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Thread: Cities XL

  1. #1
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    Cities XL

    Picked up this game during the 5 day sale, and figured I'd give it a shot. So here's my thoughts so far.

    First off, the game is packaged as a city-building game a la SimCity, but one of the first things you realize when you load it up is that it's an MMO with a free, single player mode. This latter version lacks some of the bells and whistles, but it's still playable. Meanwhile the MMO version offers DLC and the ability to interact with other players' cities. Apparently there's been one outlay of DLC and it's largely been hit or miss. I skipped that version to stick with the single player content.

    To start, Cities XL is visually different from most games in that the login splash page is not a box- it foregoes the standard Windows style in favor of something more cloud-like. It also suggests that English is not the developers' first language, due to some minor conjugation errors. But otherwise, not that big a deal.

    The tutorials are vaguely informative, but more importantly, they expect you to be precise. The first tutorial teaches you the camera controls, and if you don't perform the steps exactly the way they want you to, it will refuse to move on. Similarly, a later introduction to street view camera controls seems to leave you stranded, but at least in my case it eventually moved on. On some of the tutorials I couldn't perform the actions expected or couldn't identify exactly what they wanted me to do; fortunately these came at about the point the game assumed you did everything right and lets you move to the next step regardless of if you're following along or not.

    There's also an avatar you get to make; it appears to be entirely there for the MMO part of things and is otherwise pointless. So it's worth about half the space I'm devoting to it.

    Picking A Location
    Once you decide to make a city you get to pick a locale for it. There's five different terrains to pick from, each of which has a selection of areas where you can put a city. If you pay the extra $10 for the Limited version of the game (apparently limited in that it's limited to people willing to pay an extra $10) there's another five locations which each appear to conform to the previous five types- canyons, mountains, plains, tropical, and something I've managed to forget. In any case, each one has its own attributes including a difficulty percentage; as best I can tell the lower the percentage the easier it is to set up there. The plains area where I set up had a difficulty of 20%, a plains area in the limited part was at 40%, by comparison mountainous terrain clocked in at 70%. It's worth noting that apparently the mountainous areas offer snow, which I assume comes into play with the ski resort 'GEM' (paid expansion), whereas shoreline areas may offer 'holidays' which seems to translate into tourist attraction areas.

    Getting Started
    First thing you need to do to get going is build a road to the edge of the map. This connects you to the outside world. This is also one of the first places where the game will make you :dry: because this road has to be on flat ground. Even the 'flat plains' have large hills, forcing you to dodge around them. Theoretically the end of the road equals the place where your city center will be. Or something like that.

    In any case, once you have the road, you can then set up your City Hall and a basic Utilities Office, which gives you enough resources to start building. Unfortunately this is also about the point where the complaints start coming in.

    There's four qualities of residential area: Unqualified, Qualified, Executive, and Elite. Different types of business requires employees in different categories, but you immediately need Unqualified workers- which I take to translate into unskilled labor. Or, in the game, 'the people who bitch the least.' There's various ways to zone areas for construction but in my mind the easiest and most straightforward is 'square' mode, which is interesting because it's a 3x2 group of buildings. Apparently square is more to do with square corners. This, along with 'free' adds roads along with the buildings. Free being 'draw a shape and we'll fill it with houses. There's also the option to add individual plots with no roads. This is generally foolish, unless, say, you bulldozed one plot and are adding a different one.

    Beyond this there's Industry, Retail, Utilities, City Services, Decorations, Roads, and the bulldozer. Industry covers quite a bit, and in rather blurry categories to my mind: agricultural industry, heavy industry, manufacturing (then what's heavy industry doing?), high tech, and offices. Retail breaks down into shopping, hotels, and leisure. Utilities are electricity, water, fuel, and waste management. City Services handles health, education, fire rescue, security, and city hall. Roads cover roads, more roads, bridges/tunnels, and inter-city transit, which seems to mean harbors or airports.

    You immediately want to build residential areas, followed by some heavy industry, agriculture, offices, and shopping. Which pretty much is all you can build. And you'll almost immediately get yelled at about how much is going wrong. As you proceed to try and juggle all the competing requirements, some of which are counterproductive (Retail constantly complained that they both had more goods than they could sell, and didn't have areas for more stores), your population will go up, people will complain about new things, and you'll find new buildings available to construct.

    Balancing Things Out
    Here's the basic breakdown of how it works: you need enough workers to operate the industry, leisure, utilities, city services, retail, and pretty much anything that isn't a house. These workers have their own needs, which translate into jobs, leisure, utilities, city services, retail, and houses. Furthermore, they can get upset if they're all employed- things go downhill because you don't have places for new workers to live. Even if you don't need them.

    While you're balancing all of this, along with things like traffic congestion and pollution, there's the issue of resources. There are many resources, and you need all of them- and you can build up a surprising number of them. For instance, it's not terribly difficult to dig for oil and provide it to your city to reduce the cost of fuel. Similarly, you'll hit a point where you need water, which will require you to set up pumps, and fertile ground is required for farming. Alternatively you can trade for resources. Not always ideal.

    For added fun, as the population grows and wealthier people show up, you need bigger and better versions of things. Elementary schools need to be augmented with middle and high schools. Those basketball courts need to be replaced with bowling alleys. And so on.

    What's Wrong
    What's wrong with the game is the way it handles some things. For instance, almost immediately you'll get dinged for not having any high tech industry, and a bad reputation for agricultural industry. This despite the fact you can't build high tech industry to start with, and you may not have any agricultural elements to get a bad rap about. At the same time you'll routinely get dinged for not having enough unqualified workers for the farms, even if you just put in new rows of houses.

    And then there's the hydrophobic bridge. I tried building a road across water. I got it to the edge of the river. Then I picked bridge. I was told I could not build a bridge. Why not? Because bridges cannot be built in water.



    Similarly there's a lot of vague information that can be hard to deal with. The retail shops saying they couldn't sell their stuff didn't benefit from quadrupling the amount of homes or destroying industry- it finally got fixed when I eliminated areas set aside for retail. Similarly you can be told that there's a lack of housing available, even though you've got lots of empty plots of the specified type. And some things there's just no fix for, like discovering that for some reason everyone's using one particular small street, when you've got four alternatives that should get people to their destination faster. It's also difficult to translate things like a need for 'medium' amounts of workers into zoning.

    Another problem is that apparently there's parts of the game that are simply unavailable, and may never be available without subscribing- even if those elements are basic components that the game expects you to have, like public transportation.

    Overall Opinion
    Cities XL is a game that's somewhere between frustratingly difficult and mind-numbingly boring. You're constantly beset by an array of rapidly changing information, and it's not difficult to find yourself suffering from problems you have no good way of fixing, such as people not building homes on available plots, causing industries to fail from lack of workers, which gives you a bad rep in that industry which lowers the rate of population growth. At the same time the game unlocks things at certain population numbers, so you can find yourself mindlessly boosting the size of residential areas and industry in the hopes of getting that next milestone and something new.

    This is a game that has the potential to look and play really well, but at least for the time being I'd say that it falls far short of that potential and instead just makes you long for SimCity's various disaster buttons.

  2. #2

    Re:Cities XL

    i played it for a couple weeks and found the game fairly limiting and strangely, misleading.

    my first 2-3 nights i had mastered city building and how to walk the balance of growth (only build city services when people won't move to your city,) and how to expand industry indefinitely (ship it all to megacorp.) after that, i wanted to play with the online trading, so i did that... it was fucking boring. this is when i realized the game was NOT a citybuilder, but an extremely limited online trading game. it couldn't be a citybuilder because that was too fucking easy, the only part that offered any challenge was trading online with other players... unfortunately this challenge came in the evil haunting specters of "bad online support, bad software support, and contracts expiring after only 5 days." the latter being my main complaint.

    anyways, after a week, and figuring i knew what i wanted to do and how to get there. i wanted to be the top rated "high tech" exporter. i worked hard advertising on the chat channel my wares, had the lowest prices, sold in bulk or small orders and quickly became #2 producer of high tech and i guess the #1 exporter... except it all didn't matter because 5 days later, the contracts auto expired with no option to renew... so all that work was for nothing there, and ultimately i realized... the more i produced, the more work it was going to be for me to stay on top of my existing contracts. i was not going to be able to sustain my growth line, just for the simple fact that if i did, sooner rather than later i would be managing my existing contracts expiring WITH the new contracts. that did not sound fun and WAS not fun. this compounded with the problems with the trade system frequently not working, being buggy, or just the laggiest little red wagon i've ever seen.

    at that point, i realized my main goals for the game could be boiled down to "make my biggest city bigger and killing all the tile's trees with building foundations." there was really nothing left at that point. coming to that realization, i sorta turned my back to the game and didn't look back.

    the biggest disappointment for me is the citybuilding aspect. it is so very basic. there are no trains, waterworks, subways, bus stations, or anything like that that can be seen in any city. nothing. all you get is the road tool, with it's various vanilla incantations, and zones.... that's pretty much it. for managing your city, you have 2 useful tools. the budget panel and the map overlay. the map overlay was bugged on some maps and would not display information on these maps (traffic, pollution, satisfaction,) and the budget panel ONLY ALLOWED YOU TO ADJUST 2 SLIDERS! you could only raise or lower business or residential taxes. could you scale taxes by income bracket, by industry type, by belt size? the answer is no, you could only wish you could. not like it really mattered anyways cuz ultimately if you wanted to curb growth of 1 thing opposed to another, you could just build less of it. you see... it wasn't like sim city where when you built an "industry" tile there was a chance of it being a smoke spewer or a high tech spew sucker. you decided as you zoned what you wanted it to be, spew blower or sucker. similarly with residential. which kind of sucked as there was no real organic way to tune your city to how you want (raise education to increase the ratio of rich/poor people etc). you just carved it up how you wanted and made sure they were happy and was done with it. most off all, i missed being able to implement meaningful city civics, like volunteer firemen, city watches, and carpooling.

    but the game was pretty looking. the day/night cycle was very visually appealing, and ultimately my favorite part of the game. i'd still rather play any simcity iteration than this game, unfortunately.

  3. #3

    Re:Cities XL

    Dwarf Fortress.

    Better than Cities XL by amounts so large we don't have units for them.
    A.C.E wrote:
    You don\\\'t want to wake up the next morning and ask yourself \\\"why does it burn when I peeeeeeeee???\\\"

  4. #4
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    Re:Cities XL

    I tried Dwarf Fortress; I gave it up around the point where my fortress leader type who had no tasks assigned refused to meet with traders for three years in a row, instead allowing them all to starve following him around. This came shortly after issues involving hunters walking through locked doors to go die to the goblins and various individuals ignored the order to throw a switch, causing not only the fields but also the entire lower level to be flooded.

  5. #5
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    Re:Cities XL

    The problem with Cities XL, is that they crippled the single player, so you have to get a subscription. Buses will be coming this month, but only to subscribers.

  6. #6

    Re:Cities XL

    Stormcaller3801 wrote:
    I tried Dwarf Fortress; I gave it up around the point where my fortress leader type who had no tasks assigned refused to meet with traders for three years in a row, instead allowing them all to starve following him around.
    1. v-c-A (recruit)
    2. Station him in his office
    3. Lock him in
    4. I assume you did give him an office with a door, right? Otherwise you got exactly what you earned.
    5. Also, I assume you mean the liaisons, because the traders themselves go to your, er, Trade Depot.
    6. ???
    7. Profit

    This came shortly after issues involving hunters walking through locked doors to go die to the goblins and various individuals ignored the order to throw a switch, causing not only the fields but also the entire lower level to be flooded.
    I don't entirely get where the bad part of that story is, but a squad of 10 decent Crossbowdorfs can pretty much unmake a siege, and they can't go through locked doors unless they're stuck open. Period. Either you didn't lock them or you left another exit available.

    Besides, it's not like you flooded the level with magma, right?
    A.C.E wrote:
    You don\\\'t want to wake up the next morning and ask yourself \\\"why does it burn when I peeeeeeeee???\\\"

  7. #7
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    Re:Cities XL

    Tried locking him in his office (he'd go in there to eat) with the Liaisons, that didn't work. He just kept moving back and forth by the door.

    And no, the doors weren't stucked, and yes, they were locked- I checked after noticing the dwarves in question were outside- they still went through them.

    And no, no magma on the map.

  8. #8

    Re:Cities XL

    If he couldn't path to anywhere but the office, he should have defaulted to the only labor available to him ("Conduct Meeting") so I have no idea. :I
    A.C.E wrote:
    You don\\\'t want to wake up the next morning and ask yourself \\\"why does it burn when I peeeeeeeee???\\\"

  9. #9
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    Re:Cities XL

    And now you get why it frustrated the hell out of me. This was a long while back, I think the build was 33b.

  10. #10

    Re:Cities XL

    Huh.

    I don't remember which build I started in, but I never saw that problem.
    A.C.E wrote:
    You don\\\'t want to wake up the next morning and ask yourself \\\"why does it burn when I peeeeeeeee???\\\"

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