As Xbox only player; there is no bigger frustration with this game than how everything is siloed. It makes no sense. I literally would pay for a DLC patch that just made all DLC game systems as part of base game w/ base vanilla game items given better functionality and improvement.
What do I mean? The fact that base game parks do not work nor cannot be placed on paths. Y'all have added several new game systems in the game's lifespan that could fix this. Game teleports garbage, etc. to main gates in city parks and campus and/or dump areas in pedestrian districts. It would have been great if this teleport functionality had been added so parks could placed on paths. Y'all could use the teleport functionality to fix base game parks by adding a 4x4 park maintenance building that works as the "main gates or pedestrian garbage/good collection points" when placed on a path.
For campus and industries; there should have been a single option added to base game using the mechanics (again; so that all old game elements and mechanic can be updated and/or improved with the new systems). Example: City parks could have been a free addition to base game (add golf course to replace). You could have added community college for free (add boarding schools to replace (campuses but for elementary & high school students)) b/c at least in most US schools, its not just plop a single building & call it a day.). This allows you to incorporate base items to work with these.
Example: the college faculty building (or MTI, etc.) could been updated to function as a generic faculty/teaching buildings that could be placed in University districts. Which would be perfect b/c we need generic classroom buildings for biology/history, etc. Right now; using one breaks the over. You have to choose vanilla or DLC.
Another is Biofuel bus station; which instead of just giving us a different bus terminal options is worse than default b/c you cannot selection options like base. You actually improved base; but did nothing with that DLC addition. Why? ugh.
Industries could have had farms as base additions with something like a chemical or natural gas district as a 5th industry (IDK what resource would be). Or functionality could also been used to add "commercial type industry" I'm thinking Hollywood movie industry/commercial using industry raw resource mechanic of leveling up, or commercial tech industry/commercial corridor. Doing this could then have better improved functionality between "farm district" and farm industry district; etc. Again; these can be mixed but they don't work well together and you only have so many farm jobs. Often having to sacrifice use of one for other or vice versa. And why would you not make default props not available to be selected in these filters?
Pedestrian districts not properly working with campus DLC is a good example here of these two DLC not working well together b/c pedestrian districts is designed to work independently and without expectation that campus functionality is even turned on. That's just annoying. It's annoying campus building don't function properly on pedestrian streets. (Side note: it's also dumb that we have to use a collection point period (it should be a choice) on pedestrian streets. IDK why we can't use pedestrian streets that allow for end-point cargo delivery (like heavy truck ban) and trash pick-up. That's much more realistic to me.
Airports not working with old airport assets at all is another weird one. IDK why they were not just tweaked to be a generic terminals options; adding ability to modify their default runways.
I get that y'all don't want to break old save files; so maybe its too late for original game, but it would be great if DLC could be added in manner so basic LDC functionality is added to base game that can be leverage dby both old and future DLCS. Again, my suggestion is to add a free version of things that show off system. Then, the DLC provides a bunch of other options of the system that can be used). Old assets updated to work with new systems if it expands on a concept like schools or industries or airports, etc.
Maybe I'm in minority; but I'd rather old building just be auto-deleted when launching the save file after a patch/DLC; forcing me to fix/replace the building with updated buildings and functionality. That's a much healthier game than this siloed mess.
Another example is the various district themes added as content; yet there is no base game method to manage district themes. There should be a way to curate or create or own themes at the main screen. We should also be able to select default building themes for a map when selecting it (we should be able to chose NA/Europe, custom). This is way more important to me than a map editor. Example district: I select all commercial vanilla and CCP buildings with automobile parking; so I don't have to bulldoze 1000 times. Additionally; this could allow me to set unique buildings as a generic growable commercial, office, or residential buildings. It's dumb that every CCP building is unique. I don't have mods to fix this; and it causes building issues for all these skyscrapers or commercial buildings to not work properly. Again; it would also be great to have some of these assets more than once of.
Content creator packs are some of the best content you give us. The assets are great, but they are handled horrible and not properly incorporated into game. except for the fire/police stations. Tourism should a secondary to buildings so that they can still be used as commercial, residential, etc.
For this game at least; we really need a policy filter to building to include automobile parking or not and whether they a designed to be wall/to wall or stand-alone. You can do wall to wall with default growable or automobile centric commercial zoning, but whack a mole is tedious.
Not incorporating the new selection filter for props as part of base game assets for more options is a big let down of new features that would have added tremendous value to base vanilla game. For love of goodness; having to bulldoze the creepy scary clown prop buildings every time that prop spawns is tedious. Let me just select or filter that prop like cars can be done now.
And we can get some basic new words beside "bookstore" such as "drugstore", "candystore" and/or for other vanilla buildings. Big Bites could be Big Bites, Small Bites, Medium Bites. The building looks great. I wouldn't mind 2 next to each other like its McDonald's versus Burger KIng, but all we get is Burger Kings aka "Big Bites." Is there no way to add a small word data base where it could pull small, big, medium then burger, sandwich, sliders, etc. Its generic but Small Sliders next to Big Bites would look much better even if it was same asset. I feel like that fix alone would improve base vanilla 1000x; especially since it does it for some assets.
Final comment; please have better descriptions on things in UI. IDK what half the new graphic settings in remaster mean. It doesn't clarify in 25 times cheat if this just unlocks them all at once or this is only way to get 25 tiles.
You haven't updated UI info for vanilla assets or provided basic needed info for so many items. For example; update vanilla buses/trains to give us passenger counts and speeds for all of them. Having to select all is tedious. I don't believe all roads have their default speeds in description either. The attractiveness # a building adds to a campus. Be nice if generic parks and stuff could be placed in either parks and/or campus to boost this number (example of them working better). Most policies are poorly explained on what they actually do. Y'all literally added some of this info in DLC and content creator labels, but you couldn't take the time to update some text fields for vanilla assets? That's annoying.
If need be; make it an option for simple or advanced tooltips/explanations. I don't want to have to Google stuff every time I make tweaks to train lines or busses.
This turned into a ramble; but I love the game, but playing around on the Remaster game without the DLC (due to that issue) loading just reiterates how awful DLC functionality is siloed and not added to base games.
What do I mean? The fact that base game parks do not work nor cannot be placed on paths. Y'all have added several new game systems in the game's lifespan that could fix this. Game teleports garbage, etc. to main gates in city parks and campus and/or dump areas in pedestrian districts. It would have been great if this teleport functionality had been added so parks could placed on paths. Y'all could use the teleport functionality to fix base game parks by adding a 4x4 park maintenance building that works as the "main gates or pedestrian garbage/good collection points" when placed on a path.
For campus and industries; there should have been a single option added to base game using the mechanics (again; so that all old game elements and mechanic can be updated and/or improved with the new systems). Example: City parks could have been a free addition to base game (add golf course to replace). You could have added community college for free (add boarding schools to replace (campuses but for elementary & high school students)) b/c at least in most US schools, its not just plop a single building & call it a day.). This allows you to incorporate base items to work with these.
Example: the college faculty building (or MTI, etc.) could been updated to function as a generic faculty/teaching buildings that could be placed in University districts. Which would be perfect b/c we need generic classroom buildings for biology/history, etc. Right now; using one breaks the over. You have to choose vanilla or DLC.
Another is Biofuel bus station; which instead of just giving us a different bus terminal options is worse than default b/c you cannot selection options like base. You actually improved base; but did nothing with that DLC addition. Why? ugh.
Industries could have had farms as base additions with something like a chemical or natural gas district as a 5th industry (IDK what resource would be). Or functionality could also been used to add "commercial type industry" I'm thinking Hollywood movie industry/commercial using industry raw resource mechanic of leveling up, or commercial tech industry/commercial corridor. Doing this could then have better improved functionality between "farm district" and farm industry district; etc. Again; these can be mixed but they don't work well together and you only have so many farm jobs. Often having to sacrifice use of one for other or vice versa. And why would you not make default props not available to be selected in these filters?
Pedestrian districts not properly working with campus DLC is a good example here of these two DLC not working well together b/c pedestrian districts is designed to work independently and without expectation that campus functionality is even turned on. That's just annoying. It's annoying campus building don't function properly on pedestrian streets. (Side note: it's also dumb that we have to use a collection point period (it should be a choice) on pedestrian streets. IDK why we can't use pedestrian streets that allow for end-point cargo delivery (like heavy truck ban) and trash pick-up. That's much more realistic to me.
Airports not working with old airport assets at all is another weird one. IDK why they were not just tweaked to be a generic terminals options; adding ability to modify their default runways.
I get that y'all don't want to break old save files; so maybe its too late for original game, but it would be great if DLC could be added in manner so basic LDC functionality is added to base game that can be leverage dby both old and future DLCS. Again, my suggestion is to add a free version of things that show off system. Then, the DLC provides a bunch of other options of the system that can be used). Old assets updated to work with new systems if it expands on a concept like schools or industries or airports, etc.
Maybe I'm in minority; but I'd rather old building just be auto-deleted when launching the save file after a patch/DLC; forcing me to fix/replace the building with updated buildings and functionality. That's a much healthier game than this siloed mess.
Another example is the various district themes added as content; yet there is no base game method to manage district themes. There should be a way to curate or create or own themes at the main screen. We should also be able to select default building themes for a map when selecting it (we should be able to chose NA/Europe, custom). This is way more important to me than a map editor. Example district: I select all commercial vanilla and CCP buildings with automobile parking; so I don't have to bulldoze 1000 times. Additionally; this could allow me to set unique buildings as a generic growable commercial, office, or residential buildings. It's dumb that every CCP building is unique. I don't have mods to fix this; and it causes building issues for all these skyscrapers or commercial buildings to not work properly. Again; it would also be great to have some of these assets more than once of.
Content creator packs are some of the best content you give us. The assets are great, but they are handled horrible and not properly incorporated into game. except for the fire/police stations. Tourism should a secondary to buildings so that they can still be used as commercial, residential, etc.
For this game at least; we really need a policy filter to building to include automobile parking or not and whether they a designed to be wall/to wall or stand-alone. You can do wall to wall with default growable or automobile centric commercial zoning, but whack a mole is tedious.
Not incorporating the new selection filter for props as part of base game assets for more options is a big let down of new features that would have added tremendous value to base vanilla game. For love of goodness; having to bulldoze the creepy scary clown prop buildings every time that prop spawns is tedious. Let me just select or filter that prop like cars can be done now.
And we can get some basic new words beside "bookstore" such as "drugstore", "candystore" and/or for other vanilla buildings. Big Bites could be Big Bites, Small Bites, Medium Bites. The building looks great. I wouldn't mind 2 next to each other like its McDonald's versus Burger KIng, but all we get is Burger Kings aka "Big Bites." Is there no way to add a small word data base where it could pull small, big, medium then burger, sandwich, sliders, etc. Its generic but Small Sliders next to Big Bites would look much better even if it was same asset. I feel like that fix alone would improve base vanilla 1000x; especially since it does it for some assets.
Final comment; please have better descriptions on things in UI. IDK what half the new graphic settings in remaster mean. It doesn't clarify in 25 times cheat if this just unlocks them all at once or this is only way to get 25 tiles.
You haven't updated UI info for vanilla assets or provided basic needed info for so many items. For example; update vanilla buses/trains to give us passenger counts and speeds for all of them. Having to select all is tedious. I don't believe all roads have their default speeds in description either. The attractiveness # a building adds to a campus. Be nice if generic parks and stuff could be placed in either parks and/or campus to boost this number (example of them working better). Most policies are poorly explained on what they actually do. Y'all literally added some of this info in DLC and content creator labels, but you couldn't take the time to update some text fields for vanilla assets? That's annoying.
If need be; make it an option for simple or advanced tooltips/explanations. I don't want to have to Google stuff every time I make tweaks to train lines or busses.
This turned into a ramble; but I love the game, but playing around on the Remaster game without the DLC (due to that issue) loading just reiterates how awful DLC functionality is siloed and not added to base games.
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