Cities Skylines is really Cities in Motion 3

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Ri0Rdian

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Are you aware that you would not have to add ambulances (even though you can't| to increase coverage, right? The influence range only works for the purpose of happiness/upgrading due to having access to a service. They will drive wherever they are needed, as long as there is a road going there, although it will take them longer the farther they are away from that place (obviously).
 
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YoDaddy

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Introduction

Unfortunately, they got a little carried away with this process. Instead of just simplifying what was overly complicated from the last game, they also decided to simplify the management of your cities from the other SimCity games. The result: imagine playing Transport Tycoon Deluxe, but every so often between placing new rail junctions or adding new bus routes you have to destroy a load of abandoned buildings because you ignored an annoying bird telling you to build a new clinic or fire station.

Why does Paradox, after every new game, get a flood of concern trolling posting bizarre complaints and full drama?

You have many graphs that show you everything from fire coverage to happiness. You are getting angry at a game you do not understand.
 
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peteij

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The lit icons in Sim City were a great bit of design, but this is a different game. Skylines is more organic - it's less about the numbers and more about anticipating needs. Problems can be solved in any number of ways, but you'll never be handed the solution, or even the root cause - it takes deduction, intuition, creativity, patience and sometimes a good deal of trial and error. It takes a lot more thought than Sim City, which is exactly what makes the game fun.

It's your choice to hide feedback and automate features if that improves the game for you, but you will miss much of the game's depth if you don't go and look for it yourself.

My advice would be to slow the game down a bit and give policies time to have an effect. Not much changes in the short term, but the long term impact can be quite significant.
 
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Borrego6165

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A lot of people have presumed that I am angry at the game, yet I said that I am still enjoying it (mostly due to the transport simulation) and my main complaint was the simplification of the city services.

To those saying I shouldn't disable chirper, a lot of people have done so because it is annoying. Saying that, I found a great mod that shows you all of the data in a little window, can't remember what it's called but it has every single health, crime (ect.) meter on it! It has been so helpful and allowed me to enjoy the game even more.
 

MiguelBazil

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Well, one thing I got from the simplifications they chose was from what they learned from Cities in Motion 2, there's a point when adding too much depth creates more complication than fun. I think I can see where you're comming from, but what could be changed to remove that oversimplification and add depth, that wouldn't have an impact on the fun factor that the game seems to have? Like, the health system, what could be done to make it more interesting? Garbage? Police?

In my view, I think you're also oversimplifying a bit the vision of C:S by saying it's CiM3. It has a way deeper simulation, and has a group of ecosystems you need to properly balance to get your population happy and growing, and more of a challenge if you want to go for a specific look.
 
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Greygor69

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I'm definitely not against adding more complexity to the game play.

However it would be nice if any additional complexity was made optional and enabled by the player if they wished it.

As it stands at the moment the game seems to be just the right depth for new players of the genre.

It's only us Veterans/Old Fogeys of the genre who moan about the depth of simulation.
 

nickn5

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I find the transport simulation part of Skylines very simple and unengaging, a world away from Cities in Motion and with good reason, this is not a transport sim but a city builder.
I would love the transport to be more in depth but perhaps CO will get round to an actual CiM3 instead for those who like the micro management of buses trams and trains.
 

Steve B.

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That was me who agreed with the OP.
Come on, he was 0 - 17! I had to give him some luv! ;)

You're a sweetheart JerkyJerry. The world would be a better place with more people like you.

Nonetheless I disagree with the OP.
 

hyno111

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Unfortunately, they got a little carried away with this process. Instead of just simplifying what was overly complicated from the last game, they also decided to simplify the management of your cities from the other SimCity games.
In Cities Skylines due to the nature of the simulation being constant, it means that the rate of use constantly rises. This results in every time you building a new area of the city, you have to build a new landfill, clinic, high school, elementary school, police station, fire station and cemetery. It gets very repetitive

When you really think about it CS is like a wide, thin ocean, compared to SimCity's very deep pond.

I totally agree with these.
Add depth does not necessarily mean more complexity for end players. Look at simcity 4 again, the background formulas are many, but most are not shown directly for players. In SC many things are interconnected, and evey change will alter the equlibrium. However, in CS, they are not. No matter the wealth and the health, the Cims will always die at same age (correct me if I'm wrong), the traffic does not have much effect, and the tourist system is broken.
One of the core problem for CS depth is that Cims and RCIs are not divided. Currently Cims are only divided by education, but not by wealth. This imposed great difficulty for in-depth simulation. And is not likely to be ever modded, or officially improved. I understand ultimately the budget is behind this, so I can only hope with enough support the problem of over-simplification will not happen again in CS2.
 

simonmd

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One of the most ill informed and stupid posts on here by someone who surely is just after attention.

OP have you even PLAYED both games? I found CIM2 to be one of the most enjoyable games i've played in recent years. Of course there are similarities, they are made by the SAME PEOPLE both about a SIMULATED CITY!

I WISH it was CIM3, if it was, we'd have much better public transport. That alone PROVES it's not a sequel.
 

Quadro

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I totally agree with these.
Add depth does not necessarily mean more complexity for end players. Look at simcity 4 again, the background formulas are many, but most are not shown directly for players. In SC many things are interconnected, and evey change will alter the equlibrium. However, in CS, they are not. No matter the wealth and the health, the Cims will always die at same age (correct me if I'm wrong), the traffic does not have much effect, and the tourist system is broken.
One of the core problem for CS depth is that Cims and RCIs are not divided. Currently Cims are only divided by education, but not by wealth. This imposed great difficulty for in-depth simulation. And is not likely to be ever modded, or officially improved. I understand ultimately the budget is behind this, so I can only hope with enough support the problem of over-simplification will not happen again in CS2.

Actually, as you know, CIMs can get sick and die, so that obviously affects lifespan. I also think there is at least some slight randomness built in to CIM aging, possibly wealth has an effect. Also, there is a mod that directly deals with that issue http://steamcommunity.com/sharedfiles/filedetails/?id=421188880

Not sure what you mean by traffic "does not have much effect". It seems to me that traffic impacts everything in the game. For example, with bad traffic your goods won't get the stores, your dead CIMs won't get picked up for burial and your firemen won't reach the fires...and that is just to name a few. I also don't know what you mean by the "tourist system is broken". Seems to work pretty well in my game and I have tourists coming in by ship, air and road. Is tourism underpowered or are there balancing issues? Perhaps, but the game could be rebalanced in many ways. That doesn't make it broken.

All the systems you are talking about can be modded, rebalanced or added to via DLC. We don't need a CS2 for that.
 

philabos

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One of the most ill informed and stupid posts on here by someone who surely is just after attention.

OP have you even PLAYED both games? I found CIM2 to be one of the most enjoyable games i've played in recent years. Of course there are similarities, they are made by the SAME PEOPLE both about a SIMULATED CITY!

I WISH it was CIM3, if it was, we'd have much better public transport. That alone PROVES it's not a sequel.

I do not even own this game yet, but after all the attention it received I decided to fire up CIM 2 again. I purchased it long ago but gave up in frustration. After working with it for a few days and installing a real time mod, I have found it fascinating. It takes some patience and working with the timetables to see the economics below the surface, but for me it is beginning to shine. Not enough vehicles to support proper upkeep, you get nailed. Too much service in off hours and expenses eat you up. I will buy CS too, but having too much fun with CIM 2 at the moment. Worth a look for the next sale.
 

ifail

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i own cim 1 but ddint bite for cim2 but will buy CS as soon as thers sales OR they add australian suburb style roundabout for every 2nd intersection. THEN IL BUY IT even if its a special DLC (street level roundabout)
 

simonmd

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I did a quick Google search but couldn't find any fundamental difference between them and the UK style, care to elaborate? Currently, you can make ANY kind of junction you want, either live in game or on the 'Asset Editor' so you can reuse the same design over and over. Roundabout's can be a big part of your layout for sure.