Despite being in 'Murricah East Coast, I broke down and played in the Europe West 3 server, and finally managed to have a semblance of a smooth experience.
I really like the idea and concept that no city lives in a vacuum, and the game attempts to reflect that by including multiplayer elements of cooperation with municipal services and competition in global trade of commodities, but in terms of the simulation it feels like it's "SimCity Lite". There were many features that were central to the SimCity franchise that got cut out in the name of "streamlining" i.e. plan your own highway off-ramp locations, tiny plot size, terraforming, etc.
Sure, the much-vaunted Glassbox simulation engine that tracks the activity of every individual sim promises a more "accurate simulation", but it's moot when so many aspects of the game's AI behave like retards. Traffic goes into a standstill even if you spend 75% of your budget on public transport if you commit the crime of having more than 5 intersections in your main arteries. Someone even proved how pants-on-head retarded the traffic AI is by making a city out of one single winding snake road spread out across the lot, and managed to have a successful city because of it because 0 intersections = 0 gridlock. vOv
I really want to like the game and the synergy it promotes, but unfortunately there are many things that need to be done for the game to be a success. The Always-Online system is not necessarily a DRM, but also something in-built to the game that had poorly thought-out execution. It failed to account for the contingency that someone's game would disconnect, and does not have an offline save that could be uploaded to the cloud the next time the player reconnects to the server (Diablo III and StarCraft II had that, at least). EA/Maxis also failed to properly stress test in their popular beta stages, and additionally they were piss poor in their communication to their players when they were attempting to sort out their server woes.
On top of the always-online stuff, the game itself is in need of a significant overhaul. Traffic AI needs to be fixed. The RCI indicator is a lie - after 2 days of playing and finding out that zoning according to the RCI indicator did nothing for my economy, I clicked on my population window and found everything I needed to know in the detail tab. I then decided to ignore everything the game was telling me through RCI and the ingame prompts, and did much better in my subsequent cities. There are just way too many aspects of the game that were either because of poor design decisions and poor execution that kind of border on amateurish.
Somehow, I think that this SimCity 2013 has become a deeply wounding blow to Maxis's reputation. Lots of fanbois will protest and say that Maxis is perfect, and EA is at fault. But I've been observing this game for a long time, and Maxis is just as complicit as EA in this, from the Online Lead being a Maxis staffer to Maxis designers themselves who wanted the always-online concept to begin with. Lots of people who have been playing Maxis games since the 90s have since lost their trust in Maxis, and it can only go downhill from here.