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Mostly I want to see a fix of the base game, like more realistic lot sizes, better textures, rebalanced mechanics, and several other features (a lot of that can be fixed with mods, but it disables achievements and bloats the game--and the lot sizes can't be fixed without making them non-functional). SimCity 4 had a solid base game. C:S does not. Once that gets smoothed out, then we should start looking at other things.

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It would be great if they added in Cities Skylines a beach zone , like in many Meditarrenean countries with sun loungers , cantines and beach bars.
Moreover, they should add day nursery , nursery schools , junior high schools and universities with specialized objects , for example Law University (all of them will be chosen from us if they could be public or private).
Another thing which it could be very cool is to be more realistic the day/night cycle with the addition of seasons (autumn,winter,spring,summer) . The Court House and Tax Office could be functional and not be existed as landmarks . Museums could be a very good addition at the game.
And finally the Match Day could be expanded at basketball , volleyball , handball , rugby and at many sports
and a public swimming pool would be awesome!!!
 

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I would like to see custom animation support. It could really help with making areas seem more lively. Right now, all the custom props and stuff we put down are just static, but imagine being able to place moving forklifts or cranes in ports and construction sites. What about just a looping animation of a car trying to park? A  loop of containers moving from a train onto a truck and then back on to the train again after a while for example to make industry seem more alive.

We can have people props where we can just plop animated cims that are talking to each other. Put that next to a parked truck or in front of a shop and it already looks like some kind of business is going on.  Someone performing some cool stunts with a crowd watching to make our plazas more alive. Even just a looping animation of a cim walking from one area to another.

It's not a very popular opinion but I just think custom animated props that we can put down is the next step into making our cities really detailed. Right now all this detail that people are putting into their cities looks very nice, but it just looks a bit dead. Being able to have these animations playing throughout the city can really liven everything up.


Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

 

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Still the same from me from day 1 - Larger growables and realistic merging / splitting highway lanes that doesn't require mods, ton's of patience and time to lay out. Kind of digging the scenario aspect of it these days too, so any expanding on that would be good. More variation of bridges that had a color picker option.

But I was just thinking that, I don't know about other countries but in the U.S. the majority of traffic lights you can turn right on red with a yield and I think the lack of that in the game is a real traffic bottle neck. Would do wonders with that simple addition. Would also be nice to be able to choose in the traffic light setup to have dedicated signals for left turns too, watching the cars drive through each other bugs me.

 

 

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Hi,

haven't posted here much, mostly lurking in awe at what some of the people here achieve with C:S. A few years back, I have been playing a lot of SC4, have tried out other city builders and never been really satisfied. For sure, there are still things in C:S, that are lacking. What @zimmie is pointing out is one of my major gripes: I find the whole process of designing highway interchanges tedious and finnicky. It would be awesome if one could combine the flexibility of the current highway "drawing tool" with some fixed pieces for on- and off-ramp sections or highway mergers.

Regards,

Sebastian

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On 17.6.2017 at 8:49 AM, sstyrnol said:

Hi,

haven't posted here much, mostly lurking in awe at what some of the people here achieve with C:S. A few years back, I have been playing a lot of SC4, have tried out other city builders and never been really satisfied. For sure, there are still things in C:S, that are lacking. What @zimmie is pointing out is one of my major gripes: I find the whole process of designing highway interchanges tedious and finnicky. It would be awesome if one could combine the flexibility of the current highway "drawing tool" with some fixed pieces for on- and off-ramp sections or highway mergers.

Regards,

Sebastian

Isn't that exactly what the intersection editor was made for?

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15 hours ago, boformer said:

Isn't that exactly what the intersection editor was made for?

In principle probably yes. I guess my point is that it still is finicky and takes a long time to get right. Of course, once you get a piece, section or even a whole interchange "just right", you can save it and use many times over. I guess I am not that patient after all... ;) 

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In order of decreasing feasibility:

  1. Up to 8-tile-deep (either 8 or 16 wide) Zones
  2. New densities (Small Offices, Heavy Industry, Medium Density Residential, Medium Density Commercial)
  3. Hotel Zone (Business Hotels (increase taxes and happiness of offices), Holiday Hotels (in Tourist specialist districts), and Casino Resorts (in Leisure specialized districts) in small and big densities)
  4. Offices producing Logistics, which increases happiness of and taxes from generic and processing industry; it travels along the electric grid
  5. Specialized retail/commercial (Leisure requires half as many goods per sale than default, Tourist specialty changed to attractions, Agriculture turned to farmers markets and green grocers, Forestry turned to furniture and office supplies, Ore changed to sell metal goods like cars and electronics, Oil changed to gas stations, and stores selling plastic or chemical products like paint)
  6. Separation of Wealth & Density
  7. At least 1 intermediate LOD
  8. Free-form or flood fill fields for Industry

Tourist specialized commercial would bring in more tourists by having special draw like parks and landmarks but be unusable to locals (besides employment). I haven't figured out what benefits and detriments industrially-specialized commercial should have. However, specialized commercial should be different for different densities. I don't want to see tiny nightclubs in dense commercial or huge hotels in light commercial.

 

The first 5 suggestions could be included in the same expansion pack, and a free patch could reorganize existing zoned buildings.

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Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Yes, some of the below can be addressed in some way or another with mods, but they do not apply to the console versions (I play the PS4 version as well), are limited and/or unrealistic in scope, and/or are so good and convenient that it should just come by default.

1 - An increase of some of in-game limits that severely impact gameplay in larger cities, especially ones using 25/81 tiles mods, namely segment limit (36k), node limit (32k), and agent limit (64k). These can currently be indirectly addressed - to a point only - through the use of numerous mods, but it is ridiculous not to even give people the option to increase the limits, just to avoid bashing from people using PCs with the minimum requirements. Not to say that console versions cannot even use mods to mitigate these limits, especially the agent limit one.

2 - Medium density residential zoning so that one is not forced to use districts and policies to ban high-rises from growing or mods to prevent developments from advancing in stage. Allow 10 or so deep zoning squares instead of 4 squares deep from a road for urban developments, higher for farming developments (maybe 50 or so). Allow stuff to be plopped up first without having to plop a road first.

3 - Farming with its own zoning policy instead of being a specialized form of industry (come on, it is the oldest form of mankind-made development). Allow fields to be generated from a large zoned area (akin SC4) instead of forcing people to manually paint the ground and plop vegetation/decoration to create farms (see also below). Separate high-tech industry from generic manufacturing industry.

4 - Players should be able to choose the default starting city tile.

5 - Get rid of the goods/materials system. Only thing it does is to needlessly choke up the agent limit numbers and cause industrial and commercial abandonment in large cities when it should not be there. In real life cities with bad traffic, many deliveries are made at night, and it does happen during the day one way or another, so this is not the issue CS tries to make up. As long as you have external connections (and landfills/cemeteries, respectively) this should be taken care of automatically. Some delivery traffic could be simulated, for the sake of making these areas a little more lively (not that industrial areas in real life have the ludicrous amount of traffic that CS industrial areas have), akin to the current simulation of only a maximum number of cims at a time, even if the city population is higher.

6 - Things get on fire too easily, people get sick too easily, bad AI and agent limit limits garbage, ambulance, police, and hearse actions. Services need to be rebalanced (i.e. sick people do go to hospitals themselves), and in particular, healthcare needs to be made more useful while deathcare needs to be seriously toned down - one likely will spend more in crematoriums than in hospitals and clinics in any given city... Also, as in #5, bad traffic should not impede garbage and body collection (i.e. night collection or slightly delayed collection). Policies are way way too expensive and almost worthless (i.e. free fire alarms have little impact on fires).

7 - Automatically create intersections when plopping a long stretch of road over other road segments at the same height (akin SC4, right now one is forced to build each intersection first, otherwise it says space already occupied). Better looking vanilla highway intersections.

8 - Businessmen/women come to the city to do business and leave, more or less like tourists, staying in hotels, but they go to offices and industries instead. Increase number of tourists. Hotels should really be generic commercial (in many hotels businesspersons are the main customers). Some cims would also go out (and back) for out-of-city business/tourism. Allow airports to pick up a large amount of intercity traffic by default, especially as the city gets larger.

9 - Allow players to set % of transportation mode to be used (intra and especially inter city). Allow airports, and to a smaller degree, rail stations and harbors, to act as inter-city hubs (instead of intra-city only), so some visiting cims may not even step foot outside the hub (i.e. Atlanta Airport is a good example). Only allow relatively full inter-city vehicles to be spawned (right now way too many of them come and go, very often empty or with a couple of passengers only, but clogging up traffic nevertheless).

10 - Attenuate the lack of educated workers problem - in real life someone from outside the city is likely going to fill that position. Instead, if education is bad to begin with (numbers of the three education categories in the red), offices and stage 3 industry will not want to move in the first place.

11 - Provide an option for roads to build roadside electrical poles/underground cables/water pipes automatically. They would be costlier than the default roads, obviously, and could be enabled and disabled at any time (especially for the water pipes, as they contribute to the segment limit...).

12 - Water pumps right now remove way way too much water out of whatever water source you are using. This should be greatly attenuated or disabled altogether. Smaller water flows could be channeled through underground canals/large pipes.

13 - Cims are way way too weak to noise pollution. Yes, it is a nuisance, but not a health hazard on par with truly polluted areas (air and water pollution). And metro and monorail generates more noise pollution than (currently useless) airports? Instead, cims may move out of noisy areas (especially, rich cims, wait, the game does not have wealth brackets, hmm...) if newer less noisy areas are available.

Mainly for the console versions:

1 - Terraforming and/or map editor tools for the consoles versions.

2 - An inbuilt option to disable visual notifications (no road access, hydro, sick citizens, etc.) and district names so that one can actually take screenshots or just look at the city without seeing a boatload of warning squares and huge words floating above the city. Should be default in PC as well.

One could dream but region play and/or out-of-city commuters would be very nice as well. Personally I would get rid of the agent system and stick with a simplified random simulation system like SC3000 that would permit a nearly unlimited amount of segments and nodes. Very large cities ironically suffer less than smaller ones, simply because smaller cities generate way more traffic than they should be generating, hit the agent limit, and no more traffic can be generated to fill the extra roads...

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Arcologies! *:D

And some underground and underwater cities would be cool as well *;)


"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

"The wisest men follow their own direction." - Euripides

Welcome to Fairview, my new city journal *:D

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A update to Game free Patch that includes all DLC/Expansion Packs because cost to much for me to buy. A Commercial DLC or Mod that allows spaces for rent or lease or sale in a Mall or Shopping Center same witn Pad Sites and so on. It could also Land for Sale or Rent or Lease and we can Zone a peice of Land but can't see like McDonalds been built only place it as a Propable Building and it would be good to see city have to approval McDonalds or so on to be built and for a place to show up on an Exit Sign.

Build a Stadium or Airport Mod to pick where things go inside of them ? Deadicated Right of Ways? 

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I would love to see in the farms and forestry bigger zone then 4x4, for example i want a land to be 4x24 I should be able to get that because the farm area looks a lot better that way. 

 

 

 

 

 

 

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I've only really been playing C:S for a little while, but some things come to mind already

  • Memory efficiency - anything that allows use of more assets would be welcome. It's hard for an old SC4 player like me to come to terms with not being able to grab virtually everything that looks useful.
  • The huge array of transport mods needs to be targeted by CO for systematic replacement by built in options.
  • As do the detailing tools
  • Make city and transit maps a feature - or build OSM import/export in so that patches don't keep breaking the mods that do the job.
  • Farms and parks - these have always been a problem for city builders, but C:S already has the district feature that allows a large irregular area to be defined and policies applied. In both cases a move away from the idea of lots would benefit implementation. City parks, national parks, farms and fisheries could all be defined in this way.
  • Low-impact industry - most cities have 'backstreet' industry that can co-exist with commercial or residential without being too much of a noise and pollution problem - maybe an 'Urban Industrial' category could be added. Also industrial parks often have a mix of commercial and manufacturing in the same shed style industrial units - maybe 'Suburban industrial' separate from the dirty industry that grows in normal industrial lots.
  • An old suggestion from SC4 days - a wider economic context. It doesn't need to be complex, but a drip feed of money from national government could be varied to represent changing government priorities (even time limited budgets available for specific spending like education or health), and a couple of long-term sine wave functions could be applied to number of cims available to move to your city and their wealth level (the tax system may already incorporate elements of this) to suggest a varying economic climate.
  • Scale-wise keep it real - some buildings are genuinely huge. Lot sizes and buildings need to reflect this.
  • Again on the realism front - vehicle/pedestrian speed - lets have it looking realistic. No more ultra-speed pedestrians.
  • Seasons and weather in all maps - incorporate Snowfall and natural disasters into the main game.
  • Better handling of non-vehicle traffic. Pedestrian/cycle access should be enough for access to buildings.
  • The idea of service access for larger commercial buildings - so you could have a shop fronting onto a pedestrianised road/plaza and deliveries would need to be routed to the back.
  • Locks for canals
  • A proper photo mode - like you see in car games like Gran Turismo.

That list got quite long, quite quickly - I guess it's a reflection of my enthusiasm for the game and a desire to see it offer even more progression beyond the old king of city builders, SC4.

 

 

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FYI, pedestrians go a realistic speed compared to the day/night cycle but cars go too slow.

It would be nice to have noise pollution have a smaller impact and add air pollution to the mix but sadly air pollution will be added in Cities: Skylines 2 since CO said it’s too difficult to patch in.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Object and agent limits would be a big one for me. I would also like to see more urban Asian inspired buildings and assets.

I also second archologies! 

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 Ploppable Growable Icon on Toolbar? Under Ploppable Commercial Icon under Ploppable Plants? Naming Mod that combines Road Namer where any Road or Highway can be named,Building Names,Signs and Districts  so I can edit the name because I like to name my Roads,Districts,Buildings,put Signs up like Exit Signs with what's off Exit or how far to a city and so on.

Zoning for Pad Sites and so on meaning a McDonalds could pop on a Pad Site Zoning.


  Edited by mgomrjsurf  

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I would like the ability to choose city network signs and road texture styles without a mod.

Ability to place all the games props in both map editor and in the actual game mode without having to use mods.

Ability to set district wealth levels. So you can make some districts low-wealth only meaning only level 1 and 2 buildings will grow. On a high-wealth district it would restrict it so only level 3+ buildings can grow, but only if the conditions for that district permit buildings of that level to grow. If it doesn't then nothing will grow. This allows more control over your districts without having to use a make historical mod or RICO.

 

Bridge styles. It fathoms me why the ability to select your bridge style is not available. Would've though Mass Transit would've implemented it. Also, since I'm at it, ability to toggle bridge types for all roads. It's weird that small 2-lane roads can't even have the steel suspension bridges that are already in the game by default yet highways can have them. Why the restriction?

Vehicle types related to buildings level. Why would a Cim that lives in a small level 1 house drive the sports car? It doesn't seem like they would be able to afford it.

Separation of office zoning into it's own demand. It doesn't really make much sense for it to share the industrial demand. It would add more challenge to the end-game game-play if it were a separate demand.

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I would love it if Cities Skyline was more of a city simulator than a city "painter".  I really don't want to hand craft every building and prop.  I want to build transportation and other infrastructure, zone, and then have the buildings develop organically.  I want to see the buildings in the neighborhood provide visual cues as to what's going on with respect to value, education, abandonment and so on.  I want to see my Cims travel to and from work, school and recreational activities at appropriate times of day.

 

 

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17 hours ago, UrbanLegend said:

I would love it if Cities Skyline was more of a city simulator than a city "painter".  I really don't want to hand craft every building and prop.  I want to build transportation and other infrastructure, zone, and then have the buildings develop organically.  I want to see the buildings in the neighborhood provide visual cues as to what's going on with respect to value, education, abandonment and so on.  I want to see my Cims travel to and from work, school and recreational activities at appropriate times of day.

I'm a bit puzzled. All your wishes describe how the game is at the moment.

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10 minutes ago, Turjan said:

I'm a bit puzzled. All your wishes describe how the game is at the moment.

I believe UrbanLegend is referring to 100% zoning, where even civic services are zoned as opposed to plopped. Regarding the Sims, that's most likely in reference to what SimCity 2013 tried to accomplish.

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On ‎1‎/‎22‎/‎2018 at 3:53 PM, Turjan said:

I'm a bit puzzled. All your wishes describe how the game is at the moment.

Well..yes and no.  Let me explain what I mean.

For the standard little 4x4 buildings, sure, you zone like any other city builder.  But for large skyscrapers or buildings that occupy a city block (say 8x16), you need to manually plop RICO buildings.  That's fine I guess.

For the visual cues, I was thinking more like SimCity 4 where a building would look sketchy if it dropped in value.  Like you would have the same building, but props would change to indicate high crime or whatnot.  I don't think CS does that.

And maybe I'm wrong, but I don't think CS has "rush hours" in the early morning and evenings where traffic increases because everyone is off to or from work at the same time.  I don't get a sense that traffic fluctuates at all during the day.

 

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@UrbanLegend Okay, you want larger growables. Yes, that's something that has been asked for since game release. Boformer even started a mod that showed that it's possible. This has no chance of being finished though as you need to produce a huge amount of assets for this to work within the game's upgrading system.

Visual cues regarding value loss exist as direct signs above the building ("low land value"), that's why I was puzzled. Of course, the building then only has one way out of this situation if you don't manage to fix the underlying issue, which is abandonment. The two levels of degradation before abandonment in SC4 were certainly a nicer solution. Those two downgrade levels are not only visual, but also a mechanical difference. There are also other issues in the C:S simulation, like how C:S connects education/wealth/density via levels in a way that does not make much sense (all in the same direction). In SC4, the number of occupants increases with each downgrade.

While C:S doesn't have Rush Hours, traffic flow is strongest in the mornings and drops off considerably during night (vehicle counts go from 12-14k down to about 8k or similar values in a 150k city). If you have any spots in your city where traffic often backs up, you can visually observe the relief in the second half of the night. Of course, the game was modeled for 9 tiles, maybe even less. The effects become a bit "smeared" over the day if you have a larger city where trips take much longer compared to the day/night cycle. Rush hours are only feasible in small cities. As the total vehicle limit is 16k, which you can reach in a 150k city if you have problem areas, any Rush Hour will make you reach the limit even earlier.

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Combining Assets like American TA Gas Station Sign and Gas Pumps on Property so just one Asset loads instead of 4 for it? Sub Buildings Mod like in SimCity so in Loading Screen Mod like American TA Gas Station would load and in Game when place it get a chance to place it's Sub Buildings. In general would like to load less Assets but stiill be able to load all Franchises Commercial that has been made for Game but load under a hundred.


  Edited by mgomrjsurf  

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i just want CO to tell us of their development plan in plain simple straightforward English.

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another mass transit/industrial expansion including trolleybuses, regional buses (like the passenger rail) and air cargo.

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