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Inge Jones

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The fact is, although CO gave us a transport business game, there are significant numbers of people wanting to play with it like a city builder. I do hope CO at some point manage to bring us perma-ploppables, more deco, and the few road improvements like give-way and pedestrians more heavily weighted to prefer a crossing or footbridge to wandering in a busy road.
 

wh1sp3r

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I like, how it works now. Dynamic cities are cool :)

I think, it's mostly about traffic now, so i am happy with road tools. if CO adds traffic lights and give way sign tools, that will be so cool ! also, if i have ability to draw a zone for different kind of buildings ( residental, commercial, industrial ( i know, like simcity, lol ) ), it will adds another great depth to the game as you can design, where people will travel :)

Zones are not important, as in real city .. jobs are spread over whole city same as residental houses.
Tools for traffic lights and give way sign is a MUST! it will allow to make traffic better even roundabout will be easily done with give way signs. That's all i want ... traffic lights and signs control.
 

The_Skyo

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I love that interchange. I like to do the same with metro lines:

2013-04-23_00001.jpg
 

MarcioITA

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I'd like to see definable zones in the mapmaker, but NOT in the game proper; it seems outside of the scope of the game.

More traffic controls would be fantastic though.

??? Isn't this a mass transit simulation game where you run a transport company? So it does make sense to me that the proper game allow you do define zone as part of the ticketing policy? While traffic control sound much more IMHO out of the scope of the game itself and a (disperately needed) editor feture!
 

unmerged(723739)

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??? Isn't this a mass transit simulation game where you run a transport company? So it does make sense to me that the proper game allow you do define zone as part of the ticketing policy? While traffic control sound much more IMHO out of the scope of the game itself and a (disperately needed) editor feture!

I was referring to painting down residential / commercial / industrial / etc. type zones, not ticketing zones. Obviously ticketing zones are a part of the transport company.
 

giladteller

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I thinks you mixed between two different kinds of zoning.
Ticket zones are a very welcome feature in the game.
RCI zones (like you have in an un-named city-building game ;) ) shouldn't be in the game itself, but they can be helpful in the map editor.
 

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??? Isn't this a mass transit simulation game where you run a transport company? So it does make sense to me that the proper game allow you do define zone as part of the ticketing policy? While traffic control sound much more IMHO out of the scope of the game itself and a (disperately needed) editor feture!

Since when did transport companies build roads?
 

Butelka64

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I don't understand you, people. When you are given one feature that stands outside of the public transport scope, you want more and more such features, and you want a city builder game. Why is that? Why do you want Cities in Construction 2?
 

nyah

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I don't understand you, people. When you are given one feature that stands outside of the public transport scope, you want more and more such features, and you want a city builder game. Why is that? Why do you want Cities in Construction 2?

Not really, just more control over the roads we build - such as defining junction types, traffic light cycles, and right of way.
 

Inge Jones

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I don't understand you, people. When you are given one feature that stands outside of the public transport scope, you want more and more such features, and you want a city builder game. Why is that? Why do you want Cities in Construction 2?

Actually yes. There is nothing else out there - and I've tried most of the current offerings where they have removed serious city-building features in order to make room for dumb quirks like godzillas and spaceships and non-existent karma types. This is the closest game to an actual city builder there is! On the other hand I don't want to be the mayor and have to worry whether my cim's houses burn down or they get sick, so it'll suit me fine if CO add just the following to the game, in map editor mode:

1) 4 types of development zoning: industry, commerce, residential and no building (for parks). Players may leave areas unzoned, and those will contuinue to use the default game algorithm to spawn mixed development
2) Permanent ploppables. Some ploppables may not be removed by gameplay algorithm - for use as landmarks etc. For aesthetic purposes to allow us to customise the appearance of our cities.
3) Road junction priority markers - imho valid for addition to gameplay mode, since I am sure in real life these adjustments are made to suit transport demands.

The other changes I have suggested in other threads I feel sure are all tunable parameters to existing gameplay features and don't need listing here.
 

Butelka64

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The things you are talking about are good to implement, but in the map editor only (although point 1. should be a bit more sophisticated, like here: http://forum.paradoxplaza.com/forum...uggestions&p=15357545&viewfull=1#post15357545). Actually there are a lot of people who talk about turning the game itself (not only the editor) into a city builder or having more mayor-specific options while playing, and my post was directed to that group ;)
 

wh1sp3r

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Are you forgetting about roundabouts and smaller pedestrian paths/bridges that don't generate a full intersection?

yes, i am, lol.

Yep, i need roundabouts as well for all kind of roads.

I would like to build one of the coolest city in England called Milton Keynes. It uses road grid system with lots of roundabouts :) pretty cool, it's a pity i can't do that now.
 

douglasrac

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