After Campus dlc, What next for Cities Skylines?

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Clemcy

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I wish it will be beaches since at campus release the community guy of Paradox literally said "We listen the community and since university was asked a lot, we made campus, but also beaches are pretty much requested by the community, so let's see in the future"

Maybe beaches but I was also thinking about something that has to do with commerce and exchanges.

Or more on transport (elevated rail?) and/or services (water, garbage etc...)?

Cities : Skylines has not explored the futuristic theme yet ( eg. Simcity’s archeologies ) even if not very realistic !

And, yes, it seems the list of logical possibilities is reaching its end thus leading to an entirely new game ...
 

antrachton

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I would prefer either no more DLC and a new version of the game so it can handle our needs :)
Or more tools for a city mayors - information presented in Statistics is... far from anything that can be useful:
- not a lot at all
- insufficient, misses a lot of information
- not adjustable (as no shorter period can be chosen, it just presents whole timeline)
- could be transferable to external files to make some use out of it

Income - i can't see why residential and commercial income drops (down to 0.00) with your treasury increasing
Services - could probably add some depth to city services
Transport - especially to public transport - price for tickets could be adjustable, setting up different prices for different routes (of the same mode of transport) and some sort of good tracking system (as done in improved public transport mod).

There is a lot that could be done to expand and make the game even more meaningful.
 

Clemcy

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I would prefer either no more DLC and a new version of the game so it can handle our needs :)
Or more tools for a city mayors - information presented in Statistics is... far from anything that can be useful:
- not a lot at all
- insufficient, misses a lot of information
- not adjustable (as no shorter period can be chosen, it just presents whole timeline)
- could be transferable to external files to make some use out of it

Income - i can't see why residential and commercial income drops (down to 0.00) with your treasury increasing
Services - could probably add some depth to city services
Transport - especially to public transport - price for tickets could be adjustable, setting up different prices for different routes (of the same mode of transport) and some sort of good tracking system (as done in improved public transport mod).

There is a lot that could be done to expand and make the game even more meaningful.

Careful with sequels ! And As far as ticket prices are concerned, I never got why they were not adjustable since the beginning, but it's not too late !
 

mehmeteking

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The latest DLC, 'Campus' did not add much to gameplay and felt more like a filler. Even 'Industries' was mostly based on existing mechanisms. There is much to improve in the game but no promises made or timeline shared. To me all these imply their developers are likely working on something else. CO are laying low, but I am quite certain they will pounce by announcing a new C:S game, soon.

To be honest, I was expecting such an announcement in 2019, now I believe we will have it in 2020. The release could be in 2020 or 2021. If they improve the game by implementing dynamically shaped plots, larger and modular buildings and an improved transportation system (both traffic and public transport); I might end up throwing all my money at their face and hate them for destroying my life... Or perhaps, all of this is wishful thinking :)
 

Kasper343

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I would love to see a public safety dlc because there's more to it be sides police fire and healthcare and death care. I can help place you on the right track if you need more I work to fields of public safety.
 

deanwebb

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I'd like a DLC that takes the best mods and makes them part of the game so that we don't have to worry about them breaking when new DLC is released. TMPE, MoM, Themed Districts, Hide It!, Fine Road Anarchy, those would be great to be incorporated into the main game.
 

JerkyJerry

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Route 66 DLC
$6.60
Introduction of filling stations. A needed commodity like police/fire etc. No stations, no fuel, no cars move
Introduction of the new needed industries/factories/buildings: storage, refineries, trucking facilities, more?
Introduction of the time managed need for the transportation of the fuel from storage facilities to stations. Fuel delivery trucks must arrive on time or stations will run out of fuel which will lead to long lines, traffic, unhappiness. You will also need to produce enough fuel and deliver that fuel from the refineries to the storage facilities in a timely manner as well or reserves will run low and trucks will have nothing to deliver to stations
Introduction for the need of diesel fuel production to operate the fuel for the fuel delivery trucks
There is a cost for storage for fuel and the cost to refine the fuel. The setting of the price of fuel we will use to offset the costs of production, storage and transportation of the fuel. Or a tax from the fuel.
Fuel is both gasoline and diesel. Cars use gas. Delivery trucks use diesel.

Introduction of automobile repairs, the need for repairs, the need for Repair Shops
A % of cars each week will be in need of repair. The % of naturally aspirated cars you have compared to electric vehicles will raise or lower your city's repair %
Repair stations will be needed much like filling stations. No repair stations = broken down cars will be found littered around the city causing pollution and unhappiness and crime etc.
Repair stations will have to as abundant as filling stations to satisfy the need and size the amount of vehicles your city has
Parts stores will be needed to supply the repair shops with the parts they will need to make the needed repairs
Factories will be needed to make specific parts: brakes, exhaust, drive train, interior
Those parts will have to be transported from factory to supply store
Those parts will then have to be delivered from supply stores to repair shops
Those parts delivery vehicles will need to use the new "diesel" fuel like the fuel tankers mentioned above
There is a cost to make the parts (new parts factories), store the new parts (supply stores) and a cost to transport said parts. The revenue comes from the amount of repairs (or tax on the sales) each week will be used to offset the cost or create a profit for the city much like above (and below!)

Introduction of automobile emissions testing
An option in the policy tab
Provides benefits such as less pollution, cim happiness and a lowering the repair % for your city
Again, must have enough testing stations to handle the amount of cars in your city


Electric Vehicle Charging Stations
Electric Vehicle Battery Swap Stations is more accurate
Factories are needed to make batteries
New Batteries have to be transported to EVBSS's
Old batteries have to be transported from EVBSS's to battery recycling centers
Old batteries are transformed back into new batteries (a 4 to 1 ratio)
Must have enough charging stations to keep your cims happy and cars powered
Again all these transport trucks need to use diesel fuel and batteries must be delivered, manufactured, stored and recycled in a timely manner or your city and cims will suffer and be unhappy
If city goes 100% electric no testing stations will be needed. Nor filling stations. Nor the factories, nor the storage, nor the timely delivery of the commodities (fuel, diesel or parts) will be needed if your city is 100% electric. Now that's green!

Additional items:
CB's! Truckers need CB's to communicate and when your city employs CB's your trucks gain 5% better fuel mileage or some other type of incentive for you to make
a
CB factory!
Just placing one in your city gets you some type of trucking benefit whatever that is to be
1950's and 1960's style route 66 motels and hotels. Working enterprises which can provide your city with income
A new road, a new style, color, etc. called Route 66
Route 66 signage and all the needed items that make this game unlike any other; roadside attractions, vehicle sets, billboards, camp sites, fast food restaurants etc.
And of course filling stations where real cim attendants work! Car pulls in, cims in uniforms run out and check under hood, clean windshield, wear bowties!
Could also add the ability for delivery trucks to be powered by battery as well. Which would create a need for a different battery factory and different swapping stations. Then again busses could become battery powered and the same new and different support system will be needed for them as well.
Neon signs! A lot of neon signs. Big, bold, movement, neon signs. Blinking, flashing, neon signs. Larger than big, neon signs. The signs that helped to make Route 66 the icon it is today

So I guess what I'm saying is things are layered steps need to be followed and timing is everything
Fuel is to be extracted from oil
Need oil
Then refined
Then transported
Then stored
Then transported
To filling stations
All in a timely manner or issues arise

Repairs need to be made
Factories need to make the parts
Parts need to be transported
Then stored
Then transported
To repair shops
All in a timely manner or issues arise

Electric Vehicle Battery Swap Stations (EVBSS)
Battery factories needed to make batteries
Batteries need to be transported
Then stored
Then transported
To EVBSS's
All in a timely manner, without running out of stock, or issue arise
Old batteries must be retrieved from swapping stations
Delivered to recycling center
Delivered back to storage to be used again
If old batteries are not removed in a timely manner from the recycling center, the center stops and trucks back up and cause traffic and unhappiness rises
If old batteries are not removed in a timely manner from the EVBSS's, the EVBSS's stops working and issues arise

It could also be expanded to things like emergency vehicles, trash vehicles, postal, taxis etc. From gas to battery

What do you think?
 

TTJ

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For me this game is already centered too much around cars. I would be more interested in new mobility and living concepts such as car-free areas in a city. What I would need for that would be:
- Pedestrian/bike roads that only allow service vehicles to drive on them, no regular cars or trucks
- Parklife mechanics to provide all services an area needs to its gate. So no need to have vehicles inside (maybe some golf-cart like lokal service vehicles). This could be used for residential areas but also for shopping malls.
- Cargo delivery without trucks e.g. by hyperloop (longer distances) or autonomous robots (short distances). Maybe also cargo ferries, cargo cable cars or you name it.
- Optional: New ways of short distance transportation such as e-scooters
 

Fox_NS_CAN

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Timmysoboy

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For me this game is already centered too much around cars. I would be more interested in new mobility and living concepts such as car-free areas in a city. What I would need for that would be:
- Pedestrian/bike roads that only allow service vehicles to drive on them, no regular cars or trucks
- Parklife mechanics to provide all services an area needs to its gate. So no need to have vehicles inside (maybe some golf-cart like lokal service vehicles). This could be used for residential areas but also for shopping malls.
- Cargo delivery without trucks e.g. by hyperloop (longer distances) or autonomous robots (short distances). Maybe also cargo ferries, cargo cable cars or you name it.
- Optional: New ways of short distance transportation such as e-scooters

TLDR: more infrastructure options allow for more interesting cities, and I like these ideas.

I really like this thought train. It's exciting to me to think about the ways a city can be connected, and what that means for its layout. Theorizing here on extremely rudimentary history knowledge, but European countries saw the peak of their militarism prior to the advent of mechanization, so huge amounts of investments were made in rail networks to mobilize troops. This lead to rail as a major method for connecting cities and people. Alternatively, the US hit (is hitting?) the height of its militarization after mechanization, so it built highway networks to facilitate the movement of troops. As such, there is better public infrastructure in Europe, and better individual (car) infrastructure in America. Obviously, this only tells a fraction of the story, but my point is, the types of infrastructure in place is what is making cities distinct and interesting. By adding more options for connectivity, C:S can create more distinct and interesting cities. The 'walkable city' idea is especially fun because it offers ways to build the types of green cities that will be needed to combat climate change.
 

Brazilian Joe

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For the sake of gameplay, "non-reneweable" resources (ore, oil) should be infinite, like forests and farmfields. or have an option to be med infinite.
It's that kind of flexibility that gives up a bit of realism for fun. If the player wants to have an industrial city, runing out of resources is a bummer.
 

Beer Fiend

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For the sake of gameplay, "non-reneweable" resources (ore, oil) should be infinite, like forests and farmfields. or have an option to be med infinite.
It's that kind of flexibility that gives up a bit of realism for fun. If the player wants to have an industrial city, runing out of resources is a bummer.

You mean like the 'Unlimited Resources' option in the Mod menu?
 

Chargone

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Turns out, the answer to the title is, in fact, "paradox's terrible launcher."
 

MarkJohnson

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Turns out, the answer to the title is, in fact, "paradox's terrible launcher."

Hopefully it is for Cities: Skylines 2! They are extremely late on the DLC release and the devs said something about special features for the Paradox launcher? I hope it's a CSL2 release. I can wish anyway.