Cities Skylines: Everyday Heroes! (Emergency) - DLC

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Voyager213

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REQUIREMENT FOR CALLS MEANS: IF FULLFILLED THE CALL WILL BE DONE THE FASTEST, STILL NEEDS A CERTAIN VEHICLE COUNT TO START WORKING ON THE CALL

Part of the Free Update:
  • Ladder Truck depot - (Needed for Office Zones, Tier2 Commercial, Tier2 Residential). Vehicle count: 5
  • District Policy - Emergency & City buildings will only dispatch within the District they are built in, while this Policy is active (e.g. Police, garbge, etc..) Able to select if you want to drive them to other Districts.
  • Advanced AI, breaks traffic rules. (Break speedlimit, drive over red lights, etc..).

  • Advanced Emergency AI, Emergency Vehicles will drive on the sidewalk or opposite lanes (on highways on the not used lane) if on a call and it is stuck in traffic.

  • Small store robberies. - Requires: 2 Police vehicles on scene.

  • Car crash. - Requires: 1 Fire Truck, 2 Ambulance, 1 Police vehicle on scene.

  • IF owner of After Dark - Small Prison break

  • Flu Wave (Many people are very sick). Requires: Good health care, many people will seek hospitals.

  • Victims that are in need of an ambulance can die if the ambulance doesn't arrive in time and make it back in time. They can still die after being picked up (but will be transported to the graveyard by the ambulance).

  • Police vehicles on patrol will increase the happines in a short radius for a short duration of time. (meaning, the area they passed will recieve a short happines boost)
Part of the paid content:

Fire Department

  • The big Fire HQ will spawn 1 Command Vehicle, the COmmand Vehicle will increase effecttivness on calls.
  • Disptach The Dispatch will Call the nearest vehicle to an emergency instead of them driving though the whole City because there is no dispatch.
  • Fire Safety Inspector depot - The Fire Safety Inspector will drive to all Buildings and will lower the chance for a fire by 50% for a few weeks when visiting a building. Vehicle count: 2

  • Hazmat Fire Truck depot - The Hazmat Fire Truck depot can spawn Hazmat Trucks, that will be dispatched once certain events occur or a bigger Industry building burst into flames (See point: Hazardous Industry fires). They will drive to the building that caused it and to the area of effect (includes air polution). Vehicle count: 5

  • Fire Chief depot - The Fire Chief depot will boost the effectiveness of Fire Stations he recently visited, Fire Trucks will gain a speed bost and Fire Fighters gain a extinguishing boost. Vehile count: 1

  • Water Rescue depot - The water rescue depot (part of the FD) rescue people that are drowning. Vehile count: 4

  • Fireboat depot - The Fireboat depot is placed like a port near the shore, it is needed for emergencies on the water. Vehicle count: 2

  • Fire Department crane depot - Sends out cranes that are needed during special emergencies. (Plane crash, Train Crash, Tram Crash). Will lower the cost of rebuilding a destroyed building. vehicle count: 2.

  • Fire safety educator - visits Industrial and School buildings.
    Result: Citizens that were at the building at the same time as the fs will lower the chance of fire when they visit a building. vehicle count: 4
  • Forest Fire Department - Will dispatch Unimog Like Fire trucks with a Water cannon on the roof (so fire fighters dont have to exit) to tree Fires. Vehicle Count: 6
Health Care
  • Emergency Doctor depot - The Emergency Doctor depot can dispatch an emergency doctor that will increase the time for an injured person before he dies. Vehicle count: 6 (3 Cars, 1 Helicopter, 2 Bikes ) (The game should decide if the person can make it until the ambulance arrives and returns, if it sees that a person dies a Emergency Doc. will be dispatched, Bikes can also use bycicle paths and walkways)

  • Health Educator depot - The Health Educator depot will send out vehicles with workers that will drive to schools and teach children/young adults about health dangers. Result: Lower sickness in the whole city. Vehicle count: 4

  • Emergency Doctor Ambulance depot - Dispatches Ambulance with Emergecny Doctors on board, now no Citizen will die while being transported to the hospital. The Ambulance will transport the patient to the nearest hospital.
    Vehicle count: 6

  • Patient transport vehicle depot - Will dispatch patient transport vehicles, they will pick up and bring citizens from and to their homes to the hospital/clinic. If all ambulances are in use they will act as ambulances, but will lower the chance for the patient to survive by 50%. Vehicle count: 10
  • Small Ambulance depot - Will send out regular Ambulances, but offer no treatment for patients. Vehicle count: 4
  • Big Ambulance depot - Will send out regular Ambulances, but offer no treatment for patients. Vehicle count: 10
  • Specialized Hospital - Such like Industry buildings, you can select the type of the Hospital (and it will also change apperance). Vehicle count: Patient Transport Vehicles: 10
    • Types: Trauma Centrum - There is a chance that Citizens, that were transported via Ambulance to the Hospital will need a surgery.
    • Quarantine Centrum - Citizens may have to be brought to the Quarantine Centrum if they have an unkown disease (note: Retextured Patient Transport Vehicles. Perhaps yellow)
    • Children Hospital - Specialized on Children, will make Children Cims healthier, help recover them faster, make them more resistent to diseases once grown up
    • Private Hospital - Won't increase happyness but will generate Income. Very much like the normal Hospital, but without ambulances.
    • Psychologic Clinic - Cims are less likely to become rogue and murder.
Police
  • Traffic Police Depot - Will dispatch Traffic Police vehicles, they can be seen setting up speed traps in the city and on highways, they have faster vehicles than the normal police but wont respond to any non-traffic related crimes. Officers on foot patrol will look out for false parked vehicles.Vehicle count: 15, Jail capacity, like Police Station

  • Detective Depot - Will dispatch detectives, Detectives will drive to random buildings and will arrest citizens that are about to do crimes before they did a crime. Will lower the chance for people to become criminals affter visiting a building in a small area. Vehicle count: 10. Jail capacity: like Police station.

  • SWAT Depot - Will dispatch SWAT armored Trucks, Bomb Units & SWAT Helicopters.
    Vehicle count: SWAT Trucks: 6, Bomb Unit Vehicle: 2, SWAT Helicopter: 2

  • Customs depot - Will dispatch customs vehicles, the customs will drive to the Airport (and cargo airport) aswell as to the tolls. Effect: Income by the customs from cargo. More jailed criminals (smugglers). Vehicle count: 15, Jail capacity: same as police station

  • Customs office - Before cargo can get transported, it must drive to the customs office.
    Result: Income from toll.

  • Riot Police - Will dispatch armored riot vans, water cannon trucks, unweaponized APC with bulldozer-bar. vehicle count: 10 Riot vans, 3 water cannons, 2 APCs

  • Crime prevention unit - Will drive to schools and (if available) prisons. Will lower the chance of People becoming criminals (again). Vehicle count: 4
City Services
  • Tow Truck depot - Will send out tow trucks to tow crashed & false parked vehicles.
    Generates income with ecah towed vehicle vehicle count:10
  • City Bank - Your Money is stored there. Will generate Tax income, and not little if you have enough. Citizens can also store their money their which will increase happieness. But be aware, thieves can rob the bank, so you should make sure its properly protected.
  • "Gas Works" - They do regularly check on Heating pipes and respond with sirens if a leak is found.
  • "Electricity Works" - Will check on power lines & increase efficency of power generating buildings. Will respond with sirens if a broken powerline is reported.
Calls
  • Rocket failure - The rocket has exploded. Requires: 2 hazmat trucks, 10 fire trucks, 5 ladder trucks, 2fd cranes, 4 ambulance

  • Out of control Football fans Football fans are fighting at the stadium area. Result: road infront of Stadium will be blocked for all vehicles except emergency vehicles. Requires: 7 Riot vans, 1 water cannon truck, 4 police cars, 4 ambulance

  • Riot May occur if happyness is below 90%. Result: Rioters will block a few roads in their spawn area. Requires: 6 Riot police, 3 water cannons, 2 apcs, 6 police cars, 5 ambulance, 3 fire Trucks.

  • Terrorist attack - Will occur at parks and monuments aswell as unique buildings.
    Chance of setting building on fire. Requires: 5 SWAT Vehicles, 2 SWAT Helicopters, 5 Police Cars, 4 Ambulances, 2 Fire Trucks, 1 ladder truck (If owner of Natural Disasters: 2 Police Helicotpers)

  • Reckless Driver/Speeding Driver/Police chase A citizen will ignore all traffic laws, eveade traffic, drive on the wrong side to avoid traffic. Requires: 3 Traffic Police Vehicles. (if owner of Natural Disaster: 1 Police Helicopter).

  • Bank Robbery - Armed bank robbers have robbed a bank and have taken hostages. Requires: 3 SWAT Vehicles, 4 Police Cars, 3 Ambulances, 1 SWAT Helicopter (If owner of Natural Disaster: 1 Police Helicopter).

  • Bomb threat - Only occurs in schools and commercial buildings. 30% chance of detonating even when all required units are on scene. Requires: 4 SWAT Vehicles, 1 Bomb Unit, 4 Police Vehicles, 2 Ambulance.

  • Tram Crash - A tram has collided with a vehicle and has been flipped over.
    Requires: 1 Police car, 1 FD crane, 1 Fire Truck, 1 Traffic Police Car.

  • Train Crash - A Train has collided with a vehicle and derailed.
    Cargo Train: Requires: 2 FD cranes, 2 Fire Trucks, 1 Police Car---Passenger Train: Requires: 2FD cranes, 4 Fire Trucks, 2 police cars, 4 Ambulance.

  • Drowning person Occurs randomly at a shore. Requires: 1 Water rescue vehicle. 1 Ambulance.

  • Submerged evidence - Criminals have thrown precious evidence into the water. Requires: 1 water rescue vehicle, 1 Police Car, 1 Detective car.

  • Burning ship - A ship burst into flames and must be extinguished. Requires: 1 fireboat, (Not needed, but will assist IF owner of Natural Disaters: 2 Fire Helicopters).

  • Ship crash - 2 ships crashed and are in danger of burning. Requires: 2 fire boats.

  • IFOwner of industries: Burning ore mining vessel / Burning oil rig - Requires: 2 fire boats.

  • Hazardous Industry fires - There is a chance that a Industry building might start burning with a Hazardous fire. Result: Air Polution (can be moved by wind), Hazardous ground Polution, Broken roads in a certain radius. (Low chance of starting a Zombie Outbreak: See point: Zombie Outbreak). Requires - 4 Fire Trucks, 2 Ladder Trucks, 2 Hazmat Trucks, 3 Ambulance, 1 Emergency Doctor

  • Zombie Outbreak - Only citizens that either A.) recently left the hospital or B.) were in the AAO of Hazardous Air (Caused by a Hazardous Industry fire) have a chance of becoming patient Zero, should be a low chance, if a citizen is aware that he is infected (only if there was an outbreak or he is in the AAO of a Hzardous Inudstry fire) then he will make his way to the Hospital and will be cured. The Police and SWAT (See point: SWAT) will fight the transformed citizens. Requires: X Police, X SWAT


    Open for suggestions.
    List for calls not finished
 
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Voyager213

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  1. Update
    • 3 new buildings. (Disptach. Small/Big Ambulance depot) Adjusted Emergency Doctor depot
  2. Update 12.11.2018
    • Added Policy to "free" "District Service"
    • Moved Dispatch to "paid"
    • New buildings "Specialized Hospital", "Factory Fire Department", "Gas Works", "Electricity Works", "City Bank"
  3. Update 05.01.2019
  • Added Forest Fire Dept
  • 1 Command Vehicle to FD HQ



(I will use this response to pack my changelogs in there)
 
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R3SKenoby

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Well, since CS is a simulator, what's the point of having a "Zombie Outbreak"? Even though, I agree that maybe a "phantasy mode" could be added, than, we should have not only zombie outbreaks, but also, avengers fights, justice league combats, so on! Sim city has something like that.
 

axjfu

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this is a suggestion to be added to this
https://forum.paradoxplaza.com/forum/index.php?threads/a-cops-and-crimes-dlc.1143393/

This is very in depth and I like it but I think there are to many buildings and the bomb threat should be at 45% at the beginning and when all personal arrives it should go down to 25%. you also dont need to have multiple variants of the same building like the small and big ambulance depot. other than that I love this idea and would really like to be a thing
 

Voyager213

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Well, since CS is a simulator, what's the point of having a "Zombie Outbreak"? Even though, I agree that maybe a "phantasy mode" could be added, than, we should have not only zombie outbreaks, but also, avengers fights, justice league combats, so on! Sim city has something like that.
That's where the Idea came from
 

Khazul

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I like the sound of this. +1

I had been vaguely thinking it may be interesting to have a series of related DLCs targeting
- crime - from organised crime (think high end heists - store robberies, bank robberies, security vans getting their doors blown off etc), along with associated police chases etc with guns blazing) to street gangs and drug wars with street shoot outs etc (gangs vs gang, gangs vs authorities). Add coastguard harbor and helepad to catch drug traffic along with radar stations - basically coastguard equivalent of fire-watch towers.
- civil unrest (which is your subject here) - from peaceful protests that just simply require that you services can cope with the traffic disruption and that odd few extra accidents, to protests erupting in wide scale rioting (looting, fires) due to the presence of agitators (from the criminal world). Football riots would be an obvious one to add - especially when team looses.
- conflict - you are building a city in recent conflict zone - so expect insurgents, nutters waving AK47s and RPG out of the back of pickup trucks, IEDs, terrorists blowing stuff up - transport and utilities infrastructure in particular (that nice big dam just above your town? Opps!), the need for military checkpoints and patrols etc.
 

DocDesastro

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While I like your first 2 points...the latter...ugh. Play Afghanistan '11 instead - it has all you proposed from nutters to blowing up freshwater supplies. OTOH...I would rather flesh out the CIMs first to give them an agenda before doing something because they are unhappy to remove the randomness a bit.
 

Fox_NS_CAN

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For the first one, play GTA V.
 

Fox_NS_CAN

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I dont quite understand what GTA V has to do with Cities: Skylines. Can you please elaborate what you mean with that. Thank you.

It wasn't directed at your post.

- crime - from organised crime (think high end heists - store robberies, bank robberies, security vans getting their doors blown off etc), along with associated police chases etc with guns blazing) to street gangs and drug wars with street shoot outs etc (gangs vs gang, gangs vs authorities).

It doesn't sound appropriate to CS, sounds a lot like GTA V ("Grand Theft Auto 5"). Nothing to do with CS.
 

jaatt

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Defintely love the idea of having direct dispatch control over services, I like how the vacuum trucks roll out to handle flooding but road maintenance should roll out to repair damaged roads/rail lines after a disaster.
 

BuildTheBuilder

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IMO the educator depots should not be made. Instead, what about turning these into policies? For police there can be "neighbourhood watch", for fire there can be "fire education programs"
and for health there can be 'health education programs".
Also what about adding the Coast Guard, as a separate tab inside the Police section, since the Natural Disaster DLC woman in case of a tsunami tells you that the coast guard is warning of a tsunami, and it doesn't make any sense without Coast Guard in the game, right? So the coast guard would work in the same way as police but it would patrol watercourses on boats, beaches and roads near watercourses on jeeps, and respond to crimes near water areas in general. It could also respond to crimes at fishing piers for example.
The Coast Guard can also predict tsunamis (if you have Natural Disasters DLC) and would work in a larger radius than tsunami warning buoys, albeit costing a lot more.
The Coast Guard can have a Coast Guard Depot which would be placed on the coast with a road already there, like the Harbor or Cargo Harbor for instance. The road would be necessary for the Coast Guard jeeps to drive in and out of the depot, workers of the depot could also use that road to access it, and aswell for fire and ambulances to respond in case there's an emergency at the depot.
 

Physius

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I wish Paradox would take a good look at this post.

I would pay immediately for an appropriate Emergency expansion.



It's always baffled me when there is a fire that spreads to another building; the firefighters will only respond to one building and then ignore the adjacent ones. They go back home!

Where is the common sense to call up dispatch and say, "This is (unit) at (location) we got a two-story single-family dwelling, heavy smoke out the rear. Investigating and requesting a ladder truck."

In the current state of C:S, I view it more like:
*Southern accent* "Hey Jim, huh gee, that's a pretty fire up ahead, sure hope we get dispatched to that one so we can save that guy hanging out the window! After we get back to quarters though, I'm starvin'!"

WHAT?

Any first responder vehicle responding lights and sirens should make traffic give way.

Firefighters should be able to park on roads adjacent to the incident, hook up to the hydrant, and stretch their line to the fire from multiple sides for extra staffing. Additional units like Rescue Squads should stage and send their crews with ground ladders and tools.

Police should shut down roads or control traffic, command vehicles like Chief buggies should have little Chiefs outside to oversee the incident. Camera crews from TV stations and bystanders should be at the scene.

Ambulances / Medic Units should be staged to treat anyone at the scene injured/burnt, including firefighters.

I haven't even started talking about upgrading incidents, MVCs, High Angle Rescues, Trench Rescues, Brush Fires, Highrise Fires, Water Rescues, or HAZMAT scenes yet, and my post only covers examples from a Fire Department perspective.

This is the type of depth and realism I want just from a simple fire in this game.
 
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Fox_NS_CAN

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While I agree a little bit better AI responding to fires (like in the example you mention, fire team puts out one fire, then return to station while the rest of the block burns down) would be nice, the player is more a mayor than fire chief.