I hope that the focus for new content is bringing more depth to the actual city planning. I really like this game, especially the presentation of the traffic is very challenging, but my problem is that most of the time I will do traffic related things in my city and this becomes more and more boring. I hope that the next DLC (Addon) will shift the game from a transport minister to an acting mayor like it was in SC4.
I agree that there should be more city planning involved, but I'd never put it at the expense of transport management.
As I see it, C:S is one of many city builders that has the same problem of being experienced as difficult in the beginning, but grow exponentially easier over time. Naturally you amass a large wealth as long as you have a steady positive income over a long period of time, so I wouldn't worry too much about the amount of money you have. What makes C:S unique from most other city builders is its simulation, and the huge potential it comes with. Unlike SimCity, which flopped enormously with both a bad engine and a horrible game design, C:S handles agents surprisingly well in large amounts. This is definitely a strength to the game.
Now, I understand why transport is a large part of the game, and it should be, but of course there is more to a city than just the transport management. For example, I quite like districts and the possibilities they have, both policies and mods that enable different architectural styles. Having the city's policy split up into districts could be used to greatly diversify each district to have its own unique touch and features.
To list things I'd like to see be done in the game (some mentioned by others);
- Unify the time in the game to have one long day/night cycle. This allows for buildings and services to work differently during night, as well as changing the traffic pattern. Rush hours and night clubs would have a meaningful impact to the city. Some forms of transport, like cargo, would have different traffic schedules than commuters.
- Metros should be reworked. Personally I never use them as I find them simply too easy. Firstly, underground station length should be near the same as train stations', and both the building cost but especially the upkeep should be increased. Metro lines should be extremely expensive both to build and maintain, and only be profitable if you have several thousand people to move over distance. The capacity of metros should also be increased of course. I'd also opt for having the option to build surface metro tracks like CiM, which are much cheaper than tunnels. They'd be well suited to connect extensive suburbs to important locations, with stations having large range and the metro trains being fast.
- Trains also need some love. Currently it is too easy to use them how metros should be used; as commuter trains that connect every part of the city with each other. Trains should have a very low spawn rate, and a large capacity. I also feel that trains should be longer, including their stations, and not allow steep curves. Basically, train tracks should be difficult to lay in an urban terrain, and trains' main function should be to bring tourists and commuters to and from other cities. If people actually could work in different cities, trains would have a much more fulfilling role. Trains also with their extended length should have a slow acceleration and high top speed. For these reasons it'd be ideal for commuter transport over large distances (for example in huge cities), but also for cargo hauling. Cargo trains should be long, slow and transport enormous amounts of goods.
- The milestones need to be changed. I dislike the idea of population being what determines rewards, but it works for now. As I see it, most road types should be available from early on, to allow future planning, but large roads should have a large penalty for low density housing (not high density). Taxi should be available immediately, and bus lines from maybe 5000 population. Trains should be unlocked early as well, maybe 10k, as they should be an important source both for new citizens, tourists and cargo. Metro and trams (if that day comes) should both be reserved for 100k population cities.
- Capacity in general. I use mods that alter population in each building to more realistic amounts, ie. a suburban home having one or two households and an apartment block having 50+. I see this as a necessity, and it should be included in the base game. If buildings more realistically portrays population, then it's already easier to tweak transport options to fit to it. The long day/night cycle would also prevent major cluttering of cars. This would also give a legitimate reason to use highrise bans, as it seems completely redundant without these population altering mods.
- Wealth. SC4's usage of wealth was quite clever, but in C:S it'd need to be more dynamic. There already is a district sq/m price, which is good, but it doesn't seem to serve any purpose as it is now. I suggest higher lot prices attract wealthier people, which will require more living space, parks and services to be satisfied, but also generate a lot more tax as well as buying a lot more from stores. They'd also use public transport less. As I see it, districts with high lot prices would be ideal either for low-density suburbs with a high concentration of services, like colleges, cultural services and monuments, or for downtowns with large luxurious skyscrapers side by side with office blocks. Districts with low lot prices would be good for large sprawling suburbs, commercial shopping areas or medium density residential areas consisting of low-height apartments.
- Offices should firstly have both low and high density options, but also serve a more important role in city planning. They should be kept to relatively central districts, benefit from public transport and a large surplus of people available nearby, and operate densely, ie. being more effective by building in height than width.
- Density: Buildings' heights should work cumulatively--taller buildings attract taller buildings. A hi-rise should
never pop up in a suburb. Instead, buildings should grow taller on demand and wealth level, and depending on how many tall buildings surround it. This would condensate buildings more realistically, and make for more realistic cities without being necessarily too hard to implement. Additionally, zones of different density shouldn't remove each other; ie. replacing a low density residential zone with a high-density residential zone shouldn't remove the low density residential buildings there.
- Monuments should be dynamic instead of being purely tourist attractions that at the moment work horribly. A skyscraper in the middle of nowhere with the upkeep of over 1000 attracts 10 tourists a week, seriously? They should work more like a normal building and have various functions, for instance, an art gallery or an opera should be tourist attractions that massively increase wealth in surrounding areas, while office buildings should employ tons of educated people. They should also cooperate with the density heights, generating unhappiness if a tall building is placed near non-tall buildings, while generating happiness if placed near skyscrapers.
- Finally, services should be a lot more customizable. I'd like to see a function similar to SimCity, where you could expand each service building, but also allow for a manual control over budget. For example, a school should be possible to upgrade either for range (in a suburb) or capacity (in a downtown), and budget adjusted accordingly. Services should also have more policies attached to them, like subsidizing of school buses, healthcare, etc. or establishment of private schools/hospitals. Also, there should be a clear difference between a hospital and a clinic: a hospital should be citywide, and be able to treat a ton of patients, while clinics should be small and cheap, and be spread thoroughly across the city. They should not go under the same coverage, as realistically hospitals provide for other injuries than clinics do. Clinics should increase health and prevent sickness in a local area, while hospitals be reserved for seriously ill or injured patients, although still maintain the function of a clinic in a small radius.
That's what I can think of at the moment. I gotta say I love this game, and look forward to what the devs come up with, but this is what I have on my mind on how it could be improved. I'm not a programmer or I'd try to make some mods for this (thank god for mods).