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Canadian Urbanism Uncovered

Sim City: Week One in Spacington

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It’s not much of 21st century urban city yet, but in the first week of Spacington’s developments we have focused on a couple things.

With the amount of great suggestions we received since Spacington’s launch last week, we have taken the majority of them into consideration (skipping over some of the more anti-Rob Ford suggestions such as adding ferris wheels and extensive subway to low-density neighbourhoods) and added the Network Addon Mod, the Street Addon Mod, and additional LRT stations ensuring the best possible results.

We’ve past over the groundbreaking ceremony and have spent the first week attempting to build population growth, building city staples (fire, police, education, etc.), and attempted to keep some money in the bank — currently we have $160,000 in funds, 400 people, a high major rating. The streets are short, walkable, and mixed used. But as pointed out by our readers last week, part of the limitations in the game is the restriction of per lot mixed-zoning. It’s either one or the other. To overcome this, we’ve simply considered the whole block, divided the commercial, residential, and industrial zoning in somewhat equal portions, and gave the street a multifaceted face.

Spacington hasn’t yet adopted mass transit (we just have 400 hundred people) but we’ve planned our roads and streets to transition once the transit would be fully utilized. Like I said, we’ve added the “mod” additions to the game which they look great and function well. For the readers who’ve used the Sim City’s additions, give us some tips and tricks as they’re new to us.

Reader input for next week: what is your advice on the best ways to incorporate parks?

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One comment

  1. It’s tempting to made a big production with parks, designing something really cool etc… Ultimately you want them mixed in with your zones. All zones. RES Com and Ind if you want to get those High tech factories. 

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