>>449280585>endless problems with its traffic system>scale
These were the two things that really turned me off from C:S. Scale was important because I'm an autist who likes to build things "true to life" and I figured out fairly early on that there were no functional buildings that could actually build on the scale given (I think I calculated that the "largest" lot was equivalent to a 32m*32m square, which would be about the equivalent to a small gas station), and that would certainly mean no mega-structures, no huge supermarkets, no warehouses, no skyscrapers that didn't look super-skinny, and not even any houses that didn't look like there were built for midgets. But scale can take a backseat to the way the simulation runs, and in addition to being amazingly slow even for vanilla, the traffic simulation was completely fucked. I had a tiny little village consisting of maybe four streets, the power plant could barely supply power to everything, traffic was always congested, people were dying because they weren't a block away from the hospital, and I didn't see an end to it. The way the textures and pathing worked wouldn't even allow me to create DOT-standard highways and ramps without looking blocky and uneven Hot Wheels pieces (or hours of fiddling with specific mods), which meant my dream of recreating Houston, Texas circa 2005 infused with choice pieces of other cities within a 250 mile radius remains sadly out of reach. Prison Architect and Factorio have been addictive, well-built games that I have sunk hours into at a time trying to scratch that itch, but it's not been enough. The first good city simulator that truly succeeds SimCity 4 and makes Cities Skylines look like the pile of horse turds it really is will gain my money and my approval. The icing on the cake would be in the SimCity legacy of a good soundtrack.