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It's about time we took a closer look at the districts and policies in Cities: Skylines. Without further ado grab the popcorn, find a comfortable seat and enjoy the ride!

If you want to refresh your memory about the previous dev diaries, check here: http://forum.paradoxplaza.com/forum/showthread.php?802652-Cities-Skylines-dev-diary-archive!

In Cities: Skylines we wanted the cities to be big but we also wanted to give the player control over smaller parts of the city and make it possible to customize the different areas as they see fit. In addition we wanted to provide the possibility to create specialized industry and connect it to the functionality of what would become the districts.

City and district policies are the natural companion to the creation of districts and they provide the tools to customize what happens in any of the districts, from setting service policies to affecting taxes and city planning such as banning highrise buildings and heavy traffic.

Both the district feature and the different policies unlock as the city grows and the player progresses in the game. They make for great supporting tools to handle the larger cities that occupy many map tiles.

What are the districts?
At their core districts are areas that the player can create by painting them using the Paint District tool. Districts can be of any size and they can be used to simply create city boroughs that have distinct names like Manhattan and Bronx in New York or they can be used to fine tune a set of aspects from industrial types to the distribution of smoke detectors to lower the risk of house fires. When a district is created the game automatically gives it a name which can be changed at any point during the game.

15n5a1Z.png

Painting a district using the medium brush. The game gives automatically a name for the newly created district which the player is able edit at any time if they want to. The new district also adopts all the city-wide policies which can also be changed after the creation of the district.

District panel – The statistics
After a district is created the player can access its statistics which lists population numbers and the different age groups, average level for different zone types and the average land value in the district. Through this panel the player can access the policies for that particular district. The policies currently active are displayed in the district panel as well as under the district name on the map.

5lDP3ir.png

The district panel for Highland Park. Here you can see how high the population is and how it is divided between the different age groups. You can also see other stats and what policies are currently active in the district. The district policies panel is open on the right side of the screen.

Setting policies – City vs. districts
There are two ways to set policies:
City-wide policies are accessed and set by clicking the Policies button on the main UI, next to the Economy button. This applies all the set policies to the whole city, including any districts already created. Although the player can then adjust the districts individually.
District policies are set by accessing the district panel by clicking the district name and from there clicking the Policies button. These policies affect only the district that is accessed when the policy is set.

NL6lmqJ.png

The district panel for Docks district. Since this district has only industry, its population is zero. However, as there are quite many industrial and commercial buildings, its worker amount is relatively high. While the city-wide Education boost is a good policy to have, in this particular district is serves no purpose so the next logical step would be to turn it off in this district and any other industrial district while keeping it on for the rest of the city.

What are policies?
Policies are divided into four categories: Industrial specialization, Services, Taxation and City planning. Most of the policies can be set to both the whole city and districts with only the industrial specialization policies requiring always a district to apply it to. Policies usually have pros and cons depending the nature of the policy. For example, Power Usage policy decreases energy consumption but costs a little extra to the city since it has to set up energy meters and additional equipment to monitor the energy levels in buildings.

Industrial specialization policies
Cities: Skylines features four industrial specialization policies that can be set by accessing the District tool and selecting one of the four policies and then clicking a district. When the policy is set, an icon appear both under the name of the district as well as in the district panel and the zoned industry starts to change to the set industry type. The District tool also features Generic industry option which reverts the specialized industry back to generic industry.

rGuWmP4.png

Magnolia District has been set to include agricultural industry. The industrial specialization policies are set through the Districts tool.

XHtTDEP.png

A closer look at the Magnolia District. As you can see from the pie chart, most of the zone types consist of industrial building with only few residential and commercial buildings near the edges of the district.

uUpb6CW.png

Petrol Square consists of oil industry buildings. (Don't worry about the factory smokes - they are included in the game but didn't make it to the screenshots because we added them like yesterday :D)

ott2HH6.png

Generic industry policy reverts specialized industry into generic industry.

Policy categories
Services policies affect the different city service areas of the city. One gives a boost to education while another distributes smoke detectors to all buildings.

Pidl1dA.png

The service policies affect how the different city services work within the districts and city-wide.

Taxation policies allows a more fine tuned approach to the tax rates of different zone types and densities.

Y3Q6zul.png

Taxation policies affect the zones and the player is able either give tax reliefs to the zones within a district or raise taxes to get more money if they see that the businesses are booming and stable with enough customers.

City planning affects how the city or particular district will look when these policies are in effect. For example, the player is able to ban highrise buildings and heavy traffic in an area or turn all residential buildings into smart buildings that increase the land value around them.

nlX25oP.png

With city planning the player is able to control certain aspects of how the city develops.

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

KyleJ

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The pet ban could just be a placeholder for now and maybe we shouldn't read too much into it. I doubt any of the policies will be just for fun....then again maybe pets make people happier at the expense of postal worker's being occasionally mauled by the ;)

Or it could increase beauty and lower noise pollution cause of no barking or poop...

Apparently according to one of the first streams, the enactment of the policy in the district/city will remove the possibility of dogs/animals actually spawning in the city, so policies can have actual visible effects to them which is neat.
 

indianabronx

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If pet cause problems, why would you impose a pet ban on a district?
A pet ban is way overrated, is reasonable education for pet owners, dedicated zones, ecc...
This may be unusual, standard simulation is not apply rules in force in only 2 countries in the world, this could be a third choice/policie.

However, good job CO, I love this game! :cool:
 
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tomplum68

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i really like the idea of heavy traffic bans. it sounds like you can funnel traffic to your highways and high density roads instead of people clogging up a low density neighborhood.
 

medopu

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Very exciting stuff. I love the pie charts and all the information for each district. CO has really boosted immersion.

i don't know about immersion but it will be a valuable tool to see how industry in certain districts is doing, and how healthy the city districts are. Good job developers.
 

Lee Saxon

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Very cool. Beyond just the "no high rises" architectural limitation, I'd love to see the ability to limit districts to certain cosmetic architectural styles (I know it sounds like due to the small dev team the initial release won't contain that much variety of buildings, but it'd be very useful once modders [and hopefully DLC] start adding "building packs").
 

jeffreson1279

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Perhaps I am reading into this too much, but for some reason I thought that the screenshots in previous Dev Diaries had a marking that said "beta" on them. I don't notice it on these screenshots. Is it out of beta now? Just curious.
 

charlesnew

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Even though they are missing some things (at launch, at least) that other city builders have, they have policies and districts which are new to this genre. And I find them more important than bigger farms and airports (oh and the dock looks better now :) because those can easily get modded in, compared to policies and districts, which make much more sense in a city builder.
 

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Wow, so many options. This game is turning into something special and something that will make me lose sleep and magically create a "cold" that I would be too sick to go to work :) I'm hoping later on, more policies are added city wide and district wide and the idea of placing traffic signals (the traditional green, turn arrow and/or both) to help congested areas.

With the district policy of banning traffic, could a policy be created to ban trucks on some expressways?
 

Hannodb

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Historical districts? Will the game have a timeline with building styles changing over time, or will it be 2012 forever?

I actually like the 2012 forever idea. I want to be able to relate to my city, it must wander off to some kind of speculative fanciful future. (Which is why I never bought Anno 2077) A limited time for historical buildings is fine, though.
 

baronsabato

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Some of the policies are strange. No pets? Has this been done anywhere in the world on a district level? Some building allow or disallow pets, but I've never heard of a district banning them.

Smoke detector ordinance? Is this the 1970's or something? Smoke detectors/alarms are standard in all buildings and have been for quite some time. This should not be toggle-able unless the game is set in a 3rd world country or 30 years ago. Might as well have a "electrical system" or "indoor plumbing" ordinances.

In the US, smoke detector requirements vary state-by-state, and sometimes city-by-city within states. On MLK day, I was actually reading that many cities' fire departments gave away smoke detectors "for free" as part of a fire safety initiative. So this is hardly an unrealistic policy.
 

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Time to declare a state of emergency and call in the army. QUELL THE REBELLION!
 

JimmiG

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If pet cause problems, why would you impose a pet ban on a district?
A pet ban is way overrated, is reasonable education for pet owners, dedicated zones, ecc...
This may be unusual, standard simulation is not apply rules in force in only 2 countries in the world, this could be a third choice/policie.

However, good job CO, I love this game! :cool:

I personally love cats, dogs, snakes, spiders and other adorable pets, however there's nothing wrong with giving the player options.
But if we're able to ban pets, it's only fair we should have the option to encourage pet ownership too - dog parks, agility courses etc. :)
 

AKicebear

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This may be unusual, standard simulation is not apply rules in force in only 2 countries in the world, this could be a third choice/policie.

I agree, when designing a city building game it is unwise to base the gameplay options on real life experience in countries where the majority of large, dense urban areas are globally. That would be realistic, and players hate realism. :D
 

bosniandragon

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The game really looks amazing and it looks everything that SimCity should have been :) I'm definitely excited about this game, but I do have one question/suggestion; why are tree sizes uniform? Is it possible to make some variation in that field, everything else feels dynamic and realistic but the trees are cloned so it kind of doesn't fit the whole game feeling. I hope you can somehow change this, add different sizes of trees (or even better, different types, but I know that takes time & more resources).

To be more precise, maybe some kind of random generator for maps which automatically rotates trees to a random degree so that they don't look all the same, even if they remain of same size & type.
 
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