• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hiramas

Sergeant
45 Badges
Feb 23, 2011
55
22
  • Cities in Motion 2
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Europa Universalis IV: Res Publica
  • Cities in Motion
  • Cities: Skylines Deluxe Edition
  • Age of Wonders III
  • Stellaris
  • Prison Architect
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Necroids
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Leviathans Story Pack
  • 500k Club
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • Magicka 2
  • Cities: Skylines
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:
  • 11
  • 5
  • 1Like
Reactions:
I Wish a DLC. :) My idea:
The people can cause disasters. The disaster can happening only in a city. I think the game become more enjoyable if we should pay attention for these problems.

Title: Industrial disasters

Smog
Three things can cause smog:
1. The volume of traffic (number of non-electric vehices).
2. The quantity of smoking industrial building.
3. Non-green (oil, coal) power plants and waste burner (incinerator)

The consequence of smog:
1. The avarrege temperature is become higher. When the temperature reach the 40 Celsius (or significantly higher than the avarage) the ~20-40% of senior citizens become sick. They should go to hospital or clinic.
The challenge:
Maybe you no have enought place in hospital and clinic. If you do not help to seniors they can die.
2. More fire:
- In agricultural buildings,
- in forests.

The industrial buildings are important in the game. So we need for a new function: The industrial buildings change to non-smoking industry. I think the Industry 4.0 can serve this function.

Oil catastrophe
The oil mining can cause oil catastrophe. Maybe a litttle chance (odds) is okay for it. (Maybe 0,01% to happening an oil catastrophe.)

The consequence of oil catastrophe:
The area where the disaster happend plus ~20% in radius become pollutioned for 20 years. From this place can not mining oil or anything, all building is destroying in this area and can not build new buildings in this area. The water become pollutioned especially if the disaster happend near to beach / riverside.

Ore mining catastrophe
Everything is similar than oil catastrophe.

Nuclear power plant's reactor meltdown
The Nuclear power plants need for water to cooling the reactor. If you build and start the nuclear power plant you need for supply with water. If the water supply is disappear after some time (eg. 5 minutes) the reactor is meltdown. If the water supply is disappear you get an alert from the game. If you not do anything the disaster is befall.

The meltdown process: the power plant is exploding.

The consequence of nucelar catastrophe (reactor meltdown):
Four (4) or five (5) tiles (the tiles where the power plant was and the neighboring tiles) are becoming radiant for one hundred (100) years. The radiant tiles cause sick citizens always and death sometimes.

After 100 years the radiant cease.

Unsuccessfull spacerocket launch
Sometimes the rocket launch is not successfull in real life. I think sometimes the rocket should explode.

This cause only fire in the near buildings and threes too.

Epidemic
In real life once a year in the World the epidemic time is break out. It is a natural but people caused thing.

In the game once a year the 20% of citizens become sick (beyond the actual sick).
This would be more for disaster DLC just like hurricanes would now I would love to start a hurricane up in my city just to see what would it do
 
Seeing as the last several DLC's have been about expanding on the tiny prefabs from the base game and turning them into larger, more complex and realistic freeform zones, here are some suggestions for things that could do with the same treatment:

Airports, train yards, and harbors: Basically, all of these are way underscale compared to the rest of the game, and it's quite hard to properly expand on their capacity once your city grows big enough to need more than one, because just splitting a rail line and plopping down a second cargo terminal won't actually make the AI *use* it, as they will always drive to whichever facility is closest rather than whichever is least busy. Free-form ports and rail terminals that would allow you to expand the throughput without unrealistic levels of traffic micromanagement would be quite a nice thing to have. Also, being able to level up airports and then upgrade the runways and such to deal with the necessary capacity - or *not* upgrade them as you please - would be a nice addition. It doesn't need to be quite to the scale of the FBS airport project, but you can make the airports more functional, yes please!

Hospital services are another thing that I could really see using the district system, as really every hospital I've ever been to in real life has essentially been a campus rather than the skyscraper we have in game, even if they started out in a single building. In fact, my home city is currently getting its massive sprawling campus substantially upgraded with new buildings to handle increased load and support medical science. Being able to build a proper hospital with actual city-wide effects would be awesome. As added services for a potential healthcare DLC, stress and mental health might get their own facilities, counteracting noise pollution; also, free-form large-capacity cemeteries have probably been on every player's wishlist since forever.
 
Seeing as the last several DLC's have been about expanding on the tiny prefabs from the base game and turning them into larger, more complex and realistic freeform zones, here are some suggestions for things that could do with the same treatment:

Airports, train yards, and harbors: Basically, all of these are way underscale compared to the rest of the game, and it's quite hard to properly expand on their capacity once your city grows big enough to need more than one, because just splitting a rail line and plopping down a second cargo terminal won't actually make the AI *use* it, as they will always drive to whichever facility is closest rather than whichever is least busy. Free-form ports and rail terminals that would allow you to expand the throughput without unrealistic levels of traffic micromanagement would be quite a nice thing to have. Also, being able to level up airports and then upgrade the runways and such to deal with the necessary capacity - or *not* upgrade them as you please - would be a nice addition. It doesn't need to be quite to the scale of the FBS airport project, but you can make the airports more functional, yes please!

Hospital services are another thing that I could really see using the district system, as really every hospital I've ever been to in real life has essentially been a campus rather than the skyscraper we have in game, even if they started out in a single building. In fact, my home city is currently getting its massive sprawling campus substantially upgraded with new buildings to handle increased load and support medical science. Being able to build a proper hospital with actual city-wide effects would be awesome. As added services for a potential healthcare DLC, stress and mental health might get their own facilities, counteracting noise pollution; also, free-form large-capacity cemeteries have probably been on every player's wishlist since forever.
Like I said public safety DLC would touch base on all of those areas
 
Hey!
I'd suggest a quite big rework for how the hadron collider functions. Currently it mostly ruins how a city works by making everyone completely educated. It would be better if it had a menu (when clicked or otherwise) where you could set the desired percentage of population for every education level. This would make education management much easier, as that's pretty much what the whole building is for, but it's not very useful in it's current state.
 
I really like how every new expansion expands on the depth of the game. As zones and policies start playing a bigger role with every dlc i would think a municipality dlc would be great source of increased difficulty. My idea is as follows:

After making x zones with a total of y citizens in your city you are able to make a city hall. The city hall is not mendatory but creating it in will give you great rewards to land value/population growth/overall hapiness or if poorly managed lower these stats and create roits/ protests at the town square/city hall. After building the city hall the citizens of the city/ and or industry in the city can choose democraticly elected representation for the municipality in a city council. The amount of public representative in the council can be increased or decreased to better represent the city but at the cost of higher/more diverse demands. Depending on age/occupancy/children/income the demands of the city will change. As the demands by different parts of cities will be different the players will be nudged towards better zoning/smaller zoning of area's due to policies

optionaly Issues about privacy could for instance also be touched upon, more info allows for better sight on real demands (not everyone knows what they truely want or what is best for them) but at cost of happiness.

The town hall could be upgraded to allow for more seats or better govermental oversight but increasing the size could also lead to corrupt representatives/less efficient policies for certain zones.

You could give more self governing to city zones regarding policies but at a risk of missmanagement.

As last suggestion parks could host, either summoned by the game or by the player, events like neighbourhood barbeques at parks or city events at the townhall/town square

A municipality dlc could build on the features given by other dlc but not be completly dependend on them, creating even more depth in the game. It could be attractive for new players and veterans alike. Furthermore it would tie the features of zoning and policy management even more together.

Tell me what you guys think about my idea,

kind regards hellsmond
 
Last edited:
  • 1
Reactions:
good afternoon, first of all I want to say that I'm using google translator if there are mistakes spelling is not my fault haha, cities skylines is an incredible game but I would like them to add new updates to the game like these:
1: create a kind of region similar to simcity 4, nowadays processors and graphics are much faster than when cities skylines were launched, there is no excuse to create an expansion of regions, who wants to create a region because his/her pc has got high specs do,who doesnt has high specs don't do at least the gamer will still playing the same as he/she playes.
2 create pedestrian streets where you can place residences without the need of a road in this way you can build an urban center with pedestrian streets as there are usually in all cities.
3 does not need to be so realistic sims if they disappear is fine(because this consums a lot of proccesor),make the population more realistic.
4 more realistic ports, airports also both larger(you can create routes to others airpots international, you can add stuff to the airport and port....
5 create styles from different places on the planet,
I see that playing the game when low-end buildings are created are just houses and in all the cities of the world it's not like that,
personally I do not like it,
in many cities there are buildings of 2 or 3 floors ... not only houses when it is not the center of the city.
6 underground subway / surface with underground station / surface.
7 regenerated water and electricity system that is, electricity connected underground, water treatment plant, there are wells where to place the water bottle ...
8 larger maps if regional maps are not created, optional for computers that do not meet the requirements.
9 motorways and trains below ground level(now it is possible in te ground ,underground (tunnels) and up the ground).
10 be able to place more laws in the city that change the life of citizens(like dont smoke in restaurants... that law change the tourism in the city.....)
11 to be able to change the speed of the motorways or trains by means of laws.
12 that the buildings are together and not separated when building a curve.
13 internet connectivity, for mobile, for radio, for television ...
14 create historic neighborhoods with historic buildings,(i mean not only a law ,the building maked with old styles, the streets can be with stones not with asfalto....)
15 can cover the grass with cement or create a park with a lawn that differs from the city.
16 to create beaches.
17 mixed buildings not only residential or commercial, on the ground floor shops and in the rest residential.
18 improve the meters by creating metro stations with more than one line, that a station has two or 3 different spaces for more lines.
19 golf campus,bigger casinos, stuff,building dedicate to make more beautiful the city.
20 make a hard economic system (depens on taxes, tourism, exports and imports productions,make the money more realistic, stuff more expensive.
21 make ministerys health,agriculture....(give them money to keep the city good)....
It would be great that each time the creators of the game did not know where to direct the game they did a survey that at the start of the game, one can answer whether he wants to or not. think there are more things to do with this game but these are some of the things that I would like to see in it, i know there's things you can do using mods but everybody knows that mods sometimes brokes the game,or makes slowly the game...(i'm not pretending to say that are wrong i mean is very difficult to make compatible mods with the upgrades of DLC..) what do you think?
 
Last edited:
I have a suggestion, I think the life expectancy for cims should increase because in regular vanilla, you would have deathwaves like every year and I bet people get annoyed of it since they would have to spend so much on deathcare just to take care of them. I would suggest increasing the life expectancy to where sims can live like 20-24 in game years.
 
I have a suggestion, I think the life expectancy for cims should increase because in regular vanilla, you would have deathwaves like every year and I bet people get annoyed of it since they would have to spend so much on deathcare just to take care of them. I would suggest increasing the life expectancy to where sims can live like 20-24 in game years.
Though a good idea on its own, I don't think that would necessarily solve the issue. A better solution would be to randomize the age they move in. Randomizing when they die could also ease the issue.
 
Well a full rework of the game means the system would have to stop for a while and if you play the game like me that means down time one the game. Plus education has more things now than ever. While public safety does not. There's a lot more to public safety the just placing a fire department or police department some where. Now for deisasters ya we handle all of them but some things just can't be put with them. Think you get in to an accident who do you see there working on it or a medical call who do you see there or maybe you are in a bank and the person be hind you says this is a robbery everyone down who do you see out side when the get done with them. Public safety is one expansion I would love to see happened.
 
Mixed Residential/commercial Zone(store below/housing above)
DSC_5871.CarpetBarn.NEF_-1024x801.jpg

Med Density Residential ( townhomes duplexes etc.)
ar128517401225008.jpg
Color Choices
Blue-green/Teal (a mix of low-density residential, bright/light green, and, bright/light blue, Commercial) for Mixed Residential/Commercial Zone
Medium Green (halfway between the green for low and high-density Residential ) for Med density Residential

Unlock
Both of these would be unlocked at Busy Town
 
Last edited:
With the public safety dlc You can set crime rates and disaster rates to the level you wish to. Plus I can come with new taps such as Public, emergency medical services, privite emergency services, public broadcasting and military services. Unlocking each one at different levels. Add new residential and commercial developments for military and public. Have training centers or sites for the services. Have a dispatch office and much more building for the services.
 
hello all,

first of all i just want to thanks to the developer, you have done a great job. this is an awesome game... i love it so much. and i play Cities Skyline all of the time.

if you don't mind, i have a suggestion for you. As a Seafarer / Sailor . i have an idea, and i suggest you to make a new DLC for fishery (fishing activity) , and also more realistic harbour / port for ships, by the way ships have many types there are Passenger ships, Cargo ships, Container ships, Bulk Carriers, Tankers Ships, Tug Ships... boats .. it will be so amazing if each kind of ships going to different ports... and also ships must waiting in anchorage if the port still have a ship there.

it will be so fantastic, when the cargoes go through the loader / discharger then going to the terminal / warehouse / storage.

example: a bulk carrier ship bring coal, then coal discharged to a Coal Power Plant. when it is discharged, the will not bring by trucks. but by the conveyor.

it just my opinion, thanks by the way
 
ability to place more than 46/64, I can't recall which one is correct, props when creating/editing an asset.

A plants and flowers pack, think like The Sims Stuff Packs, maybe Paradox and CO could work with Discovery Communications the parent company of HGTV to use and most likely remake the plant and flower assists from their Home Design software
 
Last edited:
A simple request: there are a lot of YouTube videos describing how to fix traffic in a city, but pretty much all of them use the traffic mod to do so.

I'd really like to see the most common traffic fixes ported into the base game so that I can have excellent traffic and get achievements at the same time.

Some popular examples:
  • Intersection lane assignment
  • Give-ways and "continue-throughs", in particular for roundabouts
I know there are more complex and resource-hungry traffic efficiency functions available, but hope that at least these listed ones would not tax systems by too much of a stretch.
 
I have to start by saying that city builders have come a long way; I remember the days when we thought it was cool to have diagonal streets on an otherwise totally square isometric game. Cities is the best city builder that has been made in terms of actually building things. There were of course some simulation aspects that were better in other games like SimCity 4, but the building mechanics in that are garbage compared to Skylines and even with the NAM and FlexFly it was almost impossibly to built anything I was proud of. I do have a list of things that should be included in Skylines or in a sequel if they were to make one:

1. Mixed use zoning

This is pretty standard but this is the biggest one since this is crucial to the planning of any city in Europe, Asia, and North or South America these days. Every city is putting up buildings with residential or office or both in the high rise portion and commercial of whatever sort in the bottom floor or two. This would change the way traffic works as it would make it more efficient and it would also be much more efficient from a land use standpoint. It would also make for a much more realistic city.

2. Medium Density

This is also a pretty standard one and also a very important one because again everywhere in the world you see this sort of building. Usually 3-5 stories high often again with mixed use zoning. This is becoming popular where I live as they will put a 3 or 4 story building with retail on the first floor and usually offices or residential on the other 3 floors with parking in the basement. They build these on lots that used to be lower density commercial but have become outdated. This is the sort of building that the game is really missing because don’t want a building dedicated to only one use and I also don’t always want it to be fully suburban (doesn’t really exist but I’ll get to that later) but also not a downtown highrise.

3. Proper suburban zoning

As far as this goes residential is almost all the way there. Being from North America I am accustomed to seeing fences between most (not all) suburban residential lots. What is lack is the idea of a suburban shopping centre or shopping mall that has a surface parking lot and a super market and strip malls and of course a McDonald’s, Starbucks, and Tim Horton’s if you’re in Canadian suburban hell. Sure you can make this with the workshop but often times it’s not fully functional, at least not in terms of parking. This crucial aspect in building a North American themed city, but obviously these exist in Europe too so I feel like the game should include this.

4. Parking

Parking is not a heavily touched on concept in this game, it exists, but not in any sort of depth. What I would like to see are functional parking lots or structures where people drive their car and park there and walk to where ever they were headed whether that be an office or a train. You should also be able to decide where you charge for parking and how much with the optimal price being based on property value, zoning, and density, but that’s maybe too in depth.

5. Intersection building mechanics

This has been my biggest gripe with this game because the terrain simulation is very good, but the roads are not designed to handle it. When in intersection of any sort between two different types of road happens it should not have to be forced to be perfect flat making awkward slopes and unrealistic grades. This is especially an issue for rail and highways where in real there are strict limits on the steepness of grade that can be built. With the terrain some of the included maps have, it’s sometimes almost impossible to make something semi realistic.

The other issue with intersections is that no matter what type of road or how you do it you get a full intersection. There should be the capability for slip lanes and in-out single direction access intersections on divided roads (this was one place where SimCity 4 was excellent). Not all intersections should result in a crosswalk as generally in real we won’t have one where the type of road switches like we do in game. I hate when I add a turn lane or go from divided to undivided and it forces a pointless crosswalk there. On the other hand sometimes I wish I could just have a random middle of the road crosswalk and I can’t.

6. Industry zoning is too dense

The industry zones are too dense as the industrial buildings which generally are manufacturing do not take up much land even though real life factories and industry take up a lot of land. This is one of the problems with industry in real. Again parking lots would also realistic here. The worst for this is agriculture as it doesn’t actually use land as it would be used in any rural area in the world. The industry DLC is good for what it does and you can piece together a farm that looks pretty good, but it is way over-productive. In real industry also doesn’t nearly create as much traffic as it does in the game.

7. Trains

I will break this up into the public transit rail and full on heavy regional rail.

The public transit rail is pretty good with the addition of a few mods such as the one that allows for elevated and surface metro trains. Whats lacking is the tram because often times tram systems use LRT equipment and in some portions of a line will operate as such. Where I live we have two routes of LRT that go through the city, but in downtown they operate as a streetcar. The tram only operates as a street car and you can’t make an LRT system. With mods it gets close, but you still have to make a loop line unlike the heavy rail options where you can loop or make a traditional line.

On the other hand, the larger scale rail is fundamentally broken and almost unusable. The passenger trains work OK, but it sends too many trains in and out of the region if it is being used for inter-city travel. The problem is every time a train leaves the region it has to unload at an invisible platform at the edge of the map and this takes time. What should happen is the train should just leave without having to stop and unload and the people on board should just be stored in some other way. The freight trains are even worse because they are far too frequent and are obviously not big enough. One way bidirectional rail lines should also exist as long distance rail functions very different than roads. The train yard/station simulation should be more in depth. DLC?

8. Traffic AI

Now this is probably one of the most touched on subjects when anyone is discussing this game because it is so broken, but as we all know the problem is that it is broken because it has to be. Obviously a dynamic lane selecting AI would’ve been very challenging to optimize and may not have worked at all on computers even like mine so that’s too much to ask for at this point. What should be done is that the AI should make the minimum number of lane changes possible as this would make lane management easier. On a highway it should select lanes based on how many exits it will pass before reaching the one it will use. This is the only way I can think of to fix traffic without making it lag out even worse. The route calculation should be handled differently as the AI often takes the slow and small roads just because the distance is slightly shorter. Speed limits should have more impact on what route is used.

9. Road building slopes

If it weren’t for MoveIt this would be a much bigger issue. Building tunnels through a mountain or under a body of water or even under a hill that don’t do crazy things is impossible. This is because the game selects a certain depth below ground or height above for that matter and uses that throughout the whole span of road. It should make straight slopes naturally.

10. Natural gas utility

I’m not sure about Europe but in North America this is standard everywhere just like water and it would be fun to have. Not crucial though.

12. Realistic landfills

This would be a first for a city builder but it would be fun to have a landfill that is one huge area that could be covered and later repurposed.

13. Power grid

Ok most of my ideas here are geeky and pointless but it would be fun to have a power grid with substations and different types of power lines. That would be more of a boring engineering simulation though. I feel however like the power lines could be improved a bit as they can be very awkward to connect power grids.

14. Junction angles/merging

This applies to both roads and rail. It should slow shallow angle junctions like this. This isn’t a big deal because MoveIt can mostly fix this

15. Shipping ports

This one is pretty obvious such that it could be more in depth and the path finding logic is very inflexible. There also should be an option to allow ferries with cars unless I’m out to lunch and there is. Fishing should also be a natural resource. DLC?

16. Parks

When pathways are put in empty unused land it should count towards park space and leisure measurement. Not all parks are so organized as to have gates, require utilities, and charge admission.

17. Transit ridership

I don’t get why but no matter how much transit I put, whether or not I follow correct hierarchy, or whether or not it is free the ridership isn’t as high as it should be. I am not sure why this is the case. Maybe I’m missing something.

There are some other small things that I would love to see, much of which are already probably implemented through the workshop:

-Streets lined with huge trees, not just happy little trees
-Much steeper grass slopes
-Stairs for pathways
-Proper beaches
-Boulevards without parking
-Less limitations on prop placement (trees)
-Retaining walls
-Footpath tunnels
-More diversity in naming of Cims
-Better hearses
-Far more outside connections
-Lower bridge clearance requirements
-Pedestrian bridges that can connect to buildings
-Option for no gravel on the side of highways
-Easy way to seamlessly join one way roads to boulevards.
-Diesel powered trains/tracks
-Very tall high rises
-City policy that simply just discourages cars (to force increase in transit ridership)
-Right turns on red lights should be implemented into the base game
-CHAIN LINK FENCE NETWORK!

If anyone actually wasted all of their time reading this, thank you! Please point out anywhere I am wrong or missed something as I’d love to know!
 
Last edited: