• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Southpaw13

Recruit
Sep 30, 2019
1
0
This is not another "We need to be able to get more than 9 tiles!" post, but rather some alternative thinking on how we expand our city areas. We always hear of the limitations of the consoles, and I fully understand those limitations. So how can we utilize the same amount of space in those 9 tiles and allow for a bit more customization in our city planning, but still fall inside the limitations of the consoles?

Right now we are stuck with choosing the 9 square tiles that outline our city. Rather than having to choose 9 square tiles, I'd like to see the same mechanics ("painting") used to mark Districts and the later DLC packs (Parks, Industries, Campus) when expanding the city boundaries. I don't know how many square miles/km 9 tiles equals, but if we could paint our city boundaries instead of purchasing 9 huge tiles I believe we could still utilize the same amount of overall space while also adding the ability to customize the city outline we want while building inside the painted area. Comparing to the current model of buying an entire square tile, there are times that I want to be able to use a small portion of a tile, but I don't want to buy the entire tile because we only get 9. Painting your city area would give you the chance to use only the portions of the map that you want. If you don't want to choose the rugged mountain area to build on, you don't have to but we can still paint the area up to the edge of the mountains....if you don't want to choose a tile that is 90% water, but there is a sliver of land you want along the water, you can choose to paint only the land.

We could still have a starting square if needed with our initial highway connection, or maybe we have a much smaller starting area that includes just the highway connection area and we are given a certain allotment of space to paint initially to start your city. Then as you reach certain population milestones, you earn more square miles/km in your "land bank" to paint and expand your city outline. As you paint more space, the space you add/paint is deducted from your bank. At the end of the last milestone, the amount of space you have earned equals the same total area of our current 9 square tiles, but you can use it and paint it in any shape you'd like. I think this gives you so many more options on how and where to build, as well as using more areas of the maps. You could create one large painted area to build your city, or maybe you'd create a few smaller painted areas outside the main city to give the feel of smaller towns/suburbs. Using the pre-built highways and rail lines on the maps would allow you to build several smaller cities that are still connected for transportation and transporting goods, but now we can build them miles apart and have them act as separate entities/towns with their own power, water, etc. Last, I'd also add in the option to erase a painted area....how many times have you changed your mind about the direction of your city? Erasing a painted area would add that space back into your land bank to use elsewhere, and anything that was built in that erased area is destroyed just like un-zoning an area does currently.
 
Upvote 0
Good ideas. If you don't mind, I would like to list some more that are very similar to yours, but use the tile system. I would be curious to know if using the tile system would be easier for Paradox/CO vs the painting tool. Regardless, the tile system seems to be quite a common limitation for Console and Vanilla PC players. I think there are ways to improve the console experience without necessarily adding to the existing 9 tiles and/or add load to the game/hardware.

I put the ideas in order of importance to me.

1. Ability to choose your first tile.
The game pre-selects your first tile when you start a new city. This makes it difficult for the player to develop their city in a certain area of the map. Having the ability to select where I start my city (by selecting the first tile) would improve "replayability" since I could restart a new city later on and start it somewhere else on the map.

2. Ability to "re-sell" a tile.
As OP described, you might buy a tile but change your mind as you build your cities. The game could use some sort of collision logic where you would not be able to sell a tile if there are any buildings/roads (except highways, roundabouts & train tracks) in it. Trees/Rocks/bushes added by the player would be automatically removed to save on RAM/resources.

3. Ability to plot highways, roundabouts,train tracks anywhere on the map (outside owned tiles)
This solves for players mistakenly deleting a highway connection outside of the tile boundaries. This also allow the player to get access to outside connections without the need to waste a tile or 2. Furthermore, it would be a prerequisite for point #4 below. Note that it would be require for the player to be able to move around the entire map (instead of being limited to the owned tiles).

4. Tiles do not have to be connected.

A common reason I've been seeing on why console players want more tile is because they want to have smaller cities/suburb further from each other. Allowing players to buy tiles anywhere on the map would solve for this, while keeping the 9 tiles limit. A prerequisite to allow the player to buy a tile is that it has highway connections (hence point #3).

5. More tiles, but smaller ones (36)
If each of the 9 tiles were split in 4, that would give the player 36 smaller tiles. This would allow more flexibility for the player to better layout their city (half the tile is water or mountain), create smaller suburbs far from downtown (maybe half of a current tile, or 2 smaller ones),etc. This would still happen within the same total surface of the current 9 tiles. Maybe there is an option when you start a map to use either 9 or 36 tiles. When you get milestones 4 small tiles are unlocked instead of a big one.Many options here.

Again those are very similar to the options your described by leveraging the painting tool. Hoping that other players chime in to see if they have other ideas or opinions on these alternatives. I personally really enjoy playing Cities on PS4 and would love to see more updates to the base game infrastructure rather than "rushed" DLC (looking at you Campus update).