• 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.

Hiramas

Sergeant
45 Badges
Feb 23, 2011
56
22
  • Cities in Motion 2
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Europa Universalis IV: Res Publica
  • Cities in Motion
  • Cities: Skylines Deluxe Edition
  • Age of Wonders III
  • Stellaris
  • Cities: Skylines - Campus
  • Cities: Skylines - Parklife
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Apocalypse
  • 500k Club
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • 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

 
Last edited:
  • 11
  • 5
  • 1Like
Reactions:
Eliminate the need to dezone before upgrading from low density to high density.
 
I am missing some and also some extra suggestions:

- Bus panel (see here http://forum.paradoxplaza.com/forum/showthread.php?842267-Buses-line-it-s-hard-to-figure-it-out)
- The same for trains
- The same for metro's
- The same for trams (if they come)

Panels should come forward when clicking on a "Bus depot" or via overview Transport --> Extra Buttons)
UI:
- Clicking on "Name" should give City overview/Renaming panel
- Clicking on "Money" should give Budget panel

I can not seem to find in the list: Bigger Farms

Districts Policy:
1 No Cars (only Public Transport)
2 Taxis

Modular Police, Fire, Graveyard, School, etc. (Simcity style), (will reduce service buildings in cities, making it more realistic)

Also the possibilty to put schools, university on pedestrian paths.

Bike parking areas/posibilties near bus stops, train stations and metro. (So cims can change transportation and also consider bike)
 
Last edited:
Here comes my list, some stuff are probably repetitive... but well, here goes.

Map
- region view with multiple major map tiles, which every major map tile contain 25 tile of course.
- import export management between cities of those major tiles.
- stop requiring all types of transport pre-routed, minimum as avenue instead of highway

Transit
- display their path whenever a citizen / transport being selected, showing where they going.
- showing traffic flow with paths instead of just congestion.
- add tar street
- ability to draw one way road - 2 lanes at the same time
- faster way to bulldoze long unwanted road
- change between two way road system to one way road system (upgrade/downgrade)
- ability to switch one way road direction
- little bit more directionals arrows...
- train station snapping is annoying
- multi color public transport route to distinguish different route
- bus color corresponding to their route color
- easier route management / delete / hide other route when editing one
- improve rail system - more demand yes sure we got more train but... they don't have timing at all, and they stuck for milesssssssssssssssssssssssssssssssss....

Pedestrian
- pedestrian walk multi level staircase
- pedestrian flow direction & amount
- build pedestrian bridge on top median of avenue
- lower pedestrian bridge height per level by 50%!

Misc
- paint empty areas with parks regardless of grid
- option not to use the "white out" view when checking infos
- option not to use "white out" mode when constructing public transport structure / line
- highlight civic structures by just hovering on info icons without opening that info view
- actually mine mineral resources with specific structures
- wider civic building coverage, hate to put so many schools
- building style restriction...
- farmland...
- BAN MIDRISE policy, I just want small house!
- demand details, which location demand it?
 
Game needs a separate employment/unemployment Overlay.

This will allow people to track down which part of the city needs more efficient transportation systems or just closer work areas. I am starting to reach a point in the game where i have 15-20% unemployment but with 10-15% unfilled jobs.
 
Having description on monuments

-So players can read about what the monument is perhaps teach the players a little about it? Like the reactor in Japan? What parts it has why it failed, etc?
- Could have several description bubbles when player click on the building?
 
A building designer!

Think of the tools in 'The Sims' where you can easily assemble buildings out of pre-defined building blocks such as walls, doors, windows etc. and texture them to your liking.

I would love to have that tool available in this game and be easily able to add a gazillion new building styles.

This would also open up a nice new revenue option in the form of 'building part' DLCs.
 
Abandoned Buildings - Show the reason why a building was abandoned when you select it. I had an entire village clear out while I was building another part of the city, with no indication why.

Bridges - The support columns for bridges should adjust their placement instead of preventing you from building the bridge if the support happens to fall on a road. Currently you can't easily build a bridge on a grid alignment because the support beams are spaced one zone-width apart (or so it seems).
 
Abandoned Buildings - Show the reason why a building was abandoned when you select it. I had an entire village clear out while I was building another part of the city, with no indication why.
Mouse-over the "abandoned" icon in the building window. It does show, although it's a bit hidden. :)
 
At first, I want to thank Paradox for this awesome game! <3

There a just a few things, I want to add or change:
-Bulldoze a complete area
-Bulldoze all abandoned buildings (Button)
-More various names (So many Cedric's and Ice Cube Factory's! :D)
-Weather and seasons
 
In some instances "Space already occupied" should probably be saying "angle too sharp" (building ramps along highways). Or maybe "silly road segmenting in the way". Currently I can't tell which. If it's not the angle, then the road itself should not be an obstacle in trying to connect to that very road. If it is the angle, well, then we just need to enable sharper angle connections (ramps in particular).
 
I think fixing consequences of not visiting the workplaces (the top thread from the first page with 15+ pages) deserves to be the first in the wishlist. ;)
 
i have a few things i would like added to the game please reply one of the devs/mods to see if they are possible

New sirens (US/UK)
Level crossings so we don't have to elevate roads
Natural disasters
Zebra crossings (pedestrian crossings)
Bigger airports (Planned)
Ability for tourists/civilians to go onto beaches and play/set up umbrellas and swim .etc

Improvements:
increase response time for fire engines
improve hearse response to dead people
Possibly increase schooling/garbage range as i seem they are quite low