Cities Skylines - Green Cities Announced!

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Steve B.

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Don't know if there's still time for suggestions, but I would really hope that parks, especially parks with trees, would act as a noise pollution barrier the same way that streets with trees do. It seems that this would be relevant for this dlc as it's dealing with pollution. Looks good to me so far.
 

Fox_NS_CAN

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Don't know if there's still time for suggestions, but I would really hope that parks, especially parks with trees, would act as a noise pollution barrier the same way that streets with trees do. It seems that this would be relevant for this dlc as it's dealing with pollution. Looks good to me so far.

Agree.

Also would like non-zoned areas with lots of trees to act as noise barrier as well. Might be a bit too computationally expensive, I don't know.
 

JohnA45

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So...does this mean we will FINALLY get better bridge choices too??? I swear if I have to use the same damn suspension bridges in my city after 2 years of DLC's I'm going to throw a tantrum.:rolleyes::p

SimCity had them from the almost the first release!o_O
 

ouglgl

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I'm really curious as to what the road modding is about. Aside from workshop mods, I can't see a whole lot of features they can add.
Maybe a tool for building modular roads instead of a list of predefined road kinds that is longer each DLC release (and now, it begins to be veryyyy long). That may help make the road building tool more concise, and allow to create more custom roads (choosing the number of lanes, decorations, speed, etc). At least, that's what I'd love to see ;-)

Or maybe it's only in the asset editor.
 

dj97

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I think this would be better if there were cims that have different opinions on "going green" or not.

For example, there could be two types of cims, environmentalists and industrialists. Environmentalists would be "pro-green" policies that could reduce pollution and help the environment, while the industrialists would be against those policies since it could hurt their profits.


To go further, some "green" policies should have a bigger effect on industrial buildings.

For example, the "Filter Industrial Waste" policy could slightly reduce the industrial buildings' profits, thus resulting in reduced tax income. The policy could also either be subsidized or unsubsidized. The subsidized version would have the current effects, but it takes money from your budget. The unsubsidized version would not take money from your budget, but would greatly reduce the industrial buildings' profit and industrialists' happiness (and possibly reduce the number of workers per building). Either way, the environmentalists would be happy about this policy.

What do you think?
 

Steve B.

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For example, the "Filter Industrial Waste" policy could slightly reduce the industrial buildings' profits, thus resulting in reduced tax income. The policy could also either be subsidized or unsubsidized. The subsidized version would have the current effects, but it takes money from your budget.

From what I've seen it indirectly does this. Initiating the policy costs you money per building just like most other policies.
 

TheDungen

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Maybe a tool for building modular roads instead of a list of predefined road kinds that is longer each DLC release (and now, it begins to be veryyyy long). That may help make the road building tool more concise, and allow to create more custom roads (choosing the number of lanes, decorations, speed, etc). At least, that's what I'd love to see ;-)

Or maybe it's only in the asset editor.
Would be awesome felt strange I had to chose between sound barrier trees and a bicycle path. I would much rather had both and gotten rid of some car lanes. Also would be nice of roads could be snapped to things like quays.
 

EricTheGreat12

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Maybe a tool for building modular roads instead of a list of predefined road kinds that is longer each DLC release (and now, it begins to be veryyyy long). That may help make the road building tool more concise, and allow to create more custom roads (choosing the number of lanes, decorations, speed, etc). At least, that's what I'd love to see ;-)

Or maybe it's only in the asset editor.

I think that it will allow for an easier experience at making custom roads; probably won't have to download Network Extensions mods if that means that we could build our own 'bus paths' on roads so we won't have to rely on 'Beta roads'.

I'm definetely excited as to what options they give us to use
 

Fox_NS_CAN

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I think that it will allow for an easier experience at making custom roads; probably won't have to download Network Extensions mods if that means that we could build our own 'bus paths' on roads so we won't have to rely on 'Beta roads'.

I'm definetely excited as to what options they give us to use

I'm not certain what it will all entail, but it sounds more like they are doing something to make it easier for modders to do stuff with roads, not players in-game. If that is the case, it is a good thing, but not quite what a lot of people were hoping for.

Go to 28:02 in this video:

Draw your own conclusions.
 

EricTheGreat12

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Draw your own conclusions.

I never specified in game - while the player is building their city. I was thinking of something more towards what we have with the current asset editor.

I've never modded any computer game so correct me if I'm wrong; I am at least hoping to create 1 or 2 of my own so I won't have to rely on road-mods
 

Fox_NS_CAN

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I never specified in game - while the player is building their city. I was thinking of something more towards what we have with the current asset editor.

I've never modded any computer game so correct me if I'm wrong; I am at least hoping to create 1 or 2 of my own so I won't have to rely on road-mods

It's kind of what I meant... that I think a lot of people (myself included) were (are) hoping for something that anyone can do... in-game, or as a minimum, the asset editor as you said. However it sounds like it is something meant more for modders (which the majority of us are not, myself included).

The "draw your own conclusions" part just meant I am not sure exactly what was meant in the video, so it is still a bit of speculating.
 

AzemOcram

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I'm so glad the new specializations (Self Sustaining Housing, Local and Organic Commercial, and IT Center Offices) all have levels and that at least the housing takes into account density. Hopefully CO or modders will take existing specializations (Industrial in vanilla, leisure & tourism commercial in After Dark) and allow them to have levels (and commercial to obey density).