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Spec. Tater

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If you want more "city" and less traffic management, you need to be very clear about what it you want and how it should work. Part of the reason we get traffic and roads in the game is that those are parts of the urban landscape that we are familiar with, because we all use them everyday. They are also the parts of cities that city governments have the most direct control over. And they are the easiest to model. Decisions about what to build and where to build it are easy to implement, and have obvious effects on the built environment - and make good eyecandy.

What else do cities spend money on? Police and Fire, schools and parks. Some universities or community colleges, some museums. But larger universities and museums are usually nationally or state funded, except in the biggest cities. Cities may administer low-income medical clinics, but most medical offices and hospitals are privately operated (profit or non-profit, for public or private insurance) or funded at the national level.

The problem is that each of these services are not so easily modeled. Among other things, if there were easy or obvious solutions to these problems, they wouldn't be so contentious. IN order to implement them, the devs have to decide how important they are, and what the right answer is. They have to pick sides in political disputes. In America right now, debates over policing involve over-militarization, body cameras, "broken windows" vs. "community policing", and racial profiling. How do you incorporate those into a game? How do you avoid all the political landmines and keep your game's mass appeal? CS has a "Legal Weed" policy - just barely mainstream, with tiny and slightly humorous effects. Can you imagine a similar policy for "Legalize Guns", or "Ban all Guns"? Because then the devs have to decide if banning guns reduces crime or increases it!

Cities run homeless shelters, needle exchange, rehab clinics, orphanages or foster systems, and public housing. But these start to get much more culturally specific and politically sensitive. Every additional choice the devs have to make is one more that will alienate customers on the right or left. Do the game's needle exchanges improve health? Do they increase drug use? Do they increase crime or hospital costs? Should the city provide public housing, or just shelters, or just a bunch of boxes and bootstraps, and in the game which will be the best cost value, and for who?

Finally, like nearly all city builders, the game has a terribly naive approach to tax policy and the effects on the economy, although still better than SC4. Cities don't get to pick what industries thrive in them. The number of failed "Local Silicon Alley" boondoggles is legion, and most efforts to lure auto plants or movie studios rarely generate gains because so much of the increased potential tax revenue is given back to the companies in loans and sweetheart deals. But that is a gameplay choice because players want control, like a Civ-style game. Where are the neighborhood NIMBYs, the local activists, the public unions, the rich plutocrats and real estate developers, the connected industrialist who bankrolled your mayoral campaign, or her arch-rival judge who keeps indicting your chiefs of staff and declaring your pet projects illegal?
 
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Kain2K

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If you want more "city" and less traffic management, you need to be very clear about what it you want and how it should work. Part of the reason we get traffic and roads in the game is that those are parts of the urban landscape that we are familiar with, because we all use them everyday. They are also the parts of cities that city governments have the most direct control over. And they are the easiest to model. Decisions about what to build and where to build it are easy to implement, and have obvious effects on the built environment - and make good eyecandy.

What else do cities spend money on? Police and Fire, schools and parks. Some universities or community colleges, some museums. But larger universities and museums are usually nationally or state funded, except in the biggest cities. Cities may administer low-income medical clinics, but most medical offices and hospitals are privately operated (profit or non-profit, for public or private insurance) or funded at the national level.

The problem is that each of these services are not so easily modeled. Among other things, if there were easy or obvious solutions to these problems, they wouldn't be so contentious. IN order to implement them, the devs have to decide how important they are, and what the right answer is. They have to pick sides in political disputes. In America right now, debates over policing involve over-militarization, body cameras, "broken windows" vs. "community policing", and racial profiling. How do you incorporate those into a game? How do you avoid all the political landmines and keep your game's mass appeal? CS has a "Legal Weed" policy - just barely mainstream, with tiny and slightly humorous effects. Can you imagine a similar policy for "Legalize Guns", or "Ban all Guns"? Because then the devs have to decide if banning guns reduces crime or increases it!

Cities run homeless shelters, needle exchange, rehab clinics, orphanages or foster systems, and public housing. But these start to get much more culturally specific and politically sensitive. Every additional choice the devs have to make is one more that will alienate customers on the right or left. Do the game's needle exchanges improve health? Do they increase drug use? Do they increase crime or hospital costs? Should the city provide public housing, or just shelters, or just a bunch of boxes and bootstraps, and in the game which will be the best cost value, and for who?

Finally, like nearly all city builders, the game has a terribly naive approach to tax policy and the effects on the economy, although still better than SC4. Cities don't get to pick what industries thrive in them. The number of failed "Local Silicon Alley" boondoggles is legion, and most efforts to lure auto plants or movie studios rarely generate gains because so much of the increased potential tax revenue is given back to the companies in loans and sweetheart deals. But that is a gameplay choice because players want control, like a Civ-style game. Where are the neighborhood NIMBYs, the local activists, the public unions, the rich plutocrats and real estate developers, the connected industrialist who bankrolled your mayoral campaign, or her arch-rival judge who keeps indicting your chiefs of staff and declaring your pet projects illegal?

Ok, so you basically suggest that CO stops any further development since there is no way to improve the game without making a political stand and alienating their customers and the only other choice they have is to provide more means to manage traffic.

Well ok if you say so...
But look, there are other ways. One way to improve the game would be more micro and less macromanagement. They could give us a way to manage budgets on a per building level.
They could implement a legalise prostitution policy that would raise the crime and happiness rates. If you institute this you gain access to the redlight commercial specialisation (or better zone).
They could implement a legalise gambling policy that would also raise the crime and happiness rates. If you institute this you gain acces to the gambling commercial specialisation and to several gambling landmarks.
The could implement an economic cycle in which your city has to reach certain goals in order to attract certain industries. Like maybe 5000 cims with high education to gain access to hightech industries. Or you have to export 1 million tons of ore in order to gain access to ore processing industries.

There are other ways to make the game more challenging and to implement new features at the same time. We already have death care, so why not implement religion? Does it have to be christian, islam or what not? No it does not, they can easily create a new religion for that purpose.

Well, the possibilities to introduce new features for a city builder are somewhat... limited. You have to abstract and you have to introduce things that normally are not part of the job description of a mayor and above else it has to be fun. But even the possibilities to improve traffic control are limited. We already have buses, trains, metros, planes, ships and taxis. What else is there? Trams are a given. The elevated railway I suggested earlier may be a possible addition, too. Maybe a Monorail, but aside from that? Maybe more street variations.

The point is. This is not CK2. This game is focused on building a city and with that possible new features are limited. So CO can either go the way SC2013 did with its expansion and go all fantasy or they have to try to implement features that are inspired by reality with all its facettes.

All we can do is, to tell CO what we would like to see. Not everyone of us knows how to program. And those who do know how to program, do also know that some things simply are impossible and things that are possible are not always doable. I think CO does know best what they can do and what not.

But I have to admit that I somewhat distrust COs way of designing new features. As good as the Idea behind the leisure and tourism is, in my eyes it was not thought through well enough. It is the same with their first implementation of wall-to-wall buildings. I really believe they can improve the game further, I really do. But both, the european theme as well as the new After Dark features seem to be rather rushed. Maybe they should spent more time thinking about if the feature and its actual implementation makes sense. I'd rather wait a few month longer for a new DLC and have well done features, instead of an earlier release date with features that are looking great on paper but are badly implemented. But nonetheless CS is a very good game, but this does not mean that it could not use some more polishing here and there.

I mean the Idea behind the features of SC2013 was amazing. It was the way how they implemented them that really sucked.

As much as I would love to see new features. I think they should invest some more time to polish the game we already have before making a new DLC. There are several balancing issues and some features AD brought should be revised, or at least rethought.
 
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Spec. Tater

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Ok, so you basically suggest that CO stops any further development since there is no way to improve the game without making a political stand and alienating their customers and the only other choice they have is to provide more means to manage traffic.
No. What I said is that CO is doing the easy stuff, for which there is plenty of community support. People want to build "My Town", or "My Ideal City". Since lots of people's towns have trams, and lots of people's ideal cities have trams, adding trams is a no-brainer.

The other thing I said is that if you want CO to add more stuff, you should be specific about it. And you were - great! I love the discussion!

Well ok if you say so...
But look, there are other ways. One way to improve the game would be more micro and less macromanagement. They could give us a way to manage budgets on a per building level.
They could implement a legalise prostitution policy that would raise the crime and happiness rates. If you institute this you gain access to the redlight commercial specialisation (or better -zone).
They could implement a legalise gambling policy that would also raise the crime and happiness rates. If you institute this you gain acces to the gambling commercial specialisation and to several gambling landmarks.
Good ideas. Some countries and US states do this already. But why would it raise crime? After all, all those hookers and bookies are no longer breaking the law? Maybe it would reduce property values within the district it is enacted in, but raises property values in other districts adjacent to it?
The could implement an economic cycle in which your city has to reach certain goals in order to attract certain industries. Like maybe 5000 cims with high education to gain access to hightech industries. Or you have to export 1 million tons of ore in order to gain access to ore processing industries.
There are other ways to make the game more challenging and to implement new features at the same time. We already have death care, so why not implement religion? Does it have to be christian, islam or what not? No it does not, they can easily create a new religion for that purpose.
I like the economy ideas. I think adding religion is a big mistake. Among other things, if your city is building your religious buildings, you live in a theocracy.
Well, the possibilities to introduce new features for a city builder are somewhat... limited. You have to abstract and you have to introduce things that normally are not part of the job description of a mayor and above else it has to be fun. But even the possibilities to improve traffic control are limited. We already have buses, trains, metros, planes, ships and taxis. What else is there? Trams are a given. The elevated railway I suggested earlier may be a possible addition, too. Maybe a Monorail, but aside from that? Maybe more street variations.

More transit is nice.

But I recall when Simcity2000 got flack for being too environmentalist and liberal for things like solar power. And Civ2 was criticized for being anti-nuclear power and part of the global warming hoax. So picking sides in cultural or social policy disputes can be dangerous.
 
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Kain2K

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After all, all those hookers and bookies are no longer breaking the law? Maybe it would reduce property values within the district it is enacted in, but raises property values in other districts adjacent to it?

You're propably right there. I did not have much time to really think about it and just wrote what came to mind.

I think adding religion is a big mistake. Among other things, if your city is building your religious buildings, you live in a theocracy.

Maybe, but like I wrote, possible features that typically are things that fall within the jurisdiction of a mayor are limited. Either CO travels into the realm of fantasies or the list of possible features grows short rather sooner than later. And I think a DLC "Matters of Religion" could hold a more realistic approach than a DLC "Cities: Tomorrow - We totally not gonna get sued over the title, never". There is a given number of possible public transport types and there is a given number of typical things a mayor has to do. Perhaps it is best if we don't take the "What a Mayor can do"-Street and better choose the "What do we have in a city that could add to the game"-Avenue. I mean CS is foremost a game not a mayor simulation. In which city can the administration authorize the destruction of buildings that do not belong to the administration at all. Like I said, this is not CK2 where it is far easier to add new things. So CO has to be creative, but nonetheless as realistic as possible when they think about how to add something.

But I recall when Simcity2000 got flack for being too environmentalist and liberal for things like solar power. And Civ2 was criticized for being anti-nuclear power and part of the global warming hoax. So picking sides in cultural or social policy disputes can be dangerous.

And as far as I remember SimCity 2000 as well as Civ2 were pretty successful, despite those "scandals".
 

Simcity5

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Industry could do with the biggest improvement. Theres loads of scope to improve that. Most people playing probably ignore industry as much as they can.

I actually quite liked the mayors mansion thing from sc13.
I think more depth is needed in the RCI demand.

I like all the people that say they disagree that it mostly traffic management focused, yet everyone actually agrees it mostly traffic management focused?? cos city builders are suppose to be mostly traffic management focused???. A theory they maybe got from SC13... :).. so really you all agree.. The game currently is mostly a transport management game whether thats how its suppose to be or not.

I prefer the traffic management part take a step back and not be so dominating in your play time. No other city builder other than this and SC13 did I spend 90% of the time designing road layouts, even sc13 I dont think it was as dominating in play time. While I dont mind making road layouts its not all I want to do all game long. I feel like I'm playing train fever at times :).

That would have been awesome if it was more like skylines.
 
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armarayo

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So if perhaps the next DLC/Expansion will hit Steam even before December and holiday sales? But then again it's ~2~ months so I dunno... Please be early on the holiday season, most stuff sold is on "black friday" :) and yey have few of those limits raised for us.
 

armarayo

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It would be great if the tram system would be flexible:
- Suitable for short and long journeys
- Suitable for long distance commuting in the city
- Suitable for local lines as well

Perhaps by tram we don't mean those OLD Helsinki or Melbourne trams and networks.

What the tram is these days it's a light rail system, not a streetcar anymore. Light rail systems are being build around Europe and US because metro is so last century, but trams'n'streetcars have evolved into light rail systems.

https://en.wikipedia.org/wiki/Light_rail
https://en.wikipedia.org/wiki/Medium-capacity_rail_transport_system

Pikaraitiotie: fast tramway or fast light rail:
https://translate.google.com/translate?sl=fi&tl=en&js=y&prev=_t&hl=fi&ie=UTF-8&u=http://www.kaupunkiliikenne.net/perustietoa.html&edit-text=

https://fi.wikipedia.org/wiki/Pikaraitiotie
 
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draqsko

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Light rail systems are being build around Europe and US because metro is so last century, but trams'n'streetcars have evolved into light rail systems.

Depends where you were, but in the Northeast US, streetcars are light rail, and they are built more often now because of capital costs of digging a tunnel versus laying surface rail. And generally speaking, there is little difference between streetcars and metros, they will often be on the same network. For example, this is Greater NYC's metro, red is underground, green is surface rail.

Nyc_subway_underground_or_overground_track_position.svg



Metros are preferable since they don't not interact with street traffic at all, whereas surface rail has to at some point.
 
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armarayo

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The idea of rapid light rail is to have it's own lanes and pathways, merely it should stop only at stations/stops.

It would be lovely if CO would along with trams make ferry system and overground metro. Overground metro with few different stations. OK at least 1.

I dislike having the metro underground for my suburban or industry areas.
 
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Steve B.

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Depends where you were, but in the Northeast US, streetcars are light rail, and they are built more often now because of capital costs of digging a tunnel versus laying surface rail. And generally speaking, there is little difference between streetcars and metros, they will often be on the same network. For example, this is Greater NYC's metro, red is underground, green is surface rail.

Nyc_subway_underground_or_overground_track_position.svg



Metros are preferable since they don't not interact with street traffic at all, whereas surface rail has to at some point.

But those green lines are with a couple of exceptions all elevated trains not surface lines. And none interact with street traffic except to the extent they prevent through traffic on some streets.
 
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k-59

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They could implement a legalise gambling policy that would also raise the crime and happiness rates. If you institute this you gain acces to the gambling commercial specialisation and to several gambling landmarks.
What are they doing in the Casino landmark now?
 

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I like the economy ideas. I think adding religion is a big mistake. Among other things, if your city is building your religious buildings, you live in a theocracy.
I mean CS is foremost a game not a mayor simulation.
These messages inspired an idea: why not make this more of a mayor simulation? This would certainly add more depth, if done well.

What I have in mind is something like this. The game would need a few (the bigger the city, the greater the number) "agent AIs" - bigger firms, corporations, religious organisations, maybe some central authorities (Ministry of Defence, Ministry of Health, whatnot), ecological organisations, other influence groups - that would interact with the player, asking him/her to do certain things: "sell/rent us a plot in a designated area" (e.g. for a big factory, military base, big hospital, church, large supermarket/shopping centre, large apartment complex) that would give certain benefits (cash, upgraded health care for the hospital because it is state-funded, etc.) but also negative aspects (higher crime rate near military base, decreased land value around the large supermarket, unhappy owners of the small houses in the area where the big developer wants to build his apartment complex, ecology freaks protesting every bigger construction project, influencing your approval rating etc.).

These things could influence your mayoral rating/overall happiness in the city, which, if e.g. decreases too much, makes it impossible for you to introduce certain decisions/create certain buildings (this would be rather arbitrary and mostly in order to actually create a sort of punishment for a player who doesn't care about his approval rating - on the other hand, this could symbolise a mayor's dwindling popularity and lowered chances of re-election etc.).

Another thing to consider would be a city council: after all, most cities have both types of authorities (legislative and executive) which have to cooperate. The council could propose legislation that the player would have to (or disagree to) enact, sometimes contradicting his own designs, and again, the player would have to fight for his popularity (in order for the council not to take over!).

Just my €0,02.
 
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Builder1337

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Hey, would it be possible to include at one point the hyperloop concept into the game? There seems to be quite promising developments in that field, and it would be very cool. Although maybe not as practical if you consider how small the maps are in CS?

Otherwise, it would be very cool to make the game a little more gritty. Make the factories dirty, along with low-income housing as was mentioned previously.

And please, pretty-please do something about the sizes of the zones a thing. Industrial factories, agriculture, ore excavation and so one do not look that small in real life! I think sc4 actually did a better job at that, by making it possible to zone big industrial zones, and by just having a single road passing by, the main buildings would come by the road, and behind you would get smaller buildings, or industrial work-areas. Just places where trucks go back-and-forth.

In fact, I dare say that properties don't always work like blocks of land, even though property developers like them that way the most, hehe. It would be cooler if you could zone similar to a district. That way you capture the good sides of the sc4 type of zoning, but in a slightly more modern way.

Warehouses and distribution/logistics centres should also be a thing. That could be a specialization! They could help relieve traffic in some ways, or produce some other sorts of benefits. However, I think that should be mandatory with any place that has more than 20K in-game citizens...

As for the aesthetic perspective, seasons and disasters would be great!

Mixed-purpose buildings would be bonkeeeeeeers!!! Oh man, if you could have commercial purpose in the first floor, offices in the second, and in the top three floors have private residences, that would be so incredibly cool for a realistic-looking (and behaving) downtown area!

I guess that's my take on it now. I could write a new post down below if people comment on my thoughts? Perhaps I come up with something I forgot to add here, or some new idea entirely!
 

Joe The Dragon

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The idea of rapid light rail is to have it's own lanes and pathways, merely it should stop only at stations/stops.

It would be lovely if CO would along with trams make ferry system and overground metro. Overground metro with few different stations. OK at least 1.

I dislike having the metro underground for my suburban or industry areas.
The Chicago EL system has the same tracks / cars run under, over and some lines have at grade parts as well.
 

Kain2K

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These messages inspired an idea: why not make this more of a mayor simulation? This would certainly add more depth, if done well.

What I have in mind is something like this. The game would need a few (the bigger the city, the greater the number) "agent AIs" - bigger firms, corporations, religious organisations, maybe some central authorities (Ministry of Defence, Ministry of Health, whatnot), ecological organisations, other influence groups - that would interact with the player, asking him/her to do certain things: "sell/rent us a plot in a designated area" (e.g. for a big factory, military base, big hospital, church, large supermarket/shopping centre, large apartment complex) that would give certain benefits (cash, upgraded health care for the hospital because it is state-funded, etc.) but also negative aspects (higher crime rate near military base, decreased land value around the large supermarket, unhappy owners of the small houses in the area where the big developer wants to build his apartment complex, ecology freaks protesting every bigger construction project, influencing your approval rating etc.).

These things could influence your mayoral rating/overall happiness in the city, which, if e.g. decreases too much, makes it impossible for you to introduce certain decisions/create certain buildings (this would be rather arbitrary and mostly in order to actually create a sort of punishment for a player who doesn't care about his approval rating - on the other hand, this could symbolise a mayor's dwindling popularity and lowered chances of re-election etc.).

Another thing to consider would be a city council: after all, most cities have both types of authorities (legislative and executive) which have to cooperate. The council could propose legislation that the player would have to (or disagree to) enact, sometimes contradicting his own designs, and again, the player would have to fight for his popularity (in order for the council not to take over!).

Just my €0,02.

I think this would be very difficult to implement and it would also probably be better to do this in an extra game. The system you described would kill the freedom CS is giving us. I think it would be best if CS stays a city builder.

Hey, would it be possible to include at one point the hyperloop concept into the game? There seems to be quite promising developments in that field, and it would be very cool. Although maybe not as practical if you consider how small the maps are in CS?

Otherwise, it would be very cool to make the game a little more gritty. Make the factories dirty, along with low-income housing as was mentioned previously.

And please, pretty-please do something about the sizes of the zones a thing. Industrial factories, agriculture, ore excavation and so one do not look that small in real life! I think sc4 actually did a better job at that, by making it possible to zone big industrial zones, and by just having a single road passing by, the main buildings would come by the road, and behind you would get smaller buildings, or industrial work-areas. Just places where trucks go back-and-forth.

In fact, I dare say that properties don't always work like blocks of land, even though property developers like them that way the most, hehe. It would be cooler if you could zone similar to a district. That way you capture the good sides of the sc4 type of zoning, but in a slightly more modern way.

I would suggest a mix of the SC2000 and SC13 zoning.

In SC2K you could zone a block until 6 squares away from a Street and the game actually used as many squares as possible to build buildings even if they did not directly adjoin a street. I would mix this with the zoning of SC13. If you zoned at a curve the spots that could not possibly be used for a building were filled with random generated objects. Another possibility would be to give us fillers like the Cities XL games to fill up empty spaces between building.

Warehouses and distribution/logistics centres should also be a thing. That could be a specialization! They could help relieve traffic in some ways, or produce some other sorts of benefits. However, I think that should be mandatory with any place that has more than 20K in-game citizens...

I don't think this would work as a specialisation. But I second your idea. This would probably work best with the economic cycle that I proposed earlier and could be used to either export an overproduction or to store it for future use. You could probably combine this if one could store lets say 100k tons of ore and export every thing that exceeds this limit.
I actually don't think it would be a bad idea to take a closer look at SC13. Despite the failure it was, it had a great many of very awesome ideas. Maxis only made a mistake in their implementation... that and the fact they lied to us in almost every way possible.

As for the aesthetic perspective, seasons and disasters would be great!

Seasons would be great, but I really don't think that they will come. CO already said that they won't do anything that compromises performance on low spec systems. Aside from that I don't think you could add Seasons in a way that would add to the gameplay. You have to keep in mind that CO would have to redo every asset without getting much out of it in return.

Mixed-purpose buildings would be bonkeeeeeeers!!! Oh man, if you could have commercial purpose in the first floor, offices in the second, and in the top three floors have private residences, that would be so incredibly cool for a realistic-looking (and behaving) downtown area!

I guess that's my take on it now. I could write a new post down below if people comment on my thoughts? Perhaps I come up with something I forgot to add here, or some new idea entirely!

Before we can have multi purpose buildings we need a more detailed RCI-meter. With how it currently is if there is demand at all, but you don't see if your industries are in demand of ore, oil or whatsoever and we definitely need a distinction between leisure, tourism and generic comercial zones.
 
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Builder1337

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Sep 9, 2015
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I would suggest a mix of the SC2000 and SC13 zoning.

In SC2K you could zone a block until 6 squares away from a Street and the game actually used as many squares as possible to build buildings even if they did not directly adjoin a street. I would mix this with the zoning of SC13. If you zoned at a curve the spots that could not possibly be used for a building were filled with random generated objects. Another possibility would be to give us fillers like the Cities XL games to fill up empty spaces between building.

I don't really have much experience with other city builders other than SC4 and CS.

I don't think this would work as a specialisation. But I second your idea. This would probably work best with the economic cycle that I proposed earlier and could be used to either export an overproduction or to store it for future use. You could probably combine this if one could store lets say 100k tons of ore and export every thing that exceeds this limit.
I actually don't think it would be a bad idea to take a closer look at SC13. Despite the failure it was, it had a great many of very awesome ideas. Maxis only made a mistake in their implementation... that and the fact they lied to us in almost every way possible.

I feel like zones and specializations are cluttered in this game. In real life, most planning systems in Western countries that I have looked at have a looong list of specific zones for a specific purpose. I feel like specializations are a different way of appointing a purpose to the zone. I'd rather have a long list of specific types of zones to choose from than have a specialization system. I am still for districts with their specializations within industry, but not commercial and potentially residential. Specializations should only encompass policies, building themes and city planning, like you have in that panel in-game.

Seasons would be great, but I really don't think that they will come. CO already said that they won't do anything that compromises performance on low spec systems. Aside from that I don't think you could add Seasons in a way that would add to the gameplay. You have to keep in mind that CO would have to redo every asset without getting much out of it in return.

I think seasons would give the game a great addition to depth! The civic sector would definitively become more interesting as for how challenges go in-game. If you're in a boreal region, you'd have to contend with snow and ice, and therefore would have to invest in snow-plowers and salting the road, for example. I do see the challenge with low spec systems though.

Before we can have multi purpose buildings we need a more detailed RCI-meter. With how it currently is if there is demand at all, but you don't see if your industries are in demand of ore, oil or whatsoever and we definitely need a distinction between leisure, tourism and generic comercial zones.

Yeah, I definitively agree with that!

As a last note, when it comes to disasters, it would be interesting to see how people would build their cities if they had to take into consideration how rainfall and potential flooding would affect a city that has almost no green spaces or other surfaces that can absorb water downwards. Or how canals and flood tunnels would work. That would also mean better info maps, as well as info graphs to see which areas are prone to flooding, based on the geography.
 

Kain2K

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I feel like zones and specializations are cluttered in this game. In real life, most planning systems in Western countries that I have looked at have a looong list of specific zones for a specific purpose. I feel like specializations are a different way of appointing a purpose to the zone. I'd rather have a long list of specific types of zones to choose from than have a specialization system. I am still for districts with their specializations within industry, but not commercial and potentially residential. Specializations should only encompass policies, building themes and city planning, like you have in that panel in-game.

I don't mean specialisations like we have at the moment. I ment city specialisation like SC13 had. You can either do everything and build a multipurpose city or you can specialise in one sektion, let's say gamble. If you specialize your city, you can unlock special buildings like casinos or district policies like "prohibit gambling outside of casinos". But you can't unlock everything in one specialisation if you're not specialising at all.

In the matter of the current specialisations I, too, think that they would make much more sense if they were converted to zones.
 
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