Update 4.0 Notes
• [COLOR="#FF0000"][SIZE=3]New: SimCity Launch Park, an exclusive new park just for our dedicated fans who were early adopters. [/SIZE][/COLOR]
• [COLOR="#FF0000"][SIZE=3]New: Region: Edgewater Bay. Seven city sites in one cluster around a beautiful bay with one great work site. [/SIZE][/COLOR]
• New: Your current server will now be shown in the options menu.
• New: More detailed rollover information on buildings telling player’s if their Sims received happiness from a park or from shopping. Previous to this fix, this information was generic.
• Re-Enabled Feature: Global Market prices now dynamically change during gameplay.
• Re-Enabled Feature: Leaderboards will be active on EU West 3, Pacific 1 and Pacific 2 at the release. We will enable them on additional servers throughout the day.
• Re-Enabled Feature: Region filters are now enabled on all SimCity servers. Players will be able to search for open games by Map Name, Sandbox Mode, and Abandoned Cities.
• Rain Clouds: Fixed an issue where some cities would not have rain clouds to replenish their water table. If you had a city with this issue, you will start seeing clouds again within a game day.
• Fire: Improved response time of fire trucks to fires. Improved the time it takes for a fire signal to reach a fire station.
• Mission updates: Tuned Metals HQ and Community College missions. These were appearing too early, making them difficult to complete. They now appear later in a city’s development.
• Solar Farm Great Work: Reduced fire risk at the Solar Farm Great work. Local fire engines were spending too much time at the Solar Farm.
• Messaging: Improved pre-requisite messaging for Trade Port, Casinos, Smelting Factory and Oil Refinery. It should be clearer on how to unlock these buildings.
• Graphics: Fix for flickering low wealth buildings on NVIDIA graphics cards.
• Education: Fix for an issue some cities experienced where commuting students did not return from a neighbor’s city. This was causing a problem where students would disappear from a city in some cases.
• Tuning: Sims will lose a small amount of happiness if they don’t have a place to shop. Cities without places to shop will see complaints and feel the effect of unhappy Sims. This will emphasize the importance of commercial zones.
Update 5.0 is focused on improvements to Multiplayer and Multi-city Play
• New: Historic Price charts for Global Market resources are available from the SimCity World button on the main menu.
• New: The Region Wall chat has been completely updated with a new look and new functionality! Chat functions more efficiently and it’s much easier to communicate with other players. Time stamps show on chat messages on rollover. Regional events are easier to read and can be toggled on and off.
• New: Added a filter for friends’ regions in the join region section.
• New: Trading control. Added feature to give players more control over their utilities. Players can now choose whether or not to keep their power, water, or sewage local. This setting can be found on the information panel accessible by clicking on the power plant, water tower, or sewage pipe or plant. Sharing with the region is on by default.
• New: Regional Missions: Added seven new regional missions: Drink It Up!, Plug In, So Stoked, The Wheels on the Bus, Ferry Dust, Station to Station, and Riding Coach.
• New: Regional Achievement: Added a new regional achievement, Field Trip!
• Gifting Improvements: Cash gifts are now delivered electronically, not by truck. This should improve the efficiency of gifting.
• Resource gifts: Resource gifts will happen more reliably. Multiple trucks can make deliveries at once if they are available in the sending city and the truck capacities have been increased.
• Great Works Improvements: Delivery trucks will mark their resources as dropped off as soon as they reach the Great Works, instead of when they arrive back in the city. This will make tracking time more reliable.
• Great Works Improvements: Update to have all resources at Great Works handled at the regional level. This will address players in different cities seeing different resources once the server has processed the region and cities.
• Great Works Improvements: Fixed an issue where an Arcology would maintain power from the region and fixed an issue where shoppers would not increase at the Arcology as it was leveled up. This will update in both existing and new Arcologies.
• Great Works Improvements: Tuned the Solar Farm.
• Regional Unlocks: The advanced coal mine unlocks regionally. Fixed issue where the Trade HQ sometimes did not unlock.
• Fire Advisor Trading clarity: Tuned the Fire advisor so they do not tell you that neighbors are sending fire trucks when your neighbor has no fire stations.
• Trading: School buses that travel from a neighbor’s city will show that city’s avatar.
• Regional Commuting: Fixed an issue where Sims would not be able to take transit out of cities with lots of streetcars or shuttle buses. This could cause some cases where commuting Sims could not return home and their homes would go abandoned.
• Garbage Trucks and Recycling Trucks: Fixed an issue that some cities experienced where garbage and recycling trucks do not leave their buildings or disappeared when trading service with neighbors. Existing cities who have trucks that have disappeared will have to demolish their missing trucks’ garages and plop new garages.
• Text Clarification: The “Out of Money” message now says “Can’t find work” when appropriate in rollover feedback and the approval rating UI. This is to clarify your Sims’ actual need.
Hi Mayors -- below you'll find the notes for Update 6:
• New: Granite Lake Region - New 10 city lake region: *www.simcity.com/en_US/blog/article/building-granite-lake
While creating Granite Lake, we had a few key goals:
- Provide a region with a new visual style that is highlighted by vistas from each city.
- Two clusters of five cities that are connected by boats traveling across the lake.
- Create a scenic central lake around which the city sites will be placed. Includes shipping lanes to keep that gameplay option for cities on the shoreline.
- A region with unique and challenging terrain to provide a different experience than the previously released Edgewater Bay.
• New: RCI Tuning - Tuning to make Industrial needed more. Commercial buildings will now lose profit if they don’t receive enough freight from industry. The demand bars will respond more accurately to which zones are needed. This change will impact existing cities: *www.simcity.com/en_US/blog/article/making-i...dustry-matter-rci-improvements
• New: RCI height variations for Density 3 Buildings. This will add more variety to the look of your cities: *on.fb.me/14fcVSZ
• New: Borderless windowed mode setting.
• Fixes for some issues of the “out of money” problem or unexplained abandonment that some players have experienced.
• Clarity around unfilled jobs and workers to make sure players are messaged that there may be an issue where workers cannot get to unfilled jobs.
• Residential and Commercial buildings are now more consistently in the same wealth in an area of a particular land value. Improves visual consistency.
• Help Wanted, no Shoppers, and No Jobs alerts have been added to the Zoning info panel as alerts.
• Data Layer: Greater map accuracy on the land value map. Residential and Commercial wealth colors added. Abandoned buildings show up red.
• Data Layer: Land Value map shows when placing parks.
• Fixed issue where RCI sometimes builds on roads.
• Fix performance slowdown in cities with more than one million tourists.
• UI Clarity: Show which city hall modules are already placed in the region on the palette UI.
• Garbage UI: fixed issue where garbage UI sometimes showed bins that had already been picked up.
New: Brand new tool to create bridges, overpasses, and tunnels when you draw your roads.
When building your road, pressing the N key or M key will lower or raise the road accordingly creating overpasses, bridges and tunnels.
Note: Existing road layouts cannot be raised or lowered
New: Improvements for Traffic behavior to make it smarter. This should reduce the number of lines formed by all available vehicles converging on a single spot. This affects all vehicles including Police, Fire Trucks, Moving Trucks, Garbage Trucks, Recycling Trucks, Resource Trucks, Buses, Ambulances, and Civilian vehicles going home, to work, or shopping.
New: Tree tools – Place individual trees around your city. These tools are located at the end of the Nature Parks palette.
Terrain: Fixes an issue some player’s see where terrain covers sections of roads while the camera is zoomed out.
Fixed an issue where the fire animation would sometimes continue when fire was extinguished.
Parks: Sports parks are now accepting Sims 24 hours a day.
Airship: The number of Airship passenger trips should now be correct over multiple days.
Vehicles: Vehicles now accelerate and decelerate faster, allowing them to leave buildings and go through intersections more efficiently.
Freight: Freight trucks now only leave factories if they have a valid delivery destination.
Gifting: Money gifting should be more reliable.
• New Feature: Tool to create bridges, overpasses, and tunnels when you draw your roads.
- While building your road, pressing the N key or M key will lower or raise the road accordingly creating overpasses, bridges and tunnels. Note: Existing road layouts cannot be raised or lowered
• New: Improvements for traffic behavior to make it smarter. This should reduce the number of lines formed by all available vehicles converging on a single spot. This affects all vehicles including Police, Fire Trucks, Moving Trucks, Garbage Trucks, Recycling Trucks, Resource Trucks, Buses, Ambulances, and Civilian vehicles.
• New: Tree tools – Place individual trees along your city roads. This tool is located at the end of the Nature Parks menu.
• New: Vehicles now accelerate and decelerate faster, allowing them to leave buildings and cross intersections more efficiently.
• Parks: Sports parks are now accepting Sims 24 hours a day.
• Airship: The number of Airship passenger trips should now be correct over multiple days.
• Freight: Freight trucks now only leave factories if they have a valid delivery destination.
• Fix for freight trucks leaving the city instead of going back to the factories in some situations.
• Terrain: Improves some instances where terrain covers sections of roads under certain scenarios while the camera is zoomed out.
So I got simcity key via noah.So I downloaded the small installer from Origin,now the installer sucks.It has no resume button :/.How big is the download? 12 gb?
is it worth buying after update 7 ?
IMO Yea i bought it after update 7 and i m Enjoying this game A lot
thanks! i am thinking of buying this game as i have played all its previous versions, including the SNES one
just one more quick query: how much data would it download to update the game to version 7 ?
When u ll download game from origin u ll get a 289mb setup file after installing it aporx 4.xx Gb ll be downloaded including all the update
Just like online mmo games
How do I build freight? Not trade center how doo I get workers from other city's?
How Many Still Playing this Game
Thinking abt making a TDF Region