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DevInsights

SimNationJan

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We're taking you behind the scenes into the making of the Road Tools, with the Developers from Colossal Order. ‍

Watch the very first episode of #DevInsights to learn more about Road Tools & features that have been improved, enhanced & expanded for you to get more creative and build advanced Road Networks.
 
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We're taking you behind the scenes into the making of the Road Tools, with the Developers from Colossal Order. ‍

Watch the very first episode of #DevInsights to learn more about Road Tools & features that have been improved, enhanced & expanded for you to get more creative and build advanced Road Networks.
I noticed a dev diary lying on the desk about creating zones that will be coming out as the fourth feature on July 10th. It looks quite spacious. It is interesting, therefore, how much new functions there is and what we will actually find out.

There are a lot of cool shots in this movie. I'm very impressed.

And even more so when it turned out that the Pole Igor Olechnowicz - Map Designer is responsible for maps design. I was pleasantly surprised :)
 

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1687466044518.png

Pedestrian streets from the very beginning of the game, yay. But this is a strange design for a street. Well, I guess I'll have to use the Steam Workshop for that one.
 
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Pedestrian streets from the very beginning of the game, yay. But this is a strange design for a street. Well, I guess I'll have to use the Steam Workshop for that one.

That's the replace tool at work - it changed that segment of the road to pedestrian only, hence it's the same width as the road beyond. Since you can also change the number of lanes in the replace tool you should be able to drop it down to a more natural looking pedestrian path if you want. (assuming it was the width you were commenting on)
 
That's the replace tool at work - it changed that segment of the road to pedestrian only, hence it's the same width as the road beyond. Since you can also change the number of lanes in the replace tool you should be able to drop it down to a more natural looking pedestrian path if you want. (assuming it was the width you were commenting on)
I don't like classic lanterns in a city with no historic buildings. I think it's bad taste. If you only have modern buildings, please stick to the modern style in everything else.
Otherwise, I am absolutely happy with this road.
 
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I don't like classic lanterns in a city with no historic buildings. I think it's bad taste. If you only have modern buildings, please stick to the modern style in everything else.
Otherwise, I am absolutely happy with this road.
Classic elements fits very well in some modern cities like new york which has the late 19 century industrial vibe
 
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I don't like classic lanterns in a city with no historic buildings. I think it's bad taste. If you only have modern buildings, please stick to the modern style in everything else.
Otherwise, I am absolutely happy with this road.
They always add a bit of charm to the city those old lampposts - modernism is sooo... ugly :)
 
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I noticed a dev diary lying on the desk
If you could also read what's in those spreadsheets when Aura was presenting how roads can easily be placed over other roads creating crossroads in one go.
Someone said it may read something about education system and assets.
 
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And did you see how actually small the tiles are? Those unlocking ones where in place of max 25 (or 81 with mods) in CS1, we will get 441 now (or more with luck)?
It's again in the shot Where Aura has a spreadsheet on the other screen.
 
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They always add a bit of charm to the city those old lampposts - modernism is sooo... ugly :)
You can treat modernism any way you like, as for me, each style shows its own era in which it was built, so it's unreasonable to combine them. It seems strange to me that there will be classic lanterns near modern buildings, and it will look normal for parks, embankments and, perhaps, private areas. But I doubt that we will have well-developed parks in the base game.
 
You can treat modernism any way you like, as for me, each style shows its own era in which it was built, so it's unreasonable to combine them. It seems strange to me that there will be classic lanterns near modern buildings, and it will look normal for parks, embankments and, perhaps, private areas. But I doubt that we will have well-developed parks in the base game.
I lived in the areas and visited plenty of other places where it's not that strange, and looks a lot better then just sticking to one style... actually sticking to modernism or any contemporary style as for that matter. Anything built after 1930s seems... awful (with some exceptions but them, again, being styles, featureless, you would never guess what part of the world they come from :)
Beside that... it's a feature of a living city having its styles mixed up and used in such a way so they could create a perfectly nice, or an improved environment :)

What just came to my mind is that, yes... some of them look fake and pretentious ... not in this clip though but yes it happens too... part of an ugly life :)
 
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If you could also read what's in those spreadsheets when Aura was presenting how roads can easily be placed over other roads creating crossroads in one go.
Someone said it may read something about education system and assets.
That's right, there was something like that, but I couldn't see very well, so I didn't go into it. I think these spreadsheets are quite important and tell you how advanced the game is. I'm expecting something big. When it comes to building roads on roads, it promises to be something amazing. A cool tool for creating a variety of road junctions and much more. You can let your imagination run wild.
 
If you could also read what's in those spreadsheets when Aura was presenting how roads can easily be placed over other roads creating crossroads in one go.
Someone said it may read something about education system and assets.
This is what I was able to read:



Elementary School

High school

University

Medical University

Techincal University

Radio Telescope

Geologic Research Center

Large Hadron Collider

Most of them seem to have upgrades (For examples sport fields, additional wings, etc.)
 
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Geologic Research Center
Oh wow.... you've made it :D
I hope that thus research center won't be a ... not so useful sort of yet another unique building
 
We know we have tornado and storms in the game, so maybe it will help with prevention of that kind of stuff
We now have this too
 
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