they are at a Residential building.
  • Drones are also accepted at Megatowers, but don’t count towards omegacizing that tower. They will go out and buy omega which does count towards omegacizing that tower.
A graph on drone production:

Drones are more profitable if you combine them with Omega production to get gold memberships

Gold Member Profits

  • If a drone shops at an Omegacized Commercial building, it will buy Omega instead of happiness and take it back to a house. Each drone can buy up to five crates of Omega.
  • If a residential building has any omega in it, it will become a gold member. Having a gold member will effectively double the profits that you can make from it.
  • Omega is consumed at residential buildings at a rate of every three game hours. There is a 50% chance that the omega will either make that Sim happy, or cause an injury.
  • The capacity of omega at residential buildings is the same as a commercial or industrial building of the same wealth and density.
Global Market
Importing resources via the global market can be tricky since resources can be very expensive. It might not be worth it if the global market prices get too high. Here’s a breakdown of what is going on with global market deliveries:
  • A global market truck is requested every 60 minutes for each trade depot. One thing to keep in mind is that this is the same time regardless of how many resources you have attached. You might try to speed up deliveries by having two trade depots, one for Oil and one for Ore. This way you can get constant hourly deliveries of each resource more reliably since it will request a truck for each depot you have individually.
    The next step is getting resources from the trade depot to your OmegaCo factories. You’ll want to have the garages maxed out on your depots for this. Trucks have a 25% chance of leaving the depots at a rate of every 15 game minutes. By just having one garage attached you run the risk of having very unreliable deliveries. More trucks equal a better running OmegaCo business.
  • On average, you should be getting a delivery of ore and oil every one to two hours at each OmegaCo factory.
  • As you progress, you can unlock the Trade Port and OmegaCo VTOL Pad by placing the Commerce Wing on the OmegaCo HQ. This can improve the management of global market resources.
  • The VTOL will deliver resources at a rate of every two game hours. It carries in the same amount of resources as a truck. The advantage is that it can skip over traffic jams on the regional freeway and it also avoids the unreliable truck deliveries coming from trade depots.

Place one Trade depot for Oil and another for Ore. Have all 4 Delivery Truck garages down for maximum efficiency!

  • If global market prices are too high, you’re going to want to extract the resources required for omega yourself.
  • You can start out by using the regular ore mine and oil well, but as your omega business grows, you can get the Extraction wing on the OmegaCo HQ to unlock the augmented extraction modules and the OmegaCo Extraction Pod.
  • The Augmented extraction modules for mining and drilling essentially double the amount of resources that you can get out of a map.
  • The Omega Extraction pod connects directly to the factory via pipes so delivery is nearly instant but has half the efficiency of the normal mining and drilling.
  • Each “agent” of oil coming from the extraction pod is worth about 37.5 barrels. Each “agent” of ore is worth about 0.19 tons. Those agents come out every 15 game minutes.
  • You’ll need at least two extraction pods per omega production line to make sure you are getting enough resources into your factory for omega production.

Once you get the Extraction Pod, start mining and drilling for Ore and Oil across the city to avoid high Global Market prices.

Additional Tips
  • If you have only D1 buildings in your city and the global market prices of oil or ore exceeds roughly 18,000 Simoleons combined, you will be losing money. At that point, you should switch over to resource extraction to support your omega factory.
  • If you have D2 or D3 buildings omegacized, that amount can be maxed out at about 27,000 to 30,000 Simoleons.
  • If the prices are vastly different for oil and ore, consider temporarily turning off the imports of the cheaper resource. This will allow you to save up enough Simoleons to purchase the more expensive resource and get your omega factory up and running faster. Alternatively, it would keep purchasing the cheaper resource until all space was filled at both the trade depot and the omega factory.
  • If another city has a lot of commercial and industrial buildings in it, take it over! The potential for massive profits is much higher.
  • Remember that to make a perfect bank-breaking OmegaCo city you’re going to need to use all of the tools at your disposal in the most efficient way. If you are not making a ton of Simoleons right away, keep pressing at it and taking over more stuff.

Check the global market prices before you go start or load an OmegaCo city. If the prices are getting too high, you’ll want to switch to extraction.

I hope you’ve enjoyed learning a bit about what goes on behind the scenes in an OmegaCo city. Please use this information to discover your own strategies on how to make the best OmegaCo city. If you have any additional tips or strategy ideas that you use, please leave them in the comments!

Keep on omegacizing those cities folks!

回复 支持 反对

使用道具 举报

发表于 2013-12-11 18:00 | 显示全部楼层
本帖最后由 紅塵市長 于 2013-12-11 17:47 编辑

Blog Post: Everyone Wants An Ocean View              Dec 10, 2013        George Pigula, Associate Producer        
Status: Open for Submissions

Challenge: Time to move in, chop down, and build up. Tamarin Island lies within the Verdant Jungle region. How many Sims can you move onto this island?

You must reach the highest population possible while still maintaining a positive monthly income. Note that this is a city of today, so leave the blueprints for MegaTowers in the city vault. Your skyline can only have traditional skyscrapers for this Challenge.  You can, however, use the rest of the region as you wish to help support your island residents.

Region: Verdant Jungle
City Site: Tamarin Island
Restrictions: Non-Sandbox Mode.  No MegaTowers. The City must have a positive cash flow for the financial quarter (three months) before submitting for final entry.
Start Date: December 12th, 2013
End Date: January 2nd, 2014
Winners Posted: January 6th, 2014
Submissions: To submit your city go here and post the following info.
When entering your city include the following details (entries without these details will not be considered):
  • Screenshot or video of your city
  • Screenshot of your population panel.
  • Origin ID
  • Server Name
  • City Name

These details will be used to verify your entry and will be judged by a panel of developers from the Maxis studio. Some Challenges will see the final decision being made available to your peers via a poll. Eligible cities must be created on or after the start date of the Challenge. Cities created before this date will be disqualified. Only one submission per Origin ID accepted.

回复 支持 反对

使用道具 举报

发表于 2013-12-11 18:00 | 显示全部楼层
Blog Post: SimCity Challenges              Dec 10, 2013        George Pigula, Associate Producer        
Welcome Mayors! This is the home for SimCity Challenges. This is where Challenges live and where you’ll find tests that challenge your skills and creativity to the utmost.
Today we’re introducing two distinct Challenges: Skill Events and Creative Events.
Skill Events
Think you've created a gambling city to rival Las Vegas and Monte Carlo? Is the electronics supply chain of your factory city the envy of every other Mayor? Can you cram a ridiculous amount of people into your OmegaCo slums? In that case, you’ll love Skill Events. Here’s where you’ll be able to show off your mastery of SimCity and have a chance to have your city held up as the pinnacle of design and efficiency.
Creative Events
Is a great view more important that a mere balance sheet? Do you sacrifice traffic patterns for the most symmetrical avenues? Does elegance trump utility every time you build? Then you’ll love the Creative Events. Show off your artfully crafted city to be voted on in the SimCity forums.
Take The SimCity Challenge
Details on the latest Skill and Creative Events will be posted here on a regular basis. Each Challenge will include the specific rules and how you can enter your city or region. We also encourage you to visit the Challenges forum to discuss and strategize your method for domination. Submissions will be on the honor system and ultimately the community will judge anyone trying to bend the rules.
Skill Challenge submissions will be verified by the Maxis team. Creative Events will have finalists narrowed down by the Maxis team. MaxisBazajaytee is our Simon Cowell, so submitters be warned - his city critiques can be harsh. Once narrowed down to five finalists, the final vote will come from the community who will declare a winner.
Each Challenge will have a firm end date, so make sure to get your entries submitted on time!
Winners will be announced on the forums, the SimCity Facebook page, and this blog. The winning cites and Mayors will be permanently showcased on the blog. This is the glory and recognition all Mayors get into politics for, so I would suggest promoting that blog page to all your friends and family so you can really show off!
Click on the link below to view the latest Challenges
Everyone Wants an Ocean View. Dec 12th, 2013

Good Luck Mayors!


回复 支持 反对

使用道具 举报

发表于 2013-12-12 21:28 | 显示全部楼层

SimCity Update 9 Release              Dec 11, 2013        
SimCity Update 9 Release

The holiday season is upon us, Mayors!  That means good food, friend and family time and game Updates! Today, Update 9 releases and I’m delighted to tell you about some of the new fixes and upgrades that await you. And because you all deserve presents for being the best city Mayors around, Maxis is excited to give everyone the Attractions Set, free of charge! Happy holidays indeed!

Attractions Set

Got the holiday blues? Pull off the road, sit a spell and take a gander at one of these roadside attractions to ease the drive. Available to everyone, the Attractions set includes five roadside attractions: Giant Garden Gnome, Dolly the Dinosaur, Llarry the Llama, MaxisMan Statue and the World’s Largest Ball of Twine. Each attraction adds happiness and will also act as a tourist destination in your city. There is no need to download additional content in order to activate this set. Simply go into your Tourism Palette and they’ll be waiting for you. Spread the cheer throughout your city all year round with these attractions!

This Update brings with it a whole host of improvements and upgrades. The SimCity Cities of Tomorrow MegaTowers operate more efficiently now and the overlays better convey the status of each floor. We’ve also sent our MagLev drivers back to be reprogrammed and these high tech trains should now operate and move more efficiently on their routes.

For the full list of details, including more on multi-touch support for the Mac Magic Mouse and Trackpad, visit here. And make sure to drop by the forums and give us your feedback.

Happy holidays, Mayors!

回复 支持 反对

使用道具 举报

发表于 2013-12-18 16:02 | 显示全部楼层
SimCity Cities of Tomorrow: The Academy              Dec 16, 2013        Game Designer Shawn Stone        
In SimCity Cities of Tomorrow, The Academy is a think tank of brilliant researchers and scientists. The products the Academy researches can help your city run more efficiently and cleanly, but overreliance on The Academy can be dangerous.  This blog will tell you why as well as examining some strategies for getting the most out of your Academy.
High Wealth Equals High Science
High wealth workers are the key to an efficient Academy. These wealthy workers will research faster and produce more ControlNet and increasing land value is the first step in getting high wealth workers to your Academy.
High wealth parks, including the Millennium Park, can sufficiently increase land value along with other city buildings that provide high wealth land value including the Mayor's Mansion, Elite MegaTowers, and even The Academy itself. Since  Academy modules can be placed anywhere in your city and increase land value, spread them out or you may lose land value boosts if you overlap them with the main Academy building. Check the land value map for areas suitable for high wealth development, then zone residential to get the most out of your Academy.

Once you have high enough land value and high wealth houses appear, you'll have to keep them happy. High wealth houses are pickier than their poor counterparts, so you'll have to provide them with non-essential comforts like education and police coverage. They'll be quicker to complain about pollution, garbage and taxes, so be careful that you don't develop faster than your budget allows for. High wealth houses need high wealth shopping to keep them happy, so be sure to increase land value in commercial neighborhoods, too. Check the population details, keep your high wealth workers happy and they'll stick around to work in The Academy.
Try bolstering your wealthy Academy workforce with Elite MegaTowers. Plopping a MegaTower increases high wealth land value, which can be the start to a high wealth neighborhood. You can add High Wealth Mall Levels or Park Levels to Elite MegaTowers to keep your wealthy Sims happy, whether they live in the MegaTower or not.
The Academy Shuttle
Now that you have high wealth workers in your city, you'll have to get them to The Academy. One easy way is to plop The Academy right into a residential neighborhood. If you don't want The Academy in your residential neighborhoods though, you can use a streetcar or bus system to get workers to The Academy. Keep in mind though, high wealth workers won't ride the bus. Once you've researched it, the Maglev is a very efficient way to shuttle workers to and from The Academy. Keep an eye out for traffic jams around The Academy once you have a lot of workers going there. You may want to consider adjusting your road layout to minimize intersections with lights in front of The Academy. Check the population data map to watch workers commute to The Academy and make that path as efficient for them as you can.

The Academy won't be the only source of high wealth jobs in your city. Be aware that high wealth workers may instead work at city buildings like City Hall, the University or the Community College if they are closer. As your Academy starts to increase your industry's tech level, more high wealth jobs will open in your industrial neighborhoods. High wealth workers may work in these factories instead of The Academy, so keep an eye on The Academy and your population details. High wealth houses have smaller populations and fewer workers than lower wealth houses, so you should increase density to medium and high density high wealth houses soon after opening The Academy. If you want workers to look for jobs at The Academy first, make sure that they live closer to The Academy.
ControlNet Worries
With ControlNet, hope for the best and plan for the worst. Maintain a healthy ControlNet margin in anticipation of ControlNet fluctuations. Consider having backup sources of water or power if your primary water or power solutions rely on ControlNet. If other cities in the region are buying ControlNet from you, consider alternatives. If they're using the ControlNet they're buying from you to run their own power plants, perhaps you should sell them power from a Fusion Power Plant instead? Play it safe, or you could have a ControlNet emergency. It can be risky to rely solely on Academy technology.  

If you have a large number of workers in a few medium density houses and they increase in density, there won't be any workers to leave from those houses while the new houses are under construction. If you are barely meeting your ControlNet needs, you run the risk of having buildings or modules turn off, which can cause a cascading failure. If you can't keep your Sewage Sanitizer running, you might have high wealth Sims move out due to backed up sewage, which can deplete your Academy staff, worsening the problem.
ControlNet and The Academy can be incredibly useful to help you create a green, shining utopian city. To succeed, you need to attract, maintain and transport a steady supply of high wealth workers. Play it safe with ControlNet to ensure that your city isn't hurt by a ControlNet deficiency. With an efficiently run Academy though, you can transform your city into a beautiful city of tomorrow.  

With The Academy, your future begins today.
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 入住


小黑屋|手机版|模拟城市中文网 ( 吉ICP备11002315号-1 )

GMT+8, 2018-11-14 21:26 , Processed in 0.043633 second(s), 20 queries .

Powered by Discuz! X3.4

© 2001-2017 Comsenz Inc.

快速回复 返回顶部 返回列表