[HN Gopher] Magnasanti: The Largest and Most Terrifying SimCity ... ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2020-08-04 23:00 UTC)