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xcifVa3.jpg

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.

NJxy5mS.jpg

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!

w7byERY.jpg

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!

RrQjiFt.jpg

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!

YMeARom.jpg

Trains can also carry cargo.

4xZ9586.jpg

A close-up on the Expo Center.
 

ExtraNoise

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I really like the new UI! Great work guys. I think the darker colors really help push it back a little, allowing it to always be on screen but without it being really distracting. It makes it seem smaller. Really nice work there.

I have a modding question: Will we be allowed to adjust terrain/grass colors? I know there was some mention before of having different terrain types for different geographical types (this looks like the Northern European one?), but I'm hoping we can add our own.
 

Person012345

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It would be neat if they put in the illuminati as an easter egg somewhere, but no doubt certain loons would legitimately claim it made it part of an actual illuminati conspiracy.
 

charlesnew

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It would be neat if they put in the illuminati as an easter egg somewhere, but no doubt certain loons would legitimately claim it made it part of an actual illuminati conspiracy.

Actually, there is sort of an illuminati icon in the menu. If you look, a the bottom, for what I think might be the monuments section.
 

Person012345

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Actually, there is sort of an illuminati icon in the menu. If you look, a the bottom, for what I think might be the monuments section.
Yes, I didn't make my post totally randomly, but we all know it's not really an illuminati icon. Hence why, with all this talk of the illuminati icon, it would be neat if they put an illuminati reference somewhere in the game.
 

Taffy.

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Nov 1, 2014
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Will trains provide internal freight transportation too? I.e. will they take goods from an industrial area to a port or are they an end means of getting goods out of the city only?

Also, how wide ranging is the term "tourist"? Will business people visit the city too, meaning that airports and good train connections provide a boost for office based commercial buildings as well as holiday tourist specific ones? As an extension of this, are hotels one of the building types that pop up in the commercial zones?
 

CalPolyFan

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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.

Maybe a good solution to this would be buildings of a certain type such as schools/convention centers, hospitals, stadiums always as a "default" have parking around them that just gets built procedurally somewhere surrounding the building.. near them and near a road.. If that space does not exist, the mayor must build a parking structure (above or below ground) to increase parking in that area, or, without proper parking, the building will not be quite as effective or attractive.

Making sure there is parking should apply to large-volume buildings where people want to get in and out quickly - such as Airports, Stadiums etc..
 

CalPolyFan

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Maybe a good solution to this would be buildings of a certain type such as schools/convention centers, hospitals, stadiums always as a "default" have parking around them that just gets built procedurally somewhere surrounding the building.. near them and near a road.. If that space does not exist, the mayor must build a parking structure (above or below ground) to increase parking in that area, or, without proper parking, the building will not be quite as effective or attractive.

Making sure there is parking should apply to large-volume buildings where people want to get in and out quickly - such as Airports, Stadiums etc..

Of course, if the area is connected to heavy rail, subway, or other means of transportation, people will decide whether to use those or their cars, alleviating some of the parking and traffic problems. Perhaps, people can even use a park-and-ride method of commuting into larger cities.

--------

It would be nice to see some glossy looking image icons..

mqdefault.jpg


free_social_media__icons_glossy-blue.jpg


maxresdefault.jpg


Especially with a subtle button over-and button press, and a reflection these would look really great..

reflected-feed.jpg

(just illustrating the reflection here)..

Couple those more "popping buttons" with a more transparent and less gloomy background like was done by

I wouldn't mind pressing that all day long.

Then, just use the UI that was created by SimNation (minus the buttons, which aren't captivating enough IMO) and you've got a very, very good UI.
 
Last edited:

lancededcena

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Quite good compared to the last one which is more sugary and candy canish on the graphics. The UI has to be translucent to give it a nice effect, the blue circle has to go, but overall, good!
 

JustThatGuy

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Can we have multiple roads from the outside feeding into the city? SC2013, for example, had only one (and sometimes a rail line).
 

westy159

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Just to be nitpicky... The edge of structures has a "dead grass" effect which I like, just I think the yellow colour would be better suited to the southern Europe terrain type but this northern Europe terrain would look more natural with a brown colour ;)
Its a bit jarring when you look at the picture in full resolution.

YMeARom.jpg
 
Last edited:

CalPolyFan

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YMeARom.jpg


This freight transportation and "resources" element will definitely add a lot to this game. It sounds like a transport tycoon type freight management system, which would be awesome.

Just curious if the finished trains will have the same colored cars, or if the freight will actually render as different materials and different types of cars? Oil cars etc?
 

makinistfanlari

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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:

IlluminatiConfirmed_zps709ee130.png

What about this, it was in EU4 :D
Religious_rebels.png
 

charlesnew

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Here is what I think is the order of the hotbar icons.

Roads, zoning, districts, power, water/sewage, garbage, health, fire, police, education, transportation, parks/nature, monuments, wonders.
 

evilcherry

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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:

Convention%20Center%20III.jpg


. 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.
1325670409201_AwardwinningHKCEC12_201202.jpg
It is too hard to miss for a local.