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Hiramas

Sergeant
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Feb 23, 2011
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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

 
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I have a feedback + request.

Placing bus lines is a guess work. UI gives you no information, only the route and those smilies when you place a new stop that disappear after 1 second. When you place a stop, you must watch those smilies, remember them, remember where they were all the stops you placed, and then decide randomly where is a good area for the next stop with the route distracting you from the "remembering" task.

And everything else is white.

There are so much useful information when placing parks, for example, or schools, police stations, etc.: buildings are colored red to blue, streets become green, and there are smilies too, just as a final touch that really doesn't give much info.

So why when planning bus routes (and all other local mass transits) there is NO info at all? Buildings happiness increases, so they can be colored; the stops have an area so sreets can be colored...

Are CO aware of this huge usability issue?
 
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Placing bus lines is a guess work. UI gives you no information, only the route and those smilies when you place a new stop that disappear after 1 second. When you place a stop, you must watch those smilies, remember them, remember where they were all the stops you placed, and then decide randomly where is a good area for the next stop with the route distracting you from the "remembering" task.
I usually do not watch this smiles, but use mod that shows traffic flow. With this mod I see what streets are used by cars and their destinations and place bus stops nearby.
 
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I wish that the resources overlay would stay active while creating districts. Right now I have to "eyeball" where the resource is, click on districts and try to remember where the edge of it was, paint a little, flip back to overlay view, eyeball missed patches, flip back to district tool.......and so on.
 
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Just wanted to drop in here and say that I've been reading, and continue reading through this thread. I don't have much to add, but I don't want anyone here to feel like this forum is ignored because we don't reply here as often
 
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I don't think that this thread is the right place to suggest for mods. If I want to point out a needed feature or an unexpected behaviour, I do it to improve the vanilla game.
 
Hello.
If putting streets with trees is valid to reduce noise, my suggestion: putting trees make noise barrier.
Examples: around the airport or train station load, etc.
 
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I don't know if this was already requested, but it would be very very good to have back doors on all buildings with a depth of 3 and 4. Cims will use them if the building is connected to a pedestrian path.
Implementing this would allow for strategic multiple doors for ploppable buildings, and a new tool for the asset editor.

It would increase realism, creativity and relieve traffic if used properly.
 
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I don't know if this was already requested, but it would be very very good to have back doors on all buildings with a depth of 3 and 4. Cims will use them if the building is connected to a pedestrian path.
Implementing this would allow for strategic multiple doors for ploppable buildings, and a new tool for the asset editor.

It would increase realism, creativity and relieve traffic if used properly.

I don't think I've seen this suggestion before, but I like it! Added to the list =)
 
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Oh, hi there. First of all, I would like to thank Paradox Interactive and Colossal Order for giving us this wonderful game!

PAINTING CROPS
Second, I have noticed that a lot people do like the idea of more dynamic farms. I observed how the district paint tool works and I think it can actually be used to produce physical crops where the agriculture district is painted. This way, only one growable needs to be placed within a block of any shape (defined by roads or pedestrian paths). Then different crop skins can be added per block. This can make it easier to create functioning farms based on irregular, realistic shapes. Crops can be grown on cells which make up uniform grids in their respective blocks. Each cell can have one crop unit. If there is too much farmland, they can signal that there are not enough buyers, and the player can reduce the size of that district accordingly.

PAINTING PARKS
Furthermore, this tool can be used to create irregular parks. While the pre-existing parks are definitely great, they can get even better if they are customizable in-game, which helps them meld into more shapes based on the player's design and road layout. Unlike farming districts, park districts encompass pedestrian paths and are only separated by roads. The capacity and influence of these custom parks follow the same rules as the ready-made ones.

I am sure that all the other requests have already been mentioned a dozen times in this forum, so I hope these suggestions can help for all they are worth. I really like this game and I want to see it get even better than it already is. You guys have done such a wonderful job!

Hope my wish list gets answered one way or another.

Thanks!
 
I don't like the dirt edge that surrounds trees, buildings, roads, paths etc. It looks very bad, especially when trying to build neat cities/districts.
I don't know if there is a better solution than removing it. Maybe making it much more thin and colour it according to the current colour theme should be enough.
 
Here's a small list of things I'd like to see:

Public Transport:
1) Elevated train. A dedicated elevated train system as part of the subway. Many subway systems go below and above ground. It would be great to be able to do this in game.

2) As a follow on, an elevated train terminal platform. Like the subway stops, but elevated.

Roads:
1) A four-lane with parking along the side and turn lane in the center. Much like the existing basic four-lane, just cosmetically different for variety. But if the center turn lane could become functional, that could be a game-changer.

2) A narrow paved road the size of a dirt road, or perhaps only one cell wide, possibly with no markings. For use in parking lots, alleys, etc.

3) Tropical tree variety on tree-lined roads. In addition to rather than replacing the original.

Zones:
1) Mixed-use commercial/residential buildings. I saw this on the front page, I'd just like to add my vote.

2) Light industry. Not all industrial buildings have massive smokestacks billowing black smoke into the sky and polluting the ground around it. I'd like to see a new zone added for light industry and a suite of buildings more suited to it.

3) Hotels. You can role-play hotels with some of the high-density commercial buildings, but they have constant trucks going to them and generate a ton of noise. There should be a 'Hotel' zone all to itself, or if not a zone, some way to designate something a hotel so the goods trucks don't come, or come less often, and the noise level is like that of an office. Could be incorporated into the 'tourism as industry' idea.

UI:
1) Terraform mod incorporated into the base game. This is needed, if nothing else just so you can place a highway interchange without the 'slope too steep' message that ALWAYS comes up. I saw this on the front page as well, just adding my vote.

2) Precision engineering mod incorporated into the base game. If anyone hasn't used this mod, you should. Its functionality is extremely useful and incredibly practical. So practical that its a wonder it wasn't part of the game from the start.

Props:
1) The addition of the basic three-space parking marker was much appreciated. I'd like to see them add a six-space version (with and without handicap space) and most importantly, a single space version, both handicapped and non-handicapped. The single space would allow for the creation of angled parking lots.

2) A red/brown brick tile to go along with the tan brick and blue floor. Great for variety, and also for recreating those old brick alleyways.

Assets:
1) More 4x4 brick tenements. The game is surpsingly lacking in standard basic square brick high-rise apartments buildings. The ones that are there around levels 1-3 are fine, but I'd like to see more, and I'd like for a handful of them to be old-fashioned American WWII era brick apartments.

2) Warehouses. These are found all over the place, but there aren't any in the game. No industrial area is complete without some good warehouses.

3) More assets in general. What is there is uniformly pretty good, but there's not enough. I'm hoping to see a few asset packs from CO covering all zone types.

Other:
1) Somehow make parks and possibly even buildings ploppable to pedestrian paths. There's really no way to create a big, realistic park.

2) Ability to 'designate' something a park. Like if you create an area with trees and paths and it's functionally a park, but the game doesn't recognize it as such. Perhaps it could make use of the district tool to designate an area that isn't technically a ploppable park and make the game recognize it as a park and behave accordingly.

That's all I can think of for now.
 
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I thought of a couple more things.

1) a new ground type: asphalt. Darker than the original pavement.

2) a yellow version of the parking space markers.

3) 'Control Building Level Up' incorporated into the game. Being able to lock a building's level to its current one is very useful and should be put into the base game.

4) Ability to relocate a growable building. Think of it as a business moving locations to a new building, or a family moving to a new home. You could move a growable building to a new place and have the workers/occupants move along with it.

5) Ability to either reorient a building when it's on a corner, or somehow designate which side of the corner the building should face when zoning.
 
Suggestion: When creating a new line, all the busses leave the depot at the same time - meaning most of them are empty as they move one behind the other. Why not let them leave at thirty second intervals?
 
  • District & resource overlays merged
  • 4 lane one way roads
  • Motorway exit/entrances connections realistic merging
  • Flood fill areas (as in district creation) i.e. farming, trees, dirt, pavement/concrete
  • Underground power cables
  • Influence industry specialisation & export promotion (Chamber of commerce)
  • Aircraft prior to airports have destination info - enable domestic flight routes to other named destinations
  • As above but with rail, bus & coach (long haul bus routes)
  • Promote city information button in UI to the toolbar above
  • Disable clouds option
  • Pause on start by default
  • Heavy industry large building footprint
  • Industry technology levels
  • Additional leisure & tourism assets & functionality
  • Recreational Use policy + High crime creates 'unsavoury' business appearing
  • Individual budget control for different education assets
  • Individual budget control for different health assets
  • System optimisation in options menu
  • Clearer crash/error log file placement in CSL directory
 
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