this post was submitted on 27 Apr 2026
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I'm itching to play something like Cities Skylines, but also something that isn't just about growing and growing, rather building within certain (spatial?) limitations and/or solving problems or something. I hope this isn't a contradiction, but I'd also like if it had a bit more focus on individual buildings and livability rather than optimizing car traffic, if that makes any sense. I guess i'm looking for something that is a bit more than just a city sculpting sandbox, but less than a full blown metropolis-society-simulator.

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[–] jaycifer@lemmy.world 8 points 12 hours ago (1 children)

Others have mentioned Tropico, but I like talking about Tropico so I recommend Tropico 6. Campaign missions have unique goals and conditions that can lead to interesting decisions, like the one where you can’t build houses, everyone lives in shacks, and I ended up going a dictator direction just to keep the populace in line.

Traffic is easy to manage, just don’t make four-way intersections (seriously, that’s it). Building choice and location are important because citizens have to travel from one place to another, so even if your clinic isn’t overwhelmed it may be good to build another far away so citizens don’t have to travel across the entire island to get there.

I could go on for a while, but it’s good, and Tropico 7 is coming out later this year so Tropico 6 will likely be pretty cheap next time it goes on sale.

[–] caut_R@lemmy.world 3 points 7 hours ago (1 children)

I haven‘t tried 6, but I loved 4, it‘s my fav city builder ever (altho kinda easily exploited lol) and I liked 3, but I bounced off of 5 so hard that I never gave 6 a chance. I definitely recommend 4 though…

[–] jaycifer@lemmy.world 2 points 6 hours ago

I played some 4, but like 6 a lot more personally. A lot of folks still prefer 4. 5 I think feels like the worst of both worlds or a stepping stone from one to the other. The big thing I like about 6 is that citizens actually have to travel to buildings to work or use services.

In Tropico 4/5, a clinic may have a capacity of 200, so if your population is 350 you need two clinics placed anywhere, which I think makes city planning a little boring because you could just have a clinic corner where you build all your clinics as needed. In 6 a clinic has 8 visitor slots, and when a citizen needs healthcare they claim a slot and physically walk or transit across the map, enter the clinic, then spend some time there before leaving and freeing the slot up. This means you could build a couple clinics far away from each other so citizens have less distance to travel to the nearest clinic, or you could have one in your population center, but invest in making that building high quality so when a citizen leaves with a higher healthcare value it takes longer before they need to visit again, reducing the overall demand and making the visitor slots go farther.

It lends itself toward building actual neighborhoods where they are needed which I like!