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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.

3g80fay.png

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
 
Paving is available in the game. To control leveling, you just don't provide some areas with what they need to level up. For example keep the land value low by not placing parks and have low education by not providing schools. I personally think it's a fairly realistic mechanic, if a "bad neighbourhood" would get excellent services and beautiful surroundings, it would change into a more valuable area, attracting more educated and wealthier people.

That's a horrible solution to be honest.

It must be other ways to control it.
 
That's a horrible solution to be honest.

It must be other ways to control it.

It's how it worked in Caesar III and I think it worked great.
 
Paving is available in the game. To control leveling, you just don't provide some areas with what they need to level up. For example keep the land value low by not placing parks and have low education by not providing schools. I personally think it's a fairly realistic mechanic, if a "bad neighbourhood" would get excellent services and beautiful surroundings, it would change into a more valuable area, attracting more educated and wealthier people.

This makes sense to me now, thank you for the explanation :)
 
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...



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.

3g80fay.png

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

Hope you read our forums cause you gotta put in medium density plsssss and make skyscrapers high density. even SimCity got that right!
 
That's a horrible solution to be honest.

It must be other ways to control it.

To elaborate on that.

Which Western European country doesn't provide schools to all of its citizens? Health care and Schools are provided for everyone in an industrialized country.

And the suburbs where the working class are living are often built in one big park.

All buildings shouldn't become skyscrapers just because that we provide schools, medical clinics and parks. That's very unrealistic. The goal must be to provide services to all of the citizens, but for that matter not end up with a city full of only level 7 buildings for the upper class.
 
To elaborate on that.

Which Western European country doesn't provide schools to all of its citizens? Health care and Schools are provided for everyone in an industrialized country.

And the suburbs where the working class are living are often built in one big park.

All buildings shouldn't become skyscrapers just because that we provide schools, medical clinics and parks. That's very unrealistic. The goal must be to provide services to all of the citizens, but for that matter not end up with a city full of only level 7 buildings for the upper class.
The schools and services you mention are of varying quality.

Maybe levels can also depend on jobs available and the funding levels of the schools/parks/etc? So one could have a school, but poorly funded.
 
We are currently looking into scaling some city service buildings up, but they won't be realistically sized, because you would then need to dedicate a whole map piece for just solar power plant.

I think you should look into having a middle ground between "toy sized" and "realistically sized".

In your screen shot , the concentrated solar power plant is roughly 8x8 squares. The hospital in comparison is 10x8. That doesn't make much sense. You could easily make the concentrated solar powerplant 16x16 or 20x20, which still wouldn't be realistically sized, but big enough to give a sense of scale, and at the same time not so big that it occupy too much space in the map too keep it fun.

Just based on those few screenshot. I think the minimal size for a tiny country side coal powered generator should be 10x10, ie as small as that hospital building. A modern Nuclear unit - think about your finnish Olkiluoto units - should be as large as a city block, so something like 16x16.

Of course IRL they're much bigger than that, but i a middle ground is perfectly achievable.

Olkiluoto 2 main units, with the planned EPR unit in 3D.
EPR_OLK3_TVO_fotomont_2_Vogelperspektive.jpg
 
Thanks for all the feedback, we are eager to hear it! The choice for only high and low density was made because we felt a realistic city can be pictured with just these two zones with the different levels they have and they offer enough variation for interesting gameplay. You could for example have the city center be high density residential of high level with high rises, then have a ring of lower level high density, and make outskirts with low level low density to have normal detached houses. Citizens can live in any level of housing and won't abandon it due to not leveling up, so you can have all levels present in a city.

Hi Karoliina, thanks for coming here to address this. If I'm understanding this correctly, does this mean we won't be able to have luxurious 3-5 story condos/apartments? Or high rises that house the poor? If so I can't say I particularly like that system as I would like to be able to have both, it seems like the system you are proposing puts artificial restrictions on the player when it comes to what types of buildings will appear in their city. Please reconsider adding medium density to the game :)
 
I have been extremely sceptical of this game since I first heard of it, mostly because of all city builders since SimCity 4 has been pretty bad, but after reading these two diaries I must admit that I'm getting pretty excited! Even tho you're letting out the day-night cycle...
 
Plus: Can it really be THAT hard to make it a toggle? No knowledge here as a game maker, but come on... toggle, guys!

Agree! There should really be a toggle button, especially since they are advertising that modding will be such a big part of the game, I would want to plop down many custom buildings as an example.
 
Any dev who would like to explain how agriculture will work? Will they be zoned somehow aswell? I didnt read about it anywhere in this diary :/

I'm a huge fan of the SPAM (SimPeg Agricultural Mod) mod for simcity 4, would love to hear how it works in cities skylines
 
I suggest making both Industry and Office zones completely separate zoning types rather than two types of zoning under the workplaces category (where industry seems like a lower-form of workplace zoning and office a higher-form of workplace zoning?). The higher densities of both types of zoning should be unlocked later depending on your city's education level and how much of the lower density zoning of that type you have had built in the city.

Like what slornie said before, not all office jobs require a high education; lower density office zoning would cater to lower educated citizens (e.g. call centers), and higher density would cater to higher educated citizens (e.g. corporate headquarters). In addition to that, industry should also have its own low and high density zoning. Like I suggested with the office high density, high density industry should cater to higher educated people. This would be in the form of high-tech industries (e.g. robotics factories etc). Not all industry caters to the low educated either, you know.

Maybe if a player focuses their city on one of the two types of workplace zoning types, and has a certain amount of a high density type of workplace zoning, you will be able to unlock things which are relevant to those types which can help categorize what kind of city you have produced (e.g. if you have a high number of high-density industrial buildings built in your city, you can unlock a Research Center building, with positive effects city-wide). Or, if a player wants a challenge, they can try to focus on both and balance it out, but maybe unable to reach the very high requirements for some higher-tier unlocks. This would encourage the player to go all in one type of workplace zoning to reach that unlock's requirements, and would have a more noticeable difference to their next city if they decide to go along a different route.
 
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I suggest making both Industry and Office zones completely separate zoning types rather than two types of zoning under the workplaces category. The higher densities of both types of zoning should be unlocked later depending on your city's education level and how much of the lower density zoning of that type you have had built in the city.
+1 to them being different zone types, because this would give the player much more control over the city they develop. Why should I have to suffer through a polluting industrial phase (to provide needed jobs for cims) before being able to develop offices? Many newer cities skip right over the industrial phase, and indeed a lot of industry is outsourced to other countries due to globalisation.

Another point I'd like to make is that the industrial zone, and to a lesser extent the office/commercial zones, should have more flexibility than just four squares from a road. Think of the massive industrial estates where factories can cover acres and acres of land - and the massive shopping malls that are larger than several football fields! Trying to squeeze what in the real world are necessarily large buildings onto small plots of land will just end up with a load of undersized and underwhelming properties. I'm quite happy for residential to stay at 4 squares (especially if width along the road edge is not restricted to 4 squares), but I'd like to see zones going maybe 6 back for the other types.
 
Paving is available in the game. To control leveling, you just don't provide some areas with what they need to level up. For example keep the land value low by not placing parks and have low education by not providing schools. I personally think it's a fairly realistic mechanic, if a "bad neighbourhood" would get excellent services and beautiful surroundings, it would change into a more valuable area, attracting more educated and wealthier people.

I agree with you. From what I read I get the impression that we will have all densities in the game with the level system. I think people imagine SC4 too much and that if you zone high density it is actually medium density and only high level will turn into skyscrapers. I feel that it would be easy to control and it me makes perfect sense and also as someone mentioned that is how it worked in Caesar III which was awesome game and everyone should try it.

The area will gradually develop from mid density to high density if the value of the land gets high and that is pretty much how it works in real life.
People don't imagine SC4 system it will be different.

Anyways great work guy can not wait for the release!!
 
I agree with you. From what I read I get the impression that we will have all densities in the game with the level system. I think people imagine SC4 too much and that if you zone high density it is actually medium density and only high level will turn into skyscrapers. I feel that it would be easy to control and it me makes perfect sense and also as someone mentioned that is how it worked in Caesar III which was awesome game and everyone should try it.

The area will gradually develop from mid density to high density if the value of the land gets high and that is pretty much how it works in real life.
People don't imagine SC4 system it will be different.

Anyways great work guy can not wait for the release!!

I agree with you.
For me, more important is simulate than manually putting buildings (plop) like Cities XL. I love to see how the city is growing and there are constructions, cranes and scaffolding.
 
Thanks for all the feedback, we are eager to hear it! The choice for only high and low density was made because we felt a realistic city can be pictured with just these two zones with the different levels they have and they offer enough variation for interesting gameplay. You could for example have the city center be high density residential of high level with high rises, then have a ring of lower level high density, and make outskirts with low level low density to have normal detached houses. Citizens can live in any level of housing and won't abandon it due to not leveling up, so you can have all levels present in a city.

Ok. But how can you do this kind of city with only two density levels ? Who decides that there is some medium density here and high density there if both of them are in the same category of zoning ? I still don't understand for now. And most important, how will we be sure that a whole neigborhood will stay in medium density if we can't control it ? It is a serious aberration ! I still prefer 3 levels. Anyway, it's more realistic with 3, because in the real life, in a land use plan, there is always at least 3 levels !

At this time, the game seem to be greatest ever made since SC4 ! Please, don't turn us off now !! :sad:
 
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Well, actual I have to search for a new apartment, so I have to deal with the actual property market.
After reading the Zoning, and rethink something, I have to say that there are some things that are seen from a false perspective.
First, the one or two family houses are the most expensive. That they level up is cool, but not everybody can afford a luxury house, so there should ALWAYS we a lot of the lowest houses, because there always will be some poor workers around.
The big building complexes in the high density zone "are cheap and attract younger adults" you write. I agree partially. All these things depend on - where is the building situated. A big apartment house in the city is unbelieveable expensive, but the same building in the suburbs could be really cheap. So it depents on where the building is situated. So, when leveling the buildings, the density should not only depend on the zoning, but also on other "soft factors". Like traffic that is around, public transportation etc. The better the location, the more expensive is the building. A family home in the suburbs is more likely to attract wealthy people than a apartment building. In the city core its exactly the other way around. It should be possible to build 'worker ghettos' in the suburbs with big apartment houses that are cheap, but don't level up, because they are in the suburbs. All these things should be mentioned, so I think just these two zoning tools are to less, exept you have a really nice algorithm that is intelligent enough to distinguish between - what is city core and what is suburb.