Cities: Skylines 2 - Wishlist

Cities: Skylines 2 - Wishlist

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Dalaar

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May 18, 2020
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  • Cities: Skylines
  • Cities: Skylines - After Dark
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  • Cities: Skylines - Parklife Pre-Order
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  • Cities: Skylines Industries
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So assuming that there is a Cities: Skylines 2 in the works somewhere I thought it would be great to have community suggestions and input into what form that it takes. I've read somewhere that there is talk of introducing countries or something but that doesn't especially interest me. It would be great if Colossal / Paradox setup some sort of user voice forum where people could submit suggestions and vote on them to help shape the new game. If anyone knows of such a thing please let me know - I've not been able to find it.
Barring that I thought I might use the forums here to at least submit some of my thoughts. Now some of this might be included in mods available but this is what I would like to see added to the base (un-modded) game.

Roads/Network/Traffic
  • Enable PROPER MERGING LANES like those you might find in real life, with various options for lane markings like you might find.
  • Customisable road builder available in game, allow the creation of custom roads in game specifying number of lanes in each direction, with each lane being able to be of a different type sidewalk, car, bike, bus, tram and allow the addition of regular props along the way, trees, lights, signs, post boxes, seating. Allow these to be created as presets that you can save to use in your city.
  • Improved Traffic AI that lets cars change lanes anywhere and not just on nodes but also makes better use of multi-lane roads instead of queueing up in one lane the whole way.
  • Allow trams to return without needing a roundabout!!! In fact can you bring this into the current game also - this is ridiculous.
  • Include some basic features from Traffic Manager mod such adding Give Way/Stop/Through, adding and removing stop lights and setting which lanes can turn or go straight (I know that you can add and remove stop lights and stop signs in game currently but the UI for that is awful).
  • Include a net picker so piece of network on the map can be selected and then used to lay down more of that network. (Yes I know there is a mod for this - build it into the game! So handy.)
  • Include a basic roundabout builder that can select the type of road to be used and size. Roundabouts are fundamental and building them should be part of the base game. Doesn't need all the bells and whistles of the mod as long as it can still be enhanced in a mod.
Infrastructure
  • Allow power networks to be created underground similar to water pipes.
  • Remove the power zone created around structures and introduce overhead street power lines instead that can then be replaced with underground power networks as a later unlock. More like real life city planning considerations.
  • Add data networks to the game so that internet cabling and 3G, 4G 5G towers can be added potentially onto existing building structures. Make data networks improve happiness of people and efficiency of businesses.
Graphics
  • Improve the graphics engine to allow even greater detail - Unreal Engine 5 anyone?
    The more the game looks like a real city the better!
Assets
  • Allow assets to be stretchable to match (to a certain extent) the curve of the road. This might leave the building unchanged but stretch the garden/outdoor (Fencing/hedges) area to stretch bed around the road, creating less gaps between assets, or allow all or part of a structure to flex a certain amount to the curve. This would create more realistic blocks where there is no no-man's land like there is in the game now.
  • Introduce the concept of seasons and allow Assets to have different appearances based on seasons, particularly trees & vegetation. Maybe the option to have snow or not on other assets.
  • Allow some assets particularly train stations to be placed without being connected to a road or to connect onto an existing train line instead!!!
    Currently if I want a station to line up to a rail network I need to guess where the rail bit of the station will be and create a road in about the right place to put the station then hope that the rail lines up nicely.
  • Ability to have more rounded assets and structures
  • Find It mod built in.
  • Ploppable RICO built in.
Terraforming
  • Improve the UI to smooth terrain, perhaps be able to paint an area and then have it smooth it out to the edges or surrounding roads.
  • Allow placement of Trees and vegetation on steep slopes
  • Be able to paint an area or brush with a combination of vegetation, select a mix of tree, plant or rock assets adjust the % of each and have the game randomly place these assets in the area in the desired concentrations.
  • Paintable pavement and other surfaces that can optionally be bordered by roads or structures (rather than plopping down odd shapes to try and fit). Have these surfaces be able to crop the vegetation underneath. (I hate seeing the grass come through an outdoor pool asset - very annoying.)
  • More tools to make more natural looking terrain like water courses and cliffs would be nice - I'm not sure how what exactly here, I just know that I find this a challenge.
Audio
  • Allow music to be pulled from playlists in Google Play Music or Spotify. Allow the option to insert the in game adds in between these tracks through.
    I grow tired of the ones in game and I find it somewhat objectionable to buy music packs that have a few more songs that I'm not that keen on either.
  • MORE in game radio adverts! These are awesome but there needs to be more! :)
    Can this be modded or become assets that the community can add into the game also?
Other features:
  • Asset and mod profiles - allow the game to be started up with different sets of mods and assets available as presets defined by the player to play the game in different styles. Or make these presets shareable also in the community so that people can start with recommended packs from community members.
  • Challenge mode - I really enjoyed the community challenges that Biffa put out for biggest city in 30 mins and worst traffic, it would be great if these challenges could somehow be defined and then posted out to the community to attempt with all the appropriate restrictions in place.
  • EDIT: Almost forgot 81 tiles in the base game, & perhaps with option to go larger if resources permit.

Anyhow I think there's a few other things that I've though about while playing the game that I've forgotten to include in here. Mostly I just want more/better of the same game - not too dramatically different from the present game, if significant new features are added that take the game in a whole new direction then they need to be done as options so that the people who have come to love this game for what it is can continue to do so.

Finally I would love to hear what others think of this list of mine and especially if you too would like to see a feature list / suggestions site that can take community votes on each feature like the Microsoft User Voice or other software companies use.
What other features would you like to see that I have not thought of or included here?
 
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Cityplanner 53

Second Lieutenant
12 Badges
Jun 23, 2018
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  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
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  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Ship Simulator Extremes
  • Cities: Skylines Deluxe Edition
It might be reasonable for assets to be compatible, but for mods to be compatible, they'd basically have to give you Cities 1 with no changes. Even small changes in DLCs can break mods, it's not reasonable to expect mods to be compatible with CS2.
True but, As I commented, most of the major mods would probably be updated by the creators within a month of launch, my focus was more on the assets; props, buildings and vehicles, which are more likely to not get updated.
 

Dushess

Corporal
Jun 8, 2018
45
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True but, As I commented, most of the major mods would probably be updated by the creators within a month of launch, my focus was more on the assets; props, buildings and vehicles, which are more likely to not get updated.
*Assets is simple, actually easy to just use same type (fbx) in new engine.... BUT, if they gonna use another method, like more materials per model etc... Then it's a problem. Maybe CO will have backward compat mode... <- a suggestion to them.
*Also for transport. Not sure how it gonna work, but in Editor might be an option to attach some decals as variations. Usable for buses, taxis and branded trucks.
*Actual healthcare. Just civs can get sick randomly or in fall-winter seasonm you know. They gonna visit health centers and rarely call home-doctor (different transportation, it is not emergency)
 
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FreedomPei

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Sep 20, 2018
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  • Cities: Skylines
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Prison Architect: Psych Ward
  • Cities: Skylines Deluxe Edition
I hope that there will be less downloadable content as i hope that the game has everything, including trams.
 

willvette

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Nov 30, 2020
8
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Incremental capacity unlocks

The city starts receiving basic transport unlocks like bus, ferry, and rail early but the initial unlock has both an expansive footprint since land is cheap and limited capacity given the ritual area. But as the city grows it unlocks smaller and/or higher capacity options: regional station, urban station, hub station, etc.

Stations (defined as a transit conversion location) are modular in form and function, with platforms (defined as a transit options) for example:

Place a rural passenger rail station (first to unlock), it is placed roadside like it does with CS1 but lacks a rail-line, instead 1 platform (station limit) may be added. Later, as the city grows, better stations are unlocked with higher platform limits, smaller footprint, and a larger selection of platforms to add, such as raised rail, sunken rail, underground rail, ground metro, raised metro, sunken metro, subway metro, parking lot, small multi-level car park, and large multi-level car park. The rules for platform placement are simple: A. station must have unused platform slots B. must be placed adjacent to the station or another platform (terminus placement is allowed) C. level must be free of obstructions (this rule allows platforms to stacked and/or cross at different levels).

Paths (defined as a transit conveyors) start off, depending on form, low capacity with limited abilities like dirt/gravel roads, paved roads and avenues both lacking sidewalks, and single two-way low-speed rail lines. But like stations, better cleaner higher capacity roads will be unlocked with city growth.

Paths can be set with three options when deforming the ground whilst laying on uneven ground or artificially raised or lowering to a certain limit: default will only deform when placed on ground level but will elevate or tunnel where needed, Surface will landscape slopes as much as possible and Viaduct will build retaining walls as much as possible. Anything beyond the set limits builds elevated/tunnel.

Building over water is like SimCity 4 in that both start and end points must on/over land but allows the player to select the type of bridge to build, based on the road used. Some later bridges may have underground road points for multilevel spans.

While zoning is mostly added to roads, if certain zones, like commercial or industrial, are bordering another type of path that allows freight traffic such as rail, canal, or quay, they will generate their own platforms and prefer to ship via the allowed transit option. Players can take advantage of this by placing the starting rail (single two-way low-speed rail lines) as a spur reducing road traffic. Certain buildings may require such locations such as warehouses (industrial) and distribution centers (commercial) acting as private quasi-station for other zoned buildings around them that lack such a location, thou business still prefer the cheaper option of a civil station.
 
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willvette

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Nov 30, 2020
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Zoning:

How far away from the road a zone reaches is dependent on the zone used with different zones preferring different depths, extraction having the farthest at 12 squares deep for farms, mining pits, and logging camps

Residential, Green

Light: 6, rural suburbs​
Medium: 5, light urban​
Dense/Mixed: 6, intermixed shops and apartments​
Commercial, Blue

Light: 4, small freestanding shops​
Medium: 6, large freestanding shops with some office spaces​
Dense/office: 6, Large intermixed shops and office space​

Industrial, Yellow to Orange

Extraction: 12, will extract raw resources from the land and store raw resources, will default to ranch if no natural resources are present​
Light Industry: 6, will convert refined/raw resources into goods, 5% chance of light transport if adjacent to rail, quay, or canal. Manufacturing, auto shops, fabrication, sawmills, food plants, etc.…​
Heavy Industry: 8, will convert raw resources into refined resources, 5% chance of heavy transport if adjacent to rail, quay, or canal. Refineries (Oil, Hard Metal, Precious Metal, Silt, and Coal), Large Factories for steel, electronics, frames, etc.…​
Office/HQs: 6, office workers​

8 Industry Specializations:

Ranch (None, uses grains to make meats)​
Grain (fertile soil)​
Coal (coal deposit, shaft mining)​
Silt (sand and clay, pit mining)​
Hard Metal (iron and copper, pit mining)​
Precious Metal (gold and silver, shaft mining)​
Oil (pump jacks)​
Lumber (old growth forest, logging camps)​

Regional, national, and international corporations may take an interest in the city for specialization deals, but you then become dependent on said industry for most of your population. These deals can make or break the city, depending on the corporation’s fortune in the market. Examples w/ IRL references where found: Car Assembly Plant (Ford, GM, VW), Plane Assembly Plant (Boeing Everett Factory), Shipyard, Computer Plant (Microsoft), Confection Plant, Appliance Factory (GE), etc.…