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Hiramas

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45 Badges
Feb 23, 2011
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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 just copy this from another thread where I posted this, so it doesn't get lost just in case:

Think about a major overhaul of the base simulation model of the city. Change it fom happiness based to wealth based model. Also unhappy cims can actually live in rich districts if they have the money to do so !
It simply shouldnt be possible to create a city where everybody is happy and lives in level 5 bulidings. It shouldn't be possible to have in every district hospitals, clinics etc and then nobody needs the clinics anymore because all is super-healthy. It shouldn't be possible to construct buildings that run in 5 minutes through all levels up to the highest level (make the lower levels useless).
Make the relation between wealth, happiness, education, crime, social classes, income, land value and land use more meaningful, deeper. The consequences of your decisions should really impact the development of your city. A city should have nice wealthy districts and ugly or low income districts, and something between. And most important, not all must be super-beautiful. It gets boring with time.
Call it a social DLC or whatever.


agreed, would add that making a bad choice or not addressing a situation could cause a large homeless presence in the city, and they start to group together under highways and such, as well making everything look weathered over time is good to, perhaps add something to districts that makes them have a maintenance priority or something of the sort, could lie it with the road servicing added in one of the last DLC packs. seems like the developers are scared to make stuff to block traffic but well traffic collisions of every sort (car-car/truck, car - pedestrian, and even train-car) would be nice to see and could be used to show that maybe you need to either upgrade or re plan some roads, and construction of buildings sometimes blocks a lane in traffic, as well as just simply resurfacing roads would be nice to see, could even have neglected roads causing crashes or damage to vehicles making them have to block a lane etc. i mean as of now traffic tends to always sit in 1 lane anyways and back up way down the road..really there should be some tweaking on the traffic, as well as adding to the weather system by having storms where high winds could knock down power lines and causing a black out for parts of teh city, maybe falling on a road or tracks, same with trees falling on roads or homes....the game in its core is relatively good, it just need to be fleshed out really, honestly i think development on skylines 2 should start sometime soon now that its shown the first game was a success, and that is probly the best way for them to expand on what they have now.
 
NOT sure if this thread is still active. If not I'd like to know the best place to post this so as to get it noticed. So with apologies if this is the wrong place...

1) The help that floats up when one tries to adjust a budget obscure the amount field.
2) Budget Sliders should allow an input field for typing in an amount or provide for some type of step-wise increase.

This was fiddly when I first played the game (before the After Dark release) I just dusted off my copy after buying the After Dark release and started re-familiarizing myself with the game after a hiatus of about a year. The sliders are now TWICE as fiddly.

The resolution I play at may be part of the issue. My 60 year old eyes may be part of the issue, but other games have sliders that are just fine. Either allow some kind of step-wise clicking or at least make the number viewable when its being adjusted.
 
3 DLC's (including Natural Disasters and 4 DLC's if you count the community made one) and many updates to the game later, "Emergency Vehicle Right-of-way" feature still hasn't been added into the standard version of the game yet?

C'mon Colossal Order and Paradox, please add it.
 
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Last edited May 19th 2015?
Why is this stickied if it is not being maintained? This should be buried as it is certainly dead and unused.
 
my wishlist:
1. an improvement in the industrial district (maybe DLC):
a. Let the whole wooden district focus on cultivating wood, then you can build a sawmill that make the wooden planks of them and then send them to your local industrial or export it
b. Leave the mining district build a large mine crater that become bigger / deeper, the more minerals they can take out of the ground, the construction of an iron smelter, to produce iron, which can then be used in your industry or export it. an indication of the crater when it is almost empty or has run out.
c. something similar for oil district
d. a meter of wood mining and oil district how much is produced
e. specialized industry
2. vocational college for wood mining and oil district. creating highly skilled workers who want to work, so I do not have to force them
3. the death line diagram available on the main tool bar of the game
4. be able to change the direction of one-way road (without mood)
5. regulate the number of bus underground trains and trams (each individual lines)
6. nuke the bird (explain itself)
7. The solar power plant can store electricity at night time with produsera less electricity during the day
8. select them busiest roads and allow only cars with odd registration numbers to run every other day and cars with even registration numbers to run every other day
9. select/highlight an area and ask the game to figure out the best way to get it evenly
and there is one of my dream game
 
My wishlist:


- More economic/social diversity somehow. I understand that not every citizen can have an income, but somehow it must be able to link the cims to some type of social class, if wanted.

- More policies (or similar, maybe unlockable policies) for districts in order mix things up a bit. "This district takes pride in being working class", "This area has a large number of student-housing", "This area is popular for hipsters", and so on.

- A frequent in-game newspaper to get a little bit more personal touch to the city and see whats going on on ground level. Including Ads, real estate for sale, interviews with cims, Crime/fire/emergency/Healthcare-news etc. (all made up of course)

- More insight in crime-rates. I want a serial killer to be on the loose from time to time.

- Hotels (maybe it exists already? I havent played in a while).

- Who are the major players in the city and where do they live/work?

As you can see most of my suggestions are based on a little bit more role-play in-depth of the people actually living in the city, and less regarding the looks and functional stuff. (because i feel like people have already expressed their suggestions regarding this, it in a good way)

I feel like its all about looks and less personal touch than for example sim city where we had inputs once in a while from the actual citizens.

I want stuff to be happening ground level, like riots, concerts, games (havent played matchday yet, but like the sound of it), serial killers running loose, street-gangs involved in shootouts and taking over territories, paparazzis following celebrities around.

This would give this lovely game a bit more personal touch, and not have the whole city feel like an empty shell.
 
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hotels were added to the tourist speciality district in After Dark.
 
shanty towns

a common issue in big cities with a big numer of people living on poverty.
this could be one of the main themes for a very SOCIAL DLC.
inprovized bad houses would start to spam in Non zoned areas, if your city pass for some really bad economic momments, like to many people but no jobs.
you could try some social project to dismantle the place with promises of new cheap houses for this people or even try to Urbanization for the shanty towns.
 
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







About the request, all gameplay issues are fixed so. I spoke of another request. Ok so in the game which is sick as is, the boxes with the terrain in which the game is played only extend from the center of the map to about, I am just estimating the center 75% of the map. So in applying real life terrain from terrain party, I found some issue when using the software in areas that seem to straddle water so to speak. My suggestion and request would be to add a regional interface and or a global interface. I included some screenshots of an old game I have not played in some years (Fleet Command) by Sonalysts and the Globe interface from Cities XL. I thought for sure that is where you would go after playing Cities XL. It would be cool because what if I want to locate and industrial or military district with power generation capability several (km) away from the main urban center. The power could be generated off the grid so to speak. Using a regional gameplay interface another aspect of gameplay could be added to an already sick game. I would be ready to pay as much as the cost of the original game for an add on an upgrade of that nature. Thanks for the tech help and the cool game. Regional and global gameplay would be a sick option. Statistics and data may also be tracked and tallied at the regional and global level. It would also offer the opportunity for multi-player gameplay fictitious planets. Sometimes we do not want to locate Nuclear power stations so close to major urban centers. I kind of like a 100-mile buffer at least. Adding, some form of regional gameplay will add the opportunity to share resources about the region such as power grid and generation security and other shared resources such as airports and port facilities. Mixed use developments will be a requirement for dense urban centers if realism is to be achieved. Below are some screen shots of how terrain party could be used with a future regional interface. I would spend a couple more dollars if it were offered. More transition could be shown between dense urban cores transitioning to suburbs and then into rural farmland and food production areas.
cleardot.gif
 

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About the request, all gameplay issues are fixed so. I spoke of another request. Ok so in the game which is sick as is, the boxes with the terrain in which the game is played only extend from the center of the map to about, I am just estimating the center 75% of the map. So in applying real life terrain from terrain party, I found some issue when using the software in areas that seem to straddle water so to speak. My suggestion and request would be to add a regional interface and or a global interface. I included some screenshots of an old game I have not played in some years (Fleet Command) by Sonalysts and the Globe interface from Cities XL. I thought for sure that is where you would go after playing Cities XL. It would be cool because what if I want to locate and industrial or military district with power generation capability several (km) away from the main urban center. The power could be generated off the grid so to speak. Using a regional gameplay interface another aspect of gameplay could be added to an already sick game. I would be ready to pay as much as the cost of the original game for an add on an upgrade of that nature. Thanks for the tech help and the cool game. Regional and global gameplay would be a sick option. Statistics and data may also be tracked and tallied at the regional and global level. It would also offer the opportunity for multi-player gameplay fictitious planets. Sometimes we do not want to locate Nuclear power stations so close to major urban centers. I kind of like a 100-mile buffer at least. Adding, some form of regional gameplay will add the opportunity to share resources about the region such as power grid and generation security and other shared resources such as airports and port facilities. Mixed use developments will be a requirement for dense urban centers if realism is to be achieved. Below are some screen shots of how terrain party could be used with a future regional interface. I would spend a couple more dollars if it were offered. More transition could be shown between dense urban cores transitioning to suburbs and then into rural farmland and food production areas.
cleardot.gif
Sigh...
While it's nice to imagine an interface that would accomplish everything you are suggesting, you are not providing a feasible means of delivery. How would this work?
Who would host the off map facilities?
Would it be player hosted?
Or are you suggesting that CO/Paradox provide a server farm to accommodate all players that wish to have their maps work with those of others?
This is just one of the main problems that prevent a multiplayer option.
If you opt for a localised multplayer method where one player would host the off map 'central integration' mechanic, then every player using it would by necessity have to have an identical city policy configuration to avoid conflict. This would become infinitely more difficult to manage when different custom content is used by each player. Everyone would require an identical custom content configuration, not limited to how they have configured their own mods to work but also their assets.
If you believe that CO/Paradox should be responsible for providing a server farm to facilitate different players to be able to have their cities work with others, then you only have to recall the debacle that EA created when it tried and failed to do so with SC2013. They had an easier task, given that everyone had the same game with no possible variation to deal with other than the 3 DLC's. Yet still they couldn't maintain it.
Cities Skylines offers far too much versatility in customisation within the base game as well as with the addition of mods and assets. No two cities can work together, because no two cities work alike.
Multiplayer will not be possible and CO have repeatedly stated, quite wisely, that they have no intention of implementing it. Period.
 
Personally, I am not truly interested in multi-player game play. It's just an option to explore. More importantly to me is the realism of gameplay and the capability to share resources at the regional level. For example, there are neighbor connections right but where do they go. I was about to experiment with the box next door so to speak. I kind of understand what you are saying as in the terrain party map server is just a map generator and the fact that the game is just rendering and image based on the server generator. More simply, if you took let's say like six or eight of them and pasted them together so to speak to form a super region and then super-imposed a regional interface that could manage water security transportation and other assets at the regional level it would add a fun aspect to the game. My question is where do the neighbor connection lead to? Some terrain boxes are not feasible to have, say like a port or airport facilities. Some terrain boxes are not feasible to hold nuclear or even convention power generation facilities from a realistic engineering perspective. As far as the map server and all the technical means to get the game to the player all that is up to you. I would pay for it. At the most basic and simple level providing a capability to piece together maybe a few boxes would greatly expand the potential realism capability of the game. It would be like the icing on the cake so to speak. Think about it like this the smallest state in the United States in land area is Rhode Island. Rhode Island has a land area of 1045 square miles or 1681.7 square kilometers. The largest box that I have rendered in Terrain Party is a 60 square kilometer box I think so don't quote me on this. So in order to encompass the whole of the smallest state in the United States, we should need just over two mega boxes. The thing is the game by default only allows you to play the center 25 or so boxes for whatever reasons. In order to play the game at the scale I want to play I am looking for the capability to play something like the size of New Jersey, Long Island and like Connecticut. Kind like the old SC4 where you don't have to load the whole thing, just the capability to see the region from satellite and share some resources. A map view would be cool as well as some general statistics about the region. You could include traffic flows I am sure you can figure out something. I would pay for it. As for the global interface, I used an example of an old game I used to play, Fleet Command from Sonalysts. It included it own terrain database that featured a sea floor and depth database that was pretty cool. It's just an idea, it's just a game right. CitiesXL had a full globe. Why does Cities Skylines not have one?
 
Personally, I am not truly interested in multi-player game play. It's just an option to explore. More importantly to me is the realism of gameplay and the capability to share resources at the regional level. For example, there are neighbor connections right but where do they go. I was about to experiment with the box next door so to speak. I kind of understand what you are saying as in the terrain party map server is just a map generator and the fact that the game is just rendering and image based on the server generator. More simply, if you took let's say like six or eight of them and pasted them together so to speak to form a super region and then super-imposed a regional interface that could manage water security transportation and other assets at the regional level it would add a fun aspect to the game. My question is where do the neighbor connection lead to? Some terrain boxes are not feasible to have, say like a port or airport facilities. Some terrain boxes are not feasible to hold nuclear or even convention power generation facilities from a realistic engineering perspective. As far as the map server and all the technical means to get the game to the player all that is up to you. I would pay for it. At the most basic and simple level providing a capability to piece together maybe a few boxes would greatly expand the potential realism capability of the game. It would be like the icing on the cake so to speak. Think about it like this the smallest state in the United States in land area is Rhode Island. Rhode Island has a land area of 1045 square miles or 1681.7 square kilometers. The largest box that I have rendered in Terrain Party is a 60 square kilometer box I think so don't quote me on this. So in order to encompass the whole of the smallest state in the United States, we should need just over two mega boxes. The thing is the game by default only allows you to play the center 25 or so boxes for whatever reasons. In order to play the game at the scale I want to play I am looking for the capability to play something like the size of New Jersey, Long Island and like Connecticut. Kind like the old SC4 where you don't have to load the whole thing, just the capability to see the region from satellite and share some resources. A map view would be cool as well as some general statistics about the region. You could include traffic flows I am sure you can figure out something. I would pay for it. As for the global interface, I used an example of an old game I used to play, Fleet Command from Sonalysts. It included it own terrain database that featured a sea floor and depth database that was pretty cool. It's just an idea, it's just a game right. CitiesXL had a full globe. Why does Cities Skylines not have one?
Comprehensive Wish- and Suggestions List (WIP)
 
I had already made a suggestion thread but I will put it here as well.

1- Customizable roads: so many types of roads are not needed and they aren't working properly. It'd be much better if we could add or remove lanes, add trees, bike lanes and decide in which lane we want tramways to be. Also different size of pavement and realistic pedestrian roads.

2- Making parks in game: let them be irregular and as big as the player want them to be, add cool stuff like statues and fountains for them, flowers, street art...

3- Buildings that fit curve roads: currently I only build grid cities, not because I like them but because I don't like wall to wall buildings that are not one next to each other.
Also more classical beautiful buildings (it may be just me but I find modern buildings uglier in general).

4- Mayor management: a city builder is good but with city management is much, nuch better. Having to worry as a mayor and not just endless building. I don't think I have to say anything else :)

5- Events and beaches.

6- Customizable buildings: What if your City Hospital is not big enough for your never ending growing city? Why would you build another one when you can amplify the one you already have?

7- Tourism: deeper and more complex, cities without monuments, without an historic town, beaches, mountains or something else you'd want to see or enjoy shouldn't attract tourists. Also cultural tourist always give more money to the city that "party tourists".
Just like in real life.

8- More public and flexible transport: railway track that can be built upon a road, train station with multiple train tracks without mods, bus station that can be use to travel between cities...

9- Presidente: just like in Tropico, being able to have a little country and not just a city would be really awesome, you could have the capital and then a few more cites and villages.