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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
 

vtavil

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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. :)

+1
We need to take care of our little friends too. Most of the pets in streets are previously owned ones in reality too, so if we ban owning pets, we should at least take care of the existing ones, killing them would be inhumane and also is a crime in many countries.
 

co_fiirdraak

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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.
All the trees have size variation which the game applies randomly as the forest areas are created in the map editor and there are various tree types depending the different themes.
 

cd concept

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I love the idea of having districts with policies etc. But the way it is placed on the map with a paint brush I'm not to thrilled about. The edge of the boundary are not straight. They some times run between buildings etc. I was wondering if CO could come up with a tool that you can draw a penciled line where you want. Between the middle of streets, rivers, ravines and hillsides. Or at the edge of a property line. This way it looks more squared and organized just like in the real world. Then the computer can straighten the lines more accurately and code it with a zone colour etc.
That would look more realistic like a real map !
 

Inge Jones

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I love the idea of having districts with policies etc. But the way it is placed on the map with a paint brush I'm not to thrilled about. The edge of the boundary are not straight. They some times run between buildings etc. I was wondering if CO could come up with a tool that you can draw a penciled line where you want.

Agreed. I feel the same about using brushes for terrain sculpting - too imprecise. Would be good to be able to draw a shape then key in a value for height - like a contour line. It doesn't matter too much if it has to snap to grid, I guess. (Complete freehand would end up making far too many subdivisions of the mesh) Visual smoothing effect can be applied by the GPU.
 

Philemon1976

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I love the idea of having districts with policies etc. But the way it is placed on the map with a paint brush I'm not to thrilled about. The edge of the boundary are not straight. They some times run between buildings etc. I was wondering if CO could come up with a tool that you can draw a penciled line where you want. Between the middle of streets, rivers, ravines and hillsides. Or at the edge of a property line. This way it looks more squared and organized just like in the real world. Then the computer can straighten the lines more accurately and code it with a zone colour etc.
That would look more realistic like a real map !

+1, that was my thought, too.

Another question: are you able to add certain acres to a district after creating one? Or have you to neutralize the whole district if you want to "cut off" a few blocks?
 

Soranya

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Neat Dev Diary...
But one thing really disturbs me, is it just me or is there (still?) a huge lack of building variety in Skylines?
I can hardly make out more then 10 different building modells in all of the screenshots i have seen so far (only rotated sometimes).
 

Nyarlathotep78

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I don´t know if that question has been risen yet, but is the size of a district changable after is has been drawn?
And another thing: as we are able to specialize an industrial district, would it be possible to distinguish between a shopping an an ordinary business district?

btw: is there something wrong with my eyes or are the ports know bigger? :)

good work, the games looks better from diary to diary
 

DEY123

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Neat Dev Diary...
But one thing really disturbs me, is it just me or is there (still?) a huge lack of building variety in Skylines?
I can hardly make out more then 10 different building modells in all of the screenshots i have seen so far (only rotated sometimes).

I agree..Hopefully this is part of the polish that takes them form the current state to release. Imagine adding more building models is all about art assets and just something that their Graphics team needs to put in time to do.
 

cd concept

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+1, that was my thought, too.

Another question: are you able to add certain acres to a district after creating one? Or have you to neutralize the whole district if you want to "cut off" a few blocks?

I good idea is to pencil in the new extended section. Then cut and delete the old unwanted line from where the new extension exists. I appreciate that you like the penciled idea instead of the brush look. To me it looks more organized. Let's hope CO goes for this idea!
 

monksu

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Another question: are you able to add certain acres to a district after creating one?

Maybe brush edits an existing district if brushing is started in a coordinate within a defined district. Otherwise a new district might be created. That would seem the most logical solution for adding/editing.

How about removing districts?
 

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Being a Paradox game, we know that modding will be supported. I would rather the developers spent time on the structure of the game, and let players create building variety, larger farms, realistic airports, and all that stuff. Because let's be honest, somebody somewhere is always going to hate the graphics. So let's have the community make buildings, and then go pick and choose which ones you like from Steam Workshop.
 

DEY123

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A little built in variety would be good. I realize that Mods could create whole new sets but some people would rather not have to search around for mods. I think if you look at a lot of games that have achievements for using a mod you will find that a small portion of people are using mods (I know that people who play many many hours tend to do so because they are playing mods but for the person who puts in 20 to 100 hours there is probably a lot less mod use.
 

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A little built in variety would be good. I realize that Mods could create whole new sets but some people would rather not have to search around for mods. I think if you look at a lot of games that have achievements for using a mod you will find that a small portion of people are using mods (I know that people who play many many hours tend to do so because they are playing mods but for the person who puts in 20 to 100 hours there is probably a lot less mod use.

This may be true, but I think the city-building genre is an exemption. Did anybody really play Simcity 4 without mods?

But perhaps you're right, and the average casual player would rather have built-in variation. I'm hoping that good Steam integration will make a really strong mod community that will push this game far beyond what the developers could create. That's why Simcity 4 was so successful, after all.
 

Urbanplayer

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Polices are one of best part of this game, huge potential if will be implemented during the time!
Anyway, i'm agree with who's saying that buildings look a bit "all the same", in particular i would suggest to add more details in props and textures cause I think that they are really important to make a city looks "real".
Which programs can we use to create new buildings? Will sketchup be good?
 

TrentW

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Allowing public drinking like a 'go cup' policy in districts would be great. If allowed its pros would be increased tourism and business in entertainment district (like Bourbon St & Beale St) and its cons would be increased crime and litter. Here in Melbourne that's very much a district (Local Government Area) based policy, for example in Stonnington Council public drinking is banned outright with a $200 fine; cross the highway into Port Phillip council and it's perfectly legal to drink on the street before 8pm.