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Hiramas

Sergeant
45 Badges
Feb 23, 2011
56
22
  • Cities in Motion 2
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  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
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  • Cities: Skylines Deluxe Edition
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  • BATTLETECH: Heavy Metal
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  • Crusader Kings III
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  • Cities: Skylines - After Dark
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  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
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  • Stellaris: Humanoids Species Pack
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Season pass
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  • Magicka 2
  • Cities: Skylines
I will rework this post after the patch, stay tuned

Greetings everyone,

a few people had the idea to try to collect all the wishes and suggestions into an organized list and I decided to try it. I hope you support this endeavor and reply with your suggestions and wishes.

Let's try to agree on a few rules:
- Please only post your suggestion in this thread, I think we should keep this thread clean and move the discussion about the suggestions to their respective threads.
- If your suggestion has it's own discussion already, post the link and I will add it to the list.
- Please try to sort your suggestion into one of the existing categories or suggest a new category for the list.
- I would like suggestions about the best way to permanently collect support for the various suggestions and wishes.

Edit: There is also this Idea Box page, if that is the preferred way to gather ideas for the community, I suggest to use it: http://citiesskylines.ideascale.com/

Categories

Basic Simulation


UI, Sound and Game Mechanics


Tech and Engine


Modding and STEAM Workshop

  • Traffic Simulation in the Asset Editor
  • Road modding
  • Better Workshop organization
  • Asset Manager filters and organization
  • Pictures of modded buildings in the game
  • Left-hand driving in the asset editor

Zoned Buildings - Types and Styles

Residential


Commercial

  • -
  • -
  • -

Industry

  • Area effects for specialized industry ( e.g. fields, oil pumps)
  • ^ Bigger industry buildings in the specialized industry (e.g. fields, oil pumps)
  • Longer, more interesting production chains
  • High-Tech industry specialization

Offices

  • -
  • -
  • -

Functional Buildings

  • Modular, extendable Buildings
  • -
  • -

Water


Power

  • -
  • -
  • -

Health- and Deathcare

  • -
  • -
  • -

Education


Police and Fire

  • -
  • -
  • -

Garbage

  • Zoneable or Extendable Landfills
  • "Greener" way to get rid of garbage.
  • -

Parks and Decoration


Districts and district policies


Roads, Roadtypes and related things


Mass Transit


Busses

  • Bus lanes
  • Long range bus stations for tourists
  • -

Trains

  • Larger train stations
  • Train stations with multiple connections (bus, metro)
  • Elevated Stations
  • Different types of elevated structures (steel, concrete, brick)
  • Underground tracks and stations
  • Traintrack soundwalls

Metro

  • Overground/Elevated Metro including stations
  • Different types of elevated structures (steel, concrete, brick)
  • -

Airport


Harbor

  • Bigger harbors
  • Modular harbors
  • Harbor waterfront [CONSIDERED]
  • -

Other concepts

 
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I would also love to see:
-medium density
-bigger buildings (bigger footprints)
-larger maps
-and even higher limits
-High tec industry (clean Industry, no ugly polluted industry) and of course way bigger industry buildings and complexes. Somehow cities xl had nice, different types of that. Like production Industry, Haevy Industry, high tec Industry and FOUR diffrent densitys of it....
 
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More suggestions from me for Cities Skylines(and it's expansion packs/DLCs):
  1. Medical center should also makes Citizens last twice as long as usual(12 in-game years instead of 6 in-game years) as this is quite possibly the only way Medical Center will covers Deathcare
  2. link between Metro subway and Railroad
  3. etc
that's it so far
 
Please fix the problem of traffic/routing system.
when population around 300k or more, the traffic is busy and just stops in the middle of the road.
This issue make my city is not playable.
 
I would like a simple slider to adjust pollution levels of the normal industry buildings. I do not think it is normal to have pollution rampant in a month or two of game play ( going by date of city started in lower left ).
 
Here are a few that I think could benefit the gameplay somewhat, and a few that I think could be added 'just for the hell of it' as Otto Kuhler once said.

Transit and Transportation:
-Traffic segregating roads outside of mods (that is, truck or bus-only roads; it'd help to sort through the clutter when reworking a main street.
-Commodity-specific, compact cargo terminals for use in specialized districts or to organize truck traffic (also for where there's just not enough space or money to build the default container yard).
-Heavy rail tracks that can be laid in existing streets like tram lines to serve industries directly or just act as a shortcut for through traffic, and shorter trains to serve any industries along them (allows better usage of space when building rail lines at the cost of potentially wreaking havoc on your road traffic).
-One way four lane roads.
-Customizable road speed limits outside of mods.
-Elevated roads and railroads that can be stacked on top of existing ones without mods.
-An unlockable transportation museum that allows 'excursions' to run on your transit systems, which boost tourism significantly but can hamper traffic severely if not managed properly.
-The ability to choose different types of vehicles for transit lines, with varying capacities, designs and features (double decker and articulated buses, for example).
-Level ground 'Diamond' crossings for railroads (cheaper but can be a traffic nightmare).
-Multi-lane and one-way railroads outside of mods.
-'Cul-de-Sacs' to be placed at the ends of roads for aesthetic purposes.
-Zoneable pedestrian paths outside of mods.
-Pedestrian traffic and means of managing it.
-Bicycle hires.
-Multi-lane roundabouts.
-Astronomically expensive monorails as a transport option.

Zoning, Districts and Zone Buildings:
-A list of all the workers and/or residents in a given building.
-A 'route query' feature that allows the user to determine where people and commodities come from and go to for a given building.
-Specialized industry buildings that cater to more varied education levels (high-er ed farms and forestries, for instance).
-Specialization options for commercial and/or office zones.
-Zoneable areas underground or on/under bridges.
-The ability to mark a district so that if re-zoning occurs, existing buildings appear to be redeveloped (a factory being gutted and turned into apartments, for example).
-Earlier unlock medium density residential and commercial zones.

Emergency Services:
-Aerial and/or naval versions of fire and police facilities that are incredibly expensive, but have a large coverage area.
-The ability for fires to spread if not suppressed early on.
-Emergency vehicle priority on all roads (pull over for the fire engines you idiots!).
-Prisons with the same mechanic as landfills.
-Customizable fire engines and/or police vehicles with their own designs and features.

Health Services:
-An ordinance that allows for citizen first-aid training.
-Medical helicopters with the larger unlockable hospitals.
-Earlier unlock for the Crematoriums.

Education:
-Museums and Libraries, for tourism boosts and to give a nice buff to existing educational facilities.
-Legislation to allow school buses on city streets.

Electricity:
-Early unlock compact solar panels.
-'Solar roads' upgrade that provides a trickle of electricity from roads in a given area, but can be a pain to maintain, especially during winter.
-The ability to pass legislation to put wind turbines and/or solar panels on rooftops or on bridges.
-The ability to build charging stations for electric cars.
-Pipelines to run oil from oil industry districts directly to an oil power plant, bypassing unreliable road transport.
-The ability to turn certain power plants on or off with the changing seasons (i.e., switch from solar power to wind power during the winter when the days are shorter).
-Geothermal power, fed by 'hot spots' marked underground.
-Low output tidal power generators that can be strung along a coastline.
-Ethanol power plants that take fuel from farming industries.

Water and Sewage:
-Non-mod water drainage systems for reclaiming land.
-Inland water treatment facilities, to help prevent accidental sewage intake.

Garbage:
-Recycling centers, which are squeaky clean and can turn garbage into materials for industry, but are somewhat inefficient, and have noise pollution problems.

Parks and Rec:
-Occasional 'events' at parks, marked by tents or just large crowds of partiers.
-Amusement park-styled attractions or amusement district options.
-'National Parks', which can be placed at areas that have particularly interesting natural features.
 
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Traffic issues:

  • Ambulances, fire-trucks and policecars in action should ignore red lights at crossings.
  • Traffic overall is not effective in using the existing lanes on multi-lane-streets.
    If there is a traffic-jam on the very right lane, i.e. because of a fire and the fire-trucks in action, the whole traffic behind it stopps on this lane, instead of using the other 2 (free) lanes to pass by.
Might already have been mentioned, but I think these are some of the more annoying "proceedings" of this very exciting game.

Best regards.
 
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since my dream of creating a city-builder doest seem like it will ever happen, i will be spilling out all my ideas for how i would have build my version of this game, i really don't expect much if anything to come out of this, but i figure wouldn't hurt to mention it.

To start i think i will mention some additions to what we already have to work with and i have to look towards a mod on this, its the Network Extensions mod, the single mod that was the key reason to why i even purchased the game at all, added the networks they have and plan to have would really improve the base game, also when changing road types, maybe some work could be done to make a smoother transition without the need of an actual intersection. looking at another mod is road anarchy only for some smoother highway ramps and rail connections/crossovers, just the hard angles can be both bothersome and not always the best looking, it also causes some annoying bending when trying to build straight sections. Intersection customization would be something im sure many would like, choosing if there are lights, designating the lanes more, even having some turn lanes only at and for the intersection plus slip lanes for those busier and odd angled intersections, also setting the times on the lights to show how long it stays red/green or setting one side to go first so some cars can turn before the other side get a green light. and to stick with the topic of traffic, collisions would be a fun thing to have, ranging from little bumps at a red light to a multi-car pileups and even vehicle fires causing traffic to slow or shutting down some roads temporarily, that includes level crossings, it is more rare for cars to be hit by trains but still happens right? however i understand why you might not want the possibility of pedestrians to be struck when crossing roads and such. Maybe even have some cars get a flat tire or brake down on the side of the highway from time to time.

For services i would say needing road service buildings and maintenance crew buildings for city workers and have a dynamic kind of construction system when a road gets worn out and need resurfacing, or maybe add the ability to have roads not insta-build/upgrade and having to wait a little for the crews to get out there and build or upgrade the road again that could be an option-able thing as i know some might not want to have to wait for that, the ware on the roads could be determined by the budget, the more money on road maintenance the longer they will last. similar thing can go for pipes, where they could occasionally burst and flood a small bit of a road and leave a few near by buildings with out water till its fixed, also including a snow yard for ploughs and salt piles, the conditions of the roads in the snow could be based on how much you are paying for and the location of the lots, more snow on the roads could cause slower traffic and more collisions or cars getting stuck.

Public transit is vital for cities, and there isn't much for buses to say other than maybe some more customization on the stops however i notice they can cause big traffic jams when at a stop because when pulling into the side lane to stop, only one bus goes in at a time, and i know you want this separate for Cities in Motion and that is understandable but the space given for the bus to pull over is relatively large and could fit at least two at once. The few things about trains is maybe have them unlock before the underground unlocks, and let the user place signals to create blocks for the train traffic to flow well being spaced from each other, for freight it would look nice to have classification yards in the industrial side of the city with a few single track spurs going off to some factories with trains making small local runs before hooking them all up to be taken down the main line. I cant say much about the metro because there are trams coming and i assume that the user can use it like heavy rail but with the addition of it being integrated with roads as well.

Weather would be fun as well and again i assume the new DLC is going to include seasons since you have snow in coming along with it. but a weather system could also benefit, high winds are really bad storms could take down power to parts of the city, too much rain could make for some small flooding in lower areas, and snow storms could put out enough snow to have it start piling up.

Dozer with a toggle for box selection or single selection would make destroying highway interchanges easier, also buildings that were bulldozed could leave behind a paved over fenced in lot with some vegetation growing in it.

i believe that is all i got for now, wasn't sure where else to put this, i didn't really wanna break it all up because it kinda all goes together.
 
I have two suggestions to add to this list (which looks like it is overdue an update on the first post btw)

The first is regarding Roads.
I would like to see an option to manually place pedestrian crossings on roads. This would be useful for long stretches of road with no intersections/junctions. These could be traffic lights controlled on a timed cycle or sensor when pedestrians arrive at them, or pelican type crossings where waiting pedestrians have right of way over traffic. A choice would be nice to have.

Secondly, I guess this would fit with Roads as well, I would like to see car parks.
They could be used to bring income into the city by tourists or city workers paying a parking fee and would cost a certain amount towards maintenance. They would come in mutiple sizes, possibly multiple levels, and help to prevent on-road parking where players don't want to apply grass or tree-lined roads for this purpose.
 
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Secondly, I guess this would fit with Roads as well, I would like to see car parks.
They could be used to bring income into the city by tourists or city workers paying a parking fee and would cost a certain amount towards maintenance. They would come in mutiple sizes, possibly multiple levels, and help to prevent on-road parking where players don't want to apply grass or tree-lined roads for this purpose.


the road side parking thing is something i have recently been wanting to, however i would like to add, if cars park in a location they are unauthorized to do so, then perhaps there is a small amount of income from tickets and maybe could see a tow truck show up and tow them away. actually that makes me think of the possibility to add red light cameras as well giving income from tickets.
 
Suggestions For New DLCs

I can already imagine many DLCs:
1. Like New custom road generator in CIM2, including more line numbers, directions, and overpass policies and new AI in which we can build a city with different huge building with large transport, such as concert holding in SC5, aborbing Traffic Manager MOD, Traffic ++ MOD & improved AI MOD into original game
2. Like mega-building in SC5, we can meet different needs in one tall building + inventing a kind of magic "Omega", in which we can make a huge commercial empire + Like SC 5: Cites of Tomorrow, upgrade the buildings with ControlNet and lower the nosie and pullution + helicopters
3. Disaster system like large fire hazard, the flood, the earthquake, the big boom + online resource trade system and oldtime technology development like Tropico 5 and online service car supporting system in SC5 + war times like Clash of Clans
4. FPS mode and tasklist like GTA5, eating, buying things, robbing, playing, and DRIVING in the city, which means you can REALLY live in the city which you have built on your own
Jack
 
I'm sure it's already been suggested so . . .

+1 for the ability to build train tracks to run directly on top of roads like in the city. I know there is a mod but I'd rather just have it built into the game.
+1 for bigger farms - a 4x4 farm hardly seems like anything.
+1 for sidewalk bridges to go over roads, I'm tired of pedestrians clogging up my roads by crossing them to get in/out of the subway.
 
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Home I'm doing this right, but added my wishlist suggestion a minute ago, and (as requested) posting a link to it here in the sticky for reference!

'Eden cities.. that can't quite happen yet'
https://forum.paradoxplaza.com/foru...den-cities-that-cant-quite-happen-yet.910143/

Brief summary:
  • High-tech Industries (Software, R&D, Film.),
  • Car-less cities (Service-vehicle only roads, underground road infrastructure)
  • Green cities (expansion of current green content)
  • Tourist destinations (gambling, cabaret, museums, beeches, and related zoning regulations / policies - including morality-laws/permissions)
  • Road planning (preview, auto-demolish, 'bigger road follow smaller road's path')
  • Raccoon and Hive cities (building underground, building on elevation - 'on stilts')
 
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I'm sure it's already been suggested so . . .

+1 for the ability to build train tracks to run directly on top of roads like in the city. I know there is a mod but I'd rather just have it built into the game.
+1 for bigger farms - a 4x4 farm hardly seems like anything.
+1 for sidewalk bridges to go over roads, I'm tired of pedestrians clogging up my roads by crossing them to get in/out of the subway.


for the sidewalk bridges... when you are building/placing sidewalks...just hit the page up or page down button
 
First I would like to mention that I love this game. I've been a fan of City-builder games since 1997 and am very pleased

with Cities: Skylines. Anything I suggest is not a complaint, as I like a challange of learnign how a game works, and

adjusting my playstyle accordingly.
After reading Mariina's(co_martsu) post, I do have a wishlist of features for the game. I will devide my wishlist into

related sections, based on building the city, AI, or some other random category.

User Manual Updates.

I would love an updated manual including information on features that were not available int he base game for new comers. It

wouls also be nice to see an updated list of minimum, and recommended system specifications. I know many games and other

applications require better hardware as major updates and new features are released, although unfortunatly many users do not

realize this and complain about things not working right(cellphone OS, larger games like WOW)

Traffic Behavior
I know this section may have a huge impact on performance, hence the above suggestion for an updated minamum and recommended

hardware spec list.

1) I would like traffic to better utilize available lanes. Yes I know this is probably the biggest

suggetion/request/complaint out there.

2) Turning Lanes. Turning raffic appears to change into any available lane while turning. If there are multiple turning

lanes, I would like to see traffic entering the corresponding lane after a turn. Inside lane to inside lane, outside lane to

outside lane.

3) Traffic lights and turn signals. Many cities have staggered turning signals at traffic lights, or advanced green lights in

one direction, help to reduce conjestion on one side of an intersection. Perhaps also an ability to remove traffic lights,

and add Stop or Yield signs.

4)Allow Emergency vehicles to drive down tram/bus lanes, perform U turns, and ignore traffic signals if it's safe to do so.

5) Improved collection rouths for garbage trucks and hearses. Perhaps based on proximity to the current vehicle location

after each pick-up.

6) a tool to show the route that a person will take to get to thier desitination. This could help plan more effective transit

network.

7) Ships traversing along rivers. I have yet been able to place a harbour along a river.

Weather

1) Seasonal weather, having Spring, Summer, Autumn, and Winter.

2) Tides, variation in water level along rivers / lakes after rainfall, possible floodplains, similer to demolising an

upstream dam.


Placing Roads/Transport.

1) The ability to have concrete / precast / brickwork walls instead of dirt on the side of hills. Such as the wall beside the

rail tracks here in Toronto.
https://www.google.ca/maps/@43.6418...ata=!3m6!1e1!3m4!1s7AHnJf76o5WXOy0zb-A1vg!2e0!

7i13312!8i6656

2) The ability to connect underground pedestrian paths to metro stations, underground roads.
2A) Stairways as a pedestrian path. Sometimes it just looks better going up a slope instead of a ramp.

3) The ability to place bus/tram stops on underground/overpass roads.
3A) The ability to place tunnels in a road to make an underground metro/tram/bus transfer station similer to the one linked

here from Toronto.
https://www.google.ca/maps/@43.6833...ata=!3m6!1e1!3m4!1sTolYbR18w4RxUf3ygU69Cg!2e0!

7i13312!8i6656

4) The ability to upgrade / change roads on a harbour, cargo harbour, cargo hub. Perhaps make it a plopable asset like a

train station.

5) The ability to upgrade roads using available space. Instead of demolishing buildings on both sides of a road to make room

tp upgrade from a two lane road, to four lane, or six, It would be nice if it was possible to expand it in the direction of

any unused land( Right side of the road has buildings, left side does not. Expand the road onto the left side instead of

destroying buildings and expanding on both sides).

6) Allow Parks, metro stations, and other assets that would not need road access the ability to snap to pedestrian paths.

(being able to place a metro station in that awkward location on the corner of a road where no zoning can be placed.

7) I know there is a mod for this, but official support would be nice, multiple tracks/platforms in metro/train stations.

8) The ability to run roads, rails, or metro underneath a pre-existing road. Both as a tunnel that follows the same path, and

as a viaduct(ground level road under elevated rail or highway)
 
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Official support for multi track metro stations

Reason: Every time major patch or DLC installed, it will break fan-made MOD that enable this feature. This is a very nice feature and allow creation of a more comprehensive metro network, Ability to use only 1 metro station as interchange for multiple metro lines.