After Campus dlc, What next for Cities Skylines?

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Beer Fiend

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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).

We do know that something is coming. SteamDB has registered 'Donut' as well as 'Tea', 'Coffee' and 'Chocolate Linux'
 

Fox_NS_CAN

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donut_van.jpg

Maybe a new van.
 

Brazilian Joe

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For the free part, there are still game balance issues where oversupplying causes industry starvation - Example: plant too many trees -> all is exported -> storage areas go empty -> industry starves.

For DLC, I would like to see:
1) DOWNFALL - what happens if a pristine society starts to dysfunction until it crumbles?
Use park-like mechanics to create areas where the parallel power of crime syndicates rule alongside or instead the established law. Crime syndicate areas may expand on their own instead of being fuly player-deployable.
Conflicts may arise when 2 crime syndicates are bordering each other and want to expand on each other's areas. Crime syndicates will create slums in a manner similar to Park Life etc. DLC. By allowing Crime syndicates to have their areas and expand the slums, the mayor will be able to get Favors, a new currency, to expand the city in other aspects. Slums will provide cheaper labor as well, and schools in the area will be less effective. Favors can be exchanged by money, or to broker peace and other deals with crime syndicates.

2) LAW & ORDER - Counterpart to Downfall, allows the player to create large prisons, again using Park-like tools. Also gives the player new tools, with the possibility of using the bus-line mechanics to create police patrol routes for cars, drones and helicopters. Gives additional tools to combat the expansion of the Downfall DLC.

3) TOURISM - Would improve the way the "outworld" is represented, and how attractive is the city. Would allow the player to create hotel resorts of various kinds, optionally allowing for gambling casinos. Also megastructures tfor tourists to flow, using park-like tools for airports and cross-transportation megastations. Road tools would be useable to create airplane landing/takeoff strips.

2) AMUSEMENT PARK - More in the flavor of Disneylad-type parks. gives other flavors of parks for the player, which can be combined together. Allows for the creation of mega-attractions, with carnival/fair park, waterworks & marina/beach parks, sci-fi attractions, pirate attractions, fantasy attractions. Uses the road tools to create attractions like go-kart circuits and roller-coasters. Bonus points if the park attractions are based off other PDX games.
 
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PittsburghLad

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May 26, 2019
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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!

I never ever thought how much worse death run that occurs when you pause then play. Neat!

Off topic-I'm on console and I'd love to see traffic manager.. That's theone where you can move the cars to use the unused lanes I think. Please someone hear my pleas
 
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Beer Fiend

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1) DOWNFALL - what happens if a pristine society starts to dysfunction until it crumbles?
Use park-like mechanics to create areas where the parallel power of crime syndicates rule alongside or instead the established law. Crime syndicate areas may expand on their own instead of being fuly player-deployable.
Conflicts may arise when 2 crime syndicates are bordering each other and want to expand on each other's areas. Crime syndicates will create slums in a manner similar to Park Life etc. DLC. By allowing Crime syndicates to have their areas and expand the slums, the mayor will be able to get Favors, a new currency, to expand the city in other aspects. Slums will provide cheaper labor as well, and schools in the area will be less effective. Favors can be exchanged by money, or to broker peace and other deals with crime syndicates.

2) LAW & ORDER - Counterpart to Downfall, allows the player to create large prisons, again using Park-like tools. Also gives the player new tools, with the possibility of using the bus-line mechanics to create police patrol routes for cars, drones and helicopters. Gives additional tools to combat the expansion of the Downfall DLC.

Combine them, and have the Crime syndicate thing be something that spawns when happiness gets to a certain level. Then we're talking.
 

Agarwel

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I still wish for some DLC that would add little bit more story and goals to the gameplay. Basically similar to Tropico, but more serious. I know we have few scenarios, but something more cmoplex would be nice.
 

Fox_NS_CAN

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I'm not sure what to hope for as the big part of the DLC. Coastline/beaches/ports/fisheries probably my most wanted. Something for Rural Areas?

Minor additions... there's lots of those! If only I could remember them all!

- additional fences/walls, like chain link (there's existing assets in the game! (from ND I think)), plus hedges! Walls from Pearls from the East.
- props menu with ALL props available to be placed, not just the handful from Parklife. Categories for Residential, commercial, industrial, Amusement Park, Zoo, etc.
- pedestrian walkway connect to metro underground
- metro stations with multiple platforms (=, +, #)
- don't despawn vehicles/cims that are selected and being followed
- no left turn (or right, depending on where you live), or all out lane control
- option to use whatever tree I want, regardless of map type
- don't cover the pictures in the menu with the buttons (big, small, etc. buttons). Put them all at the left end instead of on top.
- parking lots/garages (no spamming requirement) (Boost when near mass transit stations?)
- allow setting "University City" and "Art Deco" buildings as a district option like "European Suburbia". (Random appearance should remain.)
- larger capacity articulated buses (great for the 1.12 addition of ability to select models)
- flesh out the above. Allow option to have random from selected models (in addition to random from all), etc.
- tree eraser
- water spawner access in game (enable in main menu as "expert option" or something like that if need be)
- random map generator in map editor
- optional audio alert for low power, water/sewer shortage. Highlight icon in menu? (Sucks when you are focused in somewhere and oblivious to problems in the distance.)
- Increase electrical footprint around the power line towers a little.

Probably enough for now. :)
 

Fox_NS_CAN

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I know some people get worried about "nickle and diming" (me too), but I think there are some things that might be nice as a small DLC that would not justify a full blown DLC. Wouldn't want to go crazy with them, but a small one here and there might be a good thing.

Vehicle Models Pack
Patch 1.12 added the ability to select various models. Building various new models for everything for free is a bit much to ask. A small paid DLC might work for that. A few different models for trains, buses, planes, ferries, and so on.

Cargo ships (ore carriers? Oil tankers?) might be trickier, as they don't have routes like the others. Maybe that could work similar to the cargo trains, based on what they are carrying. Update "Shipyard" to randomly build one of the different ship models instead of just the cruise ship.

Free part: Improve upon the existing functionality. (Select more than one model for a route, etc.)

Rural and "small area" buildings Pack
These should generally be smaller than existing counterparts.
- Small police station/kiosk
- Rural police station, different police vehicles
- Rural fire station
- Rural train station
- Rural/small library
- Rural/small post office
- Small airfield
 

Novare_Res

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Would love to see an evolving historic component to the game. E.g. historical dates and news stories to introduce new infrastructure options like SC2000, historical district tilesets that can be interchanged in the same map like SC4 (Chicago 1890, NY 1930, etc.), or even evolving eras like the past two Tropicos. The story of a city evolves over time and planning responds to those changes. I have always tried to emulate this as much as possible with creativity and mods but it would be a nice addition if there was a DLC for that.

Another thing is a way to incorporate better demographics and the impact of gentrification. Don't ever go anywhere near the linear disaster that was SC societies please but something more alike to the POP system in Vicky or Imperator/EU Rome. Cims don't feel very dynamic and it is far to simple to manipulate into an idealistic utopia devoid of class or race.

A final thing that I and possibly I alone have always wanted to see is more of a political/public participation element. All city builders are basically in God-mode where the player can just do whatever they want with scant repercussions unless they are seriously determined to mess something up but that is just not reality. Civic planners constantly have to battle to win public approval, approval from civic leaders, or approve bonding from the public at large to build projects and they have to juggle the balance between the population's demands and what they will willingly allow to sacrifice for those demands in terms of new revenues or public financing. I think City States tries to get at this balance a little more but goes way overboard in its comically hyperbolic extreme ovwr reactions to every policy change. Perhaps this is super wonky but a player could start a playthrough deciding whether they wanted a strong city manager type government (basically current god mode) or mayor type management where they are unable to just build and change taxes and spending at will without political capital or approval. Urban Empire made a great attempt at incorporating all of these elements but was horribly buggy and is no longer supported. It would be preferable to see these types of elements introduced in a smaller scale to a more robust city builder game like Cities Skylines.
 

lee_webber666

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Sep 28, 2019
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There are some amazing suggestions here, but more than anything else id love to see them somehow free up more than 9 squares.

For console versions I'm hoping that the PS5 and whatever the next Xbox is called will have some answers for this.

There are three major things I'd love to see however in console games:

1) Terraforming, as in textures. Being able to paint concrete, sand, etc would do wonders for the realism of my cities and would be so easy to implement
2) Mass Transit '2'. Like others have said a real re work of the public transport. Bigger, more realistic hubs, more control and I'd love to see a bunch of new roads, particularly new bridges and tunnels or customisation of these.
3) Whatever the PC mod is called that lets you change traffic orders and lanes on roads. (Is it TMPE or something?) Right now I can make smart looking realistic junctions and interchanges but have no power on which lanes they chose so merges, things like that are always flawed. This would entertain me so much, just like the ability to change orders at traffic lights, contraflows and filter arrows etc.

But the game has come on leaps and bounds in the past few years for people who like me don't have thousands and thousands of pounds for a top notch gaming PC.
 

Deaf_Til_Death

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What I really want from the developers is the ability to decorate your cities more. Theres hardly any real props to use besides a few fences and trees. I'd love to use hedges as someone mentioned before, and what about brick walls? They could just be incorporated within the current fencing system. Secondly inwish theybwould add more road types. Currently as a British player, the roads are very North American, same goes for bridge and tunnel varieties. I'd love more of those. These are ideas from a console player
 

Fox_NS_CAN

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Theres hardly any real props to use besides a few fences and trees.

There are many props that are in the game, but not available to place in-game. It would be nice to be able to access them all.

I'd love to use hedges as someone mentioned before, and what about brick walls?

Here are some existing assets that we can't currently place in-game for fences and hedges:

fences and hedges.png


Lots of others would also be nice.
 

sys_64738

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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?

As I think, Parklife and Industries were the right thing to do, campus sufferred a little bit there.

Although a stable and reliable framework, I really hope, CO won't rest on this frame work any more!

It was great for Parklife, it was really awesome for Industries, it was okay for Campus... well... Do you read, CO?!

My best regards,
sys
 

Cityplanner 53

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I figure that we'll find out soon. As it says up top late next month is Paradox con, if they're gonna announce another DLC this year it'll probably be then. I have offered many suggestions in the Suggestions and Feedback sub-forum so we'll see what happens.