After Campus dlc, What next for Cities Skylines?

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deanwebb

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Well, some people want to micromanage the power grid, as above. Some want to run ISPs and string internet cables everywhere. Some want politics and political campaigns. Some want more control over public transit. I'm sure there's a dozen other things that just don't come to mind right now that I would find tedious to micromanage.

Some people want more challenge. I don't want it to be harder, I want it to be funner! :)

They aren't wrong to want what they want, but I don't want any of that.

I don't mind fixing some traffic and whatnot, but I am mostly a painter (though not currently using the workshop, all Vanilla/DLC). Have not been playing with infinite money either. I like that things happen, and the city seems alive, doing its thing. But I don't want to dive in too deep. Just "paint".

This game is a lot of different things to a lot of different people.

...

I still have it on, and I don't mind the fire spread thing... but it gets out of hand in Parks. Parklife and Natural Disasters are incompatible in my opinion. My parks were constantly burning to the ground, even with three or more fire helicopter depots. And it was very tedious rebuilding a hundred campsites and so on.

This is where I'd like to see the ability to have something like a mixing desk, where I can move toggles on various things. Disasters, for example. I don't want disasters to hit my city, but I do want something ingame that makes me do some disaster planning, such as planning evacuation routes, shelter placements, and the like. As it stands now, Natural Disasters is giving me some buildings that look cool, but which I don't use other than to give my city some realistic touches.
 

deanwebb

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Another thought - being able to designate areas as not needing police, health, death and/or garbage services. For example, toll plazas on the edge of town. Do I REALLY need to plop a police station there so the flashing criminal disappears? Do I REALLY need a recycling center or incinerator plopped there to make the flashing filth go away?

I also like placing the observatory on top of the highest elevation. Yes, it's hard to get to, but that's the point. It's a beautiful view and I want very little around it so as to minimize light pollution. Can I do that? Nooooooooooooo, it will be overrun with trash and petty thieves unless I get those services nearby, and that ruins the local beauty, let me tell you.

OK, so I *could* make an asset that's 1x1 that acts as a combined police/fire/garbage/education/mail/health/death facility that looks like a flat area with plants, but, well, that's a bit too cheat-y, even for a city painter like me.

So my idea would be being able to paint zones for "quiet" parts of town, like those toll plazas or observatories. They don't need a gate or main building to activate. They're just quiet little spots where I don't want to see any flashy signs - and where they don't show up as red zones for this stat or that.
 

muttonnoir

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Another thought - being able to designate areas as not needing police, health, death and/or garbage services. For example, toll plazas on the edge of town. Do I REALLY need to plop a police station there so the flashing criminal disappears? Do I REALLY need a recycling center or incinerator plopped there to make the flashing filth go away?

I also like placing the observatory on top of the highest elevation. Yes, it's hard to get to, but that's the point. It's a beautiful view and I want very little around it so as to minimize light pollution. Can I do that? Nooooooooooooo, it will be overrun with trash and petty thieves unless I get those services nearby, and that ruins the local beauty, let me tell you.

OK, so I *could* make an asset that's 1x1 that acts as a combined police/fire/garbage/education/mail/health/death facility that looks like a flat area with plants, but, well, that's a bit too cheat-y, even for a city painter like me.

So my idea would be being able to paint zones for "quiet" parts of town, like those toll plazas or observatories. They don't need a gate or main building to activate. They're just quiet little spots where I don't want to see any flashy signs - and where they don't show up as red zones for this stat or that.
There are little 1x1 "cheat" blocks available on the workshop for all essential services that can be easily hidden within other assets/covered by foliage. They are really useful for us painters!
 

deanwebb

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There are little 1x1 "cheat" blocks available on the workshop for all essential services that can be easily hidden within other assets/covered by foliage. They are really useful for us painters!
Yes, I know... but I'd rather not *have* to use them... they still spawn cars and trucks, and I like to have a truly quiet neighborhood.
 

Mbm61640

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This is probably a request for C:S 2 but I would like to see placeable buildings become 'scalable'. So instead of having multiple assets for the same function, you could just drag the space of the object to fit the area you had and the asset would incrementally change. This would greatly simplify the asset management.

Imagine having only 1 'warehouse' asset and just being able to drag it to fit the space you had. Or imagine having 1 elementary school that you could slowly add to by changing the area it had to work with.
 

dj97

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Another thought - being able to designate areas as not needing police, health, death and/or garbage services. For example, toll plazas on the edge of town. Do I REALLY need to plop a police station there so the flashing criminal disappears? Do I REALLY need a recycling center or incinerator plopped there to make the flashing filth go away?

I also like placing the observatory on top of the highest elevation. Yes, it's hard to get to, but that's the point. It's a beautiful view and I want very little around it so as to minimize light pollution. Can I do that? Nooooooooooooo, it will be overrun with trash and petty thieves unless I get those services nearby, and that ruins the local beauty, let me tell you.

OK, so I *could* make an asset that's 1x1 that acts as a combined police/fire/garbage/education/mail/health/death facility that looks like a flat area with plants, but, well, that's a bit too cheat-y, even for a city painter like me.

So my idea would be being able to paint zones for "quiet" parts of town, like those toll plazas or observatories. They don't need a gate or main building to activate. They're just quiet little spots where I don't want to see any flashy signs - and where they don't show up as red zones for this stat or that.
For garbage, you can go to the asset editor and reduce the amount of garbage the buildings produce if you really want to.

As for crime, I would agree that quiet, secluded areas should experience much less crime. But I think an improved crime system would be a better remedy than just outright banning crime there altogether. For example, a lone observatory surrounded by nothing wouldn't see much crime at all, while more dense areas are more likely to have crime.

Going back to garbage production, that should also get a little improvement, as well. Buildings themselves shouldn't create garbage (and in most cases, noise, for that matter). Rather, it should be the people that work and visit those buildings that produce it. Simply put, the more foot traffic an area has, the more garbage is produced. So if your observatory is not visited often and are only staffed by a few people, garbage wouldn't be much of a problem there.
 

Fualtyzane

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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.
Yeah ok.. they won't be having a Cities Skylines 2 anytime soon.
 

Fualtyzane

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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?
Cities Skylines 2 is not going to happen any time soon... Paradox likes to stick to the same games socyeah..
 

James135

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Just my two cents, but I think a good railyard/seaport/airport themed expansion using similar mechanics to the last couple expansions would be nice.

I also think, like someone else had posted, that some sort of tool to get growables that are larger than the 4x4 tile limit would be a major step forward. Some sort of procedural factory or agricultural lots would be interesting.
 

brandonsh

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I’d love to see all of these ideas come together in a “Glassbox” engine style solution (what SC5 did with their modular add-ons). If it were opened up for modding, modular airports, modular hospitals, university, metro etc could all be layered into in stages.
 

Fox_NS_CAN

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TygnyT

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I'd like to see a new road mechanic. Something like a new tool where you can press at the end of the road and build not whole road but e.g. Only one lane or pavement. I think it will help in the construction of multi-level intersections. You can change the middle lanes of a four-lane road.
This could be particularly useful in cities where there is no room for intersections. And the current mechanics even with move it does not allow you to build good looking connection of roads of different levels.
 

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FreedomPei

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Let me know if there is anything new. There will be a new expansion pack coming at the end of the year. Why? From 2016 to 2018, each year has two major expansion packs there are: (2016: Snowfall, Natural Disasters, 2017: Mass Transit, Green Cities, 2018: Parklife, Industries, 2019: Campus, and yet to be announced expansion pack).