I don't think they've ruled out bigger maps in the future once hardware catches up though. The limitation is due to the "bottom-up" design requiring a lot of power to run, since everything is being simulated, and trying to make the game accessible to everyone who may not be running high end rigs. The new cities are apparently all roughly the same size as the "medium" blocks in SimCity 4 - so you won't be able to build a massive, thriving metropolis in a single map, but it puts more focus on getting a smaller city running well - the limitation forces the player to plan, and possibly rebuild, multiple times to get the perfect city. Power is simulated in a similar way (but I believe they've gotten rid of water pipes, and they're now incorporated into the road). And it affects everything - heavy traffic stops fire trucks dead, cops cant move through the cities, etc. Traffic is therefore completely dynamic - there's no preset "low", "medium" and "heavy" traffic, it is what it is. Re: understanding is that the new SimCity is a "bottom-up" rather than "top-down" simulation - rather than, for example, traffic being a function of road usage based on location of residential areas & how many people a road can support (once traffic exceeds 100% you get "heavy traffic", and lots of cars suddenly appear on the road), the new SimCity instead simulates *each individual car* - they're all there because they belong to a house, and are going to a job. Having a map large enough to build a dozen huge metropolises miles from each other, linked by super highways with various smaller settlements along the way, would have been really cool. SIMCITY 2000 FREE DOWNLOAD EXE XP 32 BIT SERIESI would have preferred if the series instead went down the "bigger maps" route, and made the later game more challenging with a more complex economy where things like recessions could naturally emerge. I guess most people like that kind of stuff. Now these games seem to be more focused on flashy graphics and having a "the sims" level of detail where you can follow individual citizens around. And it was always fun to have some big construction project to save up for, eg an expensive tunnel to build or expensive bridge across a river to construct in order to link two separated settlements, or to get the cash to replace that polluting coal plant with a nuclear one. You'd lay down some initial town and then hope/wait for the money to come in so you could afford to expand it. Building a town felt like harvesting a crop. What was nice about sim city 2000 was the map was so big you could build 4 separate towns in different parts of the map and link them later. Likely because they are trying to simulate a whole city at the individual-car level. I haven't personally confirmed this, but I have heard the new Sim City has much smaller maps than Sim City 2000. Especially considering that some of these great early works of the art of making video games would be lost forever without abandonware sites and collectors. The morality is debatable, but I'm personally of the opinion that if the copyright holders don't care then there's no harm done and therefore no moral violations. It's a law that no one is ever going to enforce. Sure, it's (usually) illegal, but so is failing to stop your car and wave an orange lantern at every intersection in my home state. The concept of abandonware is that either the entity that owns the copyright no longer exists (in which case the copyright is effectively, if not legally, void because they can neither give permission to copy nor enforce enforce the copyright), no longer sees any point in enforcing the copyright because the game has long since ceased to be profitable (in which case why should you care about the copyright if the company owning it doesn't), or in a few cases the game has been released to public domain (in which case your argument is null). Abandonware is technically illegal, but there's more to the story.
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