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Cities: Skylines |OT| Not Related to Cities XL.

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So I have the game, fired it up and played for about 1 hour and turns it off. I really want yo like this game! I like the idea of creating a beautiful city, managing it, fixing issues and expanding but fir some reason it's not clicking for me.

The first five hours are really just getting the bare essentials built up in the city and learning how all the subsystems work. It's really only once you've expanded your starting plot, unlocked all the zoning and building types, etc. that you can start to dive into the micromanagement and beautification.
 

Rentahamster

Rodent Whores
Nice. This may be asking too much, but I wish the lighting effects were better. That would probably be really taxing on the hardware, but it would be good for screenshots.

I'm sure now that there's support for this kind of thing in the game, making mods for this effect will be easier.
 

spiritfox

Member
Nice. This may be asking too much, but I wish the lighting effects were better. That would probably be really taxing on the hardware, but it would be good for screenshots.

I'm sure now that there's support for this kind of thing in the game, making mods for this effect will be easier.

If you compared the nightlighting for the buildings that came with SimCity 4 and some of the nightlighting that modders have done over the years, it's basically, err, night and day (I hate myself). I'm sure modders for Cities Skylines will do the same here.
 

Rentahamster

Rodent Whores
If you compared the nightlighting for the buildings that came with SimCity 4 and some of the nightlighting that modders have done over the years, it's basically, err, night and day (I hate myself). I'm sure modders for Cities Skylines will do the same here.

I might be spoiled.
 

Mengy

wishes it were bannable to say mean things about Marvel
DO WANT !

Oh hell yeah, that's what I wanted to see! Day one purchase for me, no question. I'm going to be playing this game for many, many years. That really looks great to me.


EDIT: SHIT, this comes out September 24th??? That's fantastic. I need more free time....
 
I'm really excited that they're adding in native support for some popular mod features. A native concept of district styles (which modders can then distribute themselves on the workshop) is going to do a ton for making the city geography more interesting in future plays.
 

spiritfox

Member
If I read it correctly, you have to assign the styles to the asset yourself? That seems like too much work. Can't the modders assign the styles to the asset? Though that might have its own problems.
 
If I read it correctly, you have to assign the styles to the asset yourself? That seems like too much work. Can't the modders assign the styles to the asset? Though that might have its own problems.

Modders can create styles and add those to the Workshop, so you can just pick out the ones you like.
 
Next, let's talk about a brand new feature which affects both content creators and players: District styles.
After shipping the free patch introducing the European theme and buildings, a rather high demand for these buildings to be made available in all themes rose from the forums. It was not done as such because of both technical and visual motives:
- memory usage would have gotten very tight for our user with minimum system requirements and we did not want to break the game for them.
- Buildings have specific requirements to tie-in with corner buildings and we would have needed to redo the entire stock buildings set to scale with the wall-to-wall and corner buildings feature. That obviously was not a viable option.
Coincidentally, another pretty highly requested visual feature was the ability to set a policy which would define the look of a district.
While we did not feel comfortable making this feature a policy as policies should have an impact on gameplay and not purely on visuals, we did add an option to select what we call "Styles" from a new Dropdown component in the District info panel.
We added a default building set with the European buildings and when enabled in the Content Manager, it will be available in the game dropdown.



Once a style is set to a building, it will start using/replacing buildings from that style matching the level and density requirements for spawning hereby you can have a European style district in your city.
The screenshot below shows European buildings in the good old Los Santos map which is built on a tropical theme.



This is pretty cool but here is the good(er) news: content creators can also create and share their own styles on the Steam workshop.
In the Content Manager, there is a new section called Styles and you can create a style to which you can add any building uploaded to the Steam Workshop.

​

Provided you include buildings which covers all levels and densities used in the game, you will have a fully customized look for a given district \o/
We can't wait to see what new amazing combinations you are going to come up with!

This the last thing I finally wanted for the game. Thank god they did what all the players thought it was the right thing to do from the start for the district styles.
 
My biggest gripe is that the game is still too easy.

I want disasters and situations that require financial planning. I want to feel like a Mayor or a micromanager of all things related to city building:

-crime prevention, crime necessity/correlation with nightlife and poverty, jails and money drains for paying for prisons and police

-Unionization of some jobs, so I can't fire and adjust sliders to fix things so easily. Planning for age demographics, encouraging birthrate, dealing with deathrate and retirement, etc.

-Seasons so that I can worry about slower winter traffic, paying for salt and salting roads, vehicle accidents. Sure, traffic is already tough to deal with, but it can be changed.

-Ways for poverty and education to be bigger issues, requiring rural areas to exist (feels like everything can easily be made into urban educated areas without consequence)

I basically want to play these roles and manage this alongside growing my city.

I know they are adding jails in the new update, but I just hope it actually has a drain on my money.

I'm eager to hop back on but really just want a more challenging micromanagement styled gameplay
 
In my current city I have a bunch of dirt paths that criss cross my super vegetated mountains as pseudo parks that are in and around my city. Last night, I zoomed in to find them being monopolized by old men with canes.

QvjbGPH.jpg
 

Mengy

wishes it were bannable to say mean things about Marvel
14.99. Damn. Almost the price of the game I bought

That's half the price of the game at launch, I have zero problems paying that. Day one purchase for me, no hesitation. This game was the best deal money wise in many years for me.
 

spiritfox

Member
Cities: Skylines - After Dark - Dev Diary 3: Expanded city services

To add more depth into gameplay, After Dark has some of the old city services expanded and tweaked. Mostly these modifications were based on user feedback and on things that we noticed the users were doing but were not handled as elegantly as possible by the game.

Police Crime logic has been completely redesigned. We noticed at some point that crime rate always stayed very low and it was almost impossible to get it to rise. This was caused by crime sate being linked with citizen happiness. Basically before many citizens were unhappy enough to turn to crime, they moved out of the city or got sick due to low health resulting from the conditions causing the low happiness. This did not seem like a fun feature, as crime did not really create any meaningful choices for players, it just meant placing a few police stations. With the new crime logic it is possible for the crime rate to rise easier and fluctuate more. There are actual crimes happening, which police have to respond to, and capture the criminal. This is where the biggest new change comes in: the criminals need to be transported to Prisons to serve their sentence.

A whole new addition are the Prisons. Police cars can hold a few criminals, but have to return to police stations and HQ's when they become full. Criminals are unloaded into holding cells in the police buildings. As the police in Skylines is never wrong or corrupted, the Prisons send out vans to carry the criminals to immediately start serving their sentences. How handy is that? Sentences are 15 game weeks long, with some getting out a bit earlier due to good conduct, and others staying a little bit longer. If a prison is demolished, the prisoners are released early and might not behave well.

Public transport Public transport has gotten new buildings with new combinations of functions. Players with many bus lines might have noticed that sometimes allowing citizens to change lines can be tricky when there are many lines stopping close to each other. The stops should be close to have only a short way for the passengers to walk, but far enough so buses can move unhindered and traffic doesn't get blocked by the buses. The solution for this is the brand new Bus Station! The stations has many platforms for buses to stop at. Passengers can change lines inside the buildings so they don't have to cross any streets and won't affect traffic. Simple and easy, and lessens the effect bus line changing areas have on the traffic, allowing for a better flow.

Cargo hub For cargo, there's a cargo hub. Previously players who wanted to export large quantities of goods often used trains to carry the goods to harbors and let ships take the goods away. This resulted in the roads between the cargo train stations and harbors being VERY busy. The cargo hubs allows trains to arrive straight to the harbor to unload, so there's no need to have the constant truck traffic between the station and the harbor.

Taxi cabs What is something that all big cities have but Skylines was missing? Taxi cabs! The taxi service is an new service that allows tourists and citizens to order taxis to take them to their destination. Basically taxis work a lot like private cars, but with difference of taxis residing in a depot and using stands to wait for new customers. Taxis especially help tourists to get around the city easier and thus make them stay longer in the city, generating more tax income.

International airport Last but definitely not the least is the international airport. Fans asked for a larger airport, so here it finally is! Not only is it the largest building in the whole game, it also has a hidden surprise: an integrated metro station. No more long lines of cars or crowds walking to public transportation stops next to the airport, you can offer your citizens an easy way to arrive and depart the airport by connecting the built-in metro station to a metro network.

We spent a long time pondering on what buildings would provide the most enjoyment for players and offers easier, nicer ways of doing things that players were already doing. We hope you like what we came up with!
 

The Real Abed

Perma-Junior
Awesome! Cant wait for this!

I love that you'll be able to demolish a prison that's full and have everyone go free. Hopefully you'll still be able to A) move a prison and have them not be released and/or B) empty the prison into another prison.

And hopefully the prisons hold enough and crime doesn't get so high that you'll need a dozen of them like incinerators.
 

Ranger X

Member
Wow, all of those changes sound fantastic. And that new airport is awesome! I've been jonesing to start a new city but I think I'm just going to wait at this point until the expansion. I'll just tweak and improve some of my existing cities in the meantime.

Me am still running my first city. (165k peeps and I get to buy much more terrain still!)
I will adapt and transform it with the new rules. I hope I won't have a huge crime ascention all of a sudden! lol
 

spiritfox

Member
That's awesome, though what I really want is to be able to lay down my own runways. (And for more than four people to use the airport.)

Here is a mod for that ;P

Airport Roads

The runways are functional if linked to a modded airport (like one of this), and though the planes might bug out a little, it's entirely functional.

CO should be fixing tourism for After Dark, so there'll be more people using the airport then.
 

Copons

Member
That's awesome, though what I really want is to be able to lay down my own runways. (And for more than four people to use the airport.)

Speaking of laying down stuff by our own, I'd love to be able to zone instead of plop the following stuff:

- farms, pretty much like in SC4, because 4x4 crop fields make no sense

- parks, because a Central Park kind of thing would be super cool and it should give a lot of boost (in general: green areas, especially in the middle of densely developed areas, should give a boost no matter what)


- and squares!
I realize it's not the most American thing (but also who cares, CO are European), but still.
When I think of US squares, like in NYC, I think of plazas in the corner of some roads, and buildings around (it's not always like that of course, ie. Union Square).
EU squares are totally different: a square is pretty much always surrounded by streets.

An example.


This is NYC, 6th Avenue.

The highlighted plazas are basically the "front porches" of some skyscrapers.


This is Lisbon, around Rossio station.

With the sole exclusion of Largo Sao Domingos (which is almost an extension of Praça Dom Pedro IV and lies between a corner and a pedestrian area), all the other highlighted squares are surrounded by streets.


How cool would be, to be able to zone squares that become pedestrian areas and, like, can contain a small park or a subway station?
 

Ranger X

Member
My most wanted feature would actually be for the pedestrian to actually use any asphalt or dirt alley between buildings. This way we could have pedestrian routes connecting behind buildings and that would be freaking awesome. This works already for certain buildings like the Great Library.

I also wish they would improve at the same time how a pedestrian alley folds with the different building courts and walkable sides.
 

Copons

Member
Oh, another thing to get the oldie EU feeling: one-way one-lane road, maybe even with reduced slope sensibility.
They would do wonder for an old-district of the city, along with the high rise ban to block buildings going all skyscrapery.
 

spiritfox

Member
Just wondering, is there a need to create a new OT for After Dark? I was thinking of just using this thread, but if there's demand, I'll do up a new thread.
 

Mengy

wishes it were bannable to say mean things about Marvel
Just wondering, is there a need to create a new OT for After Dark? I was thinking of just using this thread, but if there's demand, I'll do up a new thread.

You certainly could, honestly it might be a good idea to start a new OT for the expansion. More people would see it since it wouldn't be in community, and with all of the changes to the game it would be nice to start a fresh discussion about the new version.
 

spiritfox

Member
Cities: Skylines - After Dark - Dev Diary 4: Commercial specializations

Previously, only industrial areas have been able to specialize in the use of certain raw materials to bring even more profit to the city. Unlike industrial specializations, the new commercial specializations are not related to natural resources. The leisure specialization is available anywhere, but offers the challenge of increased traffic during the night, higher crime rate and noise pollution rate. Leisure areas should have good public transportation connections to allows citizens arrive and leave with ease. Leisure areas are the perfect companion for the day and night cycle: specific areas that are most desirable locations during the night, so it is easy to choose where to have the most night time activity and anticipate the rush of people during the night. Creating public transportation lines to serve leisure areas is a good choice, and you can even have the lines be inactive during the day to make sure you get the most bang for your buck.

Another way for commercial area to specialize is to promote tourism. For tourism to flourish, hotels are very much needed, but also restaurants and souvenir shops that cater to visitors. To complete the tourist or leisure areas, you can place entertainment venues right on the waterfront. How about a pier for fishing tours or a marina for private jets? Not only do these buildings appeal to tourists, they also make for a nicer, smooth transitions between the water and land. No more ugly rocky cliffs on the waterfront, but nice buildings that bring income to the city! Tourism used to be called the Beach specialization, but this has since changed. Tourism works like any other specialization and can be used anywhere on the map, not just shore areas.

YB9WEyu.jpg


To make sure shorelines can be utilized, we have made new park-type buildings that snap to the waterfront to finish in nicely. They cater to both citizens and tourists, making everyone in the city happier. We felt this change allows for more flexibility on the use of shoreline buildings and makes the tourism specialization work better, as it is no longer limited to shores. Having the specialization concentrate on shore areas would have meant that maps with only a little shoreline would not have been able to utilize the specialization much. Modders can also create new shoreline buildings more freely, as they are not limited to buildings within a certain specialization, but can do all kinds of buildings that are free for users to place.

L0GimqD.jpg


Leisure areas draw in most citizens during the night. Tourist areas are most active during the day. While leisure areas are very profitable, they do have a downside: the noise pollution caused during the night can upset people if there are residential areas nearby. One strategy is to place leisure areas a bit further from the city center, or even have your own little Las Vegas for them on the map. This way the noise pollution does not reach residential areas. To handle the traffic to and from the leisure areas, public transportation can be very handy if you find your streets crowded with vehicles. Public transport lines can be set to be active during the night, day or both, so it is easy to control when the lines to the leisure area become active. Build extra lines for the busy night time, but don't have them go during the day to save some money.

fO3aQPc.jpg


Taxis also play into handling the new specialized areas. As tourists want to visit the tourist areas easily, having a good fleet of taxi cab standing by makes their life a lot easier. Taxis do not use lines, they receive requests from tourists and citizens and travel automatically to pick the customers up. If a taxi does not have a new customer in line, it will go to the nearest taxi stand to wait for a call if there’s still work shift left. At the end of the shift taxis return to their depots to receive maintenance. This makes taxis very flexible and they can help out a lot when you want to make sure tourists and citizens without cars can easily access all parts of your city.

9V63Jrk.jpg


Both new specializations have a higher tax income than basic commercial area, but produce more noise pollution and have a higher crime rate. So be sure to plan carefully when allowing districts to specialize, otherwise citizens might feel uncomfortable!
 

The Real Abed

Perma-Junior
The problem is the boats should be on the water and the dock should be, well, a lot closer to the water. Make it so the dock part floats above the water and has a ramp down to it. It looks weird like that.
 
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