After Campus dlc, What next for Cities Skylines?

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Kasper343

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Let's see a construction dlc. where you see building, houses, roads, and more be built from start to finish. Like roads actually have road construction zones with traffic control. Neighbor hoods with just building materials and a slab of concrete going to a wood wall structure to a final building. Or a skyscraper be just a hole in the ground to a metal structure to a building.
 

JerkyJerry

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Why don't I need automobile repair garages?
Why don't I need petrol stations?
Why don't I need automobile parts?
Why do vehicles produce zero waste?
Why as Mayors are we not facing the same motor vehicle challenges as real mayors do when this is a vehicle based game?
Why don't I have junkyards, oil to dispose of and gasoline spills (natural disasters) to clean, while trying to find a place for the thousands of used tires?
Why doesn't any aspect of transportation produce any type of waste? Cars have oil changes, where that oil go? Buses have fluids and oil and such, where does all that go?
Why is the only automobile challenge in the game, traffic?
Why doesn't transportation upgrade? Today's cims ride the same modes of transport as their grandparents, their grandparents before them and their grandparents before them did without a single technological advancement?
Not a single advancement in roads? Road design? Still no right turn on red?
Emergency services, not a single advancement? Still riding on roads?
Why don't tires go flat?
Why are tow trucks not necessary?
Why is there no DMV? Registrations? License fees? Should there not be some type of mechanism that reflects the fees, dues and taxes,the government costs, etc.?
Why is there no way to lessen (or increase) emissions?
With all of the available education within my city, never an advancement in technology? Fuel? Aerodynamics?
 

Mazisky

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Why don't I need automobile repair garages?
Why don't I need petrol stations?
Why don't I need automobile parts?
Why do vehicles produce zero waste?
Why as Mayors are we not facing the same motor vehicle challenges as real mayors do when this is a vehicle based game?
Why don't I have junkyards, oil to dispose of and gasoline spills (natural disasters) to clean, while trying to find a place for the thousands of used tires?
Why doesn't any aspect of transportation produce any type of waste? Cars have oil changes, where that oil go? Buses have fluids and oil and such, where does all that go?
Why is the only automobile challenge in the game, traffic?
Why doesn't transportation upgrade? Today's cims ride the same modes of transport as their grandparents, their grandparents before them and their grandparents before them did without a single technological advancement?
Not a single advancement in roads? Road design? Still no right turn on red?
Emergency services, not a single advancement? Still riding on roads?
Why don't tires go flat?
Why are tow trucks not necessary?
Why is there no DMV? Registrations? License fees? Should there not be some type of mechanism that reflects the fees, dues and taxes,the government costs, etc.?
Why is there no way to lessen (or increase) emissions?
With all of the available education within my city, never an advancement in technology? Fuel? Aerodynamics?

Because....it's a videogame?
 

JerkyJerry

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Because....it's a videogame?
I can't argue the facts. It is indeed a video game. ;)

To me it just seems weird that a game so reliant upon vehicles, upon transportation, its success or failure, is just all about traffic. Vehicles don't age, don't break down, don't get removed from service. They don't need anything. No fuel, no repairs, no flats.
I should need a petrol station placed every so often like a police station.
And if there is an oil shortage? Long lines! Unhappy cims! An oil embargo? Longer lines unhappier cims!
A repair facility will have to be placed every so often as well so that cims can reach them before they break down
Tow trucks are needed to remove broken down vehicles
Car crushers will be needed
Recycling plants will be needed
But wait, lets go green!
No more petrol stations but battery swapping stations instead

Cims age and die then removed but not vehicles
Buildings upgrade but not vehicles
Mass transit never, ever an upgrade? All that education within my city yet still they are all dumb as a stump?
The first subway car is the one and only subway car?


I've conquered traffic. So that's it? The challenge is over?
 

HegeRoberto

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I can't argue the facts. It is indeed a video game. ;)

To me it just seems weird that a game so reliant upon vehicles, upon transportation, its success or failure, is just all about traffic. Vehicles don't age, don't break down, don't get removed from service. They don't need anything. No fuel, no repairs, no flats.
I should need a petrol station placed every so often like a police station.
And if there is an oil shortage? Long lines! Unhappy cims! An oil embargo? Longer lines unhappier cims!
A repair facility will have to be placed every so often as well so that cims can reach them before they break down
Tow trucks are needed to remove broken down vehicles
Car crushers will be needed
Recycling plants will be needed
But wait, lets go green!
No more petrol stations but battery swapping stations instead

Cims age and die then removed but not vehicles
Buildings upgrade but not vehicles
Mass transit never, ever an upgrade? All that education within my city yet still they are all dumb as a stump?
The first subway car is the one and only subway car?


I've conquered traffic. So that's it? The challenge is over?

The game only meant to simulate the functions of a city and city planning, not completely portray every part of it.
Roads, Electric cables, water pipes everything has a maintenance cost. That's what simulates it when irl it would brake and would need fixing. IRL, once one of these is laid down, you cities don't pay for them unless they need fixing.

Imagine if your cities traffic would constantly be disturbed by road constructions and pipe works. It could block up the traffic entirely. No, In my opinion what can be simplified should be simplified. Cities Skylines already does an amazing job on terms of seperating tons of micromanagment such as deathcare, water treatement, separate office jobs and industrial jobs.

Sure there could be an expansion to garbage treatment like you said, that some sort of garbage like cars and used oil can't be processed with the regular garbage with recycling and incinerators... but would that really add to the game? Why doesn't the game makes difference between someone getting a cold or getting cancer? Everyone is just "sick". Why doesn't the game makes a difference between a bankrobbery or someone jaywalking, everything is just "crime". where do you draw the line on how much more detailed do you want the game to be? There are technical limitations, avarage gaming setups can only run the game at 20fps if the city is over 70k population because every person, has a job, a home, a task, a vehicle and they each calculate their routes to their destination individually. Before they would go any deeper into things that mess with the pathfinding algorith of the citizens, Colossal needs to first find a way to make the game smoother and require less power to simulate.

Until then, unlike in rl where you only pay for repairs once something is broken down and needs fixing. in game you pay maintenance cost, which simulates that the subway cars are repaired and changed sometimes.
 
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JerkyJerry

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The game only meant to simulate the functions of a city and city planning, not completely portray every part of it.
Roads, Electric cables, water pipes everything has a maintenance cost. That's what simulates it when irl it would brake and would need fixing. IRL, once one of these is laid down, you cities don't pay for them unless they need fixing.

Imagine if your cities traffic would constantly be disturbed by road constructions and pipe works. It could block up the traffic entirely. No, In my opinion what can be simplified should be simplified. Cities Skylines already does an amazing job on terms of seperating tons of micromanagment such as deathcare, water treatement, separate office jobs and industrial jobs.

Sure there could be an expansion to garbage treatment like you said, that some sort of garbage like cars and used oil can't be processed with the regular garbage with recycling and incinerators... but would that really add to the game? Why doesn't the game makes difference between someone getting a cold or getting cancer? Everyone is just "sick". Why doesn't the game makes a difference between a bankrobbery or someone jaywalking, everything is just "crime". where do you draw the line on how much more detailed do you want the game to be? There are technical limitations, avarage gaming setups can only run the game at 20fps if the city is over 70k population because every person, has a job, a home, a task, a vehicle and they each calculate their routes to their destination individually. Before they would go any deeper into things that mess with the pathfinding algorith of the citizens, Colossal needs to first find a way to make the game smoother and require less power to simulate.

Until then, unlike in rl where you only pay for repairs once something is broken down and needs fixing. in game you pay maintenance cost, which simulates that the subway cars are repaired and changed sometimes.
Thanks for the insightful response
My opinion has changed
I was wrong but now I am correct!
 

Mazisky

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@JerkyJerry

a city game with all those features you listed would be really cool and challenging but it will sell less because the majority of the people just want to paint a city without having to manage stuff. Every challenge or simulation depth is seen as an annoyance.

This is very sad because i would like too more depth and challenge, but they have to follow the market rules if they don't want to go bankrupt.
 

deanwebb

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Why don't I need automobile repair garages?
Why don't I need petrol stations?

Let's stop right there and answer the question.

In a game where industries will call for resources from warehouses and factories all the way across the map instead of the one right next to them, what do you think will happen when you add a requirement "go to the petrol station" to every car on the map?

Fix the pathing of the resources and goods before we start adding to the circus with requirements that will make the game gyrate in horrendous ways. And "closest station" isn't a solution, if the vehicle is on the highway and that closest station isn't necessarily the one with the shortest path. And "shortest path" would mean overwhelming piles of traffic at the station right at the exit, while its neighbor gets nothing.

Some stuff has to be abstracted. There are ploppable service stations in the workshop, and they're great for city painters that want to make a block with a service station on it. People come and go to it like any other low-density commercial property and life is good with those. What I *don't* need is a ton more algorithms that make a resource-taxing game even more so.
 

Beer Fiend

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Let's stop right there and answer the question.

In a game where industries will call for resources from warehouses and factories all the way across the map instead of the one right next to them, what do you think will happen when you add a requirement "go to the petrol station" to every car on the map?

Fix the pathing of the resources and goods before we start adding to the circus with requirements that will make the game gyrate in horrendous ways. And "closest station" isn't a solution, if the vehicle is on the highway and that closest station isn't necessarily the one with the shortest path. And "shortest path" would mean overwhelming piles of traffic at the station right at the exit, while its neighbor gets nothing.

Some stuff has to be abstracted. There are ploppable service stations in the workshop, and they're great for city painters that want to make a block with a service station on it. People come and go to it like any other low-density commercial property and life is good with those. What I *don't* need is a ton more algorithms that make a resource-taxing game even more so.

Don't forget DINOCO!
 

Fox_NS_CAN

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I wouldn't mind some ploppable gas/petrol stations, but I would not want it to be a requirement for nearly every neighborhood. I don't want complex game mechanics involved. Plop it down and just treat it as another commercial building. (Full disclosure: I lean towards city painter.)

Same goes for parking. I would love some parking lots and parking garages, but while I want them to be utilized, I don't want them to be required.

(Workshop does cover both of those use cases though. I stay away from it though, because it is too addicting. I say "just a few things", but next thing I know I have thousands of assets and everything slows to a crawl.)
 

JerkyJerry

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Wow, even after I posted ....
Thanks for the insightful response
My opinion has changed
I was wrong but now I am correct!

It still gets downvoted?
Tough crowd
 

Giveaway412

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Wow, even after I posted ....
Thanks for the insightful response
My opinion has changed
I was wrong but now I am correct!

It still gets downvoted?
Tough crowd
I don't think your opinion is "incorrect", I just personally feel that a lot of those things, while they would make the game more realistic, wouldn't necessarily make the game more fun. Already players have to manage things like RCI demand, Fire coverage, Police coverage, Health coverage, Garbage service, Plumbing, Power, Postal servce, Education, etc. If every car had to stop at a petrol station routinely, things might get kinda crazy.
 

Mazisky

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The perfect solution Colossal Order could adopt for CIties Skylines 2 is having 2 options:

One where you can paint with unlimited money and without services problems and stuff like that.

The other where you have to manage lot of things and if you do it poorly, your city collapses.
 

Evie HJ

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At most, the way I would handle gas station/car maintenance facilities is essentially a form of road maintenance service, boosting road conditions in a certain radius around them (by ensuring cars have fuel, and removing damaged car from the road more quickly) and thus allowing for higher transport speed.
 

Beer Fiend

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At most, the way I would handle gas station/car maintenance facilities is essentially a form of road maintenance service, boosting road conditions in a certain radius around them (by ensuring cars have fuel, and removing damaged car from the road more quickly) and thus allowing for higher transport speed.

Isn't that already a thing?

The Road Maintenance Depot comes with one of the DLC's (I want to say Snowfall?)
 

Evie HJ

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Yes, I'm suggesting that IF we want to represent gas stations and garages as something more than commercial zoning making them work somewhat like the road maintenance depot is probably the best approach in terms of not adding too many processes to the game.
 

deanwebb

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Now, the things I *did* like from Mr. JerkyJerry were about vehicle emissions. High traffic should also mean poor air quality. If in areas of low wind, even poorer air quality. I should be able to have a pollution overlay that shows me air pollution, in addition to land and water pollution.

But I don't get that, not yet.
 

Beer Fiend

Better to have a keg than a six-pack
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Apr 28, 2017
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Now, the things I *did* like from Mr. JerkyJerry were about vehicle emissions. High traffic should also mean poor air quality. If in areas of low wind, even poorer air quality. I should be able to have a pollution overlay that shows me air pollution, in addition to land and water pollution.

But I don't get that, not yet.

'Noise Pollution' is the air pollution mechanic in all but name.