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The latest Cities: Skylines expansion Green Cities was announced last week in Gamescom 2017. The new expansion is all about making your city greener and it comes with loads of different options for the city services, policies and specializations to make your city’s carbon footprint smaller.

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Gamescom 2017

Gamescom is a trade fair for video games held annually in Cologne, Germany, with over 350,000 guests across the full event this year. It is used by many video game developers to show off their upcoming games and the same goes with Paradox Interactive. The Green Cities was one of the expansions announced at Gamescom 2017 and I was representing Colossal Order at the event.

During my stay at Gamescom we did a bunch of demos of Green Cities for journalists from various news outlets together with Sandra from Paradox. We also did a few live streams where we introduced the key features of the expansion and explained how the changes in the expansion affect the gameplay.

In this series of Dev Diary posts we will tell you, what the most significant changes and additions are, but first, let’s have a look at the trailer.



Cities: Skylines - Green Cities

So, what Green Cities is all about? Sure it’s about adding options to the game that allow you to make your city environmentally friendly and control pollution better, but it’s more than just asset swaps or cosmetic changes. We wanted to change the gameplay in a way that building a greener city also changes the zoning dynamic, so that it offers the player meaningful agency when the new specializations, service buildings and policies are used. The Green Cities expansion includes 14 new city service buildings, 3 new distric specializations, 4 new policies, 3 new scenarios, 3 new maps and over 200 new building models and a 100 new assets.

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We’ll go into details in the upcoming Dev Diary posts, but to give you a general idea of how things have changed I’ll give you a few examples.

New Specializations. The new Commercial Specialization, Organic and Local Produce allows your city to work with less industrial areas as the local businesses produce some of their products on their own. This reduces the need to produce and import goods to the Commercial Zones with this Specialization. The new Residential Specialization, Self-Sufficient Buildings, consume less electricity and produce less garbage. This reduces the stress on Electricity and Garbage city services. On the other hand they also produce less tax income, so you need to have your city’s economy in good shape before wide use of the Self-Sufficient Buildings is a viable option.

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New Options for Energy Production. We have added three new renewable energy sources that add to the previous options. The new options add variety, but they also offer more advanced means of energy production with an increased energy output in comparison to the original options.

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Noise Pollution Overhaul. With the new electric cars and biofuel busses we decided to make a big overhaul to the whole noise pollution system. As previously the noise pollution was largely based on the different road types – i.e. the bigger the road, the more it produced noise pollution – now we have a separate noise pollution value for each vehicle type. Obviously electric cars and biofuel vehicles produce less noise pollution. So, with this change it’s really relevant now where the traffic is and what kind of vehicles there are on the roads.

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That’s all for now! As said, we will delve deeper into details in our upcoming Dev Diary posts. Let us know what you would like to know more about next.


Cheers,

Miska
 
What would it really bring to the game?

It could be a real bus line, which needs to be in a "circle", a road-line where only public transport is allowed (including taxi and emergency vehicles) so "normal traffic" and "public transport" on road won't interfer together. With that system you are forced to lay down the bus line on this road type and can't use "normal" roads. There is not such a system atm for roads.

This would be a real separate bus system on road, not so flexible than normal buses, but it's guaranteed free of traffic and citizens prefer them.
There could be more mechanics so yes, that would be a game changer (for me) in terms of public transport on roads.
It would fit best on 4 lane roads or higher and: you could also use trams on this type of road, because the same problem does exist for trams.
I am thinking not of a separate road type but a road with this reserved line - so easy upgrade would be possible.
 
It could be a real bus line, which needs to be in a "circle", a road-line where only public transport is allowed (including taxi and emergency vehicles) so "normal traffic" and "public transport" on road won't interfer together. With that system you are forced to lay down the bus line on this road type and can't use "normal" roads. There is not such a system atm for roads.

This would be a real separate bus system on road, not so flexible than normal buses, but it's guaranteed free of traffic and citizens prefer them.
There could be more mechanics so yes, that would be a game changer (for me) in terms of public transport on roads.
It would fit best on 4 lane roads or higher and: you could also use trams on this type of road, because the same problem does exist for trams.
I am thinking not of a separate road type but a road with this reserved line - so easy upgrade would be possible.

So like the bus lanes in Network Extensions?

Also you don't have to have the bus lines in a circle. You can make a double looped line (As in one line with a loop at each end to allow the bus to turn around) Or have the buses go from station to station with stops on the way, much like in real life.
 
You can make a double looped line
Yes, that's what I meant and why I wrote circle with quotation marks - I wasn't able to describe it properly, because my native language is german.

So like the bus lanes in Network Extensions?
I had to check what this mod does, but Netwerk Extensions 2 has no real description for them on the steam workshop, and the original Network Extension steam workshop page doesn't list them eiher, so I assume yes.
 
My assumption is that some stores would produce stuff in-house for sale in their store. Like a small grocery store that has a garden out back.

Or the home-made crafts shops.

I have nothing against the possibility for Commerces to produce goods. On the contrary, I find it very interesting for some small shops (bakery, restaurants, crafts shops...). But I don't think that these possibilities are linked to a specialization or an ecological aspect.

@CO_Miska
I've been waiting for a DLC on ecology for a long time and I find there positive elements (vehicle energy, recycling, pollution control tools...). But, I watched carefully the videos of presentation, and I already know that I will be disappointed...

I don't want to participate in the violent criticism that accompanies the release of each DLC, but, please, stop shooting yourself in the foot each time!

Let's take only the example of specializations. You had an interesting concept, you spoiled it and you will kill it with Green Cities!
Initial concept was 1 resource = 1 specialization. All specializations created after the game release have dropped the resource.
Already with After Dark, Tourism and Leisure no longer depended on resources: in fact, they are only District Styles embellished with Policies... possibility of mixing the zones in less.
In Green Cities, you take back the same system with the same disadvantages. Except that there, these disadvantages are crippling. The new ecological districts take considerable account of travel and thus ensure a balance between residences, businesses and offices, and to a lesser extent, industries. With system based on specialization this balance will be impossible: either residences are ecological, either commerces, but not the 2. Unless you have planned multi-specialization to activate several specializations simultaneously... which would be slightly contradictory.

For Green Cities, several policies already existed: High Tech Housing, Extra Insulation, Power Usage, Water Usage, Recycling, No Electricity for Heat... It would have sufficed to add a few: Local Supply, Imported Supply, Organic Produce, Renewable Energy, Intensive Exploitation... This would also have allowed the rehabilitation or renovation of existing districts.
Of course, these Policies would not influence all activities in the same way: Oil Extractors couldn't have Organic Produce. On the other hand, Oil Producers could use agricultural products or organic waste to make the biofuel used in buses.

The magnificent buildings created for Green Cities (it's sincere and without irony) could be used with a District Style but also mingle with old buildings. So that their consumption is related to their very ecological aesthetics, it would be necessary to be able to distinguish them...
One solution would be to add a DataType (SubServiceOption): it would offer more flexibility but it would require adapting thousands of assets with all the risks that this entails. Nevertheless, there is a parameter (a priori not exploited): the Tag (all assets are "Untagged"). It remains to be seen whether it could be used as a criterion.

The alternative would be to use the existing Data with a slight adaptation of the simulation. This would be a routine, based on part of the SubService title, which would allowed to choose, randomly and/or by calculation, the SubService used. For example, in ResidentialLevelUp: ResidentialLow, ResidentialLowGreen, ResidentialLowThingy, ResidentialLowWhatsoever... trigger the routine that extracts only the ResidentialLow term to return a "full" SubService from among those available. The calculation would allow to use other parameters such as Policies.

My notions in programming are very limited: so I will stop ridiculing myself with probably unrealistic proposals.:oops:
You, on the contrary, you have the skills, knowledge and access. Find a solution on this. It will allow you to get out of the real headache created by using levels to distinguish Extractors and Producers. It will allow you to have levels in specializations. It will allow you to return to the essence of the concept: 1 Resource = 1 Specialization. It will enhance the value of Policies. It will probably open up other possibilities and perspectives...
 
Might be true, because there won't be air pollution in the game with this DLC which would totally fit.
It's also a pitty no zoneable parks are coming, or medium densitiy zones.
I wish there will be something in the future, that extends existing features and mechanices in the game, e.g. weather and heating.
Or office zone overhaul, because everybody knows, it won't produce much traffic, and REAL RCI demands. Somebody demonstrated in the past you can fully ignore demands, and hell yeah - that's really a pity that some mechanics feel a bit casual.
You don't have to watch budget, slow and steady progression is the key.
Sometimes I miss some random events - weather temperatur changes where I am forced to change budget and I get the feeling that changing budget has an impact, and I got some kind of interaction with the citizens - they need a school and if not built population decreases, because lot's of families have to move away.
Some kind of random events, which are based on demand. Atm it's just chirps which you can dismiss. I'd like this system a bit more agressiv, if it's not happening, citizens are protesting, moving out, crime increase, you loose money, something that really hurts but not game breaking.

When I saw the announce of this DLC I initially thought nice - new buildings an assets, but I'd really hope existing mechanices get an overhaul.
If noise pollution is not more than just some policies, still traffic based this would be a casual DLC.
New zones with leveling is good, but without a different demand system, that forces me to zone in dependence of other free zones there is no need for new zones if the game doesn't encourage or reward me for doing so.
I mean: Atm as sonn you can zone office zones, there is no need for industry, simply build schools, and you don't have to build a single industry zone. The RCI demand needs working - existing game mechanics with more depth. I am not into another additional disitrict specialization where you can use just any district specialization without even thinking what you are doing. I'd like the game to force me to think about planning. It's not the same as increasing difficulty where simply everything is just more expensive. That would be a casual way, that I am not looking for.
It will all amount to a bit of cosmetics- some "window dressing" and a half ars*d nod towards the green agenda with no real depth- it has been the blueprint for every previous expansion so why expect anything different? One can hope...
 
What about saying: "hey, we are planning a green DLC - what features du you wish?" instead of saying: "we announce a green DLC, features are closed - what do you want (but we will not implement anymore, because we are almost done and only bug fixing)"
ok, a little drastic, but you'll get the road i think...

do any suggestions still have an impact of this DLC?

is it the fear, that at the end, too many feature requests are getting posted? i know, a poll wouldn't be the golden key (not all player will vote) but maybe helps to find out, what the customers really want and how much they want it - and you get some ideas delivered so you have more time to realize them instead of thinking about the ideas themselves.
 
It looks great! :D
French here : http://cities-skylines-france.blogspot.fr/2017/09/green-cities-carnet-de-developpement-pt.html

I wonder some stuff tho :

How do these new buildings work with other policies such as the recyclable one.

And inside High Tech buildings DLC from GCVos, are assets going to that green direction yet but I ever found sad these are like parks only etc...(example)
Will you also rework these buildings from that DLC for they get more "actions" ingame ? For example, I think to that electric cars industry, that vertical farming.... Currently, these are designed as park or monument...That will doesn't sound right to me...

One more question CO, with that upcoming DLC, will we get automatic regulator for that fresh water from ND ? (or can you make it ? XD)

Thank you.
 
What about saying: "hey, we are planning a green DLC - what features du you wish?" instead of saying: "we announce a green DLC, features are closed - what do you want (but we will not implement anymore, because we are almost done and only bug fixing)"
ok, a little drastic, but you'll get the road i think...

do any suggestions still have an impact of this DLC?

is it the fear, that at the end, too many feature requests are getting posted? i know, a poll wouldn't be the golden key (not all player will vote) but maybe helps to find out, what the customers really want and how much they want it - and you get some ideas delivered so you have more time to realize them instead of thinking about the ideas themselves.
I certainly get your point but the developers have their vision too. It's developed by them after all.
 
What about saying: "hey, we are planning a green DLC - what features du you wish?" instead of saying: "we announce a green DLC, features are closed - what do you want (but we will not implement anymore, because we are almost done and only bug fixing)"

It might sound like a good idea, but imagine a bunch of people who all have different ideas, some are good, some are not. Some may seem like a good idea, but really are not. Some are great ideas, but not practical to implement. Or perhaps ideas that sound great to the hardcore players, but would be too confusing for the other 99% of players.

It's not necessarily a good thing. Better to listen quietly and see what people might want, that matches up closest with your own idea of where the game should go, and what is within the capability of the game engine, and what the minimum spec for that is.
 
yes, probably you are right about this - too many ideas will make more problems.
So better we are posting ideas and they quietly read and decide - and we get surprised...
 
What about vertical agriculture? It's new, innovative and saves space which is also nice for the ecology.

It made an appearance as a park in "Content Creator Pack: High-Tech Buildings".
http://www.skylineswiki.com/High-Tech_Buildings

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It has no commercial or industrial effects. Game mechanic-wise, it is a park.
Would be nice if they could do more with it.