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Dirktator

Simtropolis Q&A about Cities: Skylines with Paradox Interactive

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Great Interview! Makes me really want to buy the game immediately even though I'm in the hole. :lol:

I really like how Paradox really encourage players to mod the game without worrying too much about policies, etc. Most of the innovative ideas came from people who really went out of convention, such as the NAM people, who worked in code to create a magnificent system. :)

EDIT: I was thinking about the questions, but only came up with one.

In Cities:Skylines, you said that the city can technically be expanded to build a larger metropolis, but at the same time I would get worried if I would be able to connect with other cities. Would it be possible to have cities side by side and have a so called "neighbor connection"? (Quite of like SimCity 4, where you can technically build another city on another tile but it looks like it's still part of the city.)

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One of the items I believe makes a great city simulator is having solid transportation tools. Such a huge part of city design lies in a dynamic, breathing, flowing network of streets, highways, freight rail, commuter rail, buses, subways, airports, etc. Sim City 4 really nailed this aspect of city simulation with its Rush Hour Expansion Pack(which in my opinion should have been included with the game from the start, but that's another discussion). Sim City 4 brought transportation simulation to a whole new level where you could see the exact commutes of individual zoned lots, exactly what transport network(s) they would use to get from A to B, and ultimately how those combined commutes affected the loads and capacities of those networks. What will Cities: Skylines bring to the table as far as transportation networks are concerned, and how much freedom will it give to the player?

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I only have two questions:

 

1. Is the industry resourced based? i.e. Do you need primary industries to extract minerals, food, wood and so forth so that secondary industries (manufacturing) produce finished products which are sold in tertiary industries (shops)- like the Transport Tycoon resource system?

 

2. Are there going to be any large industrial complexes: steel mills, chemical works, oil refineries, and will said complexes be modular to cater for parking, loading bays, assembly lines, storage of raw materials/finished goods as well as road and rail access?

 

I am a big fan of modded SC4 industry you see.

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Dear sir/madam/whoever will read this!

This profile is now defunct.

Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

Apologies for the inconvenience and for the lost pictures.

But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

The URS is a spiritual successor to the SC4 CJ Scrapbook.

With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

 

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My biggest question is around the transportation options available as well; will there be subways, trains, can I modify and add to freeways etc? Aside from the size that was my biggest disappointment with SC 2013.

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My biggest question is around the transportation options available as well; will there be subways, trains, can I modify and add to freeways etc? Aside from the size that was my biggest disappointment with SC 2013.

From Dev's FAQ topic:
 
What types of transit and public transportation networks are in the game?

Cities: Skylines will launch with the following types of transit:

- Pedestrian paths

- Gravel roads

- 2, 4, and 6 lane roads

- One-way road variants

- Highways and on/off ramps

- Train

- Metro

- Airplane

- Ship

- Bus

 

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Getting more and more excited for this game :)

 

Short question though; will CO be looking at the off- and on-ramps for the highway post release? They're short and stubby right now. I'd really like the option to add long(er) merge lanes etc.

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New Cities: Skylines CJ -

Feel free to check out my SC4 CJ as well -

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One thing im not liking already is that you MUST have a road and train connection with the edge of the map, which is fine as long as you dont want to play a map which is an island, and im a big fan of islands. But otherwise i am really looking forward this game and it seems like its gonna be a really good one. BUT to be honest, i still dont think its gonna overcome SC4. at least not yet.

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I hadn't heard of this game until I saw an ad in my Facebook feed just yesterday, so kudos to the marketing team on gaining my interest. I came here to check it out, and it looks like it's the perfect timing.

First, I want to say "thanks" for listening to the core gamers of this genre. I'm fairly impressed by what I've been seeing so far. Looking at the Paradox community forums, I see that there's no set commuting schedule, or no "rush hour." Is this something you've thought about, and if so, will it be difficult to add this feature to the game?

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Some really useful insights, thanks for sharing with the community! :)

 

I'm really impressed by the concept of the game -- it's looking more and more promising. How the game has been developed, it stands out how focus has been driven by what people would like from a city building game. SimCity 4 has been successful because it was built as an open-ended toolbox, allowing modding to flourish for so long. There should be endless ways to go about building a city, and it's great to hear Cities: Skylines is intending to follow suit, providing freedom to be creative.

 

I've got a few questions:

 

  1. Will it be possible for modders to create new content for the game (e.g. buildings), not just replacing existing items?
  2. Apparently the game won't have a "night mode" at release. Is this technically possible to be added at a later stage, or are the models not rendered for night time?
  3. I'm interested about how population density works in the game. For example, is it possible to create a transition between a rural / urban environment, such as suburbs, or more agricultural areas.

 

Thanks!

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Thank you so much for posting this! I am so glad that Paradox Interactive and Colossal Order gave you the interview. I have only skimmed this thread so far because I am busy at college but I will be sure to write more when I get home and read thoroughly. Anyway, I am so glad that you, Dirktator, have been proactive and taken the steps needed to keep Simtropolis relevant and remain the premier city building/simulating game fansite. I have been afraid that your site would fall to the wayside when new communities and subreddits open up for city building games besides SimCity 4.

 

 

--Ocram


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.

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Hi PI,

 

Really looking forward to this game, 

 

Just a quick question,

 

In population terms what size cities have you managed to create?

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I do have two questions.

 

1. Will you be able to build sunken highways, roads, and railways in CS, like in SC4? Well I think you had to use mods to make sunken highways, roads, and railways in SC4, but still I just want to know if it's possible through no mods or mods in CS.

 

2. Will there be different road textures in CS? From all the dev videos and pictures I saw, it seemed as the road textures are euro style. Will there be like North American road textures or East Asian road textures (like Japanese roads) etc?

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For everyone interested about transport-related questions, this is the holy grail of Cities:Skylines previews. It's an outside look that completely concentrates on the game's transportation systems.

http://www.cimexchange.com/page/index.html/_/articles/exclusive-csl-inner-city-transport-r124

 

"...it's also very clear the makers had worked with transport before, because that aspect works incredibly well under its limitations. What impressed us the most is that a (good) transport network will actually greatly influence your city."

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Thanks so much for the answers to the questions.  They are very helpful and informative.  I do have a few of questions.

 

1) Will you be able to zone different densities for each developer type.  In SC4 you could do low, medium and high density which allowed for great diversity and smooth transitions in density.  One of the things I hate most in SC2013 is that zone density is tied to the road capacity.  Please don't tie road capacity and zone density together!

2) Also, if you bulldoze a road, do the buildings get destroyed with it?.  Again, this is one of my biggest grips about SC2013.

3) Will the game have development rewards, such as getting a city hall at a certain population or a university at a certain education level?  Also, similar to SC4 and SC2013, will power plant options get more technologically advanced with increasing time and/or education?

4) Will you have different building sets like in SC4? If so, will you be able to determine how long and when the building sets are rotated? 

 

Looks like an fantastic game.  I can honestly say that this is the first city simulator that I'm excited about getting since SC4.


9a5bb342.png.0e1b17a8c9297b433bc28db6f3934b10.png "You run and run to catch up with the sun but it's sinking.  Racing around to come up behind you again.

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My only concern about CS is the ability to build highways as freely as NAM RHW mod let us in SC4 with realism and such (despite many limitations ofcourse). 

I get thrilled when I see pre build hwy in CS dev videos, after SC2013 failure in this particular matter. So, my question is:

When I buy ext tile for mi city - if there's a highway - can I rebuild the hwy for my liking? Or is that setup permanent?

I'd love to be able to build highways like in SC4 with RHW :)

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Thanks for posting this....I'm normally against pre-order games but this one is getting me so excited that I don't know how much longer I'll be able to hold myself from pre-ordering. LOL

 

Two quick questions:

 

1) Can we choose bridges types?

 

2) Is there tunnels in the game? Didn't see any so far...Even if not at launch will tunnels be added at all? Will be possible to build Underwater tunnels (like Seikan Tunnel or Holland Tunnel)?? :ohyes:

 
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Thanks for posting this....I'm normally against pre-order games but this one is getting me so excited that I don't know how much longer I'll be able to hold myself from pre-ordering. LOL

 

Two quick questions:

 

1) Can we choose bridges types?

 

2) Is there tunnels in the game? Didn't see any so far...Even if not at launch will tunnels be added at all? Will be possible to build Underwater tunnels (like Seikan Tunnel or Holland Tunnel)?? :ohyes:

 

 

 

Bridge types are determined by the type of road. I would recommend reading this dev diary on roads for specifics. Tunnels won't be available upon release, however I've read they might be coming later. 

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Much about Cities: Skylines sounds fantastic.  I understand much of the city size concept, but I am curious if there will be a possibility to mod that aspect of the game.  Say, add a mod that allows a player to purchase more than 9 tiles in the game.  Even yet, have a region size larger than what the game's design gives.  Or is this a rigid part of game play that cannot be modified?  Despite this reservation on the limitations of city size, I'm very excited about the release.

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Being an Admin here at Simtropolis and an all round great guy (modest too), will I be getting special early access to the game? :P  0:)  

Jokes aside I'm actually quite piss poor at thinking of some serious questions to ask... but I'll give it a shot.  :lol:  

 

How well do zones and buildings align to the curvature of roads? I quite enjoy building suburbs with nonsensical winding streets all over the place in Cities XL, but am not such a big fan of these suburbs still coming out quite blocky because of it only having square zones.

 

Can roads have variable amounts of lanes each direction? For example a road that has 2 lanes going one direction but just the 1 lane going the opposite. If not possible at launch, will it be possible through modding?

Thank you for your time and pass on thanks on my behalf to the dev team for putting in all the hours of hard work :D

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I had a some questions on mods.  I didn't like the lack of a mod UI for sc13.  

 

Will you have a separate mod section when starting games?  This way the mods are separate from the regular game and allow me to play a new game with mods then exit that game and play a game without mods, without having to remove installed mods?

 

Civilization 5 does it this way.  It saves the mod information in the game so when you exit the game, it removes all mods.  then when you load the next game, it will load whatever mods are needed if any at all.

 

I found it too confusing in SC13 switching in/out mods every time and worrying about borking my city by loading the wrong mod.  especially in online mode when it would sometimes destroy my city.  I finally gave up on mods from forgetting to remove a mod and going online and losing my city permanently.

 

Will there be modding of the game rules?  for example, I read there is a 1 million pop limit.  can this be increased?  Same with city size.  Can it be modded to use all 25 sectors?  maybe even more sectors?  What about adding new games rules ourselves?   Maybe a new agent type in the game?

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Hello!

 

I know there is a thread about this in the paradox forums, and i haven't seen any answers,

 

 

But the teleporting cars to avoid traffic problems,

 

I'd like to handle those problems on my own. It's my city, it's me building and it's my job to fix it. Don't like those kind of "cheats" to help run a city. Fine if you can enable it, then people can use it if they want and the rest can try and fix it. To me it's a shortcut to making the game too easy and I wonder what other parts of the game will have this kind of magic.

 

So to turn this rant into a question, is there any foreseeable option(s) for different levels of game play, Hard, easy.. ect.. that gives you the option(s) to enable things like "teleporting cars to avoid traffic problems" Or is this strictly for performance of the game?

 

Never the less i think Im more excited for this game than the SimCity hype, I hate to be picky but its just a question i had, Excited fan here! Thanks!

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Hello!

 

I know there is a thread about this in the paradox forums, and i haven't seen any answers,

 

But the teleporting cars to avoid traffic problems,

 

I'd like to handle those problems on my own. It's my city, it's me building and it's my job to fix it. Don't like those kind of "cheats" to help run a city. Fine if you can enable it, then people can use it if they want and the rest can try and fix it. To me it's a shortcut to making the game too easy and I wonder what other parts of the game will have this kind of magic.

 

So to turn this rant into a question, is there any foreseeable option(s) for different levels of game play, Hard, easy.. ect.. that gives you the option(s) to enable things like "teleporting cars to avoid traffic problems" Or is this strictly for performance of the game?

 

Never the less i think Im more excited for this game than the SimCity hype, I hate to be picky but its just a question i had, Excited fan here! Thanks!

 

They posted an explanation to that yesterday. The answer was posted in this thread: http://forum.paradoxplaza.com/forum/showthread.php?836809-Does-cars-disapears-even-not-in-traffic-jam&p=18900912&viewfull=1#post18900912

 

Essentially they said that this is something that this should only happen under extreme, potentially game-breaking circumstances. That particular case seemed to have been caused by really bad planning and an optimization issue with roundabouts.

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I'm most excited about the dam-able rivers. Please tell me this mechanic is still in the game.

 

One last question, what system, precisely, is used to simulate the agents in the game? In my work and research into multi-agent systems there is a exponential cost in processing as the number of agents go up. So how do you simulate a million agents and not kill the frame-rate?


Flexible Games, my favorite type of game, also the name of my YouTube Channel *:)

https://www.youtube.com/c/FlexibleGames

 

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A question about money challenges...I know often I would run out of money, and good ol' Dr. Vu would offer me the cash in exchange for this or that. Will we be able to drive around our own city like SC4, and if so, will challenges be offered for driving modes, like time race, sky writing with planes, etc?

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I am extremely excited to dive into this game. I haven't created new STEX content in years, partially due to family life and other RLS stuff, and partially due to the feeling that SC4 custom content has been pretty much saturated by now. But if this game is as versatile as it appears it will be, I will definitely be back on the scene creating custom architectural goodies for the STEX. Now if only I can get SimGoober back here too.  ;)

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I have one concern regarding traffic. In the videos cars seem to stick to one lane even when other lanes are empty. This was the same problem in CIM.

I think SimCity 2013 and Citybound do well in this regard. 

 

Also, I noticed when adjusting the budget, say from 100% to 150% for a specific public service, the game seems not to give a clear picture of what amount of extra public services capacity it brings.

 

Just my 2 cents

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