Important note for users with modded games: Please use "--noWorkshop" and "--disableMods" as launch options when running 1.1.0 for the first time to ensure there are no conflicts. Several of your favorite mods will need to be updated before working properly with this version.
how do we do this?
Please note:
- The European style buildings are a map theme, meaning you will need to play a map in the European biome in order to see them.
This makes me really sad because this kind of concept does not allow for different architectural quarters in a city, like a dutch quarter, chinatown or whatever.
Please CO & PI: Reconsider this approach. I have read so many posts by people who would like to make districts with distinguished architecture styles.
Pretty please?
The best concept for this (from a user perspective) would be to create an additional districts UI, in which all growable buildings are listed (with preview image of course, sorted by type & level) and the user could check/uncheck to make sure which buildings are and are not allowed in a certain district. This would offer the most variety possible.
Going a little more into programming structure, the standard upon creating should be all checked. After editing the district once, the mechanism should change and allow only for explicitly listed buildings. This I consider neccessary. Let's say you have made a dutch quarter in a city. A couple of days later you add a new hightech building on the steam workshop. If the mechanism doesn't work the way I described, you would have to edit all your dutch quarters in all your cities to make sure this newly added hightech building doesn't grow in your dutch quarter(s). If the mechanic works as described, you'd only have to add buildings which fit that district theme.
The structure could be something like this: Only edited and saved districts have a table in the database with the district name. So as long as there is no table by that name, all buildings are allowed. When there is a table by that name, only the buildings explicitly listed in that table are allowed in that district.
Moreover, it would be very user friendly if those tables could be exported as presets, so if a person made a dutch quarter in city A and decides to make a new city (city B), they don't have to do the sorting all over again but instead can import the buildings allowed. Also those setups could be exchanged on steam or another platform.
Asset editor: Added the ability to set custom thumbnails and tooltip images for all types of assets (in the save panel)
My favorite addition of this update.
Our brand manager (the handsome guy you've seen in several videos) has the following to say about the expansion plans for Cities: Skylines.
Aren't all Swedish people supposed to be handsome? So it could be any of you guys ;-)