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The Green Cities expansion adds new policies, specializations, city services and scenarios and city services to the game. While they do not change the gameplay in a radical way, they present the player with new possible ways to play the game and change the economical and city service dynamic in your city. In some cases turning your city green can also pose new challenges, as too great changes at once might destroy the economy of your city completely and it can take a while for your city to recover from that impact.

The new city services offer alternatives for the existing buildings. They have a little different stats – typically more eco-friendly, but also otherwise – so they might be suited better for different situations than the basic service buildings. Some of the buildings provide new approaches to handle garbage and pollution, for example, the new school buildings have a smaller student capacity, but on the other hand they serve a larger area. A good option for more sparsely populated areas, for example.

GreenCity.JPG

Specializations and Policies in general work as modifiers and alternative rulesets in the game. That is the case with the new Specializations and Policies also. They provide new means to control pollution and traffic but also a way to affect garbage accumulation and electricity consumption. In addition to their gameplay effects Specializations also have a visually different look allowing you to control better how your city looks.

The new scenarios, specializations and the new city service buildings are handled in detail in a separate dev diary posts, but let’s take a closer look at the different new policies.


Policies.JPG

Policies
With the policies the player can adjust different sub-systems within the city or a defined district. Some of the policies have synergies that work well together, like the Electric Cars and the Combustion Engine Ban policies. With the new policies the player can control the amount of ground and noise pollution in the city. You can read more about Policies and Districts HERE.

The new policies add four eco-friendly ways to manage your city.

RecyclingCenter.JPG

Recycle plastics increases the efficiency of the Recycling Centers by 20% while increasing the upkeep cost by 100 / Recycling Center / Week. This is a good way to get more out of the Garbage city service. This way you need less service buildings and there will be less garbage trucks burdening the road network.

ElectricCars.JPG


Electric Cars policy forces the citizens to change their cars into electric cars. The cost for this policy is 2 / vehicle / week, but it also reduces the noise pollution significantly. The Noise Pollution system was given a big overhaul when we added the electric cars and biofuel buses. It used to be so that the noise pollution was based on the road type – bigger roads generated more noise pollution – but now every vehicle type has its own noise pollution value. Electric cars and biofuel busses produce only around half of the normal noise pollution. With less noise pollution the citizens will feel better and not need some much healthcare services.

Combustion Engine Ban reduces the amount of noisy traffic in a given area by banning all vehicles except electric vehicles and service vehicles from the area. (The local residents are also allowed to have their cars in the area) . Like the Electric Cars policy, this is also closely related to the overhauled Noise Pollution system.

FilterIndustrialWaste.JPG

And last, but not least, Filter Industrial Waste reduces the ground pollution generated by the industrial areas. It costs 2 / building / week. This is a good way to decrease the effect of the ground pollution surrounding the industrial zones.​
 
When do we get an industrial wasteland/dystopia theme ?

A number of people have been asking for that sort of thing, and I would be interested as well.
I have to wonder what the majority of players would think of that... it has to be profitable for CO/Paradox.
I don't really know the exact breakdown, but I suspect there are more casual players than hardcore. And I would suspect it would appeal more to the hardcore end of the scale than the casual end of the scale. If so, I think we are out of luck on that one.
 
A number of people have been asking for that sort of thing, and I would be interested as well.
I have to wonder what the majority of players would think of that... it has to be profitable for CO/Paradox.
I don't really know the exact breakdown, but I suspect there are more casual players than hardcore. And I would suspect it would appeal more to the hardcore end of the scale than the casual end of the scale. If so, I think we are out of luck on that one.

I would prefer they add a new dynamic to the game, which is uncontrolled growth rather than dystopia theme. Which could be more or less the same. Like old game as Pharaoh and new games like Tropico, shacks appear if you don't provide housing infrastructure.
 
Industrial theme could be nice with new specialization. New styles of districts could be british, skandinavian or american. If it is possible to make district and setup themes in the game all at once. Mini dlc's with one style from some country would enrich an enjoyment from the game. Overground or elevated metro could also improve this great game. :)
 
I would love a dystopia/slums specialisation
maybe itd be super cheap, the roads in it not getting maintenance
the people wont move out if there are no basic services, but wont be happy or be demographics who pay good taxes, no cost but apart from workforce/population almost no gain, and crime would leak out of it into the parts of the city that services and quality do matter
it would look really cool, all run down slums and dystopian future cyberpunk what if there were no regulations or consequences for industry type buildings, high profit no responsibility.
but itd also have a big effect on gameplay to have districts with such different rules than the rest of the city
 
Industrial theme could be nice with new specialization. New styles of districts could be british, skandinavian or american. If it is possible to make district and setup themes in the game all at once. Mini dlc's with one style from some country would enrich an enjoyment from the game. Overground or elevated metro could also improve this great game. :)
Industrial & farming yeah but not as mini dlc but complete dlc...

& if toll booth could be added there too.
that thing is truly missing in-game...could have been good in mass transit
of course, mayor would select price - toll booth are in workshop as deco and don't generate money...
for example, they would be good to make up for road maintenance. :)

Selecting price for each toll booth would be the best....
same for services buidings, I'd like to adjust their costs & radius zone per services buildings...for one better management. :)
 
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A number of people have been asking for that sort of thing, and I would be interested as well.
I have to wonder what the majority of players would think of that... it has to be profitable for CO/Paradox.
I don't really know the exact breakdown, but I suspect there are more casual players than hardcore. And I would suspect it would appeal more to the hardcore end of the scale than the casual end of the scale. If so, I think we are out of luck on that one.
Industrial Wasteland doesn't sound "sexy" and would be a hard sell- very much a niche dlc for hardcore serious players as you suggested
 
I'd like to see poverty in the game, but I don't think it's going to happen. It's not, IMO. the devs vision. Industrial Wasteland sounds like an entirely different game. It would be interesting though to start with an industrial wasteland and need to turn it around. But that seems more like a scenario than a dlc.