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A passenger ship arriving at a harbor.

Each city needs to be connected to the outside world. The main reason for this is to allow industry to work with full efficiency, but also tourists use outside connections to travel to the city. There are many possibilities on how to get the best of your connections, so read on to find out more about importing and exporting goods, boosting your city attractiveness with monuments and luring in tourists to spend their hard-earned money in your commercial districts.

Tourism

Others using the outside connections are tourists. They come in through many transportation types, but when you start a game, they use the highway only. Tourists come to your city always, but their numbers are decided by how attractive your city is. Attractiveness is raised by high land value and having monuments. Land value can be increased by building parks and plazas, which also help zoned buildings in the city to level up. Monuments are quite exciting! They are buildings, parks, plazas and statues that you can earn through actions in the game. For example, when your city has produced 1 000 units of goods, you gain the Stadium of Many Things. Upon reaching the goal, the Stadium becomes available in the menu and you can place it in your city. It's a popular location for many of your citizens, but also draws in tourists and increases happiness of citizens living near it. It's often a good idea to make sure monuments have good public transport connections, so roads around them don't get too busy.

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Tourists arrive at the terminal.

Tourists come to your city to see sights and shop. This can greatly increase your tax income, because tax is paid for every unit of goods sold. It also means that tourists want to get to your commercial areas. Tourists can come to the city by ship, airplane, train or with their own car. Especially for tourists that come in with other means than their own car, public transport is very important. The better tourists can get around, the more they tend to spend money in your city. The key is to earn and build monuments to draw in tourists, and then provide them with good transportation option inside the city to keep them there. Large amounts of tourists can also create traffic jams if they use their own cars instead of public transport, so you can avoid a lot of problems by giving them the means to move around easily.

Monuments

While monuments provide the city with happiness and attractiveness boost, there's more! Monuments are grouped into five "skill trees", pathways to gaining the ultimate buildings: Wonders. Different monuments are suited for different playing styles, so you can pick your favourite, play in that style and eventually gain the coveted Wonder. Wonders are massive buildings that basically remove one need from the city, but more on those in another development diary!

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The Expo Center makes people living nearby very happy.

Import and export

The most optimal city that gives out biggest amount of taxes possible, would produce and use up everything inside the city. But since it takes time to get there and most cities can benefit from outside help, there are possibilities to import and export goods and natural resources. All industry buildings need a small amount of natural resources to produce goods, that are then sold in commercial areas. Natural resources can be produced in your city, but only specialized industry can provide them, and it doesn't unlock until a bit further in the game. So, to get your industry up and going, you need to be connected to a highway. This also works for power plants that use a specific resource to work, for example the oil power plant. It prefers resources inside the city, so if you have oil industry set up, it will order oil from local suppliers. If not, a load will arrive from outside the city. While the most tax income is gained by having your own industry provide everything, it might be better to not have polluting oil industry and rather have the oil be brought from other cities. It's your choice!

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Cargo arrives and leaves on a cargo ship.

Maps have many highway connections available, but the starting tile always offers at least one. Some starting tiles have the highway running through them, other only have a small ramp that you can connect to. If the highway comes into the way of your growing city, you don't have to keep it as it is. Re-building it as elevated lets you add ramps in the places you need and have inner city traffic pass under the highway. You can also just connect the ends of a high way to your city and let the traffic find its own way. There are almost endless possibilities! Keep an eye on where your industrial areas lie, because they will get most of the traffic, so a ramp near the industrial area is always a good idea.
Exporting goods works best via cargo train stations and cargo harbors. Before these are available, industry will ship excess goods to other cities with trucks, which puts a strain on the roads. With a harbor or a train connection, you can have the trucks only operate between the industry buildings and the harbor/station, and easily control where the large trucks drive. Commercial buildings inside the city are a priority, they will order goods to sell and industry always first ships to them, but if their stockpiles are full, goods can be sold to other cities.

Karoliina Korppoo,
Lead designer on Cities: Skylines

PS. UI has been re-done, how do you feel about it? We are very proud!

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Trains can also carry cargo.

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A close-up on the Expo Center.
 
The UI is probably fine, just as long as you get rid of that awful grey colour. :) Otherwise interesting update. I hope you avoid Cities XL's problem of having scarce resources, which was "unfairly" priced on the international market. They held up my progress. Hence I also assume (well, hope since I have faith in Colossal) that I as the mayor isn't forced to pay for the imported resources but the importers, the companies, do so...


Also it would be fab if I'm allowed to put a tariff on imports/exports and therefore adjust the market in that fashion as well :p And if I could adjust the VAT...
 
I have to say, I'm partial to the blue UI vs. the newer grey/black but in all honesty I'm more interested in the simulation working. Still, an interesting update.

Also, I'm very intrigued by the statement, "Wonders are massive buildings that basically remove one need from the city..." I hope it's not as simple as that - the needs of civilians should never be 100 per cent filled, people are fickle. I probably misunderstood the statement, so I'll wait for that DD.
 
Shouldn't the convention center be a building that is liked by commercial zones rather than residential zones? In fact, it should really be a negative for residents given the increased traffic and noise. A typical resident would not make use of a convention center next door, whereas a business would.
 
totally agree upon personizable colors, for me personally the previous ones were too saturated, and this one is very dull, maybe somewhere between both would be nice, but i trust the devs are gonna take the best decision.
 
Hi Karoliina, do you know whether the UI will be moddable?

Game looks really good by the way. Except the UI icons which look like 90s web icons. I'm a UI/UX engineer, so the UI is the first thing I see. If theming is a possibility, I wouldn't mind spending time to publish my own theme. Thanks.

EDIT: The dark background looks good though. It's definitely an improvement.
 
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Shouldn't the convention center be a building that is liked by commercial zones rather than residential zones? In fact, it should really be a negative for residents given the increased traffic and noise. A typical resident would not make use of a convention center next door, whereas a business would.

I agree, but nor totally.

I things like comic con, E3, movie promos etc. also happen at convention centers, so they are definitely attractive to resident too. Actually, Convention centers can liked by all three zone types, its a win over all for all types of establishments.
 
Shouldn't the convention center be a building that is liked by commercial zones rather than residential zones? In fact, it should really be a negative for residents given the increased traffic and noise. A typical resident would not make use of a convention center next door, whereas a business would.

Agree with you on that.

The only thing that kind of seems off is the architectural style looks a little unrealistic / cartoonish, where I would hope it would look more like a real-life expo center such as:

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. I am just saying this because I hope the designers use more real-life examples as models in the game, instead of potentially kind of goofy unbelievable looking buildings.

I just hope this game tries to be a good city simulation, uses realistic looking buildings and less of a "sandbox, Sim City Societies" leaning unrealistic plopping game.


Regarding the UI, I hope it incorporates a little blue, and hopefully transparency as well. That UI could use some work, and first thing to do is get rid of the goofy mini-city skyline in the bottom left corner, it just clutters up the UI unnecessarily.

Just switch the black with blue, add some transparency, get rid of that icon, and create some more inviting looking buttons and you've got a winner.


Other than those things, the game is looking great.
 
The only thing that kind of seems off is the architectural style looks a little unrealistic / cartoonish, where I would hope it would look more like a real-life expo center [..]

I am just saying this because I hope the designers use more real-life examples as models in the game, instead of potentially kind of goofy unbelievable looking buildings.

I just hope this game tries to be a good city simulation, uses realistic looking buildings and less of a "sandbox, Sim City Societies" leaning unrealistic plopping game.
I think the building rlook is fine, but a convention center surely would not only be not in a residential zone, but acutally surrounded by parking lots. The one in the screenshot seems kind of lost.
 
about the UI: what is missing about the UI compared to the one from simnation is the blurring transparency (Windows 7+ look).
It makes the difference of the UI building a frame around the game screen and having the UI blend in and be part of it.
 
Prefer the darker UI. Gives a crisper feel. The most important part of the UI though in my opinion will be tooltips that give succinct, accurate and relevant information about all the tools and many of the overlay features (one possible way of helping us colourblind folks get the info we need).

My slight concern from this DD is the wonders that magically fill one entire need of the whole cities population. Instead of doing that how about them having a super long range and a really large effect that tails off with distance but never disappears below a base level of whatever(balance yeah?). This way you could have it so that all buildings in the nearer areas are totally fulfilled and that your shiny super building will still have an effect on the rest of the city with out it being to much like a magic bullet.
 
I really do like the UI, and most of the icons are understandable just by looking at them... except for the 3rd, 13th and 14th ones (the 3rd one is next to the RCI zoning icon. The 13th and 14th ones are after the tree icon and before the $ icon). What do they represent? Terrain tool, landmarks and secret societies?

EDIT: Here are the ones I mean:

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Who do you think allow you, a mere mayor, so much power and unlimited terms in office with no real elections in sight?