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Hiramas

Sergeant
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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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

To be honest your speaking for a VERY small minority, don't hold your breath waiting for Co-Op or multiplayer.
 
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more realistic road parts / exits to "design" your city more realistic :)

I would LOVE to be able to name streets and exits to go along with them. It would make "driving" in 1st person so much more enjoyable. Perhaps put in street signs at the intersections of all the streets with that name as well.

I'd also like to be able to insert photos into a folder and convert it to things like random billboard posters and advertisement signs to post around the city.
 
No I don't want a Multiplayer with big hype(Build Battle or something), im waiting for an simple option to build a City with my friends!

Fair enough, have you tried the swapping of Save files. You each use the same mods and assets, play to a milestone then swap the shared files and play to the next milestone and so on.

It's poor man's co-op.


I would state though, to allow co-op would mean introducing much of the same basic code that's required for multiplayer.
 
Here follows my (short)list of suggestions, firstly I wanted to say I think this is such a great game because there is real focus on the core city building functionality particularly transportation and I think these suggestions would continue with that:
1. Regarding Offices:
a) I would like to see more levels of office, with the higher levels comprising larger regional, national, multi-national corporation offices.
b) This is related to the above I would like to see additional 'Office Factors' primarily relating to office access to workforce and connectivity. So the greater the available (educated) workforce to the office within commuting distance helps the office reach the next level. e.g. say the amount of residents within 30-60 minutes commuting distance of the office is 10,000 that adds +0.33 say it is 25,000 adds +.066, 50,000 +.1, 100,000 + .2, etc. Also perhaps an international airport, and proximity to regional railway stations could give office a boost. This could make the cities more realistic where large (/high level) offices buildings are constructed in city centres (/nodes) where there is the best transport infrastructure/connectivity to the large populations.
2. It would be good if residents could walk/commute through parks.
3. Train station with multiple lines (I am sure this is not a new idea but a bit of repetition might keep it high on the list!)
 
I don't know exactly what is meant with sunken highways (or tunnels) and i didn't read it all, but just want to share that you can build highway tunnels already (and other roads too).
I can share my city if you want to have a look. (Though tunnel highways are very expensive :/ )
But, it is possible that i misunderstood the point.
 
I don't know exactly what is meant with sunken highways (or tunnels) and i didn't read it all, but just want to share that you can build highway tunnels already (and other roads too).
I can share my city if you want to have a look. (Though tunnel highways are very expensive :/ )
But, it is possible that i misunderstood the point.

Yeah, you misunderstood. A sunken highway is one that travels below street level but is not covered by a tunnel.

Here's a picture of one in Los Angeles

560U9MM.jpg


And another in Brooklyn

e3PVl2j.jpg
 
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More New policies:
  1. Legalized Gambling(increases income for player whilst increases crime rate)
  2. Personal Vehicle(other than bikes of course) ban
Disasters(aside from Fire and Flood):
  • Natural: Tornado, Meteor strike, Earthquake, Tsunami, Volcano, and so on
  • Supernatural: Alien Invasion(extra-dimensional variety can invoked through enough uncollected dead people in cities), Giant Monster(invoked through high enough water pollution to ocean)
  • Man-made: Riots
House of Worships protects cities from Disasters that aren't man made

and for Transport: Anti-Gravity transport(combines Airplane speed with Ship's transport capacity, assuming transport capacity of ships and airplanes are as realistic as possible)
 
If I may ask here. Where are the devs thoughts on merger/accelleration lanes and code fixes for smarter traffic. I feel since traffic is such a big thing it should be getting more attention.

Also I would love to see a mod, or in game support for setting street speed limits for each road/section.
 
Policies:
District worktimes. If a large part of industry and bussines is closed at night, we will finally have a drastic decrease in water and power consumtion, + much less traffic.
Bussiness hours for public services. No more crowded schools at night.
Garbage collection at night.

Infrastructure:
Elevated trains and subways + stations.
Multi platform sttations, mixed stations (sub/train/bus).

Game options for higher difficulty:
Razing private property costs money.
Construction planning in pause mode, execution while game is running. Make city reconstruction a lot harder. Why?
Because citizen get seriously pissed off if you make them homeless or stuck in traffic.
 
Now, after day/night, seasons for the next DLC ! Yeah it's a lot of work, but it could be great for the simulation. Seasons mean special needs, like more energy in winter, more leisure time in summer and so on. The global economy would change so the player would have to change his strategy according to the season.

Another idea: Unique vehicles and Cims: When you are making an new asset you can check a box to make it an unique appearance. (i.e. I would like to make a batmobile, but just 1 in my city should be enough, same for a Waldo cim :p)
I wanted to write exactly the same thing...

I don't know wehicules are spred in the city, but a variable in the editor to decide that thing would be great :
- 0.001 ro 0.999 : % of chance to have this vehicule created when a new one is needed in the game (newcomer for example).
- 1 and more : means the quantity of this vehicule in the game. 1 is unique, 10 you can find 10 vehicules at the same time.
Or categorize vehicules. For a rich Cim you can have super cars, for the poor just a Lada...
 
It's a small request, but I'd like to see them add a six-space version of the parking space, along with a single-space version, with and without handicap space on both.

I'd also like to see them add a Jersey barrier to the vanilla props. I have one from the workshop which is great, but I'm trying to pare down my downloaded assets, so the more that's available in the vanilla game, the better off I'll be.
 
Im not sure if this has been requested yet since I havent read all the post bur here is what I think can make this a better game:

Longer day/night cycle to simulate the city through a 24 hour cycle.
-This is so the CIMs actually get the opportunity to get to from jobs and school within the day.
-less activity at night for reworking road networks.
-less people at work for public transportation
-ability to choose if you want industry transport to be more active from eg. 1900 to 2400 at days in districts
-people can go to events outside ordinary business hours, like football games, swimming, concerts...
-makes a bigger impact and better utilization of the extra content from After Dark
-workers work shifts at police, fire station, hospital and all other 24 h places

-Elementary and High schools work day shift for children and young adults. and afternoons for uneducated adults.
--This can be combined with drop outs mod
--makes for educating uneducated citizens that move into your city.
--Utilizes the day and night budgets of the slider, but should by default have less "student slots" for the night school eg. School takes 500 students but only 50 adults for evening classes

CIMs that drive to work use parking slots near jobs or near transport lines if they commute
-Add a new type of building that work like parks; "business" which include parking that helps when near commercial and industry, oil tank, storage areas, container parking and others.


Im unsure how they determine which fire station should send fire trucks but it seems like its the closed one by air distance and not by road distance.
-This should be reworked so they choose shortest distance along road, and preferably send from more then one station if it has more then 10 vehicles to support smaller stations or if they might get stuck in traffic from one direction.

Right of way for emergency traffic.
-Vehicle will stop to the side of the road to let emergency vehicles pass.
-Emergency vehicles will ignore traffic light setting and all other traffic will stop crossing.
-It might get problematic since sometimes roads are jammed and then they might not get to pass that easily

Personally I would like to be able to re-purpose buildings that are stock and where this is allowed by the creator.
-so that I can use the large high school building as a elementary school while using downloaded high schools and so on.
-Be able to make my own bus stations in different sizes, this would also require that the ability to choose where buses can drive is available in the tools.
-make some hotels over to tourist leisure attractions

Power lines out of the city.
-Selling power at day time if using mostly solar energy and buying at night when you dont produce.
-extra income source for the cost of maintaining dams and power infrastructure.
-difference on higher capacity or lower capacity power lines between areas. and within areas
-Industry might need heavier power connections then housing and commercial.

Capacity limits on water sewage
-having several dimensions on the water/sewage pipes so that not everything from a city on 100 000 can go through one single tube all the way in a long long line.
-more challenge to how you handle your infrastructure.

Later larger transportation addon
-Single railroad tracks one way.
-Better on\off ramp solutions for roads, three lanes seperate to two and one and so on.
-Custom making ports, rail stations and airports to be larger city hubs with different layouts.

NO DISASTORS but....
-Accidents that require emergency services that happends in everyday life.
--Car vs bike, someone might get injured or die.
--car vs car.
--Truck of the road
--night leisure trouble that requires police and or ambulance.
--industry accident, injured or die.
--Seniors get heart attacks, diseases
--Flu season
--Illnesses require doctor visit
TO be honest, i have had several cities with 70K CIMS and NOONE were at the hospitals, ANY of them......
Now thats utopia.
--Elderly homes to free up housing for families, but of course they will cost you money.
--Longer CIM lifes since they can now die in accidents or retire.

Budget estimate for 50%, 100% and 150% when you hover mouse so you can see how much you can save

Ill be back with more but right now I want to enjoy the game some more.

Thank you for a fantastic game I have enjoyed for over 200 hours so far and many more to come :)
 
By the looks of things, I haven't seen anything concerning a major aspect of the game yet. That being population. The life cycle seems to be somewhat flawed along with the fact that a whole group of people who all appeared at the same time will all have the same default life expiration. Thus once you generally get past the 9000 milestone your population graph just has massive ups and downs every 2 years about. It's quite annoying as a huge portion of your population dies off and then your industries lack workers. Then you get a boom, and then it falls again and so on.

Aye, I have tried expanding slowly. Quite slowly in fact that the given year is 2050 and I only have 13 K people. And roughly ever 2 years the dip in population occurs to which I just minimize the game to do something else till it's over.

Thus I think it would be better to have the cims die of gradually rather than just having the portion of those who moved in all at the same time die for a bout a year.
 
it would be useful to see reasons why cims are choosing not to work at certain places, industrial buildings in specific. i'd like to know if cims want to work there, but can't get there, they don't want to work they're because their education is too low/high, or they simply don't want to work there (prefers commercial establishments instead).

currently, the only information i get about a building not having enough workers is only how there might not be enough cims nearby or they can't get there.
 
By the looks of things, I haven't seen anything concerning a major aspect of the game yet. That being population. The life cycle seems to be somewhat flawed along with the fact that a whole group of people who all appeared at the same time will all have the same default life expiration. Thus once you generally get past the 9000 milestone your population graph just has massive ups and downs every 2 years about. It's quite annoying as a huge portion of your population dies off and then your industries lack workers. Then you get a boom, and then it falls again and so on.

Aye, I have tried expanding slowly. Quite slowly in fact that the given year is 2050 and I only have 13 K people. And roughly ever 2 years the dip in population occurs to which I just minimize the game to do something else till it's over.

Thus I think it would be better to have the cims die of gradually rather than just having the portion of those who moved in all at the same time die for a bout a year.

There's a work-around for that. Don't zone all at once, but zone only a few 4x4 or smaller squares at a time and do not zone more until those are built and occupied. I never have deathwaves in my cities, because I zone little by little like that. The problem stems from the fact that as soon as those buildings start to spawn so do the cims and when the cims spawn they always consist of at least 50% adults so half your population that just moved in will be dead in about 4 years game time. If you space out how fast you zone, you can control how fast they spawn and therefore how much of your population dies at once.
 
I do love the European buildings and the corner feature i really do.

dyncitylayouts.jpg

But, that day when I open my game to se this level of zoning available. I promise that from that day I'm never going to leave my pc again! I enjoy old European ways of utilizing all the space available along the roads.

Of course this needs to be some sort of deferent zone type or category. Like you have two RCI zone types. One for regular buildings that are not connected and another zone type for RCI that are connected (wall to wall) both have low, medium and high density zones categories like now.

Like having the building themes but not restricted to a whole district but for individual zoned areas. That would allow to mix regular with wall to wall on a realistic level. And that would really feed my imagination!

Over and out. I'm going back in game! Thanks for reading!