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Sep 15, 2023
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The idea that I'm going to suggest here it may become a future most used feature if gets added in the game, I have never seen any city builder game try it, and this new mechanic is a cool way to have the MoveIt Mod in game but not as broken as it could be, because you know, in Cites Skylines 1, you can do anything and it doesn't affect your money in game, you can delete a big section of houses, make slopes better for roads, rise road segments, and affect the Land...So I came up with a new Idea for something like MoveIt to get in the game in a way it can become a game changer feature and quality of life mechanic, which will be used most of the time for everyone, I bet on it.
I'm talking about Blueprints mode, yes, simple as the name is, in Cites Skylines when you build a road, or anything else, if we do a mistake we have to bulldoze it, and it's bad because you're wasting money, so I think that for Cites Skylines 2 to look even better, with all the existing new features, I suggest there's a Option in Road Menu for Blueprint Mode, in this mode, you can build a long section of road without actually building it, you can drag roads the way you want, you will see on the side how much money it's costing for every adjustment, For Example, You can Build a Long Highway in a Existing Suburb and then plan all things ahead before clicking to build, you can adjust the height of bridges, you can upgrade the road type, you can switch to ground level, you can make it a Tunnel instead, just like MoveIt, and hey, you can drag the roads anywhere you want, you can select the Blueprint and Copy it or Move it Entirely to another place you want, This is only of the best ways to make MoveIt Mod into the game, and become a most used tool, this will allow players to do big plannings of layouts for cities, and maybe it could apply to something else too, what you think, are Blueprints Mode the future of city builder games?
 
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A blueprint or construction mode would be really great. I've suggested something like that before, but unfortunately it won't happen with CS2.
Also ploppable buildings should not be ready immediately but have a certain construction time. With simple streets the ploppable concept is still acceptable -- it's just a street. But for very large buildings (universities, transport hubs, unique factories...) "click and plop" feels strange. In every other game I know, it takes time to build larger structures and buildings.
From the gameplay point of view this would not be a big cut. You build roads and buildings as you know it and you see the result exactly the same as now in the game. The only difference is that everything you see is just a draft. Once you are done with the construction, you see what everything will cost, you click on the green checkmark, and the construction work begins. A simultaneous challenge would then be that road construction works can cause detours and traffic jams. At least for a short time.

It's too late for CS2 to implement such features, because it would be quite a profound change in the game. But for CS3... someday, who knows...? ;)
 
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A blueprint or construction mode would be really great. I've suggested something like that before, but unfortunately it won't happen with CS2.
Also ploppable buildings should not be ready immediately but have a certain construction time. With simple streets the ploppable concept is still acceptable -- it's just a street. But for very large buildings (universities, transport hubs, unique factories...) "click and plop" feels strange. In every other game I know, it takes time to build larger structures and buildings.
From the gameplay point of view this would not be a big cut. You build roads and buildings as you know it and you see the result exactly the same as now in the game. The only difference is that everything you see is just a draft. Once you are done with the construction, you see what everything will cost, you click on the green checkmark, and the construction work begins. A simultaneous challenge would then be that road construction works can cause detours and traffic jams. At least for a short time.

It's too late for CS2 to implement such features, because it would be quite a profound change in the game. But for CS3... someday, who knows...? ;)
Indeed, but honestly I feel like this feature is never going to fit Cities Skylines as it is, I like that mechanic from Workers & Resources Soviet Republic, but it's a shame that a big city builder of this new era is not going to step on innovative stuff that small city builder games have established I'm dying to see more of realism, and ofc CS2 only have one way of playing, there's no other modes, like realistic mode, but I hope in Cities Skylines 3 or a big city builder game as CS they will get this stuff done. Future is promising.
 
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I'd absolutely love a blueprint feature, even a much simpler one that shows you how big something will be even if you can't build it yet, so you can more easily reserve the space for the thing and don't end up having to demolish half a neighbourhood so minutely reconfigure streets so you can fit something in that, realistically, would have had land reserved well beforehand. It'd also be a good reminder of what you had been planning to place where, in case you took a break or something.
 
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Roads blueprints would be a great feature, that would help in planning future expansion of the city, especially while building in challenging terrain. I'd love to see what the area would look like before actually placing down the roads.
 
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It's a huge feature to implement. It is the feature I love most in Workers & Resources: Soviet Republic, and I hope ALL builder games have this feature in future, but I wouldn't expect it, just because it requires integration at a very early design stage. Maybe in C:S3?
 
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The idea that I'm going to suggest here it may become a future most used feature if gets added in the game, I have never seen any city builder game try it, and this new mechanic is a cool way to have the MoveIt Mod in game but not as broken as it could be, because you know, in Cites Skylines 1, you can do anything and it doesn't affect your money in game, you can delete a big section of houses, make slopes better for roads, rise road segments, and affect the Land...So I came up with a new Idea for something like MoveIt to get in the game in a way it can become a game changer feature and quality of life mechanic, which will be used most of the time for everyone, I bet on it.
I'm talking about Blueprints mode, yes, simple as the name is, in Cites Skylines when you build a road, or anything else, if we do a mistake we have to bulldoze it, and it's bad because you're wasting money, so I think that for Cites Skylines 2 to look even better, with all the existing new features, I suggest there's a Option in Road Menu for Blueprint Mode, in this mode, you can build a long section of road without actually building it, you can drag roads the way you want, you will see on the side how much money it's costing for every adjustment, For Example, You can Build a Long Highway in a Existing Suburb and then plan all things ahead before clicking to build, you can adjust the height of bridges, you can upgrade the road type, you can switch to ground level, you can make it a Tunnel instead, just like MoveIt, and hey, you can drag the roads anywhere you want, you can select the Blueprint and Copy it or Move it Entirely to another place you want, This is only of the best ways to make MoveIt Mod into the game, and become a most used tool, this will allow players to do big plannings of layouts for cities, and maybe it could apply to something else too, what you think, are Blueprints Mode the future of city builder games?
Great Idea, I've always though that a blueprint mode should was lacking in many sim games such as transport and theme park games where you can design your scheme/plan whatever and then you can either commit to it or abandon it. If you commit then it builds, not instantly and also pauses if you run out of funds until more it available
 
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The Moveit Mod is one of the most important Mods for the community and all city builders with focus on realismus and details.
Without allow to clip objects and the detail movement of notes, there is no way for high detailed relastic city building, hope we see this as soon as the mod support launches.
 
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As long as the costs of building/changing things is as low as they are, I don't think blueprint mode would be a positive change. It only becomes meaningful (and useful and not tedious) when you have to think about the cost of building or (re)zoning anything, be it monetary or due to public outrage (citizens/businesses not wanting their house destroyed for a new road, or not wanting a highway to be built within a certain distance to their home or ...). C:S2 however so far is not the game to do that. And taking step 2 (blueprints) before step 1 (having an actual use case for blueprints) seems... unnecessary.
 
Blueprints would not be an easy task to implement in the current version. Anyone who followed the factorio dev diaries and their blueprint system would remember how much work it was for the team to handle all the edge cases of 'ghost' placements, and how many years before they stopped speaking about the blueprint system, because it needs to actually not be 'live' but show the implementation, as well as take into consideration the placement rules of not just the live world but other 'ghost' placements and the rules surrounding them, and remember factorio operated on a 2D coordinate plane.

TLDR; If it was that hard for a dedicated team of factorio devs to implement blueprints on a 2D system, covering edge cases in a 3D system like CS2 would not be a quick implementation.