I would have loved to see something really bold, such as Cities set in Venice, and the task is to revamp the city. More interesting, instead of cars, cars, cars...
I would have loved to see something really bold, such as Cities set in Venice, and the task is to revamp the city. More interesting, instead of cars, cars, cars...
It's set in the early industrial era, so a lot of sails and rails and small colonies exporting things all over. I can't remember if there are cars yet, but if there are, it's not a major focus. Some of the levels have you revamping existing towns, while others let you start from scratch.
(Edit: Anno 1800 is actually free to play on Steam this weekend: https://store.steampowered.com/app/916440/Anno_1800/)
An older title, Anno 1404, had a Venice expansion too: https://en.wikipedia.org/wiki/Anno_1404#Expansion
All of them are playable on Ubisoft+ for $15/mo (I think?), so it's a pretty low-risk investment if you want to try them. If you don't have the hardware, you can also stream them on GeForce Now and, I think, Amazon Luna.
Games are super accessible these days!
Gameplay vid with no commentary, if you wanna see: https://youtu.be/jxm_ZroHj3E?si=qDnn1AK1d2kdVAf-&t=68
The campaign might be linear, but the sandbox mode feels like a mix of Cities and Civilization to me. It kinda scratches that sandbox itch, though the focus on trade (vs city-building) got a bit tiresome for me.
I think CS:2 also copied some of the mechanics from 1800 (like the customizable placement of farms around production buildings), trade buildings for lumber, ore, etc.
If they left them in, it would have been a fun challenge to minimise them.
https://www.theverge.com/2013/5/9/4316222/simcity-lead-desig...
The second game adds parking lots of various sizes, parking structures both underground and above ground, etc. But it also encourages you to build alternative public transportation like buses, trolleys, trains, metros, etc. (Sadly no bicycles in the 2nd game yet).
The CiM games were all about public transit, cars played a supporting role at best. IMHO, they’re the best transit games ever made.
In C:S, it’s the other way around: managing car traffic is imperative (to the point that many recommend micromanaging intersections with mods such as TM:PE), and transit takes the supporting role (although it’s still a lot of fun).
Your comment ignores the primary point of their comment, they want to start with an existing city and fix it.