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Simtropolis Q&A about Cities: Skylines with Paradox Interactive

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Hi there! I am an avid SimCity 4 player. I've decided to go into Cities: Skyline blind. Did the exact opposite with SC13. Looking forward to it!

 

For someone who is somewhat trying to stay in the dark (but not actively avoiding news), what do you think experienced city building players will like most about this game?

 

 

Come now, you don't have to introduce yourself to me Haljackey =) I've been around Simtropolis long enough to know your name. I must say, I've never heard of any gamer doing what you're doing though.

 

The interesting thing with this genre is that "experienced" doesn't really categorize players by what they really like. You can take two hardcore city-builders and ask them what they want, and their answers can be completely different. And that's what I think Cities: Skylines does great. It's a solid core city-builder that can be adjusted to your own play style. With the ease of modding, custom content creating tools, and a powerful map editor, you're free to be hardcore in whatever way you choose.

 

Unless you're one of those players that tries to turn your city into a militaristic state involved in constant warfare... that's just not supported (yet).

 

Question concerning quality of gameplay: will you be able to change the keyboard controls? I ask this because some of us don't use Qwerty keyboards, where WASD translates to something like ,AOE or WARS. (Last time I asked this kind of question, I never got an answer back, so...)

 

Pretty much everything can be reassigned to a different hotkey. I think there are like a couple exceptions, but it's really customizable.

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Azure can you tell us if CO are implementing any changes/adjustments based on some of the recent feedback received before release? Not additions, DLC kind of stuff, just tweaks.

I'm thinking particularly of bias towards green energy & purple pollution on ground as a couple of examples.

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Hi,

 

I was wondering if in the map tool,  is where the player could pick a map that they made?   I think I read or saw somewhere that for the starting city the player has to have all means of transportation covered or is this only for the overall city?   I was also wondering if there is a set size or size base for maps,   Ie  like in sc4  the map file needed to match a curtain size. to fit the scale of the game.     One more question,  will some buildings be expanded  like the city hall in 2013.  


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Have you guys gotten a computer with integrated graphics and tried to see if the game runs on it? Intel HD Graphics 4000 runs SimCity 2013 fine and has native support for DirectX 11. Not everyone has a gaming machine unless it was aimed to that crowd. I was gonna preorder it but I may have to wait until someone buys it and tries it on an Intel GPU.

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Azure can you tell us if CO are implementing any changes/adjustments based on some of the recent feedback received before release? Not additions, DLC kind of stuff, just tweaks.

I'm thinking particularly of bias towards green energy & purple pollution on ground as a couple of examples.

 

Sure!

1) Adding to the API the ability to extend the map size to 25 tiles (100km2)

2) Ability to toggle off the sounds and popups of Chirpy.

3) Players said they wanted tunnels and European W2W buildings, so CO has promised to deliver them. It's first on the list after launch.

4) Many small tweaks and changes to the Lot Editor, API, map editor, and asset editor (these all came through our closed testing though)

5) Redesigned the UI based on feedback

 

I'm sure there are more, but that's what I could think of off the top of my head.

 

Hi,

 

I was wondering if in the map tool,  is where the player could pick a map that they made?   I think I read or saw somewhere that for the starting city the player has to have all means of transportation covered or is this only for the overall city?   I was also wondering if there is a set size or size base for maps,   Ie  like in sc4  the map file needed to match a curtain size. to fit the scale of the game.     One more question,  will some buildings be expanded  like the city hall in 2013.  

 

The map editor is where you completely design the map. When you start a new city, you then choose the map. Right now, it is a requirement that you have external connections going through your starting tile.

 

I hope I'm getting this next question right... but our pre-made grayscale maps are 1081x1081 pixels. Let me know if that answers your question.

 

No expandable buildings like in SimCity 2013. It's a cool idea, but didn't really fit with Cities: Skylines.

 

Have you guys gotten a computer with integrated graphics and tried to see if the game runs on it? Intel HD Graphics 4000 runs SimCity 2013 fine and has native support for DirectX 11. Not everyone has a gaming machine unless it was aimed to that crowd. I was gonna preorder it but I may have to wait until someone buys it and tries it on an Intel GPU.

 

Unfortunately I think you'll have to wait until somebody else tries it. Good news is, I have heard many people planning on testing Intel graphics. I've seen some promising speculation though, as many have claimed that they've been able to exceed expectations.

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I like the idea of buying land to expand your city, but is it possible to make those city borders more realistic in a future DLC / Mod / Update? So instead of buying a huge square of land, you could create more realistic city borders like shown below: 

 

cplancd.jpg

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Turge, you're in luck!  You can paint out districts similar to counties where you can enact different policies like no trucks, building height restriction and raise/lower taxes on different wealth levels.  Check it out,

 

http://forum.paradoxplaza.com/forum/showthread.php?831059-Cities-Skylines-%96-Dev-Diary-8-Districts-and-policies

 

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Turge, you're in luck! You can paint out districts similar to counties where you can enact different policies like no trucks, building height restriction and raise/lower taxes on different wealth levels. Check it out,

http://forum.paradoxplaza.com/forum/showthread.php?831059-Cities-Skylines-%96-Dev-Diary-8-Districts-and-policies

http://youtu.be/8f_bvwmQ6Ak

That wasn't the question. I already knew about the district thing. What I was asking is about the land purchases. Currently you have to buy the full tile of land, which is essentially owned by one city. The question I was asking is if in a future patch, we wouldn't be limited to just buying the full tile to expand upon. Instead, we would be able to just purchase an area of land we choose. So say for example your city is within a peninsula between two rivers. You could choose just to own the land within the peninsula, while say the other side of the river would be owned by another city. The borders of the city limits could be the middle of the river. See attachment for example.

post-324997-0-95817400-1425918417_thumb.

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I have been following the development of Cities:Skylines as much as possible, and for the most part I have found good answers to all the questions that have popped up, except one.  In SC4 the player had the power to control what 'building sets' were available (this was limited to 4 types, but still...) Is there something similar available in C:S?  I understand that the number of buildings is limited at release, but once players have the chance to create their own custom buildings, I can imagine the variety of growable content will become quite vast.  It would be nice to be able to sort buildings into 'sets, and then have control over what sets you would like to see built.  

I understand there is a district function that will allow you to customize how neighborhoods develop, but I got the impression that was limited to 'policies' and not building styles.  But then again, I may be mistaken in that assumption.  

Thanks!


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Omg i can download it 2 hours before release on steam :DDD (i know this is the false thread)

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I've had a good look at the FAQ and a few vids. Here are my questions:

1: Will there be onramps with more than one lane? A few of the videos I watched could've used those to alleviate very heavy traffic at intersections, be they Freeway/Freeway or Onramp/Road.

2: Will there ever be growable skyscrapers? At the moment, only some of the (gorgeous) unique buildings look like genuine skyscrapers, the rest are high rises.

3: About tunnnels; they're coming, awesome. But will we be able to create underpasses? For example, instead of going over a neighbourhood with a freeway, one could go around it or under it. The offset would be that building around lengthens commute time and takes up valuable space, whilst building under requires orders of magnitude more funds to create the relevant tunnels.

4: Since an SC4-style day/night cycle is a possibility, I guess a similar system for seasons is also possible (albeit less requested)?

5: Will we be able to have water reflections on par with RollerCoaster Tycoon 3's, or is the graphics engine simply not able to handle this, even modded?

 

6: Will emergency response vehicles ever get right of way? They kinda get stuck in traffic at the moment.

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I have been following the development of Cities:Skylines as much as possible, and for the most part I have found good answers to all the questions that have popped up, except one.  In SC4 the player had the power to control what 'building sets' were available (this was limited to 4 types, but still...) Is there something similar available in C:S?  I understand that the number of buildings is limited at release, but once players have the chance to create their own custom buildings, I can imagine the variety of growable content will become quite vast.  It would be nice to be able to sort buildings into 'sets, and then have control over what sets you would like to see built.  

I understand there is a district function that will allow you to customize how neighborhoods develop, but I got the impression that was limited to 'policies' and not building styles.  But then again, I may be mistaken in that assumption.  

Thanks!

You can control what type of buildings grow as far as industrial buildings.  I do not know, but sincerely hope that when they implement the W2W pack for residential?  and commercial?  Both?  Who knows, but I hope they use the district policies to enable us to designate W2W or normal for districts we lay out.  I certainly do not want W2W buildings growing in with my single family homes or suburban shops, that would not just look awkward but perhaps even stupid(bluntly speaking as I tend to do).

 

If they do allow us to control what buildings grow with the district policies then we are in luck.  If not then they will be making a grave(by grave I mean deadly) mistake.  Nothing would kill this game more for me at this point then them implementing the W2W as a toggle off and on thing from the mods menu.  That would piss me off to no end.  The district policy system is already in place, they just need to use it.  At this point making the mistake of not using it would just blow my mind.  

 

Is there any way you can think of to make our voices heard on this subject?  I brought it up on their official forums briefly, the post got zero responses and was quickly shuffled off to only god knows where.

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You can control what type of buildings grow as far as industrial buildings.  I do not know, but sincerely hope that when they implement the W2W pack for residential?  and commercial?  Both?  Who knows, but I hope they use the district policies to enable us to designate W2W or normal for districts we lay out.  I certainly do not want W2W buildings growing in with my single family homes or suburban shops, that would not just look awkward but perhaps even stupid(bluntly speaking as I tend to do).

 

If they do allow us to control what buildings grow with the district policies then we are in luck.  If not then they will be making a grave(by grave I mean deadly) mistake.  Nothing would kill this game more for me at this point then them implementing the W2W as a toggle off and on thing from the mods menu.  That would piss me off to no end.  The district policy system is already in place, they just need to use it.  At this point making the mistake of not using it would just blow my mind.  

 

Is there any way you can think of to make our voices heard on this subject?  I brought it up on their official forums briefly, the post got zero responses and was quickly shuffled off to only god knows where.

I agree, the district function would be an ideal way to control what types of buildings grow - I would love to see a way to mod your own building sets, so we are not limited to just W2W, or whatever the developers deem worthy. This will offer unlimited custom-ability (medieval village sets, fantasy sets, etc). I believe the developers stop by this thread, so hopefully they will take notice.

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I agree, the district function would be an ideal way to control what types of buildings grow - I would love to see a way to mod your own building sets, so we are not limited to just W2W, or whatever the developers deem worthy. This will offer unlimited custom-ability (medieval village sets, fantasy sets, etc). I believe the developers stop by this thread, so hopefully they will take notice.

 

 

Yep, this has been a top suggestion post-release, and was included in the list of feedback I sent over to CO. I'll let you know if I hear of any plans to implement a feature like this.

 

In the future though, can we can move suggestions and feedback into the appropriate thread please? Makes it easier to track!

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Is there a plan to have either edition of CSL be available  at Amazon United States,  to buy,  I would buy it yesterday if it was available.


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Is there a plan to have either edition of CSL be available  at Amazon United States,  to buy,  I would buy it yesterday if it was available.

I'm not sure about a boxed version in the US (Amazon UK currently sells this, but may have delivery restrictions).

 

However, I've found both digital standard & deluxe editions can be purchased from this listing. All editions currently require Steam to run.


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You can also buy it here

 

https://www.mightyape.co.nz/product/Cities-Skylines-Deluxe-Edition/23007055

 

But don't know if they are restricting who can buy it, I've ordered a copy plus I've also got the Steam version as well, but I do like to have my games on a CD or DVD

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Hello there to Paradox Interactive.

I had no knowledge of this game until I happened upon some of Haljackey's latest videos on youtube of him playing your latest game.

I have been a long time player of SimCity 4 for over 10 years and it is to date the only game I have permanently installed on my PC. Like many fans of this genre of gaming, I too have been looking forward to some kind of successor to SC4 and been badly disappointed with both EA's releases and not felt really inspired to give the others a go.

However Skylines seems to me to be the most promising yet. It seems to have the foundations of most things I consider to be a proper city simulation game but I am not quite willing to grab a copy yet, so I have a few questions;

 

1. I am very much a person who really dislikes the digital distribution model that is happening right now in PC gaming. I am somewhat of a dying breed that likes to buy games on physical media. I am very pleased that this game is released on physical media (I am from the UK). But I still dislike the very idea of DLC, does Paradox have any plans to release all DLC for this game as a physical DLC expansion pack at some point in the future?

2. Often modders come up against "hard coded limitations" when attempting to heavily mod the game, is Paradox Interactive open to the idea of patching the game to allow modders to more easily overcome these barriers?

 

3. I have observed that when starting the game, there seems to be existing transport infrastructure already in place on the map. Would it be possible for players to be able to choose before opening a pre-made map to start with no transport infrastructure? If not would Paradox Interactive be willing to adapt the game for players to have this choice?

 

4. Is the game capable of being modded to allow cars to drive on the left (correct ;) ) side of the road, as I am from the UK I would like to build UK or European styled cities?

 

5. Will the game in future be capable of being modded to allow bus only lanes, freight only lanes?

 

6. Sometimes I like to build entire cities (or vast areas of a region) in SC4 that are more rural, is it possible to limit the height of buildings so that they look out of place? In a semi-related additional question, will there be a "make historical" type option on buildings that I can select so that I can create housing estates with identical houses in them?

7. I have seen that to build rail, stations need to be placed first, in Sc4, I liked to lay out my rail infrastructure first before adding the stations, are Paradox Interactive willing to change this annoying behaviour?

 

8. I have observed that players are allready building massive roads and motorways at very low (compared to SC4) populations due to congestion. Personally I feel that it is quite unrealistic to get so congested at such a low population count of a city. Additionally I fell that the roads don't seem to be used optimally with traffic seeming to use only some or even just 1 of the available lanes on the road. Are Paradox willing to make tweaks to address this issue?

 

I have ran out of questions for now, and I hope these haven't been asked before. I think I am about 75% certain at this point that I will buy this game. I wish you the best with this game because it has a heck of a lot of potential and I have seen a lot of good reviews and opinion from dedicated city building players.

Thanks for reading.

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While you wait for any official replies I will try and answer some of your questions.

1) My experience of Paradox is for DLCs they are generally digital updates only which I cant see changing in all honesty

2) I have seen quotes that modding will be opened up further as game progresses but to what extent

3) You must have at least ONE outside connection to ths rest of the world. Be it sea land or air. You can obviously mod a map to your liking prior to playing. You can also delete all highways in the tiles you play in if you dont like their placement

4) yes - at start of city tick the left hand drive box and you have it

5) this is a common requested feature. If not officially I expect this to be modded

6) you can set district policies to limit high rises and can obviously set low density tiles down too. No historical preservation yet but a popular request again

7) you can build rail network down first although placement of stations must be placed on a road so can take some trial and error to match up with tracks. Hopefully this will change

8) i think this is something they are looking at and have made some tweaks since release. Needs more work though

I hope this is of some use. One thing i have been impressed with however is CO willingness to embrace community requests and be transparent about what they are or are not doing.

For a vanilla game I haven't had so much fun in ages on a city builder.

Last thing - a future road map is going to be published very soon giving an indication of what we are going to get.

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I have ran out of questions for now, and I hope these haven't been asked before. I think I am about 75% certain at this point that I will buy this game. I wish you the best with this game because it has a heck of a lot of potential and I have seen a lot of good reviews and opinion from dedicated city building players.

 

Thanks for your consideration! Hopefully we can bump that number up to 100%, haha.

 

Dysonraf has done a great job of answering your questions, so I'll just add a bit more info where possible.

 

1) Our DLC model is sort of unique in that we also provide lots of free content and new features alongside the purchasable DLC. We believe in continually improving our games with real additions, and then we also have stuff you can purchase that adds on to the base game. This is a big reason why we digitally distribute, as it allows us to improve and update our games in a way that is so much easier for us and for customers. So no, we won't be offering physical distribution of DLC.

 

2) Um, someone is making a multiplayer-type mod for Cities: Skylines, which I don't even know how that's possible. Check out Steam Workshop if you want to see all the incredible (and insane) mods that people are able to make for this game. It's mind blowing.

 

The concerns you have for minor adjustments or changes have been noted, and it's something CO will look at. Right now they are very busy with some technical issues that appeared during launch, and then they have tunnels and W2W buildings they are working on.

 

Traffic is always a hot topic, and CO will continually try to improve it. Remember that the goal of Cities: Skylines is to simulate traffic in a way that feels realistic and fun. This is very subjective work, so feel free to give input and join in the conversation! Also note that recreating  traffic behavior is so much easier said than done, haha.

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I just have to add on that last part... it's incredibly hard to accurately simulate people driving like a-holes :D

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I have ran out of questions for now, and I hope these haven't been asked before. I think I am about 75% certain at this point that I will buy this game. I wish you the best with this game because it has a heck of a lot of potential and I have seen a lot of good reviews and opinion from dedicated city building players.

 

Thanks for your consideration! Hopefully we can bump that number up to 100%, haha.

 

Dysonraf has done a great job of answering your questions, so I'll just add a bit more info where possible.

 

1) Our DLC model is sort of unique in that we also provide lots of free content and new features alongside the purchasable DLC. We believe in continually improving our games with real additions, and then we also have stuff you can purchase that adds on to the base game. This is a big reason why we digitally distribute, as it allows us to improve and update our games in a way that is so much easier for us and for customers. So no, we won't be offering physical distribution of DLC.

 

2) Um, someone is making a multiplayer-type mod for Cities: Skylines, which I don't even know how that's possible. Check out Steam Workshop if you want to see all the incredible (and insane) mods that people are able to make for this game. It's mind blowing.

 

The concerns you have for minor adjustments or changes have been noted, and it's something CO will look at. Right now they are very busy with some technical issues that appeared during launch, and then they have tunnels and W2W buildings they are working on.

 

Traffic is always a hot topic, and CO will continually try to improve it. Remember that the goal of Cities: Skylines is to simulate traffic in a way that feels realistic and fun. This is very subjective work, so feel free to give input and join in the conversation! Also note that recreating  traffic behavior is so much easier said than done, haha.

 

 

First, thanks Dysonaf for answering my questions, you have been very helpful. :)

Thanks Azurespecter for taking the time to read and respond to my post, and thanks to you and your company for your willingness to communicate with the community. :)

Hope you don't mind a few more questions?

 

1. It is a little disappointing about the DLC, however can I be cheeky and ask if PI might plan a "complete edition" at the end of the lifespan of the game that contains all DLC + Deluxe Edition stuff. I would grab a copy of that in a heartbeat. :D

2. I have noticed that when placing zones, it seems that the maximum number of tiles deep connecting to the road is 4, is this a hard coded limit or can the number of tiles deep be modded so that we can eventually create huge sized lots that can grow?

3. Is it also possible to create multi-purpose buildings that can mix different occupancy types? For example be able to grow a commercial shop that has a block of apartments above and contains both types of occupants? Do you plan to create any more zoning types in the future?

4. SimCity4 also had "Ped Malls" which were pedestrianised tiles that could be plopped down and commercial buildings could grow, to PI plan to incorporate  this functionality?

5. Do you plan to incorporate Mono-rail, in road trams, elevated rail, functioning canal systems and super wide motorways in the future of the game?

 

Out of questions for now, up to 85% sure right now. :)

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No problem! I'm here to help. But if we do have more questions, could you make a new thread in the General section? This thread is outdated and should probably be left alone now.

 

1) It's a possibility, but that's so many years away that we really haven't thought about it.

 

2) 4x4 zones are the hardcoded limit. Will someone find a way to mod it still? Don't know, but there's a good chance. CO knows that many people would like the freedom to zone bigger, so we'll see =)

 

3) Possible, but very, very difficult. CO has said that it's very unlikely to happen in this game.

 

I can only tell you that tunnels and W2W is what's planned on right now. There are lots of things that we'd like to add, but no other plans at this time.

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2) 4x4 zones are the hardcoded limit. Will someone find a way to mod it still? Don't know, but there's a good chance. CO knows that many people would like the freedom to zone bigger, so we'll see =)

 

 

This one is more than just a nice to have.  It is the one and only limitation that appears not easy to mod that also prevents any type of realistic spatial layout of a grow-able city.  Modders can design appropriately sized large commercial buildings, industries, farms, etc., etc., but if they can't grow, then C:SL becomes a partial simulator.  You have to plop all major buildings and only grow the remainder of more uniform sized lots and buildings.  Or, live with a city that is completely unrealistic because it contains no large lot structures.  A grow-able "city" that contains the real-world variety of lot sizes should be the goal, especially when C:SL's spiritual predecessor had it a decade ago.

 

The only other very important realism killer that I can think of that isn't on the CO list or already being modded is also from a mod of SC4.  On-street subway entrances with "underground"/invisible stations.  Using a traditional lot in a high density city for a transit entrance was a mistake Maxis made in the original and should not have been made here.

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2) 4x4 zones are the hardcoded limit. Will someone find a way to mod it still? Don't know, but there's a good chance. CO knows that many people would like the freedom to zone bigger, so we'll see =)

 

 

This one is more than just a nice to have.  It is the one and only limitation that appears not easy to mod that also prevents any type of realistic spatial layout of a grow-able city.  Modders can design appropriately sized large commercial buildings, industries, farms, etc., etc., but if they can't grow, then C:SL becomes a partial simulator.  You have to plop all major buildings and only grow the remainder of more uniform sized lots and buildings.  Or, live with a city that is completely unrealistic because it contains no large lot structures.  A grow-able "city" that contains the real-world variety of lot sizes should be the goal, especially when C:SL's spiritual predecessor had it a decade ago.

 

The only other very important realism killer that I can think of that isn't on the CO list or already being modded is also from a mod of SC4.  On-street subway entrances with "underground"/invisible stations.  Using a traditional lot in a high density city for a transit entrance was a mistake Maxis made in the original and should not have been made here.

 

 

I hear ya! I really do. I played SC4 too, and I know the frustration of feeling restricted by building size. I love huge buildings, industry, farms, etc. 

 

Unfortunately, it takes more than just a switch of a number in the programming code in order to make larger lots properly growable. Zoning large spaces, especially on curved roads, adds to the complexity. CO wants to make sure that changes and improvements don't introduce new frustrations or bugs. This takes time to do properly. And although it's not an excuse, CO is a small team that really has to prioritize. Right now, the blunt truth is that technical problems and game bugs are on the top of the list, along with the tunnels and W2W features.

 

On-street subway entrances are a great idea! I've actually not heard that suggestion before, even though I know I used them in SC4. I imagine that when CO upgrades and adds new tools to the game, this will indeed be possible.

 

Thanks for your feedback =) it doesn't fall on deaf ears.

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On-street subways are very, very important, for sure!

I've seen some buildings that appear to have working roads in them - could you conceivably make a new Subway building that's 1x1 and has the road going through it, and then plop a staircase on the sidewalk? I haven't had much play time yet but in theory that should work, no?

Thought I do recall reading that you can't just plop that on a street, so that could be a huge limiting factor/annoyance in that case.

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2) 4x4 zones are the hardcoded limit. Will someone find a way to mod it still? Don't know, but there's a good chance. CO knows that many people would like the freedom to zone bigger, so we'll see =)

 

 

This one is more than just a nice to have.  It is the one and only limitation that appears not easy to mod that also prevents any type of realistic spatial layout of a grow-able city.  Modders can design appropriately sized large commercial buildings, industries, farms, etc., etc., but if they can't grow, then C:SL becomes a partial simulator.  You have to plop all major buildings and only grow the remainder of more uniform sized lots and buildings.  Or, live with a city that is completely unrealistic because it contains no large lot structures.  A grow-able "city" that contains the real-world variety of lot sizes should be the goal, especially when C:SL's spiritual predecessor had it a decade ago.

 

The only other very important realism killer that I can think of that isn't on the CO list or already being modded is also from a mod of SC4.  On-street subway entrances with "underground"/invisible stations.  Using a traditional lot in a high density city for a transit entrance was a mistake Maxis made in the original and should not have been made here.

 

 

I hear ya! I really do. I played SC4 too, and I know the frustration of feeling restricted by building size. I love huge buildings, industry, farms, etc. 

 

Unfortunately, it takes more than just a switch of a number in the programming code in order to make larger lots properly growable. Zoning large spaces, especially on curved roads, adds to the complexity. CO wants to make sure that changes and improvements don't introduce new frustrations or bugs. This takes time to do properly. And although it's not an excuse, CO is a small team that really has to prioritize. Right now, the blunt truth is that technical problems and game bugs are on the top of the list, along with the tunnels and W2W features.

 

On-street subway entrances are a great idea! I've actually not heard that suggestion before, even though I know I used them in SC4. I imagine that when CO upgrades and adds new tools to the game, this will indeed be possible.

 

Thanks for your feedback =) it doesn't fall on deaf ears.

 

 

That's great.  I agree that fixing bugs and making sure everything is stable should be top priority.  And I also intuited that simplicity for the user was the reason for the small lots.

 

But I am very glad that you are not closed to the idea of making C:SL even better by making sure it meets or exceeds SC4 in every way possible.  I might suggest that a mode where lot sizes are under greater user control (both the number of tiles perpendicular to the road during construction and fully manual zones that would overwrite empty land or land already zoned) be added in some sort of advanced mode.  That way, the casual user won't have a steeper learning curve or complexity, but the more serious users won't have their experience crippled by the existing limitation.  The benefit would be that "advanced mode" cities would actually look different/better/more realistic than the regular mode, providing a natural incentive/reward to do the extra work of the zoning controls.

 

I would also add that upgrading existing zoning by zoning over top of it is a related feature that could be part of this mode.  I suspect the coding for each of these would be highly integrated. That also existed in SC4 and seems to be a popularly requested item for S:CL.

 

If you continue to listen to and respond to users, you will be rewarded handsomely by this community.  You can tell from the people here that loyalty to a good product and loyalty to high quality modders is part of the culture.  SC4 is still popular after 10 years.  C:SL doesn't need that much more work to replace it unconditionally for the next decade.

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