Cities Skylines 2 personal wishlist:
May already be mentioned by others, my list is based on cities skylines 1 and the basics:
1a) Better organised toolbar and easyer for modders to add on (expanding tools and/or buttons)
1b) More proffesional looking toolbar or customisable (move tab/buttons or order)
1c) Customisable catogorising and adding favorits (so they show first in list for example a road)
1d) Easyer to search (without long lists and long scrolling)
1e) Easy/good recoginsable symbols
1d) logical order in the way of starting and/or most used (services is not most used when building)
1e) have all services under 1 tab or button and there subcatgorised police, fire, healtcare
1f) better light and shadow control (the shadow side of buildings is dark in cs)
1g) have north as north with the sun (map building and playing).
2a) Road catogories suggestions:
4 kinds: Gravel/dirt, brick, normal, highspeed
And/or based on width 1,2,3,4 lane width.
2b) Road settings:
Speed (15, 30, 50/60, 80, 120)
With and without zoning.
With and without parking.
With and without sidewalks and/or bicylce paths/and or trees.
End of road zoning and corners.
Do not allow heavy traffic setting (instead or with district setting)
Set pedistrian/bicycle crossings on/of or add on a road
2c) Type of road:
1 lane oneway for each catogory.
2 lane oneway and two way for each catogory.
Have gravel/dirt road in 3 colors: sand, dirt and gravel (stones)
Have combination roads for example have a highway drawn with 1 line but with 2x3 lanes and automatic space in between. This should lead to having prebuild highway intersections.
3d) Overall better control of intersections, merging and hight.
3a) Zoning suggestion:
low(1 fam houses)
medium (3 /4 layer appartments)
high density/height (skyscrapers)
3b) Zoning settings:
Wall to wall or free standing.
3c) District settings:
Have it as 3 settings (usefull and visual) Status A setting: Concept plan (not sold just as a concept draft, future expansion of the neaghborhood) Status B setting: Under construction (sold and construction companys are at work) could be indefinitly as a visual style, seeing cranes and such, Status C is non existend and is auto sold and build (base game)
Set max height of a neaghborhood or what colors are allowed or trees are allowed and what kind of trees for example.
Have the front of the houses in one line (offset from street/sidewalk) make it so its adjustable (district rule perhaps).
3d) Type of zoning:
Residental new (modern)
Residental historic (old/center)
Tourist residental (holiday houses / non-permanent living / park and recreation)
Commercial shops (visitors, noise traffic)
Commercial logistic (digital non-visitors, less noise, less traffic, only delivery vans)
Non-polution industry (warehouses, and non poluting production factories, companys, trucks)
Poluting industry (heavy industry that is allowed to have air polution)
3d) Overall better control of allowed buildings/apperance, if you zone in cities skylines 1 and you have all dlc its a mix of random buildings making a not so pretty mixed style, in reality there are rules how high and how things should look (to get harmony). Realistic population to the levels and size of buildings. Possiblity of the creation of ingame creation themes. (sort by color, size and style)
4a) Park suggestions:
Have basic parks in diffrent sizes based on building grid; 2x2, 2x3, 3x3, 2x4, 3x4, 4x4.
Having those sizes also as parking parks (having those also in asphalt and dirt/gravel)
Some parks i never touched because they are not in easy to use sizes according to the building grid.
Have parks in modular packs add 2x4 to a 4x4 to get a 6x4 for example.
And if the grid system is diffrent then use flexible edges (fill-in-regular shapes automatic also with homes have the gardens/sidewalk of the homes for example flexible to diffrent grid sizes and shapes)
5a) Better control of water (and what it does), different hights on a map possible (waterfall and polders possible) possibly even fun mechanic for heat(dry)/cold (ice). Waterpower reservoir for example.
6a) flexible grid (better filling in of corners) especially with farm fields (or have farm fields as a sort of painting brush)
May already be mentioned by others, my list is based on cities skylines 1 and the basics:
1a) Better organised toolbar and easyer for modders to add on (expanding tools and/or buttons)
1b) More proffesional looking toolbar or customisable (move tab/buttons or order)
1c) Customisable catogorising and adding favorits (so they show first in list for example a road)
1d) Easyer to search (without long lists and long scrolling)
1e) Easy/good recoginsable symbols
1d) logical order in the way of starting and/or most used (services is not most used when building)
1e) have all services under 1 tab or button and there subcatgorised police, fire, healtcare
1f) better light and shadow control (the shadow side of buildings is dark in cs)
1g) have north as north with the sun (map building and playing).
2a) Road catogories suggestions:
4 kinds: Gravel/dirt, brick, normal, highspeed
And/or based on width 1,2,3,4 lane width.
2b) Road settings:
Speed (15, 30, 50/60, 80, 120)
With and without zoning.
With and without parking.
With and without sidewalks and/or bicylce paths/and or trees.
End of road zoning and corners.
Do not allow heavy traffic setting (instead or with district setting)
Set pedistrian/bicycle crossings on/of or add on a road
2c) Type of road:
1 lane oneway for each catogory.
2 lane oneway and two way for each catogory.
Have gravel/dirt road in 3 colors: sand, dirt and gravel (stones)
Have combination roads for example have a highway drawn with 1 line but with 2x3 lanes and automatic space in between. This should lead to having prebuild highway intersections.
3d) Overall better control of intersections, merging and hight.
3a) Zoning suggestion:
low(1 fam houses)
medium (3 /4 layer appartments)
high density/height (skyscrapers)
3b) Zoning settings:
Wall to wall or free standing.
3c) District settings:
Have it as 3 settings (usefull and visual) Status A setting: Concept plan (not sold just as a concept draft, future expansion of the neaghborhood) Status B setting: Under construction (sold and construction companys are at work) could be indefinitly as a visual style, seeing cranes and such, Status C is non existend and is auto sold and build (base game)
Set max height of a neaghborhood or what colors are allowed or trees are allowed and what kind of trees for example.
Have the front of the houses in one line (offset from street/sidewalk) make it so its adjustable (district rule perhaps).
3d) Type of zoning:
Residental new (modern)
Residental historic (old/center)
Tourist residental (holiday houses / non-permanent living / park and recreation)
Commercial shops (visitors, noise traffic)
Commercial logistic (digital non-visitors, less noise, less traffic, only delivery vans)
Non-polution industry (warehouses, and non poluting production factories, companys, trucks)
Poluting industry (heavy industry that is allowed to have air polution)
3d) Overall better control of allowed buildings/apperance, if you zone in cities skylines 1 and you have all dlc its a mix of random buildings making a not so pretty mixed style, in reality there are rules how high and how things should look (to get harmony). Realistic population to the levels and size of buildings. Possiblity of the creation of ingame creation themes. (sort by color, size and style)
4a) Park suggestions:
Have basic parks in diffrent sizes based on building grid; 2x2, 2x3, 3x3, 2x4, 3x4, 4x4.
Having those sizes also as parking parks (having those also in asphalt and dirt/gravel)
Some parks i never touched because they are not in easy to use sizes according to the building grid.
Have parks in modular packs add 2x4 to a 4x4 to get a 6x4 for example.
And if the grid system is diffrent then use flexible edges (fill-in-regular shapes automatic also with homes have the gardens/sidewalk of the homes for example flexible to diffrent grid sizes and shapes)
5a) Better control of water (and what it does), different hights on a map possible (waterfall and polders possible) possibly even fun mechanic for heat(dry)/cold (ice). Waterpower reservoir for example.
6a) flexible grid (better filling in of corners) especially with farm fields (or have farm fields as a sort of painting brush)
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