[HN Gopher] Magnasanti: The Largest and Most Terrifying SimCity ...
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       Magnasanti: The Largest and Most Terrifying SimCity (2010)
        
       Author : riboflavin
       Score  : 157 points
       Date   : 2020-08-04 17:34 UTC (5 hours ago)
        
 (HTM) web link (rumorsontheinternets.org)
 (TXT) w3m dump (rumorsontheinternets.org)
        
       | Pxtl wrote:
       | Kind of surprised that pollution is a problem with no roads and
       | no industry.
        
         | faeyanpiraat wrote:
         | Densely packed skyscrapers block wind maybe?
        
       | ghastmaster wrote:
       | The image reminds me of Guangzhou, China. I recently looked at
       | google earth images of Guangzhou. I then looked at images of New
       | York City. It is incredible to me that we in the U.S. think of
       | New York City as a sprawling metropolis when not far from the
       | city center it is mostly single family homes on plots of land.
       | Whereas Guangzhou has many more high rise buildings for miles and
       | miles. Get the ruler in Google Earth and check it out.
        
         | kyuudou wrote:
         | How many of those are actually occupied?
        
         | Cactus2018 wrote:
         | Guangzhou, China timelapse
         | 
         | https://earthengine.google.com/timelapse/#v=37.79184,-122.33...
        
         | scott31 wrote:
         | > The police state has essentially eliminated free will and
         | allowed the city to maximize its size while reducing quality of
         | life to a minimum -- and still maintaining total control over
         | the citizens.
         | 
         | Sounds like China as well
        
           | thiagoharry wrote:
           | No, the economic growth in China is in fact vastly improving
           | the quality of life there.
        
       | oefrha wrote:
       | (2010). I distinctly remember the discussion from two years ago:
       | https://news.ycombinator.com/item?id=16933265
        
         | jyriand wrote:
         | Same here. Can't really forget the city once you've seen it.
        
       | tunesmith wrote:
       | I think we can often get sucked into optimizing our life to limit
       | the possibility of negative surprises - predictable reliable
       | employment, reliable transportation, go-to meals, healthy habits
       | that work for us - and then we can often end up in a reality
       | where things are stable but potentially boring or soul-crushing.
       | That's what the essay reminded me of - even if the city were
       | ruthlessly efficient but with a nice park and bodega and deli in
       | walking distance, it could still feel similarly soul-crushing. So
       | I've been trying to think more about how to leave more room in
       | life for "positive surprise" but that's kind of a difficult thing
       | to optimize for. I'm open to ideas anyway!
        
       | kensai wrote:
       | It is also a Civic in Beyond Earth.
       | https://civilizationbeyondearth.gamepedia.com/Magnasanti
        
       | grawprog wrote:
       | Not to anywhere near the level of this but i've been playing a
       | map on city skylines where i've been trying to make it as
       | dystopian as possible, though at first I was just trying to model
       | my city, the sad thing is, on a superficial level, it still
       | resembles it.
       | 
       | Industrial areas lined with low income housing. A whole
       | neighbourhood with schools next to oil refineries, a prison
       | island that receives its drinking water from the sewage run off
       | of the rest of the city, I created roads and bridges everywhere,
       | there's several 'nice' areas along the non polluted areas of
       | water with large mansions, there's a big bustling urban center
       | full of office buildings and highrises not far away from squat,
       | squalid apartments underneath highway overpasses, schools next to
       | landfills, a lack of hospitals and fire departments, many police
       | departments, i've intentionally clearcut as much of the forest
       | surrounding the city as possible, the next step was to create a
       | small gated community out away from the city, for those with
       | money who can't handle the horrid amounts of traffic and
       | infrastructure...
       | 
       | I may have also accidently poisoned the whole city briefly when
       | trying to build the prison island and killed 30% of the people
       | there, but things have been looking up, population growth is
       | finally starting to rise again, though the health of the
       | population is questionable.
        
         | rightbyte wrote:
         | Sim City 3000 might be the pinnacle of "Sim Cities" when it
         | comes to the feeling of making a big scary city.
         | 
         | I would rather play Skylines than 3000 today due to nice
         | feeling and the roads, but the limit that 6 squares depth from
         | the road is as far as housing will "grow" and that you can't
         | make deep neighborhoods or more angled zones, is a sour thumb
         | for what would otherwise be a perfect game. 3000 neighborhoods
         | felt deep and the isometric view didn't make me sad about not
         | doing angled zones.
         | 
         | If Skylines could make roads free of the square course why not
         | the buildings that seem to have to be orthogonal to the tangent
         | of the road.
        
           | sandworm101 wrote:
           | So ready access to roads is preventing the creation of an
           | urban nightmare a la Bladerunner? We better protect our road
           | networks.
        
           | EricE wrote:
           | You can use zoneable paths to break some of the dependencies
           | on roads. And with MoveIt, Anarchy and other mods you can
           | pretty much bend C:S to whatever you want.
           | 
           | Well, with the Steam version anyway. It's the only version
           | that has mods and access to the Steam Workshop with all the
           | community created assets.
           | 
           | For example Sunset Harbor added above ground metro's but the
           | modding community provided a solution years before.
           | 
           | I sure hope they come out with a follow on version that can
           | scale more than the current version but even as it is I love
           | Cities:Skylines!
        
           | Lammy wrote:
           | Sim City 3000 is my favorite too for all the same reasons and
           | I really wish SC3U shipped with multiplayer like the
           | leftovers suggest it would have: https://tcrf.net/SimCity_300
           | 0_Unlimited/Unused_Multiplayer_T...
        
           | grawprog wrote:
           | Skylines, at least without the mods, feels like an incomplete
           | game in general. It's fun, but it's lacking the depth I
           | expected. Though reading about all the addons and mods, it
           | looks like they add in just about everything I felt was
           | missing, it's just a lot of money to drop on a game I don't
           | really have enough time to get that into.
        
           | AnonsLadder wrote:
           | I never played 3000 but was going to make a comment a lot
           | like yours about Sim City 4
        
         | XaoDaoCaoCao wrote:
         | That's a slice of the horror of our civilization lololol
        
           | bluedevil2k wrote:
           | I know it's cool and trendy to trash our current society and
           | treat it like it's the worst time to be alive in human
           | history, but in reality there's never been a better time to
           | be alive in the history of our species. Poverty, infant
           | mortality, childhood mortality, crime...all at all time lows.
           | Literacy, income levels, food quantity, public health...all
           | at all time highs.
        
             | Kye wrote:
             | Purchased on the credit card of carbon release. We might
             | get lucky and see some technological or social innovation
             | negate or stop the coming disaster, or civilization could
             | snap back to where it was centuries ago.
        
               | philwelch wrote:
               | Which is exactly how you like it so it must not be that
               | bad.
        
               | LeifCarrotson wrote:
               | The worst part is not the horror of mass extinctions and
               | runaway greenhouse gasses might eventually resolve itself
               | on geologic timescales, but that the society that rebuilt
               | might find it impossible to get out of the stone age;
               | much less through an industrial revolution: we've
               | pillaged the highest-yield mines, germs have been
               | developed into antibiotic-resistant superbugs, we've
               | extracted the easiest-to-reach stored hydrocarbons, and
               | replaced natural, hardy, diverse crops and the "basic 5"
               | domestication-friendly animals with inbred monocultures.
        
               | glenstein wrote:
               | >but that the society that rebuilt might find it
               | impossible to get out of the stone age; much less through
               | an industrial revolution
               | 
               | I don't disagree, necessarily, but I would be fascinated
               | to know if there are any books or articles that game out
               | this scenario in detail. What _would_ industrialization
               | without massive reserves of hydrocarbons look like?
        
               | take_a_breath wrote:
               | ==the "basic 5" domestication-friendly animals==
               | 
               | Can you expand on what you mean by this? I'm not finding
               | much through search.
        
               | troutwine wrote:
               | I do wonder how much our extractive technological culture
               | would play to the benefit of a child society that
               | intended to learn from us. There'd be an awful lot of
               | material at the surface that could be recycled or
               | repurposed, if we're talking a reboot on the order of
               | centuries. Idle thought.
        
               | bluedevil2k wrote:
               | This is a perfect example of the trendy "everything's
               | leading to a doomsday" sentiment among some people on
               | this site.
               | 
               | "We might get lucky" - humans have overcome every adverse
               | condition in our 2 million years alive, why do you have
               | the hubris to believe that _you_ know we can only survive
               | if we get lucky.
               | 
               | "stop the coming disaster" - again, hubris to think that
               | the _only_ possible outcome for humans is a disaster.
               | 
               | "could snap back to...centuries ago" - this has happened
               | once in the past 2000 years, you really think you're
               | going to be alive when we enter a 2nd Dark Age.
               | 
               | I think it's the same sort of thinking with the "Jesus is
               | coming back in the next 5 years" religious crowd. You
               | want to feel important and part of something bigger than
               | yourself, something planet-wide, so you're almost looking
               | forward to being a part of it so you can feel like you're
               | part of history.
        
               | bmitc wrote:
               | By the same token, one could argue your comment is part
               | of the trendy progress worship that's been happening
               | since the beginning of humanity.
               | 
               | Mental disorders are at an all-time high. Extinction
               | levels are well beyond their natural baseline rate, due
               | to human activity. Environmental destruction is at an
               | all-time high. Now, with the Internet, we've managed to
               | build a system that can amplify nearly every negative
               | aspect of human society but at the same time offers a
               | shield of sorts from those effects.
               | 
               | Yes, humans are likely to survive in the same way that a
               | virus survives. We find a way but it isn't always a
               | virtuous path. We humans have yet to understand that
               | nature is a balance and that we choose to operate outside
               | of that balance. Everytime we progress we invent new ways
               | for people and other animals to suffer.
        
               | bluedevil2k wrote:
               | > Mental disorders are at an all-time high
               | 
               | Please provide some references that show mental illness
               | is higher now than during the Dark Ages. Or in Egypt
               | among the slaves under the Ptolemy's.
        
               | bananaface wrote:
               | Infinitely more people are being diagnosed now than in
               | the dark ages
        
               | Kye wrote:
               | Please soapbox on someone else's comment.
        
       | danbolt wrote:
       | I think it's important to remember that a "system" in a video
       | game is a work of art just like the game itself. The systems, in
       | a lot of ways, reflect the ideas and thoughts of the authors of
       | that game. Magnasati's highlights and flaws help illustrate that
       | thinking, or what tax rates are best for doing well in the game.
       | 
       | An example that comes to mind is Factorio, where solar panels are
       | more tricky to operate than generators, but minimize conflict
       | with the ingame fauna. Earlier versions of Rimworld were
       | programmed to have men be either gay or straight, but women to be
       | bisexual. I think both of those gameplay mechanics illustrate (or
       | at least point to) the author(s) idea about the world.
        
         | joaomacp wrote:
         | > have men be either gay or straight, but women to be bisexual
         | 
         | There is some scientific truth to it:
         | https://www.bbc.com/news/health-34744903
        
           | [deleted]
        
           | rsynnott wrote:
           | I think they're reading a lot into a small survey, there...
           | You could make a similar argument about men based on the
           | Kinsey Report, but it's now considered fairly flawed.
        
             | danbolt wrote:
             | Yeah, I think a lot of the ideas around women being more
             | sexually fluid are hard to separate from societal
             | pressures. Or, I think the ways men are expected to behave
             | romantically is a big reason why we have the term "MSM"
             | [1].
             | 
             | [1] https://en.wikipedia.org/wiki/Men_who_have_sex_with_men
        
         | moritonal wrote:
         | As an aside, why do you say that in Factorio solar panels are
         | trickier than generators. To me it seems you can stick panels
         | down infinitely and just make more power. Generators require
         | coal trains, nuclear power, steam conversion, water lines and
         | everything else? Or did you mean purely in construction from
         | the start?
        
           | m463 wrote:
           | But you have to match them with accumulators.
           | 
           | First game I played, I just made far-off copper mines that
           | would only mine during the day.
           | 
           | (Then I learned it's just as easy to run power lines along RR
           | tracks)
        
         | dragontamer wrote:
         | > I think both of those gameplay mechanics illustrate (or at
         | least point to) the author(s) idea about the world.
         | 
         | For good games, I don't think so. The #1 concern of any video
         | game is "is it fun??".
         | 
         | Case in point: Factorio oil is infinite and a renewable
         | resource (pumpjacks never run out). This isn't there because of
         | some preconceived notion of infinite oil. This mechanic exists
         | because planting new pumpjacks is far more annoying than
         | planting iron mines / coal mines. In fact, pumpjacks are
         | basically the only endgame mine that cannot be automated with
         | blueprints.
         | 
         | As such, its best to have pumpjacks pump infinite oil for the
         | rest of time. Because it'd be too an annoying of a game if oil
         | ran out.
         | 
         | ----------
         | 
         | In the case of Factorio solar vs nuclear vs coal: the game
         | developer made them different enough to make the difference fun
         | to think about and fun to play with. But I don't believe it
         | necessarily reflects upon the political opinion of the creator.
        
           | m463 wrote:
           | A friend of mine told me that old capped oil wells that ran
           | dry decades ago are frequently opened up and found to be full
           | of oil again. (in real life, not factorio)
        
           | danbolt wrote:
           | I think you're likely right, and that I'm being a bit
           | overzealous in assuming that the mechanics are statements
           | about the real world. Perhaps it might have been better to
           | suggest from a "death of the author" viewpoint.
        
           | Uehreka wrote:
           | Huh? Pumpjacks give less oil over time. They never really run
           | out, but eventually you'll stop running regular trains to an
           | oil depot because your reservoir tanks take hours to fill.
           | Unless you have a small base and dozens of oil fields, you
           | could never run on depleted fields alone, and thus you're
           | constantly needing to expand and seek out more oil fields
           | (just like the other resource types) mimicking the way that
           | maintaining fossil fuel based industry requires continuous
           | petroleum exploration.
        
             | dragontamer wrote:
             | > They never really run out, but eventually you'll stop
             | running regular trains to an oil depot because your
             | reservoir tanks take hours to fill.
             | 
             | Speed beacons + Speed Modules + Infinite Productivity gets
             | you pretty far.
             | 
             | > Pumpjacks give less oil over time.
             | 
             | Back in 0.13, they dropped to 0.1 oil/second. Today, this
             | minimum has been grossly buffed, greatly reducing the
             | number of depleted pumpjacks you need in endgame. The
             | output is also improved by infinite-productivity research,
             | increasing their output the longer your megabase runs.
             | 
             | There's also Coal Liquefaction, which came a few years
             | after 0.13. That also reduces the need to find new
             | pumpjacks (and again: because coal mines use electric
             | mines, its possible to automate mines with blueprints).
             | 
             | So Coal runs out, but is far easier + automatic to expand
             | compared to oil. So you just turn your coal into oil
             | products.
        
       | three_seagrass wrote:
       | Is this using the SC erasing exploit?
       | 
       | There's a bug that lets you delete a building tile but keep the
       | building there in memory, meaning you can build over it but have
       | all the same pops/crime/etc.
       | 
       | Lots of megopolis SC maps use this exploit.
        
       | [deleted]
        
       | jacksonpollock wrote:
       | as a purist sim city 2000 player, i love this
        
       | WarOnPrivacy wrote:
       | Alphaville (circa 2000) forever rules as sim-anarchy's crowning
       | achievement. Without moderation it quickly became saturated with
       | the worst crimes people can come up with.
       | 
       | The Alphaville Herald was dedicated to it; the blog continued on
       | for years, after the sim was shut down. This Salon article
       | references the mag
       | https://web.archive.org/web/20040217030353/http://www.salon....
       | 
       | Alphaville is one of my favorite pieces of internet history but
       | it wasn't ever really documented. It's hard to find anything
       | about it now.
        
         | burkaman wrote:
         | I've never heard of it before, but the Alphaville Herald and
         | all of its archives are still online:
         | http://alphavilleherald.com/archives
        
           | WarOnPrivacy wrote:
           | Nice. Thanks!
        
       | kipchak wrote:
       | Magnasanti seems like a more tangible application of the AI
       | paperclip maximizer. A city built to maximize population reduces
       | the pleasantness of each life.
        
       | 29athrowaway wrote:
       | There are no transportation issues because there is nowhere to go
       | because everywhere is the same.
        
       | schnevets wrote:
       | To quote the article:
       | 
       | Population growth is stagnant. Sims don't need to travel long
       | distances, because their workplace is just within walking
       | distance. In fact they do not even need to leave their own block.
       | Wherever they go it's like going to the same place.
       | 
       | -----------------------------------
       | 
       | Maybe OP posted this after working from home in quarantine for
       | one week too many.
        
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