• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Person012345

Field Marshal
92 Badges
Jan 27, 2010
2.594
914
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Leviathan: Warships
  • Hearts of Iron III
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Necroids
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
Iactually just remembered how SC$ handled airports and it gave me an idea. In SC4 there were 3 classes of airport you could choose and plop, but when an airport got close to it's capacity a popup appeared and offered an expansion, so each airport was actually like 3 airports or something. I wonder if it would be feasible to make airports in C:S entirely capacity-based, so you would choose where to put the initial building and then it could be upgraded (linearly) as it gets more used. It could tell you if the footprint needed increasing and what it might destroy.

Just an idea.
 

charlesnew

Colonel
10 Badges
Aug 20, 2014
1.096
93
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities in Motion 2
Good idea :)

Wow, can't believe I have more than 100 posts and I only joined in August. Shows that I'm really exited for the game, I guess.
 

cd concept

Second Lieutenant
Oct 4, 2014
187
3
I agree with aerosnake. Whole ploppable airports are boring and typically ugly. Here are some thoughts on airports I would love to see.

Runways should be placed like roads
-they should be draggable
-they should have different sizes to accomodate different aircraft
-taxiways should also be placed like roads and connect/criss-cross runways for efficient taxiing
-length of runway determines aircraft

Terminals and Concourses
-You should be able to select a visual style among a variety from around the world
-Create terminals by click and draging the building to make different terminal/concourse designs. (also similar to road building mechanism but creates 3d buildings instead of 2d roads)
-should allow us to create curved terminal (MIA), satellite concourses, (ATL), etc. for example, http://en.wikipedia.org/wiki/Airport_terminal#mediaviewer/File:Terminal-Configurations.png
-Allow for multi-story terminals and concourses that allow for higher capacity
-tarmac around terminal/concourses should use the same "paint/fill" tools that zones uses
-options to build train/subway/peoplemover to connect terminals

Hangars, control towers, fuel depots can still be ploppable, perhaps with different size options

Ground transportation
-should be able to use most of the road tools to build the ground transportation network for the airport
-parking (ground lots or multi-story decks) with different designs to match airport style
-park and rides, connection to highways
-"zone" taxi stands and bus terminals
-connect rail/subway station to airport

Other options
-onsite hotels and convention centers
-onsite fire station
-freight terminal
-rental car parking lot or deck


airport system should have its own mini-economy (without becoming an airport simulator)
-your city's size, wealth, economy, and tourist attractions determines basic demand for air travel services.
-this demand equates to demand for specific number of gates (determined by terminal/concourse size), and runways (terminals/concourses + runways = capacity)


-precisely meeting demand for those items makes your airport run at an average level
-capacity below demand results in bad airport grade
(delays, cancellation issues etc.),
-capacity above results in high grades, (happy travelers, tourists, potential for airlines to build hubs to further boost local economy)
These ideas are all great, l love them .l posted something similar in my posting. But what I think would make it more challenging and interesting is that you can only purchase things that tax payers can afford building the operation from the ground up. If you don't that you have option to play in arcade mode building a large airport etc.
 

TotalyMoo

Manager of Things
94 Badges
Jun 5, 2012
4.661
2.590
  • Magicka
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Impire
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Europa Universalis IV: Wealth of Nations
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Sengoku
  • Naval War: Arctic Circle
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Crusader Kings II: Sunset Invasion
  • Ancient Space
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • A Game of Dwarves
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
Good idea :)

Wow, can't believe I have more than 100 posts and I only joined in August. Shows that I'm really exited for the game, I guess.

I know how to spot a core community member, and you're doing a pretty darn good job at becoming one ;) Happy to have you with us!
 

charlesnew

Colonel
10 Badges
Aug 20, 2014
1.096
93
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities in Motion 2
I know how to spot a core community member, and you're doing a pretty darn good job at becoming one ;) Happy to have you with us!

Thanks :)
 

Metropolitan

First Lieutenant
5 Badges
Mar 14, 2013
218
159
  • Cities in Motion
  • Cities in Motion 2
  • Europa Universalis IV
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
In the CIM1 map editor, Airports were ploppable by elements: small or large terminal, runway sections, taxiway sections, control towers, hangars...

Maybe CO is thinking about "kit airports" for the casual player who doesn't have enough time to spend his whole day creating the airport of his dreams, but meanwhile will also give the power for the more passionate player to create his more elaborated airports.

In Mariina's video interview, she was talking about the ability to create motorway intersections and parks that could be saved, exchanged and downloaded within the community. Maybe that logic would also apply to airports and harbours? I'm just wondering.
 

jrgen3

Field Marshal
146 Badges
Dec 2, 2012
3.868
571
  • Victoria 2
  • Victoria 3 Sign Up
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Chronicles
I think customisable airports would be great! Lots of good ideas in this thread. It would probably not be in the game at release, but maybe as a DLC?