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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 hope it will be added this thigns:
1.TROLLEYBUSES
2.OVERGROUND METROPOLITAN AND ALL TYPES FOR TRAIN TURNOVER (TURNOVER DEATHLOCK, PTO ("ПТО" in Russian)
3.RAILWAY DEPOR!!! Where do the trains appear?
4.The opportunity to connect different cities of different players and Unlimited Road connection,export of electricity, water.
5.Residents as LCD, commerces as TTS, SEC,Markets ("рынок" in Russian),Shops in a resident's, Offices as business center.
6.Paid Parking lots
7.CROSSING IN A ROAD.
8.Ray Trassing in game (it's not obligatory)
Crossing in a road? Care to elaborate?
 
Here's my suggestion:

Citizen Demographics DLC

I always wanted something that would make the citizens feel more like real people. As it stands now, citizens are not too interesting to follow around once you're finished your city (which I argue is the end-game content). The addition of social demographics, wealth, citizen needs and hobbies would solve many of my grievances with this game.


Citizens Needs
  • Citizens would need to supply themselves with food, entertainment, clothing, general goods, etc. Grocery stores and restaurants to satisfy food. Clothing stores for clothing. Movie theaters and parks for entertainment, etc. This would make your commercial district not only just look diverse, but feel more diverse, as gas stations will no longer have the same effect as a restaurant.

Citizen Hobbies/Interests/Personalities
  • Works similarly to citizen needs, except this will be a citizen's preferred way of satisfying their needs (particularly entertainment). A skater would gain the most entertainment from a skatepark. A gamer would gain the most entertainment from an arcade or game store. A nature lover would gain more entertainment from parks, gardens and hiking trails. This way you will be incentivize to provide a variety of outlets rather than just placing a standard park and calling it a day.
A citizen's personality would affect how they would behave in your city. It could affect where they would want to work, where they would like to satisfy their needs (indoors or outdoors), whether or not they want to marry and have kids, and how they respond when they're not happy (riot, move out, sulk).


Citizen Wealth
  • Along with this, wealth would make certain places more or less accessible to certain citizens. Expensive facilities and outlets would generally provide higher satisfaction than cheaper alternatives. Wealth is determined by both their education level and where they work. The ranks in terms of wealth provided by workpace and position would look a lot like this.
    Uneducated Commercial: 16th

    Uneducated Industrial: 15th

    Uneducated Service: 14th

    Uneducated Office: 13th

    Educated Commercial: 12th

    Educated Industrial: 11th

    Educated Service: 10th

    Educated Office: 9th

    Well Educated Commercial: 8th

    Well Educated Industrial: 7th

    Well Educated Service: 6th

    Well Educated Office: 5th

    Highly Educated Commercial: 4th

    Highly Educated Industrial: 3rd

    Highly Educated Service: 2nd

    Highly Educated Office: 1st

With this implemented, you would have to closely examine your population and gauge their interests, and figure out the most appropriate area to place certain types of buildings. This would lead to much better and more engaging gameplay than just plopping any building wherever and achieving the same effect. And maybe you'll start to care more about your citizens as they behave more human-like, and not want to just drop a meteor on them just because you can.
 
Here's my suggestion:

Citizen Demographics DLC

I always wanted something that would make the citizens feel more like real people. As it stands now, citizens are not too interesting to follow around once you're finished your city (which I argue is the end-game content). The addition of social demographics, wealth, citizen needs and hobbies would solve many of my grievances with this game.


Citizens Needs
  • Citizens would need to supply themselves with food, entertainment, clothing, general goods, etc. Grocery stores and restaurants to satisfy food. Clothing stores for clothing. Movie theaters and parks for entertainment, etc. This would make your commercial district not only just look diverse, but feel more diverse, as gas stations will no longer have the same effect as a restaurant.

Citizen Hobbies/Interests/Personalities
  • Works similarly to citizen needs, except this will be a citizen's preferred way of satisfying their needs (particularly entertainment). A skater would gain the most entertainment from a skatepark. A gamer would gain the most entertainment from an arcade or game store. A nature lover would gain more entertainment from parks, gardens and hiking trails. This way you will be incentivize to provide a variety of outlets rather than just placing a standard park and calling it a day.
A citizen's personality would affect how they would behave in your city. It could affect where they would want to work, where they would like to satisfy their needs (indoors or outdoors), whether or not they want to marry and have kids, and how they respond when they're not happy (riot, move out, sulk).


Citizen Wealth
  • Along with this, wealth would make certain places more or less accessible to certain citizens. Expensive facilities and outlets would generally provide higher satisfaction than cheaper alternatives. Wealth is determined by both their education level and where they work. The ranks in terms of wealth provided by workpace and position would look a lot like this.
    Uneducated Commercial: 16th

    Uneducated Industrial: 15th

    Uneducated Service: 14th

    Uneducated Office: 13th

    Educated Commercial: 12th

    Educated Industrial: 11th

    Educated Service: 10th

    Educated Office: 9th

    Well Educated Commercial: 8th

    Well Educated Industrial: 7th

    Well Educated Service: 6th

    Well Educated Office: 5th

    Highly Educated Commercial: 4th

    Highly Educated Industrial: 3rd

    Highly Educated Service: 2nd

    Highly Educated Office: 1st

With this implemented, you would have to closely examine your population and gauge their interests, and figure out the most appropriate area to place certain types of buildings. This would lead to much better and more engaging gameplay than just plopping any building wherever and achieving the same effect. And maybe you'll start to care more about your citizens as they behave more human-like, and not want to just drop a meteor on them just because you can.

Some of the ideas have caught my interesting but I must digress at the personality aspect. This area, citizen personality/hobbies/etc will definitely make large city difficult to play. With mods add to the mix, near impossible. You have to remember this game already have a 65k+ citizen activities cap, about a million population cap. Your second request will have to be limited by these two caps. Imagine if the activity cap was now a million, I do not believe we have yet create a RAM such a large calculation and control. Also remember you have roads, districts, square of lands, non animated object to be considered.

Even if there is such that existed for such simulation; it will probably cost somewhere around $2500.00(just my assumption). Lastly, the wealth aspect. While it is generally true that education plays a large role in one's ability to build wealth. You cannot forget such area as experience comes into play as well.
 
Some of the ideas have caught my interesting but I must digress at the personality aspect. This area, citizen personality/hobbies/etc will definitely make large city difficult to play. With mods add to the mix, near impossible. You have to remember this game already have a 65k+ citizen activities cap, about a million population cap. Your second request will have to be limited by these two caps. Imagine if the activity cap was now a million, I do not believe we have yet create a RAM such a large calculation and control. Also remember you have roads, districts, square of lands, non animated object to be considered.

Even if there is such that existed for such simulation; it will probably cost somewhere around $2500.00(just my assumption). Lastly, the wealth aspect. While it is generally true that education plays a large role in one's ability to build wealth. You cannot forget such area as experience comes into play as well.
I guess it's because I'm more accustomed to building smaller towns, so it would be nice if every citizen had more personality to make them more interesting to watch. Sure, a city of 1 mil+ unique citizens being simulated at the same time would be great, but I know that we're not at that level of technology, yet. In this current state, the game can only simulate 2.3% of a city at it's max population. So in order to achieve a 100% accurate simulation, I don't like having more than 65,000 citizens in my city because that's when the simulation starts to extrapolate. Although I tend to go for lower than that (less than 20,000).

Experience would be a nice addition to how people search for jobs, but I can't come up with a way for it to be implemented into the game. I guess for now, it can be something like the longer a citizen works in a certain building, the more they get paid.
 
Hi, I’ve noticed that there isn’t once crucial building missing from the Industries DLC. A scrapyard. It would have been great to make one to help your city’s ore industry, as you would be recycling cars to have a renewable source of ore.
 
Also a large railway station underground would be great, as in have the building as the station but the platforms should be underground like the metro station. And the number of platforms should be the same as the existing big railway stations. This would add realism to cities like New York where Grand Central have Terminals like this, or Birmingham New Street for example.
 
Please add different types of roads (kinds group) in next DLC
Cobble road group: the cost of building road * 3 times (compared to normal roads); maintenance cost * one third; happiness bonus and raise ground value up to 2 tile around the road.
for example: cobble two-lane road, cobble four-lane road, ...
Green and Beautiful (GAB) road group: It is same cobble road but with tiny solar panels upon road. also they are most beautiful and nature friendly!
the cost of building road * 5 times; maintenance cost * one fifth; large happiness bonus and raise ground value; produce a little electricity
And other roads group such as nano-carbon roads (auto-repair and almost no maintenance cost), robotic roads (very high speed transportation cargo & humans), etc.

finally, excuse me for my poor English:)
 
I guess it's because I'm more accustomed to building smaller towns, so it would be nice if every citizen had more personality to make them more interesting to watch.

I believe what you are looking for is Tropico. It’s a different tone, got its own sense of humour and a lot of what you are looking for is in that game
 
I’ve been thinking about things I believe would make this game a little better. Now, I’m on Xbox but I am aware of all the DLCs.

I guess as an Xbox player what I’d like the most would be to catch up to the PC DLCs fast. At least close the gap a bit.

Another thing I’d like would be the possibility to “merge” some items. For instance, if I place multiple cemeteries together, to have one big cemetery instead of what we see.

Two things I was a bit disappointed was with the complete lack of internal logic to companies (everything seems to be random generated names). I’d love to see companies be integrated at least a bit. Have some companies have factories and commerces (easy example: an oil company that has gas stations). I’d love to see some companies evolve, grow or fall, maybe need office space as it gets bigger, maybe to the point of needing its own tower. Maybe this could make offices a necessity instead of just an option to polluting industries. Who knows where they could take it but some integration would be nice.

In a similar fashion, I’d like to see a bit more integration of the outside map. What cites are around to connect to? (In an ideal world, even our own maps or friends). I understand there are limitations but any step towards making me feel like this is a place in a world would be appreciated.

The other thing that I am disappointed with is the lack of variety when it comes to buildings in different areas or districts. After mulling over it a while I decided to make a post completely on the subject but the general idea is that buildings of various types should have various look option depending on the situation (ex: motel or bed and breakfast in rural areas instead of 20 stories hotels).

One more thing, although I would be shocked to see you basically redo a dlc, the football one... is disappointing. I wished the result of the stadium were similar to what I see in Montreal with hockey. Season last x months. If they make the playoffs, extra month or two (extra income). Used less in the off-season which could affect businesses around. Maybe it could be used for other events (car shows, conventions, etc). As it stand... there doesn’t seem to be anything other than your team plays once every 7 to 11 months with nothing else? Maybe I’m missing something.

Anyway, those are the main ideas I had that I haven’t heard others mention.

Hope this gives someone some food for thoughts.

Thank you for your time
 
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I'd suggest a commercial zoning (or zoning in general) overhaul.
I've been going around the suggestion threads and seen some people complaining some aspects of the commercial zones (like the name's one mentioned by Irealys just before this reply).
I'd like to address problems such as way too many repeated businesses (sometimes even next to each other), name doesn't match business, lack of some businesses and demand.
This could come in as part of a future DLC, with free elements and others that would be available with the paid DLC.

1. Repeated business/demand: I'm not a programmer but I'm not sure if it would a deep change in the coding to create a demand system and also to avoid the same businesses clustering next to each other (correct me if I'm wrong, please). The idea of demand would be as you start your city, and do your commercial zoning, you would get the adequate businesses as they come. So, for example, instead of the first business that pops up in your town being a Big Bite, you would get a grocery store (like the one that says "market place" on its facade). Next could be a drug store and a fuel station. Point being, essential commodities would come first before other more entertaining ones. I kinda of achieved this variety via demolishing businesses as I needed, but it proved to be a waste of time as once they level up, it doesn't necessarily mean it will be the same kind of business - with the "make historical" option coming later for consoles withe industries DLC, this shouldn't be a problem, but again, it would be nicer to have this a natural progression of the game, instead of micromanaging). This demand system would also avoid the same business showing several times and even next or very close to each other. Some might think this would need a large variety of buildings, but the more generic looking ones could be the exception.

2. Name doesn't match business: I've seen people complaining about this in a few threads. This should have been fixed a while back, no? Or at least, if we change the name manually, once the building level up, the name should change as well. I remember naming one those buildings that look like a Dairy Queen restaurant accordingly (it came up as a drug store) just to have it leveled up later into something completely different (as in not another restaurant), but the name remained. So it's also pointless to do this sort of micromanaging until the "make historical" option becomes available). Which brings me to...

3. Reconsidering the leveling up system: This one might be divisive, but I don't see the logic on the leveling up for CS. It pretty much means that a business (and industry) apparently goes out of business (or it's sold for new investors) as the next building usually doesn't have nothing to do with the previous one, so it's not the business that levels up. I don't know how complicated and feasible would be to change this, but a realistic city would have a mixed group of the building in the various levels. This applies to the residential zones as well. My suggestion is the level up won't be attached to the building, but to the zone, so your initial buildings would remain that way, but any new building would be the next level and so on. If there's no free tiles in the district, you can bulldoze some businesses/houses/industries and the new one built will be from the next level.

4. Lack of some businesses: What about dentists?! I know we all might hate them, but we'll need them at some stage. I wouldn't include them in emergency business as it's not the case, so it could be a unique commercial building, upon demand, with its tooth rotating besides the building just like the giant ice-cream or squirrel donut. A drug store could also have a distinguishable element as well (a pill?).
Other buildings suggestions are (all containing a feature that make them stand out): flea market, variety of international cuisines, clothing stores, private health, car rental, that's all I can think of right now as some I've been thinking of might be in the game already - they just haven't stood out to me.

P.S.: Don't you think that certain commercial unique buildings such as the shopping centers should have their upkeep removed, if not actually give some profit? Doesn't make sense to have an upkeep on them. Or maybe maintain the upkeep but give some money back based on the visitors, which could turn out a profit or not, depending on the volume of visitors.
 
I'd suggest a commercial zoning (or zoning in general) overhaul.
I've been going around the suggestion threads and seen some people complaining some aspects of the commercial zones (like the name's one mentioned by Irealys just before this reply).
I'd like to address problems such as way too many repeated businesses (sometimes even next to each other), name doesn't match business, lack of some businesses and demand.
This could come in as part of a future DLC, with free elements and others that would be available with the paid DLC.

1. Repeated business/demand: I'm not a programmer but I'm not sure if it would a deep change in the coding to create a demand system and also to avoid the same businesses clustering next to each other (correct me if I'm wrong, please). The idea of demand would be as you start your city, and do your commercial zoning, you would get the adequate businesses as they come. So, for example, instead of the first business that pops up in your town being a Big Bite, you would get a grocery store (like the one that says "market place" on its facade). Next could be a drug store and a fuel station. Point being, essential commodities would come first before other more entertaining ones. I kinda of achieved this variety via demolishing businesses as I needed, but it proved to be a waste of time as once they level up, it doesn't necessarily mean it will be the same kind of business - with the "make historical" option coming later for consoles withe industries DLC, this shouldn't be a problem, but again, it would be nicer to have this a natural progression of the game, instead of micromanaging). This demand system would also avoid the same business showing several times and even next or very close to each other. Some might think this would need a large variety of buildings, but the more generic looking ones could be the exception.

2. Name doesn't match business: I've seen people complaining about this in a few threads. This should have been fixed a while back, no? Or at least, if we change the name manually, once the building level up, the name should change as well. I remember naming one those buildings that look like a Dairy Queen restaurant accordingly (it came up as a drug store) just to have it leveled up later into something completely different (as in not another restaurant), but the name remained. So it's also pointless to do this sort of micromanaging until the "make historical" option becomes available). Which brings me to...

3. Reconsidering the leveling up system: This one might be divisive, but I don't see the logic on the leveling up for CS. It pretty much means that a business (and industry) apparently goes out of business (or it's sold for new investors) as the next building usually doesn't have nothing to do with the previous one, so it's not the business that levels up. I don't know how complicated and feasible would be to change this, but a realistic city would have a mixed group of the building in the various levels. This applies to the residential zones as well. My suggestion is the level up won't be attached to the building, but to the zone, so your initial buildings would remain that way, but any new building would be the next level and so on. If there's no free tiles in the district, you can bulldoze some businesses/houses/industries and the new one built will be from the next level.

4. Lack of some businesses: What about dentists?! I know we all might hate them, but we'll need them at some stage. I wouldn't include them in emergency business as it's not the case, so it could be a unique commercial building, upon demand, with its tooth rotating besides the building just like the giant ice-cream or squirrel donut. A drug store could also have a distinguishable element as well (a pill?).
Other buildings suggestions are (all containing a feature that make them stand out): flea market, variety of international cuisines, clothing stores, private health, car rental, that's all I can think of right now as some I've been thinking of might be in the game already - they just haven't stood out to me.

P.S.: Don't you think that certain commercial unique buildings such as the shopping centers should have their upkeep removed, if not actually give some profit? Doesn't make sense to have an upkeep on them. Or maybe maintain the upkeep but give some money back based on the visitors, which could turn out a profit or not, depending on the volume of visitors.
This sounds great! And what would really tie it together would be a citizen need's mechanic (hunger, clothing, etc.) that determines when and where a citizen will shop. The appearances of these buildings could also depend on the area's satisfaction with those needs.
 
with its tooth rotating besides the building just like the giant ice-cream or squirrel donut.

No doubt with PINK plaque all over it. :( ;)

problems such as way too many repeated businesses (sometimes even next to each other)

Agreed.

I despise this ugly head on top of the building, and it pops up too much.

ugly head 20190206183609_1.jpg
 
Hello
I had an idea to improve roads, I didn't read the whole thread so I hope I'm not repeating

Instead of choosing a road in the list and tabs; I find myself a bit lost and it's one reason I deactivated my roads mod because it was even worth!
I suggest we have only the choice of the number of lanes, 1 to 6, in one tab and then it'll be options to choose:
- 1 way road (two way by default)
- Asymetrical/symetrical
- Bus lanes/emergency lane
- Bicycle lane
- Pedestrian crosswalks
- Side, center or no lights
- Trees/bushes on the side, on center, or not at all
- Max speeds
- ...
(some may be unavailable depending on the others options)

The lanes options would take over the number of lanes you draw at first, then you could take them back to transform to a bigger road, example: a 4 lane road with 1 bus lane in each direction could become a asymetrical 3 lanes with bicycle lane, or a 4 lanes 2 ways road ..

I would also love to see them being built (quickly) and repaired sometimes :)
 
Hello
I had an idea to improve roads, I didn't read the whole thread so I hope I'm not repeating

Instead of choosing a road in the list and tabs; I find myself a bit lost and it's one reason I deactivated my roads mod because it was even worth!
I suggest we have only the choice of the number of lanes, 1 to 6, in one tab and then it'll be options to choose:
- 1 way road (two way by default)
- Asymetrical/symetrical
- Bus lanes/emergency lane
- Bicycle lane
- Pedestrian crosswalks
- Side, center or no lights
- Trees/bushes on the side, on center, or not at all
- Max speeds
- ...
(some may be unavailable depending on the others options)

The lanes options would take over the number of lanes you draw at first, then you could take them back to transform to a bigger road, example: a 4 lane road with 1 bus lane in each direction could become a asymetrical 3 lanes with bicycle lane, or a 4 lanes 2 ways road ..

I would also love to see them being built (quickly) and repaired sometimes :)
That sounds similar to what we had in Cities in Motion 2. I would really like that feature to come back.
 
Municipal garage: this would hold Garbage and recycling trucks in place of landfills and recycling centers, these buildings would be where the trucks go to dump their loads, then they return to the garage for storage and repairs, smaller snowplows/salt trucks for small and medium-sized streets would also be stored in these buildings
Highway services- these buildings would handle plowing/salting larger roads and highways
 
Thank you for all your efforts
I wish you would add wars to us to make the city more realistic
Military area, military and military training, wars between the debtor and military plans and strategies
This game is mostly a city builder; military adventure is mostly a last resort idea for most nations. It would be hard to implement it in this game other it being visual addition with little to no functionalities.