After Campus dlc, What next for Cities Skylines?

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muttonnoir

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I usually cringe when posts appear shortly after a dlc launch that speculate about the next release. It always seems a bit impatient to me. On this occasion I have broken my own rule. In my opinion the Park Life dlc mechanics was a breakthrough for Colossal Order that struck gold. The format could be easily adapted for an endless range of specialisms. Campus, when fully developed in game covers a massive area of the map. By comparison the games airport assets are tiny. I for one would love to see the next expansion focus on a modular airport similar to Caampus. As the air traffic increases then various levels reached unlock new assets and services. Rail services & Sea ports could also be expanded using this format as could the metro system... Or maybe CO save all that for Cities Skylines 2? If and when they begin development of that project... Thoughts?
 

Winchester1979

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Yeah, the mass transportation system could definitely benefit from a district-based approach, both on the basis of currently being unrealistically small, and on the basis of the AI tending to ignore anything except the shortest route meaning that you can add cargo rail terminals all day long and your industrial traffic will *still* head to just one unless you engage in ridiculous micro-management of the traffic flow. If anything, the Industries DLC only made this worse by adding so much extra cargo traffic on the roads. Being able to build *proper* cargo hubs that actually work would be a massive boon.

Other areas that could do with a district expansion are health care and death care - many European hospitals are massive, sprawling affairs, and my local hospital covers at least a couple of square kilometers all on its own, with dozens of buildings, including two huge parking garages, a nursing school, and four pre-schools/kindergartens (one of them is a 24-hour affair for children of the staff, the other three are for kids with disabilities). And tell me you wouldn't love to be able to set up a free form cemetery that could actually handle your whole city properly? For a third area to round out an expansion, you could go with mental health, dealing with stress (caused by noise pollution and overly long commutes).

Someone else I talked to mentioned fire and police services, but I figure fire is already handled by Natural Disasters and police by After Dark, all that could realistically be done with that is adding more prefab buildings in different formats and that's pretty well covered by the workshop. Would be nice to get some more options built into the game for console players, but that doesn't really affect me, and it's not something you could build a whole expansion around.
 

muttonnoir

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Agree with you on health care. Many modern hospitals are situated on large campuses too with many specialist buildings.clinics etc. The new University Campus configurations dominate a city and mess up the balance/scale of cites
 

robertqin

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Really just a wild dream and not at all feasible, but IdI like to see more ups and downs and civil movements in the city.
Like, slum districts which has little demand for setvices (thus cheap) but a LE nightmare. Some policies and laws that have negative happiness impact. If the people are unhappy, there will be protests, even riots, that block traffic, damage businesses and infrastructures, and require specialized police force or even military to quill down.

OK that's too dark. Something more realistic.

Driving in the city! I know the console edition alrwaal has it, so the infrastructure is already there, and more flavor can be added. Many of these are already in the good old sim city 4.

You can hit other vehicles or even buildings , and potentially damaging them and your vehicle.

You can use special equipments on a vehicle if it has one. Like the firehose of a fire truck, siren of a police car, or spraying water from a fire helicopter.

First person and third person perspective.

Off road driving and lane snapping mode, so we can explore the wild or follow an intertwined intersection with ease.

Able to drive all kinds of vehicle, not just cars.
 

Agarwel

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In my opinion the parklife change then gamestyle so much that for me this is basically the reason why they should release Cities Skylines 2. And clean up the game to make sure all mechanics are done in one style.
The game is now little mess with mixed old mechanics and new ones. It has to be really confusing for new players to see you can build parks as leveled up districs and also place parks as roadside buildings. Why? Similar with industry etc.

It would be nice, to basically remove the old mechanics (dont remove the props etc... just merge them with the new mechanics. So all old park assets could be used as park of parklife. etc). And then release the new fresh version of the game, where all mechanics are unified again.
 

Avanya

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The problem with that is removing the old systems would mean no industry or parks for anyone who doesn't have the DLCs. That would not only mess up existing cities, but it would also mess up the game for anyone without those DLCs and very much make the DLCs mandatory to level up your city. Even if they could just remove the old systems when you have the DLC, that would still mess a ton with existing cities. I totally agree it's confusing and messy, but removing the old system would not solve anything. I'm really not sure it could be solved outside of them making a new game with a more unified system, and so far they're still committed to supporting the current version.
 

Fox_NS_CAN

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Modular airports along the lines of the areas we have would be super cool.

I like this idea, but I have concerns about space (9 tiles is starting to feel small). With Park Areas, Industry Areas, and Campus Areas, we are starting to consume a fair amount of property.

I don't think anyone is suggesting something as grand as FBS Airport, but I could see this taking up a lot of room.

My other concern is that while it has great appeal to many of us, I do wonder if it is still a niche thing, or something that most players would want.

I did suggest a smaller sized DLC for planes awhile back:
https://forum.paradoxplaza.com/forum/index.php?threads/planes-dlc.1139146/

I also suggested a smaller sized DLC for trains as well:
https://forum.paradoxplaza.com/forum/index.php?threads/trains-dlc.1139148/

And if smaller is not ideal, then combine the two for a "Planes and Trains" DLC.

Or they could go "Planes, Trains and Oceanmobiles" and add some more seaport stuff as well.
Starting to sound like "Mass Transit 2".

:)
 

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In my opinion the parklife change then gamestyle so much that for me this is basically the reason why they should release Cities Skylines 2. And clean up the game to make sure all mechanics are done in one style.
The game is now little mess with mixed old mechanics and new ones. It has to be really confusing for new players to see you can build parks as leveled up districs and also place parks as roadside buildings. Why? Similar with industry etc.

It would be nice, to basically remove the old mechanics (dont remove the props etc... just merge them with the new mechanics. So all old park assets could be used as park of parklife. etc). And then release the new fresh version of the game, where all mechanics are unified again.
Agree, it would certainly make more sense to have everything more streamlined and compatible
 

Fox_NS_CAN

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dj97

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I would like for the next DLC to focus more on the economy. I think the game would benefit greatly if wealth played a more important role in the growth of your city and its citizens. The game does have a wealth system (it categorizes citizens' wealth as low, medium, or high), but it is severely underused. Wealth would be determined by both their education level and where they work (highly educated office jobs pay more than highly educated commercial jobs). Along with this, wealth would make certain places more or less accessible to certain citizens. Expensive facilities and outlets would generally provide higher satisfaction than cheaper alternatives.
 
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Eybass Teip

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Yeah, the mass transportation system could definitely benefit from a district-based approach, both on the basis of currently being unrealistically small, and on the basis of the AI tending to ignore anything except the shortest route meaning that you can add cargo rail terminals all day long and your industrial traffic will *still* head to just one unless you engage in ridiculous micro-management of the traffic flow. If anything, the Industries DLC only made this worse by adding so much extra cargo traffic on the roads. Being able to build *proper* cargo hubs that actually work would be a massive boon.

Other areas that could do with a district expansion are health care and death care - many European hospitals are massive, sprawling affairs, and my local hospital covers at least a couple of square kilometers all on its own, with dozens of buildings, including two huge parking garages, a nursing school, and four pre-schools/kindergartens (one of them is a 24-hour affair for children of the staff, the other three are for kids with disabilities). And tell me you wouldn't love to be able to set up a free form cemetery that could actually handle your whole city properly? For a third area to round out an expansion, you could go with mental health, dealing with stress (caused by noise pollution and overly long commutes).

Someone else I talked to mentioned fire and police services, but I figure fire is already handled by Natural Disasters and police by After Dark, all that could realistically be done with that is adding more prefab buildings in different formats and that's pretty well covered by the workshop. Would be nice to get some more options built into the game for console players, but that doesn't really affect me, and it's not something you could build a whole expansion around.

I mentioned that before that a specific DLC only for consoles, that included some popular assets and mods from the workshop. would be a good idea :)
 
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Eybass Teip

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although I like the new district style... I see some problems with it too.. that being it is harder to mix and match things that are close together with the area painter..

But I think it's actually nice how it works now.. because it allow for players to choose them self to upgrade things if they want to.. :) and they can still use old assets with the new once :)
 

OnTheMap

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Considering they just tackled the over education problem while doing Campus, perhaps healthcare seems likely as they can tackle the death wave problem at the same time?
 
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Eybass Teip

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In my opinion the parklife change then gamestyle so much that for me this is basically the reason why they should release Cities Skylines 2. And clean up the game to make sure all mechanics are done in one style.
The game is now little mess with mixed old mechanics and new ones. It has to be really confusing for new players to see you can build parks as leveled up districs and also place parks as roadside buildings. Why? Similar with industry etc.

It would be nice, to basically remove the old mechanics (dont remove the props etc... just merge them with the new mechanics. So all old park assets could be used as park of parklife. etc). And then release the new fresh version of the game, where all mechanics are unified again.

Considering they just tackled the over education problem while doing Campus, perhaps healthcare seems likely as they can tackle the death wave problem at the same time?

The "deathwave" is actually not a problem.. or at least something faulty.. When you build you city.. many people move in a once.. these are "young families" and they all grow old together a die at the same time.. So in that sense it's accurate.. I't takes time to get a mix/match of the populations to be diverse age vise
 

muttonnoir

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The "deathwave" is actually not a problem.. or at least something faulty.. When you build you city.. many people move in a once.. these are "young families" and they all grow old together a die at the same time.. So in that sense it's accurate.. I't takes time to get a mix/match of the populations to be diverse age vise
Agree, the game is a simulation. A little common sense is required when playing/planning a cities growth. Too many forget and pause the game while they build large areas- hit play and suddenly they have an influx of new cims and a population boom. This group of course move through time & grow together placing strain on various services- all attending elementary school together then onto high school etc until they all reach old age and die at roughly the same time- just as happens in the real world! Think of the chaos when local councils or governments get their birth rate predictions wrong and don't plan for enough school places! It's so easy to become focused on one aspect of the game- so many variables to juggle!