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rustalot42684

A bunch of suggestions

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Posted:
Last Online: A long, long time ago... 
 

I would have posted this on the cities XL forum, but it didn't work. Anyways:

  • No bus stops. Instead, you make bus *routes* that are laid over top of roads or streets and the stops are placed automatically every so often. This is way cooler and much more realistic because then instead of plopping bus stops randomly around the city, you have certain defined routes.
  • Nice options for waterfront development. Something like PEG's CDK set but built into the game and not nearly as buggy.
  • Subways should work like rail. One thing that bugged me in SC4 was that although rail or elrail needed to curve gently, subways can turn on a 90-degree angle.

  • Diagonal/Curved Bridges. Enough said.
  • More diverse buildings. What I think would be really cool is to have a generator for buildings, as for the most part (not so much in suburbs) buildings are not identical. If you had a set of rules about what a low-income house should look like, you could maybe generate unique ones. Or for skyscrapers, you can get some base textures like glass, granite, etc and then rules on what it should look like and then build the skyscraper to fit the lot size and to be only as high as the demand warranted. This would be more difficult, but it it would be really, really cool. Or you could do it just for institutional buildings, so that all your police stations were slightly different etc. while keeping a set of growable RCI lots.
  • Streetcars. NAM GLR is nice but it's rather messy due to it not being designed to be in the game.
  • I don't know how city/region stuff works in Cities XL, but if it's anything like that of SC4, it would be nice to have a region-wide terrain editor.
  • Highway interchange editor. Something where you could have your highways meet at some arbitrary angle or whatever, and then you can connect all the overpasses/underpasses yourself. (in addition to preset ones)
  • Stricter terrain leveling for roads/rail/highways etc.
Also, it would be really awesome if you released it for Linux.

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... I don't know how city/region stuff works in Cities XL, but if it's anything like that of SC4, it would be nice to have a region-wide terrain editor...quote>
 

YES^^^

i would like to choose the area of the region, like Tropocal, Sub Tropical. Turunda, Desert, ect.

Disasters that go with the regions, like a low river area might flood, mountonous areas will have more earth quakes.

Odd Shaped lots

 

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-multi level freeways would be good

-underground parking lots

-you should be able to zone parkland and protected land like a national park kind of thing.

-I agree with the post above, there should be odd shaped lots that you van fit around cul-de-sacs and on corners, also odd sized lots so a farmhouse would tak eup way more land than a townhouse in the middle of a city.

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  • Societal system that gives each city its own character. Like SCS, but without the so called "childish feeling".
  • Different cultures, not just present, but also historical and futuristic, again, without being "childish".
  • Parking lots right next along the whole street, like in Europe.
  • Pedestrian avenues
  • -Global warming
  • -Zones shouldn't be parted in RCI, but in seven different zones and they're: Home (Only residentals), Industry (Only workplaces), Trades (50% Workplaces, 50% Venues), Cultures (90% Venues, 10% W:s), Religion (90 % V:s, 10% W:s), Government (Mostly W:s, but there are V:s such as prisons and totalarian venues) and Science (Almost only W:s, rest is educationals, hospitals and libraries)

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Posted:
Last Online: A long, long time ago... 
 

agree wiz rustalot for the bus route. I also want to have subway route since in reality , you don't always get to switch lines in every subway station. We should have a few to choose from such as main subway station(higher capacity) , normal station (lower capacity and no transiting to the other line). In sc4..... i really hate how the sims abuse my subway.... i want to have a define route like in real life.

and definitely, we need to devide commercial zones into services and offices clearly so i can make nice shopping areas

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More European building styles and Asian building styles. Like European squares and streets, historical buildings etc. etc., and Asian skyscrapers and temples 4.gif

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I think we need a map printing function. Every real world city planner uses map (vertical view) printed on paper to draw their plan on it. It was very handy to print your city map on paper and lay out your future plan with pencil on the paper map. You can print whole or part of your city in multiple papers.  Even SimCity 1 (Mac version) had such map printing function on laser printer.

At least, there should be some "planning overlay layer" to mark some areas, lines, points for planning area usage, allotment etc before actual "building" or commitment.

I guess that Cities XL and gamer can be benefit from some "city-planning CAD"-like feature (e.g. multiple-layers by building function)

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Posted:
Last Online: A long, long time ago... 
 

In maxis simcity 4, the day and night option was ok....in the day!!. At night the cities quickly became boring. The lights they used for interior lighting of buildings and more importantly the street light standard were unusual to say the least. I have never been to a city at least in Canada where the light standards on the side of roads, are a consitant white bluish hue!!! They are usually more of an orange glow!!! = ) In the city i live in with a population of around 1 million we have only one street that has those annoying white lights along it and it is known as more of a "red light" or shady part of town. I hope Monte Cristos Cities XL will incorporate that upgrade to realism in the new game.....please!!!!! It would make playing at night almost as addictive as playing during the day if they do!!!! = ]

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