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Hi there, you city builder aficionados! Once again it is the time for another exciting story from the pages of developer diaries. I am your humble host, Henkka, and I am here to talk about zoning. So, gather around by the fire and let your imagination fly...

Oh, and in case you missed the previous entry to the dev diaries, here it is: Dev Diary 1: Roads.

Basics of zoning (or "Why zoning instead of manually placing all buildings?")
If the roads are the bones of the city, then the zones are the meat around the bones. Very early on in the development process it was clear that we wanted the game to feature a zoning tool instead of placing the myriad of the regular buildings manually. With zoning the player's job is to rule where the different types of buildings appear but it is the citizens' (that is the game's) job to actually move in and build the new houses, shops and factories, all according to the different needs of the city. The player can determine what the city requires and when by using the RCI indicator in the GUI.

While discussing the possible ways to build a city a few ways emerged: placing buildings individually and zoning. While individual placing of buildings seemed interesting and in theory allowed the player to create the exact city they wanted it became clear that creating large cities would be difficult and cumbersome. The sheer amount of buildings needed to place would turn the game into an editor rather than a city builder. Also problems would arise with the needs of the city conflicting with the artistic visions of the player: the player would want to build 10 tenements in an area while the game calculated the city required only 3. Communicating this kind of information that is always changing as the game progresses would be impractical. And as the city grows and new technological levels are reached, the player would need to manually upgrade all the buildings in the city which in the end would mean going through thousands upon thousands of buildings.

Zoning on the other hand simulates more closely city planning on the higher level where the city planners lay down guidelines and rules for citizens and companies to work in. We decided that zoning is the way to go in a game of this scale. And clever city planners can take advantage of the various zoning tools and have more control over the zoneable buildings than just painting large areas if they so choose. For example, instead of zoning the full depth of the zone grid (4 cells) the player can zone thinner slices, like 2 cell deep areas, that spawn smaller building fitting the 2 cell deep restriction.

Zone types
Cities: Skylines features three main categories for zoning: residential, commercial and workplaces. All three are divided into two types, low and high density for residential and commercial, and industry and offices for workplaces.

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Residential areas are the backbone of your city. Detached houses such as the ones on low density residential zones are inviting to older people and families with kids. High density residential apartment buildings on the other hand serve the needs of younger adults who value cheaper living costs among other things.

Each zone type serves different groups of citizens even though some overlapping occurs. For example, low density residential building are favored by families with young children and seniors while high density buildings are favored by young adults and families with no children. Low and high density commercial building work in a similar way: different citizen groups choose one zone type over the other if both are available in the city and can be accessed by good road connections.

While most of the workplaces are in the industrial and office zones commercial zones create workplaces as well even though their main function is to sell goods to citizens and accept goods deliveries from local industry. The first to unlock in the workplaces is the industrial zone which creates factories of all sizes according to workplace demand. Industrial efficiency is connected to the quality of workforce (workers' education) as well as their ability to ship goods they produce and if all the stores and shops in the city have full storages industry can stagnate until the issue is solved by providing new businesses or outside connections to ship their goods to. Offices, just like the high density residential and commercial zones, unlocks later in the game when the city is able to provide workers who are adequetly educated to perform in those jobs.

OtE3A1M.png

Zoning some high density commercial areas.

Zoning tools
In Cities: Skylines there are various tools for zoning, each having its uses.

Fill tool lets the player zone large areas on one click. This tool is especially useful with city blocks of small and medium sizes since it can fill them on one go.

Marquee tool allows the player to click and drag an area of their choosing and zone huge areas at once. The margquee tool aligns itself with the grid if the drawing of the area starts next to a zone grid.

The game also features two zoning brushes, a small and a large brush. With these brushes the player can paint zoned areas. The only thing that needs to keep in mind is that the zones have to reach the road or otherwise the buildings won't spawn.

0Fb4tz2.png

Large zoning brush in action.

Building leveling – Residential
Each zoned building has a level. This refers to the education level of the inhabitants, the land value in the neighborhood and the services available close by. As the citizens are educated and the overall quality of life increases with new city service offerings, the buildings gain levels. Lower levels have fewer requirements, for example they require only some of the city services. Lower levels on the other hand have bigger negative impact on the surroundings from polluting factories to residential buildings generating more garbage. The highest levels require full city service coverage as well as great commercial and workplace connections to keep up their standard of living.

Building leveling – Commercial
Similarly to residential buildings commercial buildings require that their neighborhood is at a suitable standard to level up and be able to offer services to higher level citizens (level 1 has general stores while level 3 has designer shops and so on). In most cases the bonuses granted by the presence of city services and the high enough land value will eventually lead commercial buildings to achieve conditions to level up. Unlike residential levels, commercial and industrial buildings with higher levels require workers with higher education. Almost every workplace has some level 0 jobs but in order to get the most out of a 3rd level workplace it requires staff with proper levels of education.

Building leveling – Industrial / Office
Workplaces like industrial buildings and offices level up when the surrounding conditions are met. Land value plays an important role for achieving higher levels and worker education levels are equally important to be able to run the businesses after said leveling has happened. Industry in particular experiences drastic changes when reaching highest level: goods produced are of the highest quality and pollution which is a trademark of lower level factories and such is a thing of the past.

IGBc7W7.png

Offices don't create pollution which is why they can be safely zoned next to a residential area.

Offices unlock at a later stage since they require even more educated personnel to be functional. Once the player reaches this level and is able to really start educating their citizens with the higher level of schools they can choose to switch to office workplaces instead of industry on the expense that it might not create as much tax income as the more polluting yet profitable regular industry.

- Henkka also known as an artist, designer and level designer at Colossal Order
 
Also have to agree with medium density. Not having it is a step backwards from SC3000, a game that came out in 1999. But I trust you will make it work so the end result of a large city doesn't look werid with different heights everywhere.
 
Nothing much revolutionary about what we're seeing here, but that's alright by me.

As for limiting and influencing which levels show up where, I'm assuming there are other factors in play that will influence that, so it won't be like every house is gonna get to level 5.
 
Couldn't all your demands for limitations be solved by districts and policies?
 
@developer(s)

Have you considered multi-story structures that can contain multiple zone types? For example, often the ground level of buildings are store fronts while the floors above are apartments or offices.

For example, this street in Vienna http://www.austriawanderer.com/wp-content/uploads/2012/05/Vienna-Shopping-Street-©Kliefi.jpg
Or something more modern like this in Liverpool http://anonw.files.wordpress.com/2012/06/dscn7696.jpg

Speaking of which, pedestrian only boulevards? In today's larger cities considerable parts of the city are entirely car-free.
 
@developer(s)

Have you considered multi-story structures that can contain multiple zone types? For example, often the ground level of buildings are store fronts while the floors above are apartments or offices.

For example, this street in Vienna http://www.austriawanderer.com/wp-content/uploads/2012/05/Vienna-Shopping-Street-©Kliefi.jpg
Or something more modern like this in Liverpool http://anonw.files.wordpress.com/2012/06/dscn7696.jpg

Speaking of which, pedestrian only boulevards? In today's larger cities considerable parts of the city are entirely car-free.

I would love a city builder where city have actually a European feel.
 
@developer(s)

Have you considered multi-story structures that can contain multiple zone types? For example, often the ground level of buildings are store fronts while the floors above are apartments or offices.

For example, this street in Vienna http://www.austriawanderer.com/wp-content/uploads/2012/05/Vienna-Shopping-Street-©Kliefi.jpg
Or something more modern like this in Liverpool http://anonw.files.wordpress.com/2012/06/dscn7696.jpg

Speaking of which, pedestrian only boulevards? In today's larger cities considerable parts of the city are entirely car-free.

They stated during the livestream that mixed-use zoning won't be in gameplay-wise, but it will be graphically represented. Ie an apartment building will look like it has shops on the lower floor, even though there aren't any actual commercial jobs there.
 
First of all, greetings all - devs and community (1st post here) ;)

I am quite liking what i'm seeing:

Road system looked promising, very flexible and i liked also the ability to place individual bus stops...

This one regarding zoning feels to me more on the lacking side, i would prefer, like many have said, a 3 tiered density zoning, only because it realy makes sense (and the simulation may simply deviate too much from what one would envision for an area). I see we have offices as a distinct zoning which is very welcome, i would even expect this as an individual statistic under "Services" beyond the common RCI. Economically the expected evolution is for post industrial societies to (over)develop services, B2B (law, consulting, finance, etc) which occupy office space. Moving to a RCIS index would make sense to me while hinting at a more contemporary feel to it.

I am wondering also on the other end of the spectrum if there will be some kind of rural zoning, not so much because city scale municipalities deal too much with it of course, but because i always liked to evolve a city through time, and cities usualy develop over farm terrain as opposite to pure virgin territories (i always think that before a city becomes that anywhere, there was some very specific point of interest that made people move in and occuppy the area: a sea port, a river bottleneck - where a bridge later on comes about, rich terrain for some crop, whatever). This is something that would add a lot to the dimension of an evolving city through time. As the hands on video showed it was a bit sterile in this regard. Note that there is no need for much complexity, basic rural areas would be enough i assume.

Complexity... i hope the small dev team is able to strike a good balance between the micro and the macro management. I really want the game to allow some good level of complexity but never at the expense of making it look arbitrary, all micro decisions should be consequent and meaningful. Hopefully the economy simulation under the hood will allow for that, and if there is a follow up dev diary i wish for is one addressing the economy.

Very good looking so far, keep it up!
 
Cities: Skylines features three main categories for zoning: residential, commercial and workplaces. All three are divided into two types, low and high density for residential and commercial, and industry and offices for workplaces.
So offices only come in a single density? Does that mean we'll end up with a random mix of low and high rise office blocks in office zoning, or will they always be low rise (or high rise) only?

Each zone type serves different groups of citizens even though some overlapping occurs. For example, low density residential building are favored by families with young children and seniors while high density buildings are favored by young adults and families with no children. Low and high density commercial building work in a similar way: different citizen groups choose one zone type over the other if both are available in the city and can be accessed by good road connections.
What? Why would someone have any preference about low or high density commercial zoning? When I go shopping its normally based on a specific need (or want) related to the product or service I am buying, not whether its sold in a huge shopping mall or a little neighbourhood store!

Building leveling – Residential
Each zoned building has a level. This refers to the education level of the inhabitants, the land value in the neighborhood and the services available close by. As the citizens are educated and the overall quality of life increases with new city service offerings, the buildings gain levels. Lower levels have fewer requirements, for example they require only some of the city services. ...

Building leveling – Commercial
Similarly to residential buildings commercial buildings require that their neighborhood is at a suitable standard to level up and be able to offer services to higher level citizens (level 1 has general stores while level 3 has designer shops and so on). In most cases the bonuses granted by the presence of city services and the high enough land value will eventually lead commercial buildings to achieve conditions to level up. Unlike residential levels, commercial and industrial buildings with higher levels require workers with higher education. Almost every workplace has some level 0 jobs but in order to get the most out of a 3rd level workplace it requires staff with proper levels of education.

Building leveling – Industrial / Office
Workplaces like industrial buildings and offices level up when the surrounding conditions are met. Land value plays an important role for achieving higher levels and worker education levels are equally important to be able to run the businesses after said leveling has happened. Industry in particular experiences drastic changes when reaching highest level: goods produced are of the highest quality and pollution which is a trademark of lower level factories and such is a thing of the past.
How will the player identify that there is unmet demand for higher level properties, or the higher density zones? I mean, if zones require additional public services to level up I need to know when they are being constrained by the existing service provision. Will they develop (more slowly) without the additional services and then demand them, or only start to emerge once the new service has been provided?

E.g. I've educated my cims to a high level but they need more/closer healthcare to develop higher level buildings - will I be notified (or otherwise be able to find out), and will they be satisfied in the lower level building or will they eventually get fed up of the sub-par services and move out of my city? If I have loads of high-level residential zoning how can I tell if there is correspondingly enough high level commercial buildings to satisfy the shoppers?

Offices unlock at a later stage since they require even more educated personnel to be functional. Once the player reaches this level and is able to really start educating their citizens with the higher level of schools they can choose to switch to office workplaces instead of industry on the expense that it might not create as much tax income as the more polluting yet profitable regular industry.
What level of education is required for offices? There are lots of office jobs that don't necessarily require a high level of education (e.g. call centres?). Also, why would offices bring in less income that industry? The insurance, banking and services industries are massive nowadays and seem to bring in plenty of profit (and therefore taxes).
 
I remember hearing somewhere that skyscrapers will be placed manually. What Skylines is calling high density may in fact be more in line with medium density, with then high density skyscrapers placed by the player as reward-type buildings. Could someone from Colossal clarify?
 
You never heard of "social" building or whatever it is called in the relevant country? That's where western country put their poor in. Any area around it see its value decreased etc...

In the UK now, developers are made to always include some social housing in each development, so you get mixed wealth.
 
I feel like the solar power plant is way too small. In reality they're this huge:

solar_power_tower.jpg


This is something that concerns me, as well as the airports you showed off some weeks ago, they both look "toyish" and that's not good for this game. Remember, you're making a great game, don't miss out on these scale things!
 
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The basic zoning system looks great. However, it's not sufficiently granular to give the player good control over their city, and feels rather unrealistic. Suggestions:

(1) Split residential zones into three or even four types:
  • Low-Density Residential: Detached single-family homes, as now. This is suburbia.
  • Medium-Density Residential: All of the above, plus multifamily homes up to three or four floors.
  • High-Density Residential: All of the above, plus offices up to twenty or so floors.
  • Ultra-Density Residential: All of the above, plus residential skyscrapers. This may be merged into high-density residential if there are few or no residential skyscrapers in the game.

The reason is that different densities require vastly different transportation needs and services. A relatively low-density city can operate well with cars and buses on multilane roads, with highways for long-distance travel. Higher-density cities cannot function well without rapid transit; they can exist, but at the cost of massively increased travel times and pollution. The player, like real-world urban planners, should be able to restrict density in a somewhat granular manner. Two residential zone types do not provide sufficient granularity, which is why SimCity always used three zone densities.

(2) Split offices into three types:
  • Low-Density Office: Strip-mall-style office parks, with one-story offices surrounded by parking lots and multistory offices surrounded by bigger parking lots. This is for suburbia.
  • Medium-Density Office: All of the above, plus offices without parking lots, up to five floors. This is the prototypical small city center office.
  • High-Density Office: All of the above, plus office buildings up to skyscrapers.

As with residential zones, there are very different transit and infrastructure needs for different commercial and office densities. Also, office zones in and of themselves should not require higher education, because a large number of office jobs do not require anything more than a high-school degree. Nowadays the tendency is towards degree inflation, but realistically a typical call center worker does not need a higher degree any more than a garbage man needs a degree in waste management.

(3) Split industrial zones into three types:
  • Farmland: Farmland.
  • Light Industry: All of the above, plus light manufacturing such as textile mills.
  • Heavy Industry: All of the above, plus heavy industry such as steel mills and smelters. Ideally these should range from relatively small to something absolutely massive like the old Bethlehem Steel Works.

There's a big difference between various industries and industrial activities. There should be more than a single catch-all category for industrial zoning, so that players can control whether they want an area to be farmland, or relatively low-polluting industry, or something that'll be a Superfund site. Ideally there should be categories separating crop- and animal farms, but that may be a bit too granular for most.

Low-polluting high-tech industries can probably fall into either of the zones. The difference should be that high-tech industry abhors pollution, so that something like a chip foundry should be unlikely to arise amidst smelters.

(4) Scale. It feels like the game's buildings are too small at times. There should be absolutely huge industrial and infrastructure agglomerations, such as powerplants.

Ideally I'd love to see mixed-use zones, such as exist in true cities, but that may be too much for the engine to handle.