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pensfan044

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Jun 16, 2016
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Just an idea for a future mod/expansion for the game...

This addition would now have the option to allow for AI towns to spawn when a new game is created. The only time there is noticeable growth of these towns is after a progression milestone is reached. The mayor would be responsible for relations with the neighboring cities, thus allowing trade and resource/services sharing. However, there must be the appropriate connections between cities (i.e. to share police services, there must be road connections between the city and the police departments) Mayors would also have to plan ahead at which new tiles they would like to buy, as neighbors also can buy tiles adjacent to themselves periodically (but less frequently than the player). Neighbors could also potentially build Unique Buildings/Monuments (of which only one of each can be built per map), allowing the possibility of its effects to cross over into the player's city. There would also be the ability to annex your neighbors if there is sufficient support for it in that neighbor and if the two share a border. Finally, this addition would bring optional multiplayer support so that you and your friends could build neighboring cities right next to each other. A player may never annex another player's city in a multiplayer game.

Elementary and High School services may NOT be shared, but Universities are open to all eligible students in the map so long as there is open space in them and appropriate connections. Additionally, individual schools may be bound into School Districts (elementary and high schools) or College Campuses (universities). These added educational connections cost more maintenance but boost happiness and the quality of education the students receive. Sports/School Rivalries can now develop between cities/college campuses. AI cities may not build any pro soccer (or football if you are not from the United States) stadiums unless the player has purchased 9 tiles or is unable to annex the city due to tile restrictions (i.e. an AI city has 2 tiles and the player city has 8 tiles, or an AI city is a tile from the player city's borders but the player's city has 8 tiles already, etc.). The number of neighbors and their starting locations would be made so that the player could not annex them all without assistance from a mod. Rivalries can enhance city-to-city relations and make annexation easier for the player. Citizens and tourists may freely work and travel between their home city and any of its neighbors.

Each individual city sets the cost of sharing services on a per-city basis. This cost can be adjusted in the Budget Panel. Buying a service will always keep a city at 0 surplus/deficit so long as the host city has sufficient services. No city may sell a service they are already buying from someone else. No service sharing can be immediately cancelled from the host. If the host wishes to stop supplying a service, a certain amount of time must pass, allowing for the buyer to prepare for the shutoff. A buyer may end services instantly if they so desire. If a buyer builds a building that provides enough of a service that makes buying it moot, a message will pop up on the screen (similar to "A building has finished emptying") suggesting to the player stop buying (i.e. a player needs 5 MW of power and buys it from a city, the player builds a nuclear power plant, thus making the deal moot, and stops buying power from their neighbor). Each individual service may be made publicly available to neighbors via deals once the appropriate connections have been made, thus showing to the "Global Market" what the player is willing to sell.


New buildings would include:

Visitor's Center - a Tourism & Leisure building that would bolster tourism in the player's city.

Municipality Building - a building that allows the player to meet with neighboring mayors, required for all intra-city relations and deals.

Electrical Sub-Station - a building that is required for sharing electricity between cities, must be connected to the player's power network, spawns a High-Voltage Power Line connection to neighbor's sub-station.

High-Voltage Power Line - a different kind of power line that has a higher cost to build but a much lower maintenance cost than the default, better at going long distances, climbing hills, and going across water than the default, has a larger "splash area" than the default allowing it to connect to the power grid when placed further away, causes lower happiness to residential zone when it is placed nearby, default power lines can be upgraded to it.

Reservoir - a building that is required for sharing water and heat between cities, must be connected to the player's water and/or heat networks, spawns an Aqueduct/Heated Aqueduct connection to neighbor's reservoir.

Aqueduct - a different kind of water pipe from the default, has a higher building and maintenance cost than the default but has a much larger "splash area," all kinds of water/heating pipes can be upgraded to it.

Heated Aqueduct - a different kind of heat pipe from the default, has a higher building and maintenance cost than the default but has a much larger "splash area," all kinds of water/heating pipes can be upgraded to it.

Municipal Trash Center - a larger version of the Incineration Plant that has a higher building and maintenance costs but a larger sphere of influence, recommended when allowing a neighbor access to your garbage collection services but not required.

Municipal Police Department - a larger version of the Police Headquarters that has a higher building and maintenance costs but a larger sphere of influence, recommended when allowing a neighbor access to your police services but not required.

Municipal Fire Department - a larger version of the Fire Station that has a higher building and maintenance costs but a larger sphere of influence, recommended when allowing a neighbor access to your fire protection services but not required.

Municipal Hospital - a larger version of the Hospital that has a higher building and maintenance costs but a larger sphere of influence, recommended when allowing a neighbor access to your health care services but not required.

Mausoleum - a larger version of the Crematorium that has a higher building and maintenance costs but a larger sphere of influence, recommended when allowing a neighbor access to your deathcare services but not required.

Department of Transportation - a larger version of the Road Maintenance Depot that has a higher building and maintenance costs but a larger sphere of influence, recommended when allowing a neighbor access to your road maintenance services but not required.

Salt Storage Facility - a larger version of the Snow Dump that has a higher building and maintenance costs but a larger sphere of influence, recommended when allowing a neighbor access to your snow plow services but not required.

College Football Stadium - a smaller version of the default pro soccer (or football if you are not from the United States) stadiums that has an American football field inside, one may be built per university/college campus in the city.

Dormitories - small buildings that house students from outside the city borders or far away from campus, must be bound into a college campus.

United Nations Building - a building that draws in tourists, similar in operation to the Statue of Liberty, Arc de Triomphe, etc.

Park of Friendship - a Unique Building that unlocks after successfully creating a deal between yourself and a neighbor.

Department of Dependency - a Unique Building that unlocks when a single city buys all of its services from its neighbors.

Surplus Tower - a Unique Building that unlocks when a single city sells all of its services to its neighbors.

Cooperation Plaza - a park that comes with the expansion/mod.


New policies would include:

Isolationism - prevents all neighbors from asking to buy services, prevents player city from asking to buy services.

Neighborliness- makes all services available to neighbors when connections are made and raises the income by 5% at the expense of the buyer, increases cost of buying services from neighbors by 5%.

Out-of-State Tuition - decreases maintenance of Universities by charging higher tuition to students from outside the player's city's borders, decreases number of students from neighbors.

Hometown Education - gives preference to resident students over neighboring students when space is open in Universities, decreases the number of students who go to school in a neighboring city.

Economic Union - manufactured goods and goods made from Natural Resources are sent to neighbors instead of the "Global Market," increases relations between player city and neighbors, decreased income from exports.

Globalization - manufactured goods and goods made from Natural Resources are sent to the "Global Market" instead of to neighbors, decreases relations between player city and neighbors, increased income from exports.


I know some people are gonna make the SimCity (2013) comparison but if done properly I think it could be a cool feature to add to an already amazing game. Let me know what you think!
 
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