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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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At first: my appologize, if this has been mentioned on the 24 pages before.

I am missing some kind of pipette (by shortcut). E.g. if I want to expand an existing road and hit a hotkey, a pipette appears. Now I can click on the end of the existing road and the right road type will be automatically selected for building.
The same could work for buildings or other objects: just click on them with a pipette (like a color picker) and the same road/object ist selected for building.
This would make building more easy =)
 
At first: my appologize, if this has been mentioned on the 24 pages before.

I am missing some kind of pipette (by shortcut). E.g. if I want to expand an existing road and hit a hotkey, a pipette appears. Now I can click on the end of the existing road and the right road type will be automatically selected for building.
The same could work for buildings or other objects: just click on them with a pipette (like a color picker) and the same road/object ist selected for building.
This would make building more easy =)
awesome idea, have wanted that a few times as well
putting the pipette right next to the exclamation mark for changing road type would make sense
 
I am building a 25 cell game the 'wrong way round' - that is, by placing the major roads and railways in place BEFORE placing any buildings. The idea is to then place buildings and local roads as the city grows.

What would be useful would be the ability to put a label, in text, over the map to indicate where I plan or need to place various items - ie Station here, this is office etc. rather than memory or a paper copy of the map.

EDIT : I can, sort of, manage it by creating districts with suitable names, but that does not necessary give me enough detail.
 
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How about a backup power system? Where for something like a dam that can fluctuate in power output, we have have a wind farm nearby and when you click on them, have an option to turn themselves on when the city is using more power than is avaliable?
 
Can we have CAPITAL CITIES DLC, which will allow players to create & build up cities as administrative hubs. This may include various levels like a district capital, a state capital & a National Capital with Parliament, Supreme court, President's residence, Ministry buildings, communities of gold collar workers, headquarters of every services available in the game, citizens protesting and rallying, residences for the govt. officials, a DLC where administrative services are at its core. :)
 
How about a backup power system? Where for something like a dam that can fluctuate in power output, we have have a wind farm nearby and when you click on them, have an option to turn themselves on when the city is using more power than is avaliable?
while i support the suggestion, the example you gave is unrealistic, and the opposite way around of how it is done in reality.
dams can be stopped, or even have the generator run in reverse for storing water higher up depending on demand, while wind and solar have massive fluctuations naturally, exceeding what the game simulates aready, and require to have their spikes capped off through filling some storage, while their low points have to be covered by hydroelectric, coal or nuclear, in the case of coal some power plants even run constantly to maintain temperature so they can be instantly available in a wind drop, thus running just to heat its neighbourhood air for most of the time, wasting fuel to avoid the network breakdown inherent in large scale wind use
 
You know what would be great? If I could open up the asset editor and create a school using any building asset like a prop and not be forced to use a pre-existing school building asset/template. Why such a limitation?

You know what else would be great? If zone grids wouldn't break apart in weird, wonky configurations because one road is slightly angled, while having an easy way to manipulate the zone grid per road to desired spacings.

These are my two biggest frustrations currently.
 
Before a new release : a reminder for CO to review the FR translation (starting by "produits animaliers" to "produits d'origines animales" that isn't the same thing at all) ^^
 
I'm afraid the translators have to make the text fit to certain length and in this case your suggestion is too long :(
Produits animaliers is food for animals.... Produits d'origines animales is meat, milk, etc...
I don't see other words.

Also "Bois raboté" for the cut wood from industries... "bois coupé" is much metter here, and the length should be ok there ;)

Vive la France !

Check out the doc i had sent to you, sometimes ago.
 
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I would love to see a public safety expansion content. Where you dig in more with the public safety side of things. Such as prisons fire departments forest service police Sheriffs and more. Please let this be taken under way as disasters didnt touch on that it just show what can happen. Not touching on public safety side of things as a firefighter my self I would love it. Thank you for publishing the game and all the expansions with it. Matthew Kasperian
 
I Wish a DLC. :) My idea:
The people can cause disasters. The disaster can happening only in a city. I think the game become more enjoyable if we should pay attention for these problems.

Title: Industrial disasters

Smog
Three things can cause smog:
1. The volume of traffic (number of non-electric vehices).
2. The quantity of smoking industrial building.
3. Non-green (oil, coal) power plants and waste burner (incinerator)

The consequence of smog:
1. The avarrege temperature is become higher. When the temperature reach the 40 Celsius (or significantly higher than the avarage) the ~20-40% of senior citizens become sick. They should go to hospital or clinic.
The challenge:
Maybe you no have enought place in hospital and clinic. If you do not help to seniors they can die.
2. More fire:
- In agricultural buildings,
- in forests.

The industrial buildings are important in the game. So we need for a new function: The industrial buildings change to non-smoking industry. I think the Industry 4.0 can serve this function.

Oil catastrophe
The oil mining can cause oil catastrophe. Maybe a litttle chance (odds) is okay for it. (Maybe 0,01% to happening an oil catastrophe.)

The consequence of oil catastrophe:
The area where the disaster happend plus ~20% in radius become pollutioned for 20 years. From this place can not mining oil or anything, all building is destroying in this area and can not build new buildings in this area. The water become pollutioned especially if the disaster happend near to beach / riverside.

Ore mining catastrophe
Everything is similar than oil catastrophe.

Nuclear power plant's reactor meltdown
The Nuclear power plants need for water to cooling the reactor. If you build and start the nuclear power plant you need for supply with water. If the water supply is disappear after some time (eg. 5 minutes) the reactor is meltdown. If the water supply is disappear you get an alert from the game. If you not do anything the disaster is befall.

The meltdown process: the power plant is exploding.

The consequence of nucelar catastrophe (reactor meltdown):
Four (4) or five (5) tiles (the tiles where the power plant was and the neighboring tiles) are becoming radiant for one hundred (100) years. The radiant tiles cause sick citizens always and death sometimes.

After 100 years the radiant cease.

Unsuccessfull spacerocket launch
Sometimes the rocket launch is not successfull in real life. I think sometimes the rocket should explode.

This cause only fire in the near buildings and threes too.

Epidemic
In real life once a year in the World the epidemic time is break out. It is a natural but people caused thing.

In the game once a year the 20% of citizens become sick (beyond the actual sick).
 
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I Wish a DLC. :) My idea:
The people can cause disasters. The disaster can happening only in a city. I think the game become more enjoyable if we should pay attention for these problems.

Title: Industrial disasters

Smog
Three things can cause smog:
1. The volume of traffic (number of non-electric vehices).
2. The quantity of smoking industrial building.
3. Non-green (oil, coal) power plants and waste burner (incinerator)

The consequence of smog:
1. The avarrege temperature is become higher. When the temperature reach the 40 Celsius (or significantly higher than the avarage) the ~20-40% of senior citizens become sick. They should go to hospital or clinic.
The challenge:
Maybe you no have enought place in hospital and clinic. If you do not help to seniors they can die.
2. More fire:
- In agricultural buildings,
- in forests.

The industrial buildings are important in the game. So we need for a new function: The industrial buildings change to non-smoking industry. I think the Industry 4.0 can serve this function.

Oil catastrophe
The oil mining can cause oil catastrophe. Maybe a litttle chance (odds) is okay for it. (Maybe 0,01% to happening an oil catastrophe.)

The consequence of oil catastrophe:
The area where the disaster happend plus ~20% in radius become pollutioned for 20 years. From this place can not mining oil or anything, all building is destroying in this area and can not build new buildings in this area. The water become pollutioned especially if the disaster happend near to beach / riverside.

Ore mining catastrophe
Everything is similar than oil catastrophe.

Nuclear power plant's reactor meltdown
The Nuclear power plants need for water to cooling the reactor. If you build and start the nuclear power plant you need for supply with water. If the water supply is disappear after some time (eg. 5 minutes) the reactor is meltdown. If the water supply is disappear you get an alert from the game. If you not do anything the disaster is befall.

The meltdown process: the power plant is exploding.

The consequence of nucelar catastrophe (reactor meltdown):
Four (4) or five (5) tiles (the tiles where the power plant was and the neighboring tiles) are becoming radiant for one hundred (100) years. The radiant tiles cause sick citizens always and death sometimes.

After 100 years the radiant cease.

Unsuccessfull spacerocket launch
Sometimes the rocket launch is not successfull in real life. I think sometimes the rocket should explode.

This cause only fire in the near buildings and threes too.

Epidemic
In real life once a year in the World the epidemic time is break out. It is a natural but people caused thing.

In the game once a year the 20% of citizens become sick (beyond the actual sick).

It is good! It will take us to a more realistic situations. Some accident / disaster is exist in SimCity , but in C:S sadly not. (But the SimCity is not enought realistic and we have only 1 tile for build a city ect.)

So yeah! It is a good DLC idea. I think the developers can add some new features futhermore @Tyfive wrote.
 
Yes it is a great idea because if you add accidents missing persons and theiving to the mix you can make it feel more real SimCity has accidents thieves. Missing people and hazmat zones can be a great add. If need be I can fill you in on more since I'm a firefighter.
 
I love this game...I really do! What could make it better? Drag strips..NHRA style...a NASCAR track..and so on...one more thing...a disaster...an alien invasion...huge mother ships over each built up city area...and a bunch more UFO's zipping around the..Skyline..

---Mike