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Showing results for tags 'idea'.
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You guys should make a forum specifically for non NAM SimCity 4 deluxe player's so we could not be included in the NAM's expansion of the transportation department. Just an idea. Think about it. no?
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Hello everybody, I am new to the Banished game, but we discovered it as a great game finally (played Anno 1701 and Stardew Valley before in the family). We are really glad to see all the interesting mods. One thing could be great as a "Zoom Mod": - is it perhaps possible to create a mod that adds an additional zoom level when zooming in? (just a little bit closer) - and: could some details like walking persons, perhaps animals, be disabled when you zoom out the one or two "far away" zoom level? I know this from Anno and it is somewhat more relaxing or easy to analyze the town and area when some objects are just not visible when you zoom out much. Perhaps this is a good place to ask
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hello all, i know this seems a pretty stupid question to ask here, but i am planning an Air base simulator for release on Itch.io! but i really need help, as i don't have team behind me or a boat ton of money to make it! the concept features of the sim are: all of the worlds military aircraft (AI only!) from the cold war to date. available as freeware addons scenery of different airbases, such as RAF lyneham, raf linton on ouse, and rivolto, like the aircraft, these will be available as freeware addons real human speech for AI pilots, ground crew and ATC, in each of the worlds accents onboard cameras onboard every single aircraft, so you can see said AI crew in action from the cockpit or any other area aboard the aircraft! real engine sounds Custom squadron and livery maker Air to Air refuelling QRA launches (can either be set to random, or be triggered by the players) air displays (which can be set for any aircraft, and any type of display, solo or fomation!) animated pilots and ground crew day/night cycles changeable weather avatar mode, so you can walk, or even drive around each base! ground vehicles radar map, to show positions of each aircraft in the simulated world! peace time/ war time scenarios
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How to build a fake RHW-12S Idea: This RHW-12S, that I came up with consists of the inner part of RHW-10S and the outer part of RHW-8C. The paths look like they work, at least I couldn't despawn myself in the You-drive mode. It's very janky to build though, especially since FLEX-pieces try to "fix" my unstable mess. Also it looks ugly since the central line markings are cut off. Wouldn't recommend using it, but it works. If you need an RHW-12S, this might be the solution for you, although at some point in the future there will probably be a real RHW-12S available in the NAM. Crossing test with ELR, monorail, rail viaduct, EMHW, Road viaduct. Especially the rail and road viaduct are very unstable and tend to cause the RHW-12S to "decompose" to its RHW-10S and RHW-8C components. Having the crossing networks close together also increases decomposition risk, which is why I left at least a 1 tile gap here. How to build: (1) Place the RHW-8C and RHW-10S starters (2) Erase the unwanted parts (don't bulldoze!) (3) (not pictured here) Drag out the RHW
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Can We Make a digital library of SC4 Assets?
Pakistani890 posted a topic in SC4 Modding - Open Discussion
Ok so i have been thinking can we make a digital library which tells which props are missing, dependencies and so on. This is very useful when we share cities it tells which mods and assets are missing (similar to Cities Skylines) but not like that we can make a website or something like that we upload our cities there and it tells which mods are missing -
Let's face it, the subway as implemented in SimCity 4 is a bit boring. Although it saves space in dense cities, you don't get the nice autonama provided by other transit options for the 99% of the time you spend in the game above ground. Visually, it's also a bit bland: just a series of brownish-gray tubes snaking their way around. What if we made things a bit more C O L O R F U L ? (thanks to @CorinaMarie for the original image lol; I think I found this on one of your posts that turned up on Google image search). Adding colored subway lines would add some visual interest and make it a little more fun to build out the system below ground. It would also allow, at least aesthetically, a feature that up until now has mostly only been available in other games like Cities Skylines: the ability to plan and implement separate lines/routes. The NAM is full of reskins for vanilla game transit networks: the SAM for streets, HSR for the monorail, etc. We know it's possible to reskin the underground subway tiles as NAM does this when you use the piece to send roads underground into subway tunnels. Is there any reason why something like this couldn't be implemented? I think it'd go a long way towards bringing the subway to something that's as fun and cool to use as some of the other transit options.
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Industry to Commercial mod idea
Spacecadet85 posted a topic in Cities: Skylines Modding - Open Discussion
I think it would be really cool if we had industry specific ploppable shops that sell what the unique factories make. For example, a ploppable pastry shop that uses only what the Bakery makes. But then also increasing in size (not growable), i.e: a pastry shop that sells baked goods, a corner shop that sells food (from the food factory), baked goods (from the bakery) and lemonade (from the lemonade factory), a clothing shops that sells clothes and sneakers (from the unique factories), all the way up to malls that sell everything that makes sense for a mall. Even if just the shopping centres and malls in the unique buildings can be modded to accept goods that make sense and turn a profit would be really cool!-
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Updated Total Overhaul Mod Idea
Ocram's Razr posted a topic in Cities: Skylines Modding - Open Discussion
Most of the features first proposed by @boformer for the Total Overhaul Mod have already been implemented, either in patches or (often popular) mods. Therefore, I think that if the Total Overhaul Mod is to ever be released, it should be limited in scope to things not already covered. Most important is 'Citizen wealth level and growable wealth level are separated' and is the only feature of the minimum viable product. So... who wants to make this happen? Who can help? What has been done so far? Foundation The mod uses the existing assets and shaders of the game (with new textures and occasionally scaled meshes and a few tweaked models every once in a while, maybe with some workshop assets with permission). The mod will be compatible with as many other mods as possible The mod is inspired by SimCity 2013, Cities XL, and real life Citizens & Migration Citizens entering would consist mostly of single young adults Citizens will sometimes move to a new home when the wealth level changes, only in certain situations they will "upgrade" their existing home Citizen wealth level depends on their job Education Levels 6 Education levels Illiterate - no school Uneducated - Elementary/Primary School only Literate - Middle/Secondary School Educated - High/Preparatory school Well Educated - Community College (vanilla university) Highly Educated - University/Campus Uneducated label switches to 'oneschool' and Illiterate is 0 schools (‘uneducated’ in code), Educated becomes 'fourschools' Illiterate workers only demanded by farms, working forests, and the poorest, smallest industry (though this type of industry will hire mostly uneducated workers) The Hadron Collider wonder will be changed to either provide ‘fourschools’ education or ‘sixschools education’ depending on whether the button is pressed to exclude college education Universities will be able to take not only Community College educated students but also High School educated students and grant them the highest level of education Community Colleges will be able to educate at least literate students Wealth Levels 5 main wealth levels for residential L1 - Precarious Proletariat (poor) L2 - Working Class (low-wealth) L3 - Stable Middle Class (medium-wealth) L4 - Upper Middle Class (high wealth) L5 - Upper Class (rich) Ultra-poor (squatters) and Ultra-rich (Tier 6 Unique Building) extra levels (late-game challenges) Citizen wealth tied to jobs Certain workplaces will pay more for a certain education level than others Overeducated workers are paid according to their job title (so if Cities: Skylines gives the better job title to overeducated workers, then they get paid more, otherwise they are paid the same as just barely qualified workers) Demand Separate demand bars for poor/low/medium/high/rich wealth Separate demand bars for retail goods (generic), food (Local and Organic Produce), fuel (gas stations in generic), and luxury goods (from unique factories) New demand bar for logistics (provided by generic offices and Industries warehouses) New demand bar for business hotels (demanded by offices), cheap hotels, middle-class hotels, and luxury hotels (tourism) Negative demand possible Zone Types & Zoning New Hotel zone (generic/no AD would be limited to business hotels, which help offices) Either have 3 densities of zones or have densities depend on district policy (whichever is easier) Single-family working-poor housing (low-density L1) do not require electricity or water (though they prefer it) Single-family working-class housing (low-density L2) do not require water (though they prefer it) Medium-density impoverished housing do not require electricity or water (though they prefer it) Medium-density will not require public transport, high density does, all densities benefit/desire Growables & "Upgrading" All of the vanilla growables are reclassified (correct density and wealth level) Citizen wealth level and growable wealth level are separated (adjacent wealth levels can live in the same building (example working class, middle class, and upper-middle class in a middle-class condominium) Buildings will not disappear when you change zones (they might be repurposed or abandoned, texture and props changed) Multiple plots can merge when a building is replaced, or a plot can be split up Buildings of a certain type (density, wealth level, lot size, asset) will form accumulations (the first building that spawns works as a seed) Might require subbuildings to work Attractivity & Density SC4-style Attractivity Data Maps for every wealth level Residential attractivity depends on proximity to services, parks, commercial zones, public transport and untouched nature (weight depends on wealth level) Commercial attractivity depends on proximity to services, roads (traffic density) and public transport Medium-density buildings will only spawn when attractivity and demand pressure are high High-density (skyscrapers) will only spawn when attractivity, land value and demand pressure are extremely high Taxes, Budget and Service Capacity Separate taxes for every wealth level Each subsequent wealth earns twice as much Taxes heavily influence demand and migration (high taxes for businesses = no jobs) Service budget depends on service usage (but of course also the number of buildings) The budget will adapt automatically, service buildings with more "customers" in range receive more money There will be a slider in every building info window that lets you modify the service intensity/quality (from 50% to 150%) When you are in debt and the balance is negative, the government will force you to shut down certain services (traffic infrastructure -> education -> medical treatment -> power/water) City Services Water pumps and service buildings are prioritized when there is not enough electricity Every service building only has a certain capacity. A popup will warn you when the capacity is reached Buildings will work over capacity, though at a reduced service quality (that means the service quality you defined with the slider cannot be reached) Problems & Events Low-wealth people have a far higher tolerance for noise, pollution, and missing services High-wealth and super-rich citizens have a lower tolerance and will move to a different home or leave the city Simulation Feedback Chirpy will be supplemented with a news station Chirper account (like CNN's twitter feed) that will give you better feedback and different sounds (green alert, yellow alert and red alert get very different sounds, uses current red-circled numbers for hidden messages) Non-news chirps can be hidden (and chirp sound turned off) but missed chirps will add up as they do now (though they will be next to the news chirps and a faint blue instead of red) The news messages will mention the district or direction (north, east, center...) Icons will flash up when the wealth level of a citizen or business changes, or when the attractivity or happiness changes Difficulty & Unlocks "Waiting for money" or leaving the simulation running the whole night will likely not work There will be a stable and unstable state, cities will drop back to the stable state when something goes wrong The stable state: Low-density homes with 60% poor, 20% low wealth, 15% medium-wealth, 4% upper-middle class and 1% high-wealth citizens. Higher-density homes might be abandoned (missing water/electricity/services). This state is usually reached when the government shuts down your services and you are in the debts The unstable state: This one can only be reached by your actions. The population will grow all the time, which increases the challenge -
Healthcare System Overhaul: details inside.
mazisky posted a topic in Cities: Skylines Modding - Open Discussion
The game healthcare system is related to the pollution: if there is no pollution, all the clinics\hospitals are useless since nobody will get sick. They are only needed to increase the area value for buildings to level up. Here my proposal to a more meaningful health system that fits well with the game without being too ambitious and thus impossible to make due to the game engine limitations. Every cims has a base chance to get sick at every age progression. Child > 5% Teen > 15% Young Adult > 25% Adult > 35 % Senior > 50% Children, Teens and Seniors need Ambulances to get to the Clinic or Hospital. Young adults and adults can reach Clinics or Hospitals by their own. If a sick Cim is not treated at all (ex: they can't reach clinics or clinics have no space avaiable) he will die and his home building will be abandoned. If sick Cim is non treated in time (and the red icon appear) he will reduce happiness in the area but he can still be treated to avoid the death and abandon. Ground Pollution, Noise Pollution and Water Pollution highly increase the chance to get sick up to a 90% flat amount for every age progression. High crime, low land value, low education, low employment or low traffic flow can slighty increase the chance to get sick up to 10% more for every age progression. Healthcare facilities like Sauna, Yoga Garden or a new set of buildings to add with a free update (just like they did with Public Libraries) can decrease the chance to get sick down to 1\3 the default values in the radius area. A perfect city will still have sick citizens but in a low and manageable amount, so an hospital will be always needed. I know there are more elaborate ways to change the system but this is what can be realistically done by a modder or by a CO free update without being a "too ambitious it will never happen" idea. Let me know what you think about it. Thank you.- 4 Replies
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DLC Idea: The Super-Rich and Super-Poor
boformer posted a topic in Cities: Skylines General Discussion
I would like to hear your feedback on this idea: A new DLC that adds two new wealth levels: Super-rich and super-poor, along with new buildings and policies and gameplay aspects. The Super-Rich: They pay a lot of taxes, but also require high service coverage They never use public transport, instead they will drive in luxury cars and limos Will offer you "special deals" (hospital for half the price) from time to time Live in gated communities, a special district with gates, surrounded by a fence or a wall Growable mansion assets which are up to 6x6 in size District buildings like a community pool, a gourmet restaurant or a private security building make the district more attractive New special buildings for your city will attract the super-rich: Private school Private airport Marina Golf courses The Super-Poor: They arrive in waves (immigration waves) They don't pay any taxes, but still require city services such as schools and hospitals Poor cims live in slums Slums: They occupy abandoned buildings and Little shacks will spawn uncontrollably in your city (no zones required), preferably in areas with low police coverage Slum buildings are very expensive to bulldoze while someone is living there They lower the attractiveness of the area. More wealthly cims will try to move out of a slum area You can build security fences/gates to limit the growth of a slum Various special buildings to improve the situation of the poor, like special schools, hospitals, job centers New gameplay mechanics: New policies: Social welfare system, unemployment money, school fees (super-poor won't use schools), border security (less immigration) and various policies to attract super-rich New wealth statistics New mechanic: Buildings/cims can downgrade and loose their wealth What do you think? -
Mod Idea/Request I have an idea for a mod! A mod that automatically places commercial buildings facing the largest road for example. The goal is to avoid having buildings that face the adjacent small streets. Thank you !
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Advanced Road Building for City-Building Games (Concept)
Googlefluff posted a topic in City-Building Games
I was bored, so I decided to finally get this idea out of my head. It's partially inspired by Transport Fever, specifically the way it handles train trancks. In that game, tracks are laid one at a time, with new tracks snapping to adjacent ones. I thought, why not do the same with lanes of a road? So here's what I ended up with. Note that I have no experience with game design or programming whatsoever so I have no idea if any of this is even technically feasable, it's just something that would exist in my perfect city-builder. I'd love to hear any comments or questions, and let me know if there's anything I'm missing! You may have to right click --> view image if the text is too small. -
(Idea) Custom buildings with customizable vehicle spawner
NickKerr posted a topic in Cities: Skylines Modding - Open Discussion
We need a mod that allows us add spawning vehciles like police departments, fire departments, hospitals and any other services building. We should be able to setup types of vehicles, spawn frequencies for each vehicle and a radius. Using xml file would probably work to set it up. The vehicles should travel around the cities and then return to the building. I thought of this idea because of the skyfiber vehicle set I'm making, cimelectic set and ninjanoobslayers cimtrans set. It would be nice if this were to happen so we didn't have to pick a random service or set the vehicles as residential so we can see the vehicles roaming around. -
When I made the Random Tree Rotation mod, I also investigated if there was a way to rotate the LODs. Trees have no real LOD. Instead the game renders a tree once per frame on a separate canvas (which can be seen in Modtools), then cardboards with this canvas are drawn on the terrain. That's the reason why LODs can not be rotated. After thinking about it, I think I found a way to add rotated tree LODs. Instead of having one canvas, a mod could add 16/8/4/2 canvases to render the tree with different rotation parameters. Then the mod selects one of the canvases depending on the position of the tree on the map. In the same go, the mod could enhance the LOD quality by increasing the size of the canvases, enabling AA etc.
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I found the free Journal Keeping program called RedNotebook and I have this idea I could use it to organize references to SC4 content online. I've hidden the right-side Tags Pane since it seems useless and I've turned off the Word Cloud since it's just a cluttered mess. Then I randomly picked Jan 01, 2000 to create an Index to the Tags I'll use. (This is all fleshing out the idea atm.) I've tagged some entries with #SC4_Mapping so when I search for that I get a list of just those entries in the left-hand pane. Here I'm searching for a word within a tag. And here's this entry in Edit Mode as I'm creating it. Notice each of the picture linkys are on the web itself. This lets me see they are still there with viable links. I paste the same linky twice then edit the top one to display as an image within RN (RedNotebook). The 2nd link is so I can either click it to open a browser tab with it or copy and paste it to someone in chat. So far the only bug I've found is that this silly program does not understand multiple carriage returns for spacing things out. So, I use a dot and that works ok. Anyhow, when I first started adding linkys to the mapping tools I put them on the date of their upload or last modified date. Since I feel this could work as a nice searchable index to all the SC4 tools I'm wondering if I ought to just arbitrarily pick years starting from 1900 (the oldest it will allow) and just say 1901 is for map stuff. 1902 for lot stuff and so on. Any thoughts on this? (I've attached my RN data files to this post in case someone wants to test drive the concept.) data.zip
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Modular Buildings Mod thoughts
boformer posted a topic in Cities: Skylines Modding - Open Discussion
Yesterday @TimTheTerrible[NL] asked me a few questions about Sub-Buildings Enabler and modular buildings, such as train stations with varying platform counts. Right now "modular" just means that there are multiple separate buildings which are hard to align correctly, just like network puzzle pieces in SC4. The modules are cluttering the menus of the game. SBE's purpose is the grouping of multiple small buildings into one large building. Only the main building is displayed in the menu. The mod only executes on startup, not while buildings are placed. There is no way to customize the placement of the building. It would be possible to add a building customizer window similar to the NetworkSkins window. And with that, different options could be selected, for example the platform count of a train station, or the configuration of an airport terminal. Technically, asset creators would supply multiple SBE XML files, and the player can choose between them. Advantages: Only one menu item, simple placement and only a single selectable building that can easily be removed and bulldozed. The mod could go even further: There could be an option to place airorts without integrated runways, or to place buildings without the integrated props and trees. The stats of a building could also depend on the selected placement option. That comes very close to SimCity's modular buildings. -
What are your thoughts? Ideas?
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Is it possible to make 1x1, 2x2, 3x3, and 4x4 "invisible" park lots that you can plop and use to make Districts? You can have up to 3 districts in small city tiles, 4 districts in medium-sized city tiles, and 6 districts in large city tiles. In order to seperate districts, you need to place a 1-tile gap around the whole district to make it a separate district and not make it one huge thing if you have multiple districts. The way to name these districts is simply get the "question mark tool" thingy, and hover over parts of your city to find a district you want to rename, click on the district, and rename it. The default name for districts will be "A Simple District". Like I said earlier, the actual lots you have to place down to make districts will be invisible, so you can still see your city. So, is it possible to make this kind of mod? I got the idea from the ability to make districts in Cities: Skylines. If someone does make this or has already made something like this, please send me a link to the mod.
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I was wondering, would it be possibly to create a mod which created a floating city? Perhaps a platform that can be placed, even if it had to be connected to the ground by a beam, which would allow you to build a city in the air? I'm starting to get into the idea of futuristic cities and this idea is one that I've had for quite some time. Is such a thing possible, and if it is, does it exist?
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Larger Farms and Area Fillers Thoughts
boformer posted a topic in Cities: Skylines Modding - Open Discussion
Here are my thoughts about a free-form farm and area filler mod: The first thing to understand is how the ground texture system works in CS. Everything is based on quads with 4 edge points. There are methods to fill a quad with a certain texture. The available textures are: None (grass) Clip (world hole used for subway station entrances etc.) PavementA (road pavement) PavementB (building pavement) Ruined Gravel Field The sidewalks of roads are made of quad segments: Then there is also the tool renderer that outlines buildings and roads when you hover them. This tool renderer supplies methods for quads, circles and Bézier curves or combinations of these. So a mod for farm fields and area fillers must also be based on quads. Quad Farm Fields It would be relatively simple to make a mod where you select 4 points to create a field (or any other area filler). The quad could be completely or partially filled with Farm, Gravel or Ruined Texture, and trees and props (that do not count to the tree limit) could be placed automatically. In many cases, that's still better than a square farm field and gives you more flexibility. The farm field could be placed anywhere, with no need for a road connection, and it could be huge! But such a quad field is still not the most elegant solution. What I would really like to see is a filler tool or a polygon tool that creates : Complex-shaped farm fields and area fillers Creating a system like that would be 20x more complex than a quad-based system. First all the vertices for the fields have to be found. You could either supply these with a polygon tool where you just select a number of points, or with a filler tool. Then the whole area has to be split into tris or quads, which is quite complex (there are algorithms for that).After that, the area can be filled with a ground texture, quad by quad (or tri by tri). You can imagine how hard this would be. Simulation & AI No matter what shape the field has, an AI could be attached to generate goods or to create workplaces for citizens. The AI could be similar to the industrial extractor AI that is used by the vanilla farms. Maybe it would even be possible to have tractors driving on the fields. Spawning animals like cows and pigs is also easy. Other Industries It would be awesome to have a similar system for the other industrial specialisations. The first thing that comes to my mind are forestries. Or how about large open-cast mines which slowly dig into the ground? It's all possible! -
I want to share my thoughts and plans for a total overhaul mod for Cities: Skylines that affects the gameplay and the simulation. The whole concept is a WIP, please share your own thoughts! Foundation The mod uses the existing assets and shaders of the game (no new meshes or textures). The mod uses the agent-system and traffic simulation of the game The mod will be incompatible with many other mods The mod is inspired by old SimCity games Citizens & Migration Citizens entering the city can be of any age, education and wealth level Migration depends on the attractivity of the city and the global/national situation Random migration events: War, immigration wave etc. (late-game challenges) There is a certain chance that a citizen reaches a higher-wealth level, or goes back to a lower level. This chance depends on the education, certain policies and special events Citizens will sometimes move to a new home when the wealth level changes, only in certain situations they will "upgrade" their existing home Wealth Levels Only 3 main wealth levels for residential Optional: Ultra-poor and Ultra-rich extra levels (late-game challenges) Demand Separate demand bars for low/medium/high wealth Separate demand bars for industrial and commercial specializations Separate demand bars for offices Negative demand possible Zone Types & Zoning Introduction of medium-density zones for residential and commercial Alternative: Remove high-density zones and control density with sliders per district (max building height, min building height, average lot size, average population density?) Low-wealth low-density residential buildings do not require electricity or water (though they prefer it) Medium-density will not require university education or public transport Growables & "Upgrading" All of the vanilla growables are reclassified (correct density and wealth level) Citizen wealth level and growable wealth level are separated (rich people can live in houses for poor people) Buildings will not disappear when you change zone density Buildings will only be bulldozed and replaced when the pressure is high (high demand, high attractivity, no free space) Replacement is more likely when a building is older Multiple plots can merge when a building is replaced, or a plot can be split up Buildings of a certain type (density, wealth level, lot size, asset) will form accumulations (the first building that spawns works as a seed) Industry & Pollution Industry causes more air pollution, maybe also water pollution Air polution range depends on wind intensity in the area Industry will require more energy and water Addition of clean high-tech industry Public Transport & Traffic Public Transport Usage heavily depends on the wealth and age of a citizen (Low Wealth: 90%, Medium Wealth: 50%, High Wealth: 10%) Commute times heavily influence citizen happiness and attractivity of residential areas Attractivity & Density SC4-style Attractivity Data Maps for every wealth level Residential attractivity depends on proximity to services, parks, leisure zones, public transport and untouched nature (weight depends on wealth level) Commercial attractivity depends on proximity to services, roads (traffic density) and public transport Medium-density buildings will only spawn when attractivity, land value and demand pressure are high High-density (skyscrapers) will only spawn when attractivity, land value and demand pressure are extremely high Taxes, Budget and Service Capacity Separate taxes for every wealth level Taxes heavily influence demand and migration (high taxes for businesses = no jobs) Service budget depends on service usage (but of course also the number of buildings) The budget will adapt automatically, service buildings with more "customers" in range receive more money There will be a slider in every building info window that lets you modify the service intensity/quality (from 50% to 150%) When you are in the debts and the balance is negative, the government will force you to shut down certain services (traffic infrastructure -> education -> medical treatment -> power/water) City Services Better service vehicle AIs that will preference closer target buildings (hearses, ambulances...) Water pumps and service buildings are prioritized when there is not enough electricity Garbage dumps and cemeteries will try to distribute/transfer the load Every service building only has a certain capacity. A popup will warn you when the capacity is reached Buildings will work over capacity, though at a reduced service quality (that means the service quality you defined with the slider can not be reached) There will be policies to exempt certain districts from higher education etc. Problems & Events Problem Icons only appear in extreme situations, and the game will react in those situations (usually citizens will move away, maybe ultra-poor citizens will move in) Low-wealth people have a lot higher tolerance for noise, pollution and missing services High-wealth and super-rich citizens have a lower tolerance and will move to a different home or leave the city There will be positive and negative events (announced by popups) that will affect your city (financial crisis, war, economic boom, international sanctions, drought) Simulation Feedback Chirpy will be replaced by a news ticker (with optional popup windows) that will give you better feedback The news messages will mention the district or direction (north, east, center...) Icons will flash up when the wealth level of a citizen or business changes, or when the attractivity or happiness changes More Statistics and Data Maps with better access (Ideas?) Difficulty & Unlocks The Unlock system (milestones) will be replaced with a new system that unlocks more systems from the start Larger service buildings, certain transport options and specialisations will be unlocked when you reach a certain milestone (population, commercial jobs, ...) It will be impossible to create cities with only high-wealth citizens or only high-density buildings You will often rely on loans and special deals (the loan system will be replaced by something more flexible) "Waiting for money" or leaving the simulation running the whole night will not work There will be a stable and instable state, cities will drop back to the stable state when something goes wrong The stable state: Low-density homes with 70% low-wealth, 20% medium-wealth and 10% high-wealth citizens. Higher-density homes might be abandoned (missing water/electricity/services). This state is usually reached when the government shuts down your services and you are in the debts The instable state: This one can only be reached by your actions. The population will grow all the time, which increases the challenge. What do you think?
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Got an idea for randomly rotated trees
boformer posted a topic in Cities: Skylines Modding - Open Discussion
The tree shader of the game does not support the rotation of trees. That's why all trees are rotated in the same way, which looks quite repetitive. I think I know a way to fix it with a mod: The mod just clones the tree asset 11 times and modifies the mesh (rotate in 30 deg steps) of the clones. These clones will be hidden in the menu. Then the mod modifies the original tree asset: There is a property that allows you to specify variations of the tree model. That means the original asset works as a container for the other assets. When you place the tree, one of the variations is placed by the game (that way you can also create a mixed tree brush). Trees placed on lots will also be affected by this. I just wanted to share this idea. I don't have the time to write the mod. -
Dear modding community, I'm taking a break from C:SL modding. I plan to return in October. Many times, I was asking myself a question: "Should continue to fix a broken game with mods, or just create my own city building game?". Cities: Skylines is a very nice looking game with many gameplay aspects, but after a while, it becomes really boring. Every city looks the same, you always have to solve the same problems. There is no challenge: You will never run out of money. You can create cities with 100% educated, happy citizens and perfect service coverage. You can just hit the play button, let the simulation run the whole night, and there is a good chance that you will not see a "Game Over" window when you wake up. I want a game where time is an important factor, and money is rare, where you have to make difficult decisions with a visible impact on your city. There are 2 different ways to achieve this: Create a "Total Conversion Mod" for Cities: Skylines which replaces many parts of the simulation. It would probably be incompatible with many other mods, and there would be certain limits, things which can not be modified by mods. BUT: You will see the first working results in a few months.Create a new (open-source) game. Of course, the quality of such a community project would never reach the quality of a commercial project. It will probably take years until the game is enjoyable (or it will never happen). Both projects can not be done by a single person, only by a group of developers and artists. What's your oppinion on this? Would you contribute to such a project?
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I know the game does not already have this feature, but I was wondering and hoping that someone has already made a mod for this, or that someone COULD make a mod for this. What I'm talking about is the Day-Night Cycle in Region View. (It doesn't even need to be a cycle, but rather just an option to see it at night) I would really love to see the lights of my cities at night time from region view. Imagne viewing your cities like they are a nighttime satellite image. I know I can't possibly be the first person to come up with this idea. x) Unfortunately I have no clue how to make mods. Does anyone else think this can be done?
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(sorry if bad english i'm french) I wanted to create a 1x1 tile building (same properties as maxis international airport) to make my RMIP eye-candy airport become "real" airport I tried to do it in LotEditor but i can't reduce the size of the lot (maybe because maxis airport is upgradable ...) I don't know much thins about modding ,etc. so someone can help me ? Thanks.

