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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 -
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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