SimCity V (2013) - screens/artwork and information

I could smell the bullshit coming from that fuck. I stopped reading when he said that larger cities aren't really possible.

Srsly? My BS-o-Meter went off when I read the first sentence:

first sentence said:
I think everyone will agree that SimCity’s launch was less than perfect and since the game was released all kinds of issues and bugs have surfaced.
 
can't get to this at work, but would love to read more of their bullshit excuses.

Will someone plz copy paste?

Ask and ye shall receive, pop open the spoiler below. It is a Q&A-so some of the article formatting is lost.

SimCity Interview with Maxis’ Kip Katsarelis
6 May 2013 by Paul Younger


I think everyone will agree that SimCity’s launch was less than perfect and since the game was released all kinds of issues and bugs have surfaced. We caught up with Maxis Senior Producer Kip Katsarelis to find out what went wrong with the 2.0 update and what’s currently in the works for the city builder.

It’s been a busy few weeks for Maxis with the release of the 2.0 patch but that wasn’t a huge success. So what went wrong with that?

I think with patch 2.0 we made an improvement to quite a few systems, one thing to keep in mind in general, we are already on the next update, we’re continuing to improve the game, we’re looking at engaging our community on the forums and honing on what the top issues are from the community and really try and address those as best as possible.

A lot of times, what we are finding is there’s a new way to think about SimCity and how it works, and especially with the fans that have been with the franchise for a long time. They have a way in their mind that SimCity works and it sometimes goes against the grain of how this SimCity works.

One thing we are finding out is it’s just misinformation a lot of the time. What are perceived bugs are really just, well that’s the way the system is designed, and what we are trying to do is better communicate the design intentions through developer blogs, release gameplay videos and answer questions on the forums. Inform the community a little bit better.

On update 2.0 in particular, what we found was we have to be more clear about what each fix does because I don’t think there’s going to be a silver bullet, for traffic for example. Traffic is something we are going to constantly keep improving, it’s going to get better and better with each update.

The whole simulation is agent based, it’s not statistical so when we make changes we might improve the way the buses work and behave but it’s very different to how the police cars and fire engines behave, so we’re trying to systematically go through each system and improve them with each update.

Do you think maybe at a design level you haven’t allowed enough micromanagement by the players so effectively they can have more control instead of AI controlling everything?

That’s something we dealt with through the entirety of this project. This is a game about macro level city planning, and really multiple city planning. This game was designed with the region in mind. Players wouldn’t focus on a single city , it was multiple cities, three cities, four cities. So those elements really competed with one another.

What we found was, especially early on, we added a lot of micro-level control which became overwhelming. Now that SimCity is out there live, where there are places we could add more levers for players, we’re going to start adding those.

We had an intersection control debug system internally where you could the stop lights. It was a fun thing to tinker around with, but when you started talking about every intersection it became overwhelming.

We have explored micro-level controlling and we are definitely open to it in the future.

Would that include things like one way streets and bus routes?

Yes bus routes is another one. I don’t want to give away too much what we are working on but we’ve looked at things like individual bus lines potentially where you have control of the red line, the green line and things like that.


Controlling bus routes would be nice.
What do you think SimCity players are having the most fun with, zoning areas, managing traffic, resource extraction etc?

Probably all of those things. Players are really interested in the education system so we see university cities and all those cities around education are our highest number of cities. I think people are also intersted in making cleaner cities, but I think overall they are interested in all the systems, just figuring it all out because it’s a very detailed simulation. What I like is the forums, sharing the knowledge, how one player made a coal city and another player made it totally different. That was really our design intention, we really wanted to give a robust set of tools and systems to players and there was no one right way to build a city.

We are finding that players are starting to get into the details of the strategy behind building cities.

I want to go back to traffic quickly and talk about emergency vehicles. One of the things that really grips me is the fact that emergency vehicles stop at traffic lights when in the real world that wouldn’t be the case. So how would you approach implementing a system like that, where they acted more realisticly?

That’s one thing on our list. One of the limitations of going with an agent-based simulation is we wanted to make sure that a fire engine for example obeys traffic and wasn’t running through cars and things like that. We wanted to have that integrity to everything.

With the limited space on the roads, for example, they can’t go through traffic right now because there are cars in the way and putting in special rules for the traffic lights to obey and recognise this is actually a big undertaking but it’s something we’re looking at. It was just out of scope for launch.

I want to ask about resource costs because we have been monitoring these since launch. After launch the sell prices fluctuated but for the past few weeks the prices have remained stagnent. Why is this?

We had some issues in the first week with performance so we had to turn off the fluctuating markets. Last week we turned on the fluctuating markets on the test server and players really loved it. We found an exploit when it was updating and we retuned it. The retuning seemed really good. The problem was that it was only updating every time you loaded your city So players could actually lock in a price and if they never logged out of that city they could kind of take advantage of it so we pulled it back down as of 2nd May.

We are doing some additional tweaks, but we hope to have the fluctuating markets up soon as that was one of our original design goals. We’ve had some really positive feedback to the retuning.


Resources pricing currently stagnant
One of the big issues, and you read this all the time, is comments from the community with regards to city sizes, and it’s a controversial issue. There’s not been any confirmation that city sizes will be increased but have you looked at other ways to help players by creating features such as underpasses or flyovers so that players can try to maximize the space allocated?

First I want to formally acknowledge that it’s the number one complaint from players. Bigger cities is a huge technical undertaking for us and so that was something we had to concede to early on in design but looking at ways to get players to more efficiently pack their cities is something on our radar right now. I can’t be specific on details with regards to what that means but it’s definitely high up on our list.

So you’re not actually looking at solutions to increase the zone size, but what you are looking at are ways to make things more efficient within the space that is currently provided, is that right?

Yes.

One of the things that puzzled me when I first started playing the game was the tooltips and some of the feedback you get from the sims in the game and the buildings and so on. For example you can click on something and it will say ‘out of money’ but you look around at your buildings and see you have everything required. Do you think there could some improvements made on the tooltip feedback?

You mentioned earlier on that players may be misunderstanding how the game should be played but maybe some of these ambiguous tooltips being fed back to the player could be causing some of this confusion in the first place.

This is a result of an agent-based simuilation. I’ve just actually had a meeting about the ‘out of money issue’. Some of it is actually just a bug but what we are finding is there are some issues where sims are losing their money when they’re coming back from work or from shopping. They are losing their happiness. We fixed some of those issues in update 2.0 and we have another fix coming in update 3 but, again, as we find the bugs we are going to fix these issues. It’s not one particular thing.

With ‘out of money’ it’s sometimes just how the simulation works so you might have sims on the outskirts of your town and that sim, for a number of reasons, didn’t make it to work on time and complete their full shift they are sent home and that’s by design that they are not getting paid. So if they are late or have to leave early they will not get paid.

As mayor of the city you have a problem with that sim getting to work so you need to put jobs closer to those sims so they are not going to have problems. Improve your public transportation, there’s a number of things you can do to try to improve that flow.

That obviously has a knock-on effect on the whole simulation. So every bug that is found has a massive impact on the simulation not working.

Right. But they’re not all bugs. There are some things where you might look at it and go this is not behaving as expected but it’s how it behaves and it’s pretty consistent. The idea there is that this is the SimCity world we created modelled off the real world and it behaves in its own way. What we are hoping is to inform players how the simulation works, spread that knowledge that players can manipulate the sim and they do have the levers to do that.

I guess my point was that even the smallest bug can have larger ramifications within the game.

Definitely, definitely.

One thing we have experimented with in cities is the happiness levels and whether they really matter. You can create a city and basically drive it into the ground but your population can pretty much stabalise. So do you think the relationship between the RCI and population happiness needs some more work to accurately reflect the happiness of a population?

I think there was a case that somebody found where you could set your taxes way up and your city thrived and you could pretty much ride that out. We’re looking at it case by case.

One of the big differences between previous Sim cities and this SimCity is that you always have a flow of sims wanting to move in, at least the low wealth sims, so the side effect of that is you have sims moving out and you have new sims moving in.

It’s this perception that your city is doing fine but there is some ripple effect and that’s why you’ll see your city is starting to go abandoned. It takes time for the new sims to move up, causes traffic jams so there are some side effects to having that low happiness city. Sims are moving out, buildings are going abandoned which means you’ll have homeless sims going into your parks which makes them less effective and there’s more crime.

Do you think there should be a higher penalty if you’re city is in a bad way where in effect it becomes a ghost town and you HAVE to sort it out?

We want to be careful there because right now players, for the most part, are finding it hard to build higher wealth and bigger cities. We’ve got to have that balance of difficulty, we want to be very careful with changes on things like that.

What is your take on mods with this verison of SimCity. They proved incredibly popular with SimCity 4 so are you going to support them in this SimCity?

From a development perspective, we’re not anti-mod. We’ve actually brought in some of our modding community before launch. We’ve talked to the modding community for both SimCity and the Sims, so it’s one of those things that, we need to get the core product out the door.

Valve’s Steamworks didn’t happen right away, these things take time and so we’re already watching what people are doing.

Yesterday I saw that someone has already decomposed some of our texture systems and re-textured some of the buses. We’re watching that stuff which is cool. We’re just not in a position right now to talk about modding in any real way just yet. We want to get the game solid and we’ll move forward from there.

So are we going to see mods support?

It’s a possibility

I wanted to ask about DLC. You’ve released a couple of pieces now, the Nissan Leaf and the Crest promotion. While I’m not a big Crest fan I do like the idea of getting my hands on that particular piece of DLC. What are your plans on DLC? For example, the Crest promotion, is that content you would put on sale once the promotion ends?

We haven’t discussed that, those are Crest’s objects so they are all Crest and they are tied to the Crest promotion deal. We’ll have to look at what the future holds, I can’t really talk much about future deals. The intent with Crest and Nissan was that they were opt-in, we weren’t trying to force advertisements down peoples’ throat, as a matter of fact I love the Crest deal because they said we don’t care what you guys make we just want the SimCity fans to enjoy whatever the objects are.

I think that allowed us to create some really fun parks. We had a lot of fun making those, the gnome kind of animates and the dinasaur comes alive, they’re just really fun and I think they’re a nice addition to the game.

Yeah, I agree, I think they are a nice addition to the game but unfortunately I can’t get them which is a frustration. I think a lot of people will maybe have found that it could be stepping a little too far over the line if a lot of really nice looking DLC just keeps getting pushed out in promitions. Not everybody can get their hands on it and they would much rather spend a couple of bucks direct with Maxis and get hold of that DLC.

Definitely noted. <laughs> We&#8217;ll be talking about more deals in the near future.


SimCity Nissan Leaf DLC
The DLC also goes back to the topic of space limitations. The more DLC you push out, the more space it takes up in your city and people will be concerned they won&#8217;t have anywhere to put their giant ball of twine.

The design intent was build a region of cities with up to 16 cities, that&#8217;s a lot of real estate to fill up and we&#8217;re finding there are not a lot of people playing more than 2 or 3 cities so you&#8217;ve always got another city you can build and play with that DLC content. There are options there.

The communication between the player base, I think this has been one of the major issues. Lucy Bradshaw put out the statement early on with regards to the initial problems&#8230;.

Lucy has posted a few updates and I&#8217;ve released a few blogs as well.

I think a lot of the community feels in the dark with what is going on in the background. There doesn&#8217;t seem to be a lot of communication regarding what you are currently working on. Is that something you want to address more? What are you plans for communicating with your community?

I agree with you 100%. That is not our intent, as a matter of fact I feel like we have been one of the more active studios. We have internally what we call a guru programme which consists of about 10 of the development team who are actively on Twitter, Facebook and forums. They&#8217;re on there daily talking to the community in their different channels. We&#8217;re pretty open to letting them talk and defintiely keep us in the loop on hot topics but they&#8217;ve got a pretty open dialogue with their community.

In the past few weeks we&#8217;ve been working on some plans on how to improve that communication. One of the things we did is on our forums there is now a section called &#8216;What&#8217;s in Development&#8217;. What we are trying to do is let the community know the issues we are working on and what&#8217;s in development and once we actually pull together the next update we will announce when it&#8217;s due.

The next step is getting a better process around the topics and issues coming up and making sure we are aligned with the community and what those top issues are and that we are addressing the top issues. We&#8217;re actively working on the game, we just want to make sure we are working on the right stuff.

We&#8217;ve been doing developer blogs and diaries but we&#8217;re trying to get more active on the forum which is another goal for us. I expect it to get better very soon.

I think people may be getting frustrated with updates coming on Twitter but when I go to the official forums I can&#8217;t find anything on it. We don&#8217;t know if the patch is actually live yet. We don&#8217;t know but Twitter says there is. It seems that social media is taking precedence when the community is trying to get real information. I think that&#8217;s frustrating people.

One of the issues there is that we do have multiple channels and that&#8217;s just the way things are for now. There are big communities on all these channels but I like to push people back to the forums and keep people there a little bit more for information. It&#8217;s just a logistics issue on our end, we need to make sure the forum is updated first and is the primary source.

What are you working on right now? The pollution bug is a big issue which we expected to be sorted out in patch 2.1. How far away is that from being fixed?

The pollution issue is on my list, and again, there is no silver bullet to resolving these things so, along with the pollution issue, we have some fixes for the ground water problem. We weren&#8217;t able to reproduce the problem internally, the clouds weren&#8217;t appearing therefore it wasn&#8217;t replenishing the ground water. That is something that&#8217;s nearly gone into development.

The two things that I discussed last night that I am actively working on are improvements to tourism. We found some major issues there recently where the stadium for example, people come in and go there first but for landmarks they don&#8217;t so we are looking into a fix for that. There is also an abandonment issue that is being reported by players and we&#8217;ve found things we can do to improve these issues. We&#8217;ve got more traffic improvements in the works too.

Pollution bug

When do you think you will push the next update out and any idea what that will include?

There&#8217;s a list but I don&#8217;t have it in front of me but there is a list on the forums which includes what&#8217;s in development and most of that stuff is in the upcoming update but I don&#8217;t have a concrete date on that yet.
 
Wow, that guy is a tool. Defending all of these massively idiotic design decisions.
 
Ask and ye shall receive, pop open the spoiler below. It is a Q&A-so some of the article formatting is lost.
Thanks Skripka!

There was a lot of face-palm worth stuff in there, but this is one of the worst imo:

One thing we are finding out is it&#8217;s just misinformation a lot of the time. What are perceived bugs are really just, well that&#8217;s the way the system is designed, and what we are trying to do is better communicate the design intentions through developer blogs, release gameplay videos and answer questions on the forums. Inform the community a little bit better.

So let me get this straight... he's saying the bugs are by design and that his game was made to work unintuitively?
 
It really makes me wonder if they contract any ACTUAL gamers to playtest these games and give design advise before release.

I'm guessing no.
 
It really makes me wonder if they contract any ACTUAL gamers to playtest these games and give design advise before release.

I'm guessing no.

YES. They get paid to test video games so they never say anything negative about them so they get called back.
 
YES. They get paid to test video games so they never say anything negative about them so they get called back.

LOL

Yea they sit down their testers before letting them loose, and are basically like "alright now, don't create more work for us because work = time and time = money. KTHX!!"
 
I love where he insuinates the community was too stupid to figure the game out and that previous players of simcity expected a similar Sim experience to previous versions of the series. Also love how they ignore the official forums in favor of social media. What a bunch of tools.
 
Is it just me, or have many in game-development adopted an elitist, I'm smarter than you, you'll like it because we say you will attitude?

PC Gamers are not the drones (Facebook-Game users as an exception) that these devs and game companies think we are. We don't listen and do what these self-righteous tools tell us to do, we listen and scrutinize everything the self-righteous tools say.

These idiots (not just at Maxis/EA) need to get knocked off their high-horses and realize that people that buy their games are not an "audience" waiting to be "shocked" and "astounded" by their supposed "great ideas".

Too many of these devs have a politician's viewpoint. They huddle together, telling eachother how great they are and how everyone is going to love their greatness and their big ideas. Then when their vision of what people should like falls flat, they refuse to blame themselves, and instead blame the public/consumer for their failing to meet the devs expectations of grandeur. Luckily for them, there are enough drones in the public to string along and make a profit/keep their jobs.

Fuck them, and the high-horse they rode in on.
 
Is it just me, or have many in game-development adopted an elitist, I'm smarter than you, you'll like it because we say you will attitude?

PC Gamers are not the drones (Facebook-Game users as an exception) that these devs and game companies think we are. We don't listen and do what these self-righteous tools tell us to do, we listen and scrutinize everything the self-righteous tools say.

These idiots (not just at Maxis/EA) need to get knocked off their high-horses and realize that people that buy their games are not an "audience" waiting to be "shocked" and "astounded" by their supposed "great ideas".

Too many of these devs have a politician's viewpoint. They huddle together, telling eachother how great they are and how everyone is going to love their greatness and their big ideas. Then when their vision of what people should like falls flat, they refuse to blame themselves, and instead blame the public/consumer for their failing to meet the devs expectations of grandeur. Luckily for them, there are enough drones in the public to string along and make a profit/keep their jobs.

Fuck them, and the high-horse they rode in on.

I think its more to do with corporate mentality leaking into the creative people's ways...or at the very least we are getting the corporate speak from them because they don't want to lose their jobs. It's a very common practice when the lower levels have public exposure and they're jobs could be at risk.

Similarly, when I was in the Corps., I could get in a lot of trouble for bad mouthing the President. I was allowed to have my opinions about him but if I went into a public forum in a military uniform and started spouting off negativity, I could get into trouble.
 
an a attempt to bring this topic back to the game, not the company...

I got this game this weekend and had a good time playing it. No crashes, no queue times, and from what i can tell... no bugs. Granted... I have only been playing for a few hours, have a pop of 15k, and likely have not run into most of what is talked about here.

My only hope is that my experience continues to move in this direction. As a sim city fan, I'm liking the new game thus far.
 
I booted it up and updated to 3.0, and can safely say a lot of the problems have been fixed (finally!).
 
I've been playing 3.0 now for atleast 20 hours, I'd say it's pretty playable. i've made 2 cities in a region, that are making money with 100k+ people each. Traffic is still horrible but that may be partly my design flaws. However I don't see the longevity of this game...I mean I could start over another city in the region but i really don't feel like starting from scratch, I probably would be more motivated to continue playing and fixing up my city irf the map size was bigger.
 
I feel like the fundamentals of the game are still flawed RCI/map size/inability to save and load locally etc.

even if fire trucks actually deploy and dont conga line I feel like the game is flawed @ the core.
 
The game is a much more playable game in 3.0

Have a region of 7 cities and they are working together correctly and the game is playing fine. Traffic is ok too (if you design it correctly, which I suppose is the way it should be).

Still not the game I wanted, but certainly better post 3.0 than launch.
 
Really? So it's "ok" then, not "fuck this pile of shit!" anymore? Any deals going around, would like to try...
 
Really? So it's "ok" then, not "fuck this pile of shit!" anymore? Any deals going around, would like to try...

Yes, now it is better than "fuck this pile of shit!" but I would say borderline "ok" but still not worth $60.

I'm still wondering why during the period where EA offered up a free game as compensation for their POS, why didn't they offer up the DLC's as part of the choices...idiots.
 
I still liked the game enough when it came out that I didnt TOTALLY bitch about $60, sad, but 2.0 was a good fix, but it wasnt anything to write home about, 3.0, working awesome finally.

WE MAY FINALLY be able to put a real [H] region together now.

If they fix map sizes (which they wont) than this will finally be a 100% worth-while game.
 
Seriously watch the video in this thread. That city is friggin huge compare to what the game originally gives us. :eek: :eek: :eek: :eek: :eek:

you can tell that the city, when he zooms out is the entire region. The mod they use does something that the developers should have been able to do in the first place. The problem with the mod however is, this can possibly be ban-able.

My problem is, as a developer, if they see this, and see the demand for it, why can't they just accept it and make it happen?
 
That is the most damning video so far of how shitty EA/Maxis is, I would love to see them respond to that video. I mean after they have said it isn't possible to have bigger cities, someone shows it is fairly easy and very playable to do so.

Not only that, but they set an entire region as a city. Thats the damning part of the whole thing. A person can run the entire region without having ANY issues.
 
I've been playing 3.0 now for atleast 20 hours, I'd say it's pretty playable. i've made 2 cities in a region, that are making money with 100k+ people each. Traffic is still horrible but that may be partly my design flaws. However I don't see the longevity of this game...I mean I could start over another city in the region but i really don't feel like starting from scratch, I probably would be more motivated to continue playing and fixing up my city irf the map size was bigger.

The focus of the game is the region and not individual cities which is why the size is smaller than previous games. Things like city hall upgrades and collage upgrades apply to the entire region. People will travel from city to city for work or tourism and you can manage that. I build a region with several cities and can observe the interactions which adds another level of depth. Keeping it small forces you to be more efficient. Less "fluff" if you will. You only have so much space to work with so you have to make good decisions.
I can get my city populations up to 200k pretty quickly and then you really need to focus on city specialization to keep the money rolling in or you go bankrupt. Much beyond that I don't know how much longevity remains.
 
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The focus of the game is the region and not individual cities which is why the size is smaller than previous games. Things like city hall upgrades and collage upgrades apply to the entire region. People will travel from city to city for work or tourism and you can manage that. I build a region with several cities and can observe the interactions which adds another level of depth. Keeping it small forces you to be more efficient. Less "fluff" if you will. You only have so much space to work with so you have to make good decisions.
I can get my city populations up to 200k pretty quickly and then you really need to focus on city specialization to keep the money rolling in or you go bankrupt. Much beyond that I don't know how much longevity remains.

Except with the way the AI works for individuals there really is no depth to their interactions. The excuse of having to be efficient is bullshit, you have to be more efficient the bigger that city due to traffic.
 
The focus of the game is the region and not individual cities which is why the size is smaller than previous games. Things like city hall upgrades and collage upgrades apply to the entire region. People will travel from city to city for work or tourism and you can manage that. I build a region with several cities and can observe the interactions which adds another level of depth. Keeping it small forces you to be more efficient. Less "fluff" if you will. You only have so much space to work with so you have to make good decisions.
I can get my city populations up to 200k pretty quickly and then you really need to focus on city specialization to keep the money rolling in or you go bankrupt. Much beyond that I don't know how much longevity remains.
I completely agreed with what you were saying until about a month ago when someone corrected me. They said that 1 larger city is more difficult to run than several smaller ones, which you can use the same rinse and repeat methods to build up.
 
I completely agreed with what you were saying until about a month ago when someone corrected me. They said that 1 larger city is more difficult to run than several smaller ones, which you can use the same rinse and repeat methods to build up.

Whether or not it is easier means little to me having to start out a bunch of cities to make my region work is tedious and boredom. When i play a game i will take difficulty over boredom any day.
 
Currently In Development

Hi Mayors &#8211; below you'll find the notes that will appear in Update 4.0 tomorrow.

Update 4.0 Notes

&#8226; New: SimCity Launch Park, an exclusive new park just for our dedicated fans who were early adopters.
&#8226; New: Region: Edgewater Bay. Seven city sites in one cluster around a beautiful bay with one great work site.
&#8226; New: Your current server will now be shown in the options menu.
&#8226; New: More detailed rollover information on buildings telling player&#8217;s if their Sims received happiness from a park or from shopping. Previous to this fix, this information was generic.
&#8226; Re-Enabled Feature: Global Market prices now dynamically change during gameplay.
&#8226; Re-Enabled Feature: Leaderboards will be active on EU West 3, Pacific 1 and Pacific 2 at the release. We will enable them on additional servers throughout the day.
&#8226; Re-Enabled Feature: Region filters are now enabled on all SimCity servers. Players will be able to search for open games by Map Name, Sandbox Mode, and Abandoned Cities.
&#8226; Rain Clouds: Fixed an issue where some cities would not have rain clouds to replenish their water table. If you had a city with this issue, you will start seeing clouds again within a game day.
&#8226; Fire: Improved response time of fire trucks to fires. Improved the time it takes for a fire signal to reach a fire station.
&#8226; Mission updates: Tuned Metals HQ and Community College missions. These were appearing too early, making them difficult to complete. They now appear later in a city&#8217;s development.
&#8226; Solar Farm Great Work: Reduced fire risk at the Solar Farm Great work. Local fire engines were spending too much time at the Solar Farm.
&#8226; Messaging: Improved pre-requisite messaging for Trade Port, Casinos, Smelting Factory and Oil Refinery. It should be clearer on how to unlock these buildings.
&#8226; Graphics: Fix for flickering low wealth buildings on NVIDIA graphics cards.
&#8226; Education: Fix for an issue some cities experienced where commuting students did not return from a neighbor&#8217;s city. This was causing a problem where students would disappear from a city in some cases.
&#8226; Tuning: Sims will lose a small amount of happiness if they don&#8217;t have a place to shop. Cities without places to shop will see complaints and feel the effect of unhappy Sims. This will emphasize the importance of commercial zones.
http://forum.ea.com/eaforum/posts/list/9437292.page
 
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