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Hi there, you city builder aficionados! Once again it is the time for another exciting story from the pages of developer diaries. I am your humble host, Henkka, and I am here to talk about zoning. So, gather around by the fire and let your imagination fly...

Oh, and in case you missed the previous entry to the dev diaries, here it is: Dev Diary 1: Roads.

Basics of zoning (or "Why zoning instead of manually placing all buildings?")
If the roads are the bones of the city, then the zones are the meat around the bones. Very early on in the development process it was clear that we wanted the game to feature a zoning tool instead of placing the myriad of the regular buildings manually. With zoning the player's job is to rule where the different types of buildings appear but it is the citizens' (that is the game's) job to actually move in and build the new houses, shops and factories, all according to the different needs of the city. The player can determine what the city requires and when by using the RCI indicator in the GUI.

While discussing the possible ways to build a city a few ways emerged: placing buildings individually and zoning. While individual placing of buildings seemed interesting and in theory allowed the player to create the exact city they wanted it became clear that creating large cities would be difficult and cumbersome. The sheer amount of buildings needed to place would turn the game into an editor rather than a city builder. Also problems would arise with the needs of the city conflicting with the artistic visions of the player: the player would want to build 10 tenements in an area while the game calculated the city required only 3. Communicating this kind of information that is always changing as the game progresses would be impractical. And as the city grows and new technological levels are reached, the player would need to manually upgrade all the buildings in the city which in the end would mean going through thousands upon thousands of buildings.

Zoning on the other hand simulates more closely city planning on the higher level where the city planners lay down guidelines and rules for citizens and companies to work in. We decided that zoning is the way to go in a game of this scale. And clever city planners can take advantage of the various zoning tools and have more control over the zoneable buildings than just painting large areas if they so choose. For example, instead of zoning the full depth of the zone grid (4 cells) the player can zone thinner slices, like 2 cell deep areas, that spawn smaller building fitting the 2 cell deep restriction.

Zone types
Cities: Skylines features three main categories for zoning: residential, commercial and workplaces. All three are divided into two types, low and high density for residential and commercial, and industry and offices for workplaces.

3g80fay.png

Residential areas are the backbone of your city. Detached houses such as the ones on low density residential zones are inviting to older people and families with kids. High density residential apartment buildings on the other hand serve the needs of younger adults who value cheaper living costs among other things.

Each zone type serves different groups of citizens even though some overlapping occurs. For example, low density residential building are favored by families with young children and seniors while high density buildings are favored by young adults and families with no children. Low and high density commercial building work in a similar way: different citizen groups choose one zone type over the other if both are available in the city and can be accessed by good road connections.

While most of the workplaces are in the industrial and office zones commercial zones create workplaces as well even though their main function is to sell goods to citizens and accept goods deliveries from local industry. The first to unlock in the workplaces is the industrial zone which creates factories of all sizes according to workplace demand. Industrial efficiency is connected to the quality of workforce (workers' education) as well as their ability to ship goods they produce and if all the stores and shops in the city have full storages industry can stagnate until the issue is solved by providing new businesses or outside connections to ship their goods to. Offices, just like the high density residential and commercial zones, unlocks later in the game when the city is able to provide workers who are adequetly educated to perform in those jobs.

OtE3A1M.png

Zoning some high density commercial areas.

Zoning tools
In Cities: Skylines there are various tools for zoning, each having its uses.

Fill tool lets the player zone large areas on one click. This tool is especially useful with city blocks of small and medium sizes since it can fill them on one go.

Marquee tool allows the player to click and drag an area of their choosing and zone huge areas at once. The margquee tool aligns itself with the grid if the drawing of the area starts next to a zone grid.

The game also features two zoning brushes, a small and a large brush. With these brushes the player can paint zoned areas. The only thing that needs to keep in mind is that the zones have to reach the road or otherwise the buildings won't spawn.

0Fb4tz2.png

Large zoning brush in action.

Building leveling – Residential
Each zoned building has a level. This refers to the education level of the inhabitants, the land value in the neighborhood and the services available close by. As the citizens are educated and the overall quality of life increases with new city service offerings, the buildings gain levels. Lower levels have fewer requirements, for example they require only some of the city services. Lower levels on the other hand have bigger negative impact on the surroundings from polluting factories to residential buildings generating more garbage. The highest levels require full city service coverage as well as great commercial and workplace connections to keep up their standard of living.

Building leveling – Commercial
Similarly to residential buildings commercial buildings require that their neighborhood is at a suitable standard to level up and be able to offer services to higher level citizens (level 1 has general stores while level 3 has designer shops and so on). In most cases the bonuses granted by the presence of city services and the high enough land value will eventually lead commercial buildings to achieve conditions to level up. Unlike residential levels, commercial and industrial buildings with higher levels require workers with higher education. Almost every workplace has some level 0 jobs but in order to get the most out of a 3rd level workplace it requires staff with proper levels of education.

Building leveling – Industrial / Office
Workplaces like industrial buildings and offices level up when the surrounding conditions are met. Land value plays an important role for achieving higher levels and worker education levels are equally important to be able to run the businesses after said leveling has happened. Industry in particular experiences drastic changes when reaching highest level: goods produced are of the highest quality and pollution which is a trademark of lower level factories and such is a thing of the past.

IGBc7W7.png

Offices don't create pollution which is why they can be safely zoned next to a residential area.

Offices unlock at a later stage since they require even more educated personnel to be functional. Once the player reaches this level and is able to really start educating their citizens with the higher level of schools they can choose to switch to office workplaces instead of industry on the expense that it might not create as much tax income as the more polluting yet profitable regular industry.

- Henkka also known as an artist, designer and level designer at Colossal Order
 

CNightwing

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New to this forum, but very interested in the development of this game.

I'm not sure I understand completely the relationship between 'density' and 'level' in the different zones. In my mind, density determines how large the resultant structures will be, and therefore how many people work or live there. Level is approximately how wealthy or fancy the zone is, and I think the interpretation there depends on the type of zone. I think I can just about understand splitting commercial into two forms, those that provide products/leisure and those that provide services, since the location for one type is much more important than the other, but I would model residential zones above the lowest density as including a certain amount of product-based commercial services (ie: the ground floor of most residential buildings is often for commercial purposes). So, the zones you can build should be residential, industrial, retail and service. An increase in density is simply allowing larger structures to house/employ more people, and the wealth level determines how fancy that will be. It's easy to imagine low-density, high-wealth or high-density, low-wealth forms of these, even the service industry has awful call-centres or sales banks for the uneducated masses. I'd be careful with industry however, because the pollutative nature isn't strictly correlated with wealth level - high-density, high-wealth industry such as silicon chip manufacture is actually quite pollutative - in fact, pollution probably increases with density but decreases with wealth, though not enough so that a low-density low-wealth industry such as an auto shop is more polluting than a computer factory.

So I guess what I'd like to see is four distinct categories, and I'd echo calls for medium density. I also think it should be possible to have ordinances, much as previous SimCity games, but you should be able to 'zone' them - so this area can't produce too much pollution (yes, this may make it unattractive), or this other area can't be allowed to become too wealthy (allowing you to effectively depict social housing projects). The two factors, wealth and density must also remain distinct, but the extra level of control that ordinances could offer means you needn't have to delete a park just to prevent the middle class moving in.
 

Greygor69

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These diaries are really interesting to read but sometimes hard to comment on until you get your hands on the game and see the impact of what's being described.

I'm just excited there is a new city builder coming out that will allow SC4 style "big cities" to be developed.

Between this and tomorrows release of A-Train 9 in English I'm pretty happy.
 

Raph

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To elaborate on that.

Which Western European country doesn't provide schools to all of its citizens? Health care and Schools are provided for everyone in an industrialized country.

And the suburbs where the working class are living are often built in one big park.

All buildings shouldn't become skyscrapers just because that we provide schools, medical clinics and parks. That's very unrealistic. The goal must be to provide services to all of the citizens, but for that matter not end up with a city full of only level 7 buildings for the upper class.

I very much agree with this. A major gripe I've had with the American city games (that is, pretty much, the SimCity franchise mainly) is that they somehow assume that it's natural for society to be organized in a way where poor people don't have any resources such as health care orr education, or that they magically turn into rich people if they have. There has to be a way of having a city that cares for its entire population without the population, and the buildings they live and work in, having to be homogenous.
 

Person012345

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I very much agree with this. A major gripe I've had with the American city games (that is, pretty much, the SimCity franchise mainly) is that they somehow assume that it's natural for society to be organized in a way where poor people don't have any resources such as health care orr education, or that they magically turn into rich people if they have. There has to be a way of having a city that cares for its entire population without the population, and the buildings they live and work in, having to be homogenous.
It's not magic. As I mentioned above the services available to the poor tend to be of much lower quality than the ones available to the rich. This isn't because of ebil government oppressing the proletariat, it's because when an area has good healthcare, good schooling, low crime etc. that makes people want to live there. That in turn means that house prices go up which means that rich people are the ones that can afford to live there. Additionally, access to good public services tends to increase social mobility which means that the poor do have a better chance of becoming rich (being that they have less burden and more opportunity). The real problem is that an economy can't really be effectively modelled in every minute detail in a game. An economy is hideously complicated and it also runs on human beings which complicates matters even further. There have to be shortcuts and in most of these games poor people will still live in an area even if it has inadequate services, so that's their way of representing this. You have to remember that they are games.

Although as I said before, perhaps funding level of a hospital or school, rather than directly affecting it's radius or ability to serve, would rather affect the levels it gives.
 

Raph

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It's not magic. As I mentioned above the services available to the poor tend to be of much lower quality than the ones available to the rich. This isn't because of ebil government oppressing the proletariat, it's because when an area has good healthcare, good schooling, low crime etc. that makes people want to live there. That in turn means that house prices go up which means that rich people are the ones that can afford to live there. Additionally, access to good public services tends to increase social mobility which means that the poor do have a better chance of becoming rich (being that they have less burden and more opportunity). The real problem is that an economy can't really be effectively modelled in every minute detail in a game. An economy is hideously complicated and it also runs on human beings which complicates matters even further. There have to be shortcuts and in most of these games poor people will still live in an area even if it has inadequate services, so that's their way of representing this. You have to remember that they are games.

Although as I said before, perhaps funding level of a hospital or school, rather than directly affecting it's radius or ability to serve, would rather affect the levels it gives.

Why would it necessasrily work like that? In a high-tax society quality of tax-funder services should be roughly the same regardless of the affluence of the neighbourhood. Social mobility is of course increased in such societies, but they also help raise the floor level of living standards, rather than cementing rich-poor divides.
 

Person012345

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Why would it necessasrily work like that? In a high-tax society quality of tax-funder services should be roughly the same regardless of the affluence of the neighbourhood. Social mobility is of course increased in such societies, but they also help raise the floor level of living standards, rather than cementing rich-poor divides.
Right, so it would lift the poor up so that they're not as poor any more, pushing them towards being middle class. But again, you're talking about modelling macro-scale economic effects of the tax policies of the nation you want your city set in. We can't really assume that the city is based in some fictional country with legitimate benevolent communistic tendencies. Although it could be interesting if taxes were balanced in such a way that high taxes would put a sort of soft level cap and tend to equalise the wealth of the city I guess.

Anyway, I'm not really saying that you're wrong, it does kind of bug me that if I want low wealth areas in simcity I usually have to forgo things like hospitals and schools, I'm just saying it's a hard thing to implement in a realistic way because in reality this is generally how it is in an open system where people from "the outside" can come and go - the poor generally have access to worse services and better services increases land value. Without modelling much more intricate economic effects, stopping high wealth residents moving into areas with great services will probably end up being contrived and arbitrary. How would you suggest that levelling be controlled if not by the availability and quality of city services?
 

KeanoManu

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How would you suggest that levelling be controlled if not by the availability and quality of city services?

By allowing us to set maximum and minimum levels of certain zones or blocks, for example. It may not be 100% realistic, but neither are the whole idea of levels. All I want are the option to build and control the city exactly how I want to.

By the way: Will it only be two wealth groups too? No middle class?
 

Raph

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Right, so it would lift the poor up so that they're not as poor any more, pushing them towards being middle class. But again, you're talking about modelling macro-scale economic effects of the tax policies of the nation you want your city set in. We can't really assume that the city is based in some fictional country with legitimate benevolent communistic tendencies. Although it could be interesting if taxes were balanced in such a way that high taxes would put a sort of soft level cap and tend to equalise the wealth of the city I guess.

More like Scandinavia (most of Northern and Western Europe, at the very least). More or less the entire industrial world has universal access to healthcare - with the exception of the USA, and education is free or much cheaper as well. Access isn't perfectly equal of course, and some places are closer to what you describe, but saying it's all about rich people moving to where there are services and poor people living where there arern't any is way too simplistic.

Anyway, I'm not really saying that you're wrong, it does kind of bug me that if I want low wealth areas in simcity I usually have to forgo things like hospitals and schools, I'm just saying it's a hard thing to implement in a realistic way because in reality this is generally how it is in an open system where people from "the outside" can come and go - the poor generally have access to worse services and better services increases land value. Without modelling much more intricate economic effects, stopping high wealth residents moving into areas with great services will probably end up being contrived and arbitrary. How would you suggest that levelling be controlled if not by the availability and quality of city services?

1. People should be able to be poor or rich regardless of basic services such as healthcare or education. Land value, pollution, and safety, however, should still be important factors.
2. We already know that it will be possible to set various policies in different sectors. It doesn't really make sense to directly regulate the wealth of inhabitants, but you should be able to set other policies that affect land value, and regulations such as maximum building height.
 

Person012345

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More like Scandinavia (most of Northern and Western Europe, at the very least). More or less the entire industrial world has universal access to healthcare - with the exception of the USA, and education is free or much cheaper as well. Access isn't perfectly equal of course, and some places are closer to what you describe, but saying it's all about rich people moving to where there are services and poor people living where there arern't any is way too simplistic.
Now you misrepresent me. I didn't say that, because I said there are lots of other economic affects that play into it to. If those weren't a factor, as they can't all be in a city sim, then that is what would happen I think. In real life they are though.

I know about how pervasive universal healthcare is, I'm British, but that doesn't mean all services are created equal. Some schools, some hospitals are better than others. Scandinavia is pretty good at this stuff, but they also have fairly good wealth equality - not as many poor people. Which fundamentally goes against what you're saying. Yes, providing good services does mean there is less poverty and more middle class.

1. People should be able to be poor or rich regardless of basic services such as healthcare or education. Land value, pollution, and safety, however, should still be important factors.
2. We already know that it will be possible to set various policies in different sectors. It doesn't really make sense to directly regulate the wealth of inhabitants, but you should be able to set other policies that affect land value, and regulations such as maximum building height.
Yeah but land value is based on city services. Like I said, without more complex and outside economic effects being modelled, city services and beautification are really the only things that determine land value and thus in turn the wealth of the residents. Yes pollution is a factor as it no doubt will be in game. Safety as in access to fire and police? Because those are still city services. Jobs also play a role, but it's assumed that jobs necessarily grow with the number of residents and develop alongside them.

Policies might be able to help shape it, for example if you could choose a policy to subsidize housing costs in a certain zone that would encourage poorer people to live there. I mean, can you provide specific ideas of what policies could be enacted to help determine who lives there? Ideas are always good. Maximum building height, in reality at least, doesn't always correlate to wealth. You can have high rise apartment blocks with lots of small crappy rooms to rent, or you can have big fancy condominiums. It's more correlated when it comes to commerce but yeah.
 
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KR153

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I´m a little worried that you still did not answer my question regarding the "toggle" button for zoning/individual building placement. As I already said, it can not be that difficult to implement.... can it? A word about that would be nice. I hate zoning and pretty much never used it in CXL and although the majority here seems to like that function, I also think that there is a significant number of players that don´t.
Me, I want full control over each and every single house that stands in my city. I understand that it is too much for most players, but there are many ways to approach a game like this to have fun with it.
 

Jinzor

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I´m a little worried that you still did not answer my question regarding the "toggle" button for zoning/individual building placement. As I already said, it can not be that difficult to implement.... can it? A word about that would be nice. I hate zoning and pretty much never used it in CXL and although the majority here seems to like that function, I also think that there is a significant number of players that don´t.
Me, I want full control over each and every single house that stands in my city. I understand that it is too much for most players, but there are many ways to approach a game like this to have fun with it.

Compared to Cities XL, zoning will be waaaaay more useful in this game. I'd say prepare to be disappointed if you want individual building placement of RCI, the majority want zoning and the devs will most likely focus on that. Perhaps after launch through patches/expansions they might add the option. However, this shouldn't detract from the enjoyment of the rest of the game.
 

cshmech

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New approach? As per real life (well in my city anyway) planning laws assign 'zones' but the also assign 'overlays'. Why cant we have 'overlays' as well in the game?

How would overlays work?
- Overlays would be essentially a rule covering an area which controls some universal parameter (e.g. building height, Wealth Level)
- How would you view and place them? Just like zones however there can be more then one 'overlay' on a single tile.

I would also vote to make power plants / STPs / airports bigger and less toy like

Overlaying sounds like an accurate idea. You dont have to have 3 densities in zoning if the mayor could have enough control over the kind of buildings in a locality. As for the 'toy like' it should be a trade off between the game simulation and real world. IF each building should be realistically proportional, we cant have enough real estate..

Considering the fact that we know very little about the district system and that it's already been confirmed that we have some control limiting the size of buildings in an area by only painting so many squares deep in a grid, I'd say we might have the tools necessary to create suburbs and such. I'm going to wait to hear about districts before I lose any sleep over this.

Exactly, right now, we dont have enough information about the district policies. I'm expecting they will demo in the next live-stream. I'm hoping district policies are not just taxation and providing service.

Paving is available in the game. To control leveling, you just don't provide some areas with what they need to level up. For example keep the land value low by not placing parks and have low education by not providing schools. I personally think it's a fairly realistic mechanic, if a "bad neighbourhood" would get excellent services and beautiful surroundings, it would change into a more valuable area, attracting more educated and wealthier people.

I do accept that this is good mechanics of leveling.. but i feel it shouldn't be just the services and taxation. However, you have justified enough why we don't need more zoning densities.

All buildings shouldn't become skyscrapers just because that we provide schools, medical clinics and parks. That's very unrealistic. The goal must be to provide services to all of the citizens, but for that matter not end up with a city full of only level 7 buildings for the upper class.

Exactly my point.

There should really be a toggle button, especially since they are advertising that modding will be such a big part of the game, I would want to plop down many custom buildings as an example.

It shouldn't be that hard to including toggle option. I suggest the developers to atleast have it in the game even if you don't have that many buildings. Mods will do their part! Some people actually like to 'paint' their city. Its more like an art! :p

I suggest making both Industry and Office zones completely separate zoning types rather than two types of zoning under the workplaces category (where industry seems like a lower-form of workplace zoning and office a higher-form of workplace zoning?). The higher densities of both types of zoning should be unlocked later depending on your city's education level and how much of the lower density zoning of that type you have had built in the city.

Second that! I always felt why industry and offices should be in the same category or have only one density per category. Having four zones (Residential, commercial, industry and office) is not so bad at all to manage. Devs should think about it.

Maybe if a player focuses their city on one of the two types of workplace zoning types, and has a certain amount of a high density type of workplace zoning, you will be able to unlock things which are relevant to those types which can help categorize what kind of city you have produced (e.g. if you have a high number of high-density industrial buildings built in your city, you can unlock a Research Center building, with positive effects city-wide). Or, if a player wants a challenge, they can try to focus on both and balance it out, but maybe unable to reach the very high requirements for some higher-tier unlocks. This would encourage the player to go all in one type of workplace zoning to reach that unlock's requirements, and would have a more noticeable difference to their next city if they decide to go along a different route.

This question has been lingering in my mind for long. How does the city specialization work? I feel CXL had reasonable specializing options. More critical way of city specializing would be to have control over what type of industry appear in your city. Ex: mayor can choose to have more automotive industry or pharmaceutical companies...
 

joshua43214

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I would like clarification on something, I have two comments, and a suggestion.

First, I would like clarification on what you mean by "level up." In my mind a building would be improved or remodeled when I hear this. So please make this clear, is the old building torn down and a new building erected? Or is the building improved in some way. Old building torn down and new building erected = win. Old building upgraded = massive fail. Upgrading an existing building just turns into a modders nightmare.

I am in agreement with much of the discussion here about wanting to provide schools and clinics in poor neighborhoods. The idea of adding schools and clinics automatically creates higher wealth is wrong. In fact you will find more clinics in poor neighborhoods in America than you will in high wealth areas. This is for two main reasons, poor people get sick more often, and poor people have a harder time getting to a hospital since they are less likely to drive. Schools are always distributed based on population density, though inner city schools are often over crowded from lack of funding.

Your cities are much too small. I understand that this has something to do with computer resources. This is playing to fail in my opinion. If you are trying to be visionary, then be visionary. Many games are distributed that can not be played to the maximum settings on current machines (Tomb Raider for example), the tech always catches up. By limiting the size of the city, you are playing to fail, and you will fail because of it. Just let people expand until the game lags and they will go buy a new box that can deal with it. We are not interested in what you consider "realistic limitations." We want to be able to push your game beyond your conception. If you are truly wanting this to be mod friendly and lure us away from SC4, then you need to win us over by making good on your promise to be extremely mod friendly. Delay the game a year if you have to, we will wait.

My suggestion. Expand the park system to drive desirability for different wealth/social groups. One of my biggest frustrations with SC4 is the lack of "ghetto parks." I want basketball courts, trash strewn parking lots, prostitute alleys, crack houses, etc to help drive low wealth demand. I want similar things for mid and high wealth. In SC4 we have to use NIMBY effects which are really hard to balance. Having parks simply improve land value, is almost as bad as having schools and hospitals create higher wealth people. Most of the large urban areas I have been to have small parks dotted all over the place in very bad neighborhoods, that got made during some "urban renewal" project or other. By day they fill up with mothers and their kids, and at night they fill up with prostitutes and drug dealers.

EDIT: I somehow forget to mention that no in game terraforming is a deal-breaker for many of us. At the very least I need to be able to build embankments for bridges and over passes. Not being able to build mountains on an active tile is fine, not being able to build embankments on an active tile is deal-breaker.
 
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charlesnew

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I would like clarification on something, I have two comments, and a suggestion.

First, I would like clarification on what you mean by "level up." In my mind a building would be improved or remodeled when I hear this. So please make this clear, is the old building torn down and a new building erected? Or is the building improved in some way. Old building torn down and new building erected = win. Old building upgraded = massive fail. Upgrading an existing building just turns into a modders nightmare.

I'm 98% sure that buildings will be rebuilt, not changed.

Your cities are much too small. I understand that this has something to do with computer resources. This is playing to fail in my opinion. If you are trying to be visionary, then be visionary. Many games are distributed that can not be played to the maximum settings on current machines (Tomb Raider for example), the tech always catches up. By limiting the size of the city, you are playing to fail, and you will fail because of it. Just let people expand until the game lags and they will go buy a new box that can deal with it. We are not interested in what you consider "realistic limitations." We want to be able to push your game beyond your conception. If you are truly wanting this to be mod friendly and lure us away from SC4, then you need to win us over by making good on your promise to be extremely mod friendly. Delay the game a year if you have to, we will wait.

Cities too small? W0W, nothing left to say.

I somehow forget to mention that no in game terraforming is a deal-breaker for many of us. At the very least I need to be able to build embankments for bridges and over passes. Not being able to build mountains on an active tile is fine, not being able to build embankments on an active tile is deal-breaker.

There is terraforming in game, just not as much as the external terraforming.
 

Person012345

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Your cities are much too small. I understand that this has something to do with computer resources. This is playing to fail in my opinion. If you are trying to be visionary, then be visionary. Many games are distributed that can not be played to the maximum settings on current machines (Tomb Raider for example), the tech always catches up. By limiting the size of the city, you are playing to fail, and you will fail because of it. Just let people expand until the game lags and they will go buy a new box that can deal with it. We are not interested in what you consider "realistic limitations." We want to be able to push your game beyond your conception. If you are truly wanting this to be mod friendly and lure us away from SC4, then you need to win us over by making good on your promise to be extremely mod friendly. Delay the game a year if you have to, we will wait.
City sizes are unlockable. They're limited to 9 squares (I think) by default, but there will be an option to unlock that and make the city as big as you want if your machine can handle it. I'm not sure how that is applied to population restrictions though.
 

BlackPanther74

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All city maps are made up of 25 2x2 squares in a 5x5 grid, of which you can create a city consisting of 9 squares (by default). When you untether your game I believe that will allow you to be able to build on all 25 squares per city not unlimited space (unless modded into the game). The game is optimized for 36km2 and a population of a million cims and you are on your own should you choose to go beyond that.