Cities: Skylines - Mass Transit announced!

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Burningfeetman

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wow this is fantastic news this is literally the expansion I have been waiting for since the game was released! thanks so much am excited for this one :)

This reminds me of when Simcity 4 was released. I never touched it until "Rush Hour" came out, then boom. Headshot. Best years of my life. Ha!

Looking forward to checking out this expansion. :)
 

El Rodriguez

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Not everything in Finland is free. Basically all cities with population over 50k have paid parking in city centers and most of the main roads have speed cameras. There's no toll roads mainly because congestion isn't really an issue.

What comes to parking, I think it's ok like it is now. Here's an interesting story from SimCity developers why parking is basically only vanishing cars in SimCity (like it's in Cities: Skylines)



http://v-e-n-u-e.com/Sim-City-An-Interview-with-Stone-Librande

Lol, yeah, would pretty much be Sim Parking if they would try to mimic real life cities. But I still would like parking meters and speed/red light cameras (actually we would probably need only one of those, and then we could just create the other one by modding something with the logic behind the first one. Same for toll booths actually, a quick stop and a charge like if you parked your car).

Sad to learn that Finland is becoming Americanized in the bad sense of the word, with the government just using ways to steal money from people, thou.
 

El Rodriguez

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Just to prevent any confusion, there was no official deadline that any of us knew about, and there was no specific call for ideas.
Most stuff was just posted in the "Suggestions and Feedback" section of the forum. The things I mentioned in the previous post were things that I saw people suggest there. They can't do everything that everyone wants, but they do take it into consideration.

CO had to pitch the idea to Paradox, so they had to have most of the ideas together already at that point.




If you look in here:
https://forum.paradoxplaza.com/forum/index.php?threads/co-word-of-the-week-6-10-2017.1004063/
There is mention of "dev diaries" every two weeks, that could become weekly closer to release, but that it depends on the actual release date.

I think from that, you can assume there is a fair amount of time to wait.

Thanks, I took a look on that thread and release seems pretty far away indeed.
Hope they just release it like by May or something, or my summer will be kinda boring as I am not going outside to get a skin cancer under Florida sun... lol
 

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Park and Ride is a MUST for Mass Transit. Also can we please, please, please have the option to BAN cars from commercial streets areas? Private car usage is clogging up the roads bug style!
 

Mr Jay

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Dear Paradox,

I was happy to read there is coming a new DLC calls Mass Transit. But then i saw the "new" features. Nothing innovative nothing spectacular.

Ferries : nice idea. But why only for passengers ??? Why no Car and Train Ferries, which come from outside the map like Cargo Ships and Cruising Ships, with Nice Ferrie Terminals ?

Airships: ??? For what ?? Do you see in real world any airships in towns which are carriying passengers in the town ? me not. Why didnt you use Helicopters this would be more realistic !

Transport Hubs ??? : Do you forgot that there is a workshop ? There are surely about one thousend nice transporthubs from modders.

Trafficmanager ??? Same asking. Please check the Workshop !
it will or could only destroy savegames again, cause everyone is using the existing traffic mods.

There are a ton of ideas for a dlc named Mass Transit.

Some examples:

-Car and Train Ferries which come and go to outside the map. With Ferry Terminals
-Freight Planes with Freight Terminals
-Helicopters
-Rola Trains-which can Transport Trucks to outside the map. With terminals.
(Explanation for RoLa Trains :https://en.wikipedia.org/wiki/Rolling_highway)

and so on..........

THIS or other ideas in this direction would be worth 20 € and not some useless vehicles and already existent things which you can have from workshop.

Thanks for reading.

Antonio.


I like the adition of airships especially for the tourist side. However your suggestion of RoLa trains is excellent stuff and we simply must have it!
 

El Rodriguez

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Yep, that's what i do, but i'm still missing some sort of trade between cities.

I'm thinking about a regional supply/demand bar implementation for certain resources and utilities. Currently, all the needed stuff comes from outside connections. Well, these outside connections should be replaced with actual availability of goods and resources in your other cities.

Generic industry in your city A should stagnate, if there are no oil/ore/forestry/farm goods coming from cities B, C and D. This would force players to actually construct specialized cities based on the needs of the global economy and not simply get everything from outside connections for little cost.

Actually, I am trying to do that myself, somehow.
One reason I stopped playing the game for a while is because I am taking my time off to work on a whole country with something like 12 possible metro regions (81 tiles each).
I am designing a whole map in 3D, simulating a real life Caribbean island/chain, simulating wind, ocean currents, wild life, ore/oil deposits, so on, so forth. Then I will have each of my cities working as some sort of specialized unit (stress on the SORT OF).
I am also working on a background history and culture/politics environment for that country, so, some cities will have historic sites like the last native village of the Taino, a Spanish Mission, Forts, a Dutch town, a deactivated British military base, an American base, some large tenement crowded cities from the decade my island was a communist dictatorship (I am even designing a 3D "Caribbean friendship park" with Fidel and Che statues, and also a "Ronald Reagan park" built after we Americans "liberated" the country so our banks and oil companies, err, the people of that country could enjoy free trade, liberty, soda machines, fried chicken, french fries and justice for all).
So, I will connect my regions with highways and railways (and ferries and ports after the release of the new DLC) and those will be the external connections for each of my edited maps.
The only problem is that the "simulation" of that interaction between the cities and regions will happen in my mind only, as any city will still have anything that is not available in the city coming from outside.

To build a city with no background history makes no sense to me, especially in an awesome game like this where each citizen is simulated and may have their own sort of "mind".

Unfortunately, I dont see a way they could provide a regional approach to this game on a DLC, as I dont see any of the necessary logic built in it as it is right now. Perhaps, we will have it on a Cities Skylines 2, or even a Cities:Nation?
I would love to have politics also, and a city council, and elections, and see my policies influence voting, and have to work hard to win elections every six years, and have trade unions, and town halls, and all sort of pressure groups, and lose an election in a district because crime is too high and other candidate promised to have more cops in the streets, like a hardcore mix between this game and Urban Empire (UE is too easy, and also too biased to the left). But this may be talk for another thread, and let us not get ahead of ourselves, lol.
 

medopu

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I dont see a way they could provide a regional approach to this game on a DLC, as I dont see any of the necessary logic built in it as it is right now. Perhaps, we will have it on a Cities Skylines 2, or even a Cities:Nation?

I notice people always expect waaay too much when it comes to sequels, myself included. Sometimes, they turn out to be masterpieces, but I always have to remind myself to stay realistic with my expectations. Maybe things were different 10 years ago, but these days, a sequel is basically a glorified expansion pack running on a new engine with new stuff added. Look at TF->Transport fever and CiM1->CiM2. Cases in point. People working on the game are the same. They have roughly the same knowledge and skills as before. You can't teach an old dog new tricks.

The best we can hope for CSL or C:nation as you put it regarding trade is what CitiesXL has done with the planet system and omnicorp. It wouldn't be so hard and it would at least act as a soft mechanic to force the player to slightly adapt their cities to the global economy instead of what we have now, where it's basically "do any kind of city as you want forever and ever and ever..."
 

edubya

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This DLC sounds great, especially the emergency vehicles actually passing part.

Though wondering if I read things correctly. There will be no change in the traffic simulation in general? Always seemed like a major oversight that a) traffic all seems to pile up in one lane, no matter how many turning options (via mods at this point) I give them, and b) traffic refuses to take a faster route if the distance is longer.

I realize this might not be the thread in which to discuss such things, but wanted to make sure I was understanding things right before bemoaning elsewhere. ;)
 

ristosal

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Though wondering if I read things correctly. There will be no change in the traffic simulation in general? Always seemed like a major oversight that a) traffic all seems to pile up in one lane, no matter how many turning options (via mods at this point) I give them, and b) traffic refuses to take a faster route if the distance is longer.
No, there will not be other changes to the traffic AI, unless they squeeze in possible bug fixes. There's discussion about the lanes issue in this thread.
 

El Rodriguez

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I notice people always expect waaay too much when it comes to sequels, myself included. Sometimes, they turn out to be masterpieces, but I always have to remind myself to stay realistic with my expectations. Maybe things were different 10 years ago, but these days, a sequel is basically a glorified expansion pack running on a new engine with new stuff added. Look at TF->Transport fever and CiM1->CiM2. Cases in point. People working on the game are the same. They have roughly the same knowledge and skills as before. You can't teach an old dog new tricks.

The best we can hope for CSL or C:nation as you put it regarding trade is what CitiesXL has done with the planet system and omnicorp. It wouldn't be so hard and it would at least act as a soft mechanic to force the player to slightly adapt their cities to the global economy instead of what we have now, where it's basically "do any kind of city as you want forever and ever and ever..."

Yeah, unfortunately, I totally agree with you. Basically what we can REALLY expect is some sort of useless integration with stupid social networks so people can take screenshots and share with other tards that got social network profiles. Studios need to make money and to make money they need to sell features that will cater to the retarded masses that have social network profiles and spend time on social networks.

But a man can dream, lol.
 

Baleur

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Wow. Selling what mods already do.
I mean, new transport options are nice, but blimps and cable cars, really?
Not gonna pay for an expansion just for monorails and ferries, thats for sure.

Transport hubs where lines can meet? have the mod
New road types? have the mod
Blimps and cable cars? just silly. dont get me wrong i've been on my fair share of cable cars up to The Peak in Hong Kong, but its such a minor situational thing that its barely even worth the development time. Im sure someone will game the system and make a city with JUST cable car stops every 5 meters, quadruple parallel lines beside each other etc, but come on.
 

Anttonilla

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Wow. Selling what mods already do.
I mean, new transport options are nice, but blimps and cable cars, really?
Not gonna pay for an expansion just for monorails and ferries, thats for sure.

Transport hubs where lines can meet? have the mod
New road types? have the mod
Blimps and cable cars? just silly. dont get me wrong i've been on my fair share of cable cars up to The Peak in Hong Kong, but its such a minor situational thing that its barely even worth the development time. Im sure someone will game the system and make a city with JUST cable car stops every 5 meters, quadruple parallel lines beside each other etc, but come on.
All things listed here are coming for free. We haven't seen everything yet.
 

El Rodriguez

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I really like cable cars thou, especially to get up hill, so I can mod myself some slums :)
One thing that is missing for sure is parking. We dont need parking everywhere like in real life, as we already discussed here. But to have some public parking PAID and parking meters AS A POLICY, would be good.

There is this very interesting article on The Atlantic written by a real life city planning specialist, where he praises C:S, but points to the things the game is missing to become the ULTIMATE city simulator.

Essentially, in his opinion:

1) Mixed-use zoning
2) Pedestrian only streets and bus express lanes
3) Parking
4) Communities (Ethnic neighborhoods, culture, social class and race)
5) Politics (get community organizations and leaders approval to deploy new services on districts, community demand for services, negotiate funding and policies approval with a city council)

The article is a good reading for all hardcore city simulator fans and for the developers as well:

https://www.theatlantic.com/business/archive/2016/02/urban-planning-computer-games/470895/
 

Fox_NS_CAN

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1) Mixed-use zoning
2) Pedestrian only streets and bus express lanes
3) Parking
4) Communities (Ethnic neighborhoods, culture, social class and race)
5) Politics (get community organizations and leaders approval to deploy new services on districts, community demand for services, negotiate funding and policies approval with a city council)

1) Mixed-use zoning - I like the idea, and I have heard others ask about it. Not sure how well it would work in-game though.
2) Pedestrian only streets and bus express lanes - Pedestrian streets seem interesting.
3) Parking - No need to go crazy, but I really would like a nice parking lot or two, and parking garages.
4) Communities (Ethnic neighborhoods, culture, social class and race) - Not really sure about that.
5) Politics - This is not for me. :)
 

medopu

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4) Communities (Ethnic neighborhoods, culture, social class and race)


Well... 2 years ago, before the first DLC came out, I was pretty sure that this will eventually happen, because why else would CO bother giving us info panel for every cim regarding his name, work and current activity. That was my reasoning. When making an expansion pack, the developer would just need to tweak and add some citizen attributes and implement them in the game world with the natural creation of city district themes based on these attributes like you say: ethnicity and social class.
You wouldn't need to download specific assets and create specific districts to achieve this like now, it would happen naturally as cultures conglomerate around specific areas based on their individual attributes.

Well in these 2 years I lost all hope for any thing like that, to be honest, I'm even sceptical for C:SL 2, because quite frankly, I don't think CO has the right leadership and perspective, but hey, that's just my 2 cents.
 

dj97

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Well... 2 years ago, before the first DLC came out, I was pretty sure that this will eventually happen, because why else would CO bother giving us info panel for every cim regarding his name, work and current activity. That was my reasoning. When making an expansion pack, the developer would just need to tweak and add some citizen attributes and implement them in the game world with the natural creation of city district themes based on these attributes like you say: ethnicity and social class.
You wouldn't need to download specific assets and create specific districts to achieve this like now, it would happen naturally as cultures conglomerate around specific areas based on their individual attributes.

Well in these 2 years I lost all hope for any thing like that, to be honest, I'm even sceptical for C:SL 2, because quite frankly, I don't think CO has the right leadership and perspective, but hey, that's just my 2 cents.
There were plans for a Subcultures DLC, but they scrapped it. I wish they hadn't. It looked very interesting.