Sheesh, it’s amazing how many of those questions he can’t answer. I could answer more than him and I’m not the executive producer.

Kip - 90% of cities are bland, and look the same because of the stupid city limitation. We don’t want to throw more crap in there, we want bigger areas. It’s not our fault you made this game for hardware that got outdated 6 years ago. You make the mistake, now you can hire more programmers to fix it… something you should have done instead of spending all that time on “promotions”.

Before you do can you ship some oil to the International Airport great work on Quarter to Three 2.0. I’ve supplied the steel and can do the alloy but need oil to finish it.

My Oilworkz shall send a supply , sooner or later. :p , I wonder if I just let it run overnight what will happen, lol.

Did they ever address the problem of neighboring mayors not coming back to a plot?

The game will autopause after 15 minutes (introduced patch 2.0 feature).

For anyone that cares:

Update 3.0 scheduled for release later this week.

Notes

New: Added more Hotel models to increase hotel variety.
Traffic: Updated routing system to improve traffic. Routing system now understands more information about u-turns, required vehicle stops, and vehicle behavior on certain road types. This should make traffic smarter.
Traffic: Commercial and industrial buildings stagger their work shifts to start throughout commute hours instead of at the top of the hour. This should reduce traffic.
Traffic: Fixes one issue where a car won't move causing traffic to back up behind it.
Traffic: Vehicles can now make right turns on Red. This should improve some cases of traffic.
Traffic: Trading polish that will improve regional traffic when one city has a lot of jobs and its neighboring city has a lot of workers.
Air Pollution: Fixed more issues where cities that placed air polluting buildings received large amounts of air pollution from unknown sources.
Service Vehicles: Fix for disappearing service vehicles on cities that whose vehicles had disappeared before update 2.
School Buses: Fix for issue where school buses were getting stuck at neighbor's city or arcology.
Audio: Tuned audio on French Police Station.
Trading: Fixed issue where fire servers were not trading consistently between Brakeman's Folly and Twain in Whitewater Valley.
Trading: Sewage trading: Sewage will now take a more direct route to regional sewage plant instead of throughout the city.
Trading: Made gifting more reliable.
Ferry Terminal: Ferry Terminal can now send its sewage to the output pipe and treatment plant.
RCI Tuning: Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.
RCI Tuning: Bulldozing abandoned or rubble buildings will now prevent new developments for 6-12 hours.
RCI Tuning: Less Happiness is taken from wealth 2 and 3 buildings when rent is due when no money is present.
RCI Tuning: Fix for issue some users experienced where buildings would stay abandoned because moving trucks would not be able to move in.
Trees: Trees now last longer, but also do not eliminate as much ground pollution.
Radiation: Radiation causes less ground pollution than previously.
Transit: Changed thought bubble suggestion to add more trains to deal with crowded passenger trains to suggest that you add more train stations.
Transit: Improvements to lights to make rail look better at night.
Transit: Streetcar stops can now be placed directly on standalone streetcar tracks, and passengers can walk along the tracks to them.
Transit: Tuned the chance buses or streetcars will go to high-traffic stops first as a minor traffic improvement.
Roads: University pedestrian paths can now cross streets.
Manufacturing Trucks: Fixed issue some users experienced where manufacturing trucks left the city and were lost permanently.
Delivery Trucks: Fixed issue where some users would experience a loss of resources is their delivery trucks returned to garages without proper storage.
Sports Parks: Tuned the amount of skateboarders and neighborhood athletes at the sports parks.
Data Layers: Zones are now visible in heavy data layers.
Edit Mode: Added more valid snap points in edit mode. This improvement is most noticeable on Parks.
Buildings: Addressed some cases where buildings would stack on one another.

Good fixes.

One issue with the size is there is no room to work around mistakes its all demolish it, so no haphazard cities and living with your mistakes which is also some of the fun. Just add an option for double the size and let us see what happens.

I logged on this morning to send some oil as I was getting ready for work, and there are NO project sites currently under construction on Quarter to Three 2.0

I wonder if my region is out of sync?

Will Wright speaks.

He could always go back to work for EA for another big payday so that’s as damning of a statement as you’re going to get out of him.

Agreed, in basically every other city builder I enjoy making things work even if they aren’t ideal. With SC5, I feel like I’m a slave to the tiny zone and the narrow set of viable building options. It’s like asking us to paint a portrait on a canvas the size of a postage stamp. Honestly, they could quadruple the zone size and I’d still feel like the maps were claustrophobic.

Here’s an even more damning statement from EA’s own financial results:

SimCity™ sold through over 1.6 million units since launching in March, with approximately 50% of sales in the form of digital downloads.

SimCity sold 1.1 million in the first two weeks. Sales dramatically slowed. Word of mouth killed that sucker.

Well, drat. Can a city contribute to any great work site in the region or just the one next to it? Maybe you’re out of range.

Last time I tried you could only work on the project site closest to you.

The best you could do, is “gift” money and resources to the town closest to the project, then have that town gift to one of the 4 towns that surround the great work. But you’d have to make sure those towns have adequate storage for what’s being gifted or it will be sent right back.

That is kind of a lame mechanic. There is no reason that any city in a region should not be able to give or trade with any other city in the region.

Your machine would melt under the load of the intense computational calculations required. Best to trust EA’s judgement in limiting this feature.

Right, Lucy.

Patching right now. Since there are problems from the game that are fixed but cannot retroactively fix old cities like the Students gone missing, a new region will be optimal. I’ll be updating the play Simcity thread and the new city Region will be different and will be called:

“QT3.0 Glutton for Punishment”