SimCity Offline Play is coming today at 6am PDTQ: How do I play SimCity offline? A: The new Single-Player Mode allows you to play SimCity anytime, anywhere, without the need of an active Internet connection. For the full details please read our blog post here.Q: How do I download the Single-Player Mode for SimCity? A: The Single-Player Mode will be included as part of Update 10 at no additional cost.
Space-based solar power (SBSP) is the concept of collecting solar power in outer space. The collecting satellite would convert solar energy into electrical energy on. SBSP is being actively pursued by Japan, China, and Russia. Into 150 solar power satellites of 5 GW each or the larger asteroid 1999 AN10 which is.
This will be available to all current and future players on PC and Mac starting March 18, 2014.Q: Will I still require an Internet connection to play?.A: An Internet connection is required to download Update 10 when it becomes available on March 18, 2014. You will not require an active Internet connection to play SimCity offline in the Single-Player Mode.Q: Can I still play the game Online? A: Yes, the Online game and all of its features are still intact. This includes Multiplayer, SimCity World and Online Save Games.Q: Will my previous Downloadable Content (DLC) be playable in the Single-Player Mode? All of your previous DLC is available for use in both the Single-Player Mode and Multiplayer Mode.Q: Do I need an Origin Account to play?.A: Yes, you use Origin to download and launch SimCity. Once you’ve installed Update 10, you can put Origin into offline mode when you are playing Single-Player Mode.Q: How do I put Origin into Offline Mode?.A: To put Origin in Offline mode, log in to the Origin client and select: OriginGo OfflineQ: Do I need to login to Origin online in order to play the Single-Player Mode?
If you do not have an active internet connection, you can put Origin in the offline Mode and play SimCity offline in the Single-Player Mode.Q: What features are available in Single-Player Mode?.A: Single-Player Mode allows for a multi-city Single-Player experience without requiring an internet connection. All region maps are available in Single-Player Mode.
Since Single-Player Mode does not require a persistent internet connection, Leaderboards, Citylog, Achievements, Friends List, Player Profile, the Region Wall, and region invites are not available in Single-Player Mode. The Global Market will be available in Single-Player Mode, but prices will be fixed.Q: What are the requirements to play in Multiplayer mode? A: The requirements to play Multiplayer have not changed. An Internet connection is required to play Multiplayer mode, Origin must be running in online mode and SimCity must be updated to the latest version.Q: Can I transfer my regions between modes? Single-Player and Multiplayer are separate modes and regions cannot be transferred between modes.Q: Where are Single-Player regions saved? A: Single-Player regions are saved locally, not on the server.You can find your regions on PC here: DocumentsSimCityGamesID NUMBERYou can find your regions on Mac here: Go-Documents-SimCity - Games - ID NUMBERQ: If I uninstall or change machines, can I transfer my Single-Player Mode regions to the new install or Machine?.A: If you uninstall SimCity, your saved games will still be available.
However if you change machines, you will need to manually move your game files to the games file location on your new machine.Q: Can I move my Single-Player Mode saved game from my PC to Mac and vice versa?.A: Yes, you can transfer your Single-Player Mode saved games between PC and Mac.Q: How many regions can I have?.A: There is no limit to the number of saved regions a player can have in Single-Player Mode. The file size of your regions will vary depending on density and population of your cities.Q: How do saves work in Single-Player Mode?.A: Autosave is on by default and saves your region every ten minutes. Your region is also automatically saved if you quit your region or switch to another city in the region. To disable Autosave, go to the Options menu Settings Gameplay tab and uncheck “Enable Autosave in Single-Player Mode”. Disabling Autosave will allow you to save at points you want to save at. If Autosave is disabled, you will be asked if you would like to save your region when you quit or switch to another city in the region.You can manually save your region at any time by pressing “Save Game” from the options menu.Q: How do I rollback my regions? How do I make a copy of my region?
A: If Autosave is disabled, you can save your region at a certain point and then experiment with your region. If you wish to go back to a previous save point, you can choose not to save your region when exiting the game. If you load that region from the main menu or resume page, it will load from the last saved point.If you would like to make a copy of your region, press “Save As” from the options menu.
You will be prompted to name the copy of your region. This gives you the control to come up with a naming convention that works for you for your copied version. Once you submit that name, you will load the copy of the region. The original region will remain at the last saved point. You can access the original or the copy from the Main Menu in the Play tab.Q: What cheats are available in Single-Player Mode?.A: Existing live cheats are available in Sandbox regions while playing Single-Player Mode. The following cheats are available in Single-Player Mode in non-Sandbox games.Add §10,000 to City budget.
Windows: CTRL + ALT + S OS X: CTRL + ALT + SAdd §5,000 per hour to City budget. Windows: CTRL + ALT + S OS X: CTRL + ALT + SAdd §10,000 to City budget. Windows: CTRL + ALT + S OS X: CTRL + ALT + SDisasters are unlocked in Single-Player Mode.Update 10 Feedback Thread -Offline additional Questions -. A very basic explanation is that a lot of algorithms used in SimCity are n 2 or worse (Where n roughly correlates to the size/population of the city), this means the performance hit for increasing city size will be worse than linear.For instance, pathing algorithms, as city size increases the number of roads increases roughly in proportion to the city size increase, in addition the number of agents (e.g. Citizens) also rises in proportion to the city size.Let's say your city size is n, most pathing algorithms are in the best case going to take more than a multiple of n amount of time to finish.
So for each agent we have to do n lots of work, we have a number of agents proportional to n, so for all the pathing we're doing n lots of n amount of work (n 2).Now let's double the city size to 2n, bear in mind that this is only doubling the length, if we doubled the width as well this would be four times the city size. Now we're doing (2n) 2 = 4n 2 amount of work despite only doubling the city size, we'd have to build a computer 4 times more powerful just to handle a city twice as large. The more options there are for pathing the harder it becomes for the game to figure it out. Even your computer, which you're super sure can handle it, would struggle with the computations required to path properly and with purpose through a city with more intersections and distance traveled.Why can Cities XL do it? Because cars in Cities XL aren't going anywhere.
They don't represent anything.Why can SimCity 4 do it? Because cars in SimCity 4 aren't going anywhere.
They don't represent anything. Traffic is figured based on how many cars would theoretically have to go somewhere. It's not figured with thousands of actual vehicles actually trying to actually go somewhere. I feel like if they hadn't used pathing agents for things which don't require them then this would be less of an issue.Why is water, power, and sewage distribution modeled with agents? It doesn't approximate how they work in real life. Water doesn't clump into discrete blobs and slurp through pipes. Electricity doesn't pack itself into little zots and path its way through the power grid.These things would have been better handled by a flow or network system where all connected buildings can access the total amount of resource on the network.Using an agent system for these things results in odd behavior, such as an unlucky building getting no power because the road system makes the power zots take too long to arrive, or causes sewage agents to prioritize one sewage plant over another and overloading one while underusing the other.It really seems like the devs went a bit 'agent happy'.
If these systems were converted to a simple networked flow system or something similar it would reduce the processing/pathing overhead quite a bit. Some things should be simulated with agents because it makes sense when compared to their real-world counterparts. Cars, for example, are individual units of people which should have pathing/routing functions and should follow specific rules. In real life a car contains an amount of people and usually has a specific destination, following traffic rules en-route to that destination.This works for any other semi-autonomous vehicle too.
Trucks, drones, even trains. It doesn't make sense for things that are essentially fluids and even less for energy.Imagine if controlnet worked this way? You'd have to wait for controlnet agents to path to your controlnet buildings. If those agents got lost, suddenly your fusion plant shuts down. (Yes I know this sometimes happens anyway, bugs are bugs.)Anyay, just my 2c. Wow I thought the problems were much deeper, now I don't get why they overused agents so much when in fact police/firefighters/ambulance is only one that should be simulated.
I mean poop map is awesome and looking how grid zaps all homes is quite nice, but having a 5 times larger maps would be much better.They kinda messed up on targeting their demographic - all these simulations are great but they would only work in a small scale towns, so they had to inflate numbers and do lot funny bussiness which screws up whole simulation of town, so they ended up with half assed simulation and half assed game - I don't get why they focused so much on the simulation part when 90% of their audience doesn't care about such things. In the internal testing and blue sky discussions for larger cities did the idea of letting the player designate preferred paths ever come up?Skip to the sentence in bold if you want to ignore my stupid side storyThe reason I ask is because I recently built a city basically divided into four quadrants.
The top two were industrial and the bottom two were residential. I also had a vertical strip of commercial running between each pair of industry / residential.I set up a fancy network of bridges and tunnels to route traffic in paths that I thought would be ideal and provide good flow of traffic. And I honestly think if the traffic would have been fine if the agents would have decided to use them. What I the city designer wanted was the residential traffic to take the long roads and ramps I had set up that would have controlled flow of traffic nicely on their way to work, but instead they kept deciding to take shorter paths that crossed more intersections and created huge bottlenecks.I managed to sort it out in a fashion but I think it would be super awesome if the player could designate which roads and avenues the agents would prefer to use.How would this work? I don't know; here is one possible idea. I am definitely appreciating the efforts you guys are taking to improve the game, and offline mode will really come in handy; I was wondering if you are anyone might be able to answer this.Would it be possible to have cities in the region spaced right next to each other akin to SC4? I have not seen a comment on this yet on the web.
Aesthetically, regions and the cities within would appear so much more cohesive if they could be clustered together and not so distant. Just wondering if anyone could shed some light on this; if it's been looked into yet and what the performance results were if it has. It would be the next best option with larger city sizes out of the question.