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Hiramas

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I will rework this post after the patch, stay tuned

Greetings everyone,

a few people had the idea to try to collect all the wishes and suggestions into an organized list and I decided to try it. I hope you support this endeavor and reply with your suggestions and wishes.

Let's try to agree on a few rules:
- Please only post your suggestion in this thread, I think we should keep this thread clean and move the discussion about the suggestions to their respective threads.
- If your suggestion has it's own discussion already, post the link and I will add it to the list.
- Please try to sort your suggestion into one of the existing categories or suggest a new category for the list.
- I would like suggestions about the best way to permanently collect support for the various suggestions and wishes.

Edit: There is also this Idea Box page, if that is the preferred way to gather ideas for the community, I suggest to use it: http://citiesskylines.ideascale.com/

Categories

Basic Simulation


UI, Sound and Game Mechanics


Tech and Engine


Modding and STEAM Workshop

  • Traffic Simulation in the Asset Editor
  • Road modding
  • Better Workshop organization
  • Asset Manager filters and organization
  • Pictures of modded buildings in the game
  • Left-hand driving in the asset editor

Zoned Buildings - Types and Styles

Residential


Commercial

  • -
  • -
  • -

Industry

  • Area effects for specialized industry ( e.g. fields, oil pumps)
  • ^ Bigger industry buildings in the specialized industry (e.g. fields, oil pumps)
  • Longer, more interesting production chains
  • High-Tech industry specialization

Offices

  • -
  • -
  • -

Functional Buildings

  • Modular, extendable Buildings
  • -
  • -

Water


Power

  • -
  • -
  • -

Health- and Deathcare

  • -
  • -
  • -

Education


Police and Fire

  • -
  • -
  • -

Garbage

  • Zoneable or Extendable Landfills
  • "Greener" way to get rid of garbage.
  • -

Parks and Decoration


Districts and district policies


Roads, Roadtypes and related things


Mass Transit


Busses

  • Bus lanes
  • Long range bus stations for tourists
  • -

Trains

  • Larger train stations
  • Train stations with multiple connections (bus, metro)
  • Elevated Stations
  • Different types of elevated structures (steel, concrete, brick)
  • Underground tracks and stations
  • Traintrack soundwalls

Metro

  • Overground/Elevated Metro including stations
  • Different types of elevated structures (steel, concrete, brick)
  • -

Airport


Harbor

  • Bigger harbors
  • Modular harbors
  • Harbor waterfront [CONSIDERED]
  • -

Other concepts

 
Last edited:
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lim3918

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Support rotatable tracks for the metro stations

Reason: Station cannot be place anywhere on the map, i have to be built by the road. The track's direction is dependent on the road that the station is placed one. Ability to place station on any road, and able to rotate direction of the track will be pointing (eg. 10°, 20°, 30°, 40°, ... 350°)
 
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LogOutGames

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I will rework this post after the patch, stay tuned

Greetings everyone,

a few people had the idea to try to collect all the wishes and suggestions into an organized list and I decided to try it. I hope you support this endeavor and reply with your suggestions and wishes.

Let's try to agree on a few rules:
- Please only post your suggestion in this thread, I think we should keep this thread clean and move the discussion about the suggestions to their respective threads.
- If your suggestion has it's own discussion already, post the link and I will add it to the list.
- Please try to sort your suggestion into one of the existing categories or suggest a new category for the list.
- I would like suggestions about the best way to permanently collect support for the various suggestions and wishes.

Edit: There is also this Idea Box page, if that is the preferred way to gather ideas for the community, I suggest to use it: http://citiesskylines.ideascale.com/

Categories

Basic Simulation


UI, Sound and Game Mechanics


Tech and Engine


Modding and STEAM Workshop

  • Traffic Simulation in the Asset Editor
  • Road modding
  • Better Workshop organization
  • Asset Manager filters and organization
  • Pictures of modded buildings in the game
  • Left-hand driving in the asset editor

Zoned Buildings - Types and Styles

Residential


Commercial

  • -
  • -
  • -

Industry

  • Area effects for specialized industry ( e.g. fields, oil pumps)
  • ^ Bigger industry buildings in the specialized industry (e.g. fields, oil pumps)
  • Longer, more interesting production chains
  • High-Tech industry specialization

Offices

  • -
  • -
  • -

Functional Buildings

  • Modular, extendable Buildings
  • -
  • -

Water


Power

  • -
  • -
  • -

Health- and Deathcare

  • -
  • -
  • -

Education


Police and Fire

  • -
  • -
  • -

Garbage

  • Zoneable or Extendable Landfills
  • "Greener" way to get rid of garbage.
  • -

Parks and Decoration


Districts and district policies


Roads, Roadtypes and related things


Mass Transit


Busses

  • Bus lanes
  • Long range bus stations for tourists
  • -

Trains

  • Larger train stations
  • Train stations with multiple connections (bus, metro)
  • Elevated Stations
  • Different types of elevated structures (steel, concrete, brick)
  • Underground tracks and stations
  • Traintrack soundwalls

Metro

  • Overground/Elevated Metro including stations
  • Different types of elevated structures (steel, concrete, brick)
  • -

Airport


Harbor

  • Bigger harbors
  • Modular harbors
  • Harbor waterfront [CONSIDERED]
  • -

Other concepts


Are you going to update the wishlist?
 

Jimbobbedyjobob

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Tech & Engine Request:

Match Prop Illumination Map functionality to that if Buildings' Illumination maps.

It would be really useful to allow a more diverse use of Prop functionality and flexibility when making Assets for the game.
 

Jimbobbedyjobob

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Tech & Engine Request:

Match Prop Illumination Map functionality to that if Buildings' Illumination maps.

It would be really useful to allow a more diverse use of Prop functionality and flexibility when making Assets for the game.


I am building a set of British style District Themes.

I have found that using Props as the buildings' mesh (not just as accessories) enables much more diverse and believable in-game construction - buildings whose sections follow the terrain eliminating the need to flatten it.
Unfortunately, as these Assets must be loaded in as Props to achieve this flexibility, we are restricted to the permanent lighting illumination if Props' Illumination Maps.

I imagine it could cause problems to implement because all existing Props' Illumination Maps aren't build for the greyscale ranges used in the Buildings' Illumination Maps.
 

Hardtofind

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Functional Buildings:

I would like to see a building like a city hall or some kind of magistrate with a following functionality:

Every unemployed citizen would "register" in this building and you could see through some UI statistics how many unemployed citizens sorted by education level you've got so you can plan your industrial and commercial zoning.

It would work well if there was a way to somehow distinguish between industrial zoning, something like light / medium / heavy polluting industry and availability to zone each of those would be dependant on how many (un)educated citizens are registered, so a demand for heavy polluting industry would be rising with the number of uneducated people.

Also if there happened to be a tool (something like what's going on with soil, you must take it somewhere to put it somewhere else) that lets you zone only as many heavy polluting industry buildings as a percentage of the whole population sum, based on how much pollution your industry currently produces (> the more heavy polluting industry there is, the smaller the available ratio pop/industry available, it would create an interesting mechanic to make industry zoning alive and make it feel like it actually matters.

Also every citizen would have a % chance to choose to pursuit a certain level of education, because atm it feels like if I build enough schools, I can create an utopia where everyone has a diploma and everyone is a white/blue collar.
(ofc the percentil would be based on the land value, but then again, there would have to be some kind of mechanism that lowers the land value around buildings occupied by uneducated citizens to compensate for the obvious go-around with raising land value using parks to have everyone educated and make polluting industry obsolete - also, building any kind of department shouldn't really increase land value and if then just in immediate radius around those buildings.)

It's way too easy to raise land value in the game, but try to increase land value in some ghetto. I mean, that's real trouble, that system would make some nasty problems for a mayor to take care of and since these people are not going away (we have a hall or magistrate kind of building, so if you just demolish those buildings occupied by these citizens, they just store up in City's magistrate and when you zone new residential they have priority over newcomers to move there, still not wanting to go to school, making the land value low again, hence making heavy industry matter again.
edit.: waiting to move to new residential and draining your money in process

I think that land value can play some major role in planning a city and in my opinion, that potential is somewhat wasted in C:S.

I understand that what I wrote is just a wishful thinking and it might even make less sense then I think it does and I am sorry if it sounds naive or stupid to someone. I love the game and I am thankful it exists, please don't take this the wrong way.
 

SVW-Gigant

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When I look up to the sky in CSL, the Sun and Moon rises in the south and set in the north (huch?). In the TE, I can set the correct move longitude at the sky, but it will not be accepted after saving the theme. Can u fix that wright from East to West?
 
Last edited:

Gilrad

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I definitely agree with giving us a "High-Tech" low-pollution Industrial zone. Perhaps it can be in City Planning by the District or similar to the other specializations, both Industrial and Commercial.
 

NEXUS12

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Education:

Currently if you provide a university and schools, ALL of your sims over time with become highly educated, which kills your specialised industry which only employs undereducated workers. The only way to prevent this ingame is to not zone enough offices so that higher educated workers take lower education jobs.

But this is unrealistic. IRL not everyone gets a PhD, some people fail school or are simply not as intelligent as others.

My suggestion is a % fail rate for all cims who attend school. So for example, 90% of cims are successful at high school, then those 90% go to uni. Of those, only 80% pass uni (some people fail, drop out). This would leave some people who are not at mass education level, and willing to take lower end jobs, as happens in real life.
 

pikachu01

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Education:

Currently if you provide a university and schools, ALL of your sims over time with become highly educated, which kills your specialised industry which only employs undereducated workers. The only way to prevent this ingame is to not zone enough offices so that higher educated workers take lower education jobs.

But this is unrealistic. IRL not everyone gets a PhD, some people fail school or are simply not as intelligent as others.

My suggestion is a % fail rate for all cims who attend school. So for example, 90% of cims are successful at high school, then those 90% go to uni. Of those, only 80% pass uni (some people fail, drop out). This would leave some people who are not at mass education level, and willing to take lower end jobs, as happens in real life.

There's already a mod that does it.

https://steamcommunity.com/sharedfiles/filedetails/?id=506982407

However, it can potentially mess with the game if you use other population altering mods with it.
 
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wild_waterman

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Hi (I hope this list is still being read)

I have been playing the game for quite a while and just had a list of refinements (hopefully for a dev. to see): (I have another list of big feature requests - but I just wanted to focus on these smaller/easier things which I think could add a lot to the game)
- Pedestrians able to commute through plazas/parks (and maybe through/around some other buildings like the edge of a stadium)
- Be able to place pedestrian crossings
- Able to upgrade/change road type fronting ferry harbours and cargo hubs - particularly to get trams lines out front of the ferry
- Create tram and bus stops on bridges (/elevated parts of road/tram line)
- Tram turnaround segment at the ends of the lines - (where the driver changes ends - (so trams have two driving ends which i think is common/standard))
- Be able to rezone/upgrade (residential and commercial) zones to higher density without having to dezone and lose existing buildings
- Elevated Pedestrian path can join elevated road
- Ability to have avenue split into two one way roads (without creating an intersection which slows traffic)
- Ability to create turnaround point with turning lane in avenues (particularly for the end of bus routes)
- Two lane freeway on and off-ramps (or two lane freeway)
- Pedestrians can travel/commute on seawalls (or another seawall type with pedestrian path)
- Some smaller placeable roundabouts
- Column footprints of bridges(/elevated road and rail) follow the columns rather than being large and rectangular - and thereby give weave rail or road under bridges which then gives the ability to have extended sections of e.g. elevated rail on top of road or under road or road on top of another road.

Thank you
 
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Night_Fury_CZ

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i have some sugestions too
-sudpended monorails that can be builded above road and also withnout road like tramways it wil be good transportation it will not be braked by traffic it can be relased with some desert themed DLC (like trams have been introduced).
-emergency road lanes or change AI behavior to go out of way emergency services.
-service upgrades like you dont need buy next nuclear powerplant you simply can buy extra reactor
-some futuristic theme with futuristic buildings traffics and etc (it will be good DLC)
-more things for tourits like some modular zoo, theme park, and etc.
-posibility to normal rails can cross tramways (i see it in real so its not imposible :D)

Thanks for reply developers your game is beautifull
 

Nevermore2790

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I think I also have suggestions :)

Here are the following suggestions:
- Monorails with Stations (like some of the members here says)
- Custom Monuments (make it available for Asset Editor), so we can have something like a City-wide Police Station/Fire Station, Terminal (airport, train, monorail, metro, bus, office, etc.), Arcology. PS: These are not Unique Buildings..... They are like Hadron Collider, Space Elevator, Fusion Power Plant, etc.
- Police Helicopters...... Not all police cars can solve crime here....
- Firefighter Planes...... Not all firefighter trucks can move on traffic.....
- More Policies, Districts (like some of the members here says)
- High-Tech Industry (produces no pollution, but requires educated workers)
- Separate demand for Office (it just makes no sense)
- Fix in GPU, and RAM usage of this game.
- More variety of buildings, and roads
- A sensible University (it can be a monument, or why not a modular piece??)
- Maybe a Military Base????
- Maybe an Elevated Metro Line since I'm using normal Train Tracks for Elevated Trains????
- Bridge varieties.....
 

Anttonilla

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How about adding support for Nvidia Ansel technology? We could take some next-gen screenshots. :cool:

Think about it:
  • SUPER resolution pictures, like 61440 x 34560 for example
  • Filters, HDR...
  • VR screenshots
:rolleyes:
 

Miwi

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i just copy this from another thread where I posted this, so it doesn't get lost just in case:

Think about a major overhaul of the base simulation model of the city. Change it fom happiness based to wealth based model. Also unhappy cims can actually live in rich districts if they have the money to do so !
It simply shouldnt be possible to create a city where everybody is happy and lives in level 5 bulidings. It shouldn't be possible to have in every district hospitals, clinics etc and then nobody needs the clinics anymore because all is super-healthy. It shouldn't be possible to construct buildings that run in 5 minutes through all levels up to the highest level (make the lower levels useless).
Make the relation between wealth, happiness, education, crime, social classes, income, land value and land use more meaningful, deeper. The consequences of your decisions should really impact the development of your city. A city should have nice wealthy districts and ugly or low income districts, and something between. And most important, not all must be super-beautiful. It gets boring with time.
Call it a social DLC or whatever.
 
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