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Tree tool improvements - the ability to select multiple trees.
Native line tool.
More pedestrian path options - with lights.
Steps for changes in pedestrian path levels instead of just ramps.
Better traffic management - control of individual lane turns, timed traffic lights.
The traffic destination tool from CS1 so you can see where vehicles are going by type.
Access to props, benches, hedges, food stand, trash cans, etc.
Bikes
this is about right to me, and more info about unemplyed
 
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(...) and places of worship. I know they've said they're loathe to add that last one, but how on earth can you build a reasonably realistic European city without a church every few hundred metres? :D
I agree, I always put several of them in each of my CS1 cities. Even small villages have at least one church. The dilemma is: which mechanic should be attached to? Every building in the game is supposed to play a part in the simulation. Make places of worship attractive to tourists (like the most known are ) and you're somewhat insulting the believers. It may be OK with the Notre-Dame cathedral or the Blue Mosque but not all places of worship. But if you make them rising the population's happiness or something, then you're treading in politics. There's no way to be neutral about the place of the religion in the society. So they're right not to bother. Better let the modders manage the religious buildings (which remind us of the missing asset editor, if needed be).
 
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The dilemma is: which mechanic should be attached to?
I've always thought that the parks/recreation mechanic would make the most sense. Most places of worship, at least in Northern Europe, act like community/rec centres in addition to their core function (sometimes even more than, but I won't get into that...too political). Or perhaps the welfare mechanic could be expanded with them along with museums, libraries, etc.

Better let the modders manage the religious buildings (which remind us of the missing asset editor, if needed be).
I'm hoping the regional expansion packs we've been promised will include them, but yeah I'd be happy with asset creators to come up with things separately once the editor is available. Churches, synagogues, mosques, temples, etc...think of how many different styles of architecture between and within each type -- it would add so much visual diversity to the game. How cool would it be to be able to place an ancient monastary or convent high up on a hill that actually does something?
 
amazing MOD site ..VERY SLOW clap, ok, sleep well CO i make my own things but its horrible with the editor and game ;)
 

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I would like to have more controle or at least know the metrics of the outside connections. City Service from outside I also consider as part of this topic. But it really bothers me when i try to make a map of a small town with a single track railway and it gets clogged up by complete random cargo trains after a few minutes.

Another change could be made to the water physics. Yenyangs water mod already shows what is possible. The vanilla water acts more like honey but with the mod the fluidity can be made realistic and the mod can also fix the ridiculously high evaporation. That would make map making so much easier. Vanilla you have to make river valleys insane steep or you have to use many small sources what is a big problem when you try reroute the river when you already started building the city.
 
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A playable game
 
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A few train related things for me with them getting increasingly ambitious.

Start with a few regional trains to get up and running without a depot.

Control over whether or not trains run backwards or flip around. (The freight trains looks so dumb)

A consist builder for tram, metro and rail.

Modular station construction for buildings and platforms. (Yes, they should just copy Transport Fever 2)
 
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I played the 2.0 version after a long pause. It's still not that great, but what I needed most:
- Assets. The premade highway stuff is garbage.
- Better merging. My highways aren't fun, because all lanes try to use the exit and merge at the last second.
 
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Give us.

Parking garages of varying sizes: examples

Small:

3 Story tall: 300 parking spaces.

5 story tall. 500 parking spaces with 2 sub level upgrade. Increase parking spaces by 200 and increases comfort level.

Medium:

3 story tall: 600

5 story tall. 1000 parking spaces with 2 sub level upgrade. Increase parking spaces by 400 and increases comfort level.

Large
3 story tall: 900

5 story tall 1500 parking spaces with 2 sub level upgrade. Increase parking spaces by 600 and increases comfort level.
 

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