• 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:
I`ve been thinking, being able to choose which streets the stop signs are on or if there is a stoplight or sign should be available and would make things much better. Also the ai needs to be adjusted because all the cars switch lanes in the same place.
 
I've been saving up a list :)

- More settings for building assets, i.e. the amount of people/families living on each lot, amount of employees needed, etc.
- Export models so we can adjust existing models and use those as a base.
- Customisable Cims. Best would be to have the base model exported and edit it (within limits of x triangles (so they will keep looking the same) to change clothing/hair. Else at least export/import the textures. I'm getting bored or purple granny's and girls in blue dresses.
- Grayscale alpha channels to make i.e. see-trough windows.
- force 2 sided texture for planes with an alpha map.
- disable standard content (busses, ambulances, etc)
- Categorize assets, I'ts getting pretty crowded in the 'Park assets'section and it's getting hard to find things back.
- re-import model/textures on previously saved asset. Right now we have to start a whole new project and place all the assets at the exact same spot and hit 'save as' to override your previous asset.
- thumbnail of the existing models in the asset importer.
- Religion + buildings. Would be great to make districts based on their religion with a fitting church.
- speed limit for scooters, they don't belong on the highway.
- make importing own open vehicles possible so we can make our own scooters, motorbikes, bicycles and cabrio's.
- set wealth per district to make ghetto's, trailer parks, etc.
- custom animations.
- more tourism: Bars, casino's, amusement parks.
 
I'm disappointed that the day/night cycle has been ignored due to it being "only cosmetic". The city building experience is 50% about the cosmetics! A big reason not to abandon work on it. The game feels like it's Early Access without it.
 
  • 1
Reactions:
I'm disappointed that the day/night cycle has been ignored due to it being "only cosmetic". The city building experience is 50% about the cosmetics! A big reason not to abandon work on it. The game feels like it's Early Access without it.

I agree

I think we need day and night. Every now and then I wonder what's stopping me believing this is real.. and its because its always day time.
Even if day and night was only rough and the the night/day had no coloration to the game-play it would give it that touch of realism.
 
I was wondering if there is any mechanics that could expose your city to people without homes and all the problems that would be associated with that such as crime and land value. The only game I remember with some kind of mechanics like that is Dawn of Discovery. So is there anything like that, even in mods?
 
Having started my own "Mega" city project - I have come across a few items which would make the game so much easier to play :

Features :
1) Railway stations should not need to be "placed" against a road in order to build them - it would be much better to just be able to place them, and then require a road/pathway for them to work.
2) Overlay type stations - would be great if we could place stations on existing lines, without deleting a section of line first.
3) Train stations which adapt correctly for sunken type tracks - including those in tunnels.
4) Better district layout tools - if you try to zone just one road it looks a mess.
5) Ability to set traffic/parking restrictions on given road sections - effectively sub districts.
6) Ability to lay level track/roads - creating embankments/cuttings automatically, rather then always at ground level
7) Train stations with automatically built pass-by tracks.
 
  • 5
Reactions:
I think the smallest roads are still very big, 2 grids wide = 16M, which is huge compared to a small 1x1 home. I think it would be a great idea to add small roads who will take up just 1 grid, just like the pedestrian path. 8M should be more then enough for 2 car lanes (one in each direction, without parking spaces) and a small sidewalk.
 
  • 2
Reactions:
I think the smallest roads are still very big, 2 grids wide = 16M, which is huge compared to a small 1x1 home. I think it would be a great idea to add small roads who will take up just 1 grid, just like the pedestrian path. 8M should be more then enough for 2 car lanes (one in each direction, without parking spaces) and a small sidewalk.

I dunno ~ compared to map sizes the roads are pretty decently sized.

One thing though: Zonable pedetrian paths - this lacking is a major disappointment.
 
Raise buildings & roads caps. The limits brake the game making it not playable and unworthy.
Raise shouldn't have to be huge, but significant enough to let mid-range and high-end machines enjoy the full of Cities Skylines.
 
Raise buildings & roads caps. The limits brake the game making it not playable and unworthy.
Raise shouldn't have to be huge, but significant enough to let mid-range and high-end machines enjoy the full of Cities Skylines.

Hah! I saw your name as last poster in the thread and had a little bet with myself what your suggestion would be.

I won the bet :)





I Don't fully disagree with you, but you make it sound so simple, when it really isn't and @TotalyMoo said it wasn't possible because of the game engine.

You may be flogging a dead horse here for the time being.
 
Im sure Im talking for a lot of people: What is with a Co-Op Mode? This can be realised with the Steam Friends!
I hope in this will be added in the next Updates and sorry for my bad English!

CoLu
 
  • 2
Reactions: