• 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.

rss334

Second Lieutenant
45 Badges
Oct 4, 2012
123
0
  • Cities in Motion 2
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Colonel
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Stellaris: Federations
  • Hearts of Iron IV Sign-up
  • Sword of the Stars
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Stellaris
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Cities: Skylines - Campus
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Victoria: Revolutions
  • Semper Fi
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44
When I bought this game I was looking forward to dynamic city growth and in fact that's all I wanted to play. Now I'm finding I don't like it the same way I did in Cities in Motion 1. In the first version there were airports, shopping districts, and then residential and entertainment districts. For example on the first map for the US campaign in San Francisco it was fun and more realistic because building a line made sense, connect the airport another high transportation hub.

With dynamic cities it's too dynamic. My cities grow with no control and stuff is spread out all over, there are no major airports, entertainment or malls like in 1. I like the idea of dynamic cities just not finding a way to control it but just not enough control to make it realistic or fun. I wish we could zone part of our city for residential, entertainment, industrial .... yeah I wish we could zone the stuff, then this would be the perfect game. The roads are amazing and it's easy to create realistic cities. Anyone else feel the same? Different?
 

douglasrac

General
25 Badges
Feb 23, 2011
2.249
68
  • Cities in Motion 2
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Cities in Motion
  • Magicka
  • Cities: Skylines - Campus
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
I think dynamic cities have nothing to do with the fact that there are no airports or railstations.

Shopping districts and entertainment districts also doesn't have to do with dynamic growth, but with the map. Sure, they can disrupt them if they exist, but that happens.

You can create a map and you will be able to make places with only shopping and leisure facilities. If you don't want them to change in the future, play with dynamic growth disabled. You can also mark some areas of the city to not grow anything new on it, which will probably preserve the buildings in the area, even with dynamic city enabled.
 

jq371

Second Lieutenant
14 Badges
Jun 19, 2011
108
10
  • Cities in Motion
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • 500k Club
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Cities: Skylines
i like the dynamic cities.... however, as a few others have said, i wish there was a way you could select a building to "preserve" it, so that it wont change... that way if you have specific building integral to your lines etc, they can stay an important feature in your map
 

Lord Vetinari

Sergeant
32 Badges
Mar 2, 2013
94
0
  • Victoria 2: A House Divided
  • Cities in Motion 2
  • A Game of Dwarves
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
There was nothing wrong with the way dynamic growth was handled with CIM 1. The transit options should have very little effect on the growth of the city.

I completely disagree. A lot was wrong with Cim1's city growts. It could destroy the player's stuff if they were in the wrong place, I can't see how that can be considered good.
Also, in real life buildings density is indeed affected by the public transport.

The idea of dynamic cities is sound, it just needs better balancing.
 

Senap

Second Lieutenant
4 Badges
Nov 1, 2011
115
0
  • Cities in Motion
  • Cities in Motion 2
  • 500k Club
  • Cities: Skylines - After Dark
Wait what? CiM1 had dynamic growth? I thought those had specific times when they would trigger and they were decided by the map makers?

While major buildings are missing (train stations, airports etc), I think you will find that a lot of stuff is still in the game. We have the humongous malls, cinemas and endless theaters + museums.

One thing I've come to dislike in games are the static worlds. In CiM1, if you accidentally crushed a building you needed, you would be screwed because nothing would "grow" on that land ever again. In this game, however, buildings do pop up on land as long as there is space available.

That said, I do think the dynamic growth could use some tweaking (sky scrapers popping up along every new road is a bit crazy), but I rather have the growth as it is now than not having any growth at all.

Also, I still don't get any stadiums or schools from growth in cities, what's up with that? And no, they don't have stadiums or schools.
 

Splott

Second Lieutenant
12 Badges
Jul 3, 2012
175
0
  • Cities in Motion 2
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Crusader Kings II
The game doesn't have dynamic cities, it just pops up buildings for no reason and in random locations. The main reason i stopped playing the game is that i play it just as a city builder, where as in CiM i could play the game and get a relatively enjoyable experience as well as creating my own maps.
 

rss334

Second Lieutenant
45 Badges
Oct 4, 2012
123
0
  • Cities in Motion 2
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Colonel
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Stellaris: Federations
  • Hearts of Iron IV Sign-up
  • Sword of the Stars
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Stellaris
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Cities: Skylines - Campus
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Victoria: Revolutions
  • Semper Fi
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44
The game doesn't have dynamic cities, it just pops up buildings for no reason and in random locations. The main reason i stopped playing the game is that i play it just as a city builder, where as in CiM i could play the game and get a relatively enjoyable experience as well as creating my own maps.


This is exactly how I feel too. I've tried and wanted to enjoy dynamic cities but it just feels wrong and results in more frustration than enjoyment. I felt CIM 1 was enjoyable as well. For me, being able to designate zone like you do ticket prices (but allow residential, industrial, entertainment, or other) would be a complete turn around. The above poster also mentioned being able to mark a building permanent, that's a great idea too.
 

jq371

Second Lieutenant
14 Badges
Jun 19, 2011
108
10
  • Cities in Motion
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • 500k Club
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Cities: Skylines
perhaps, there is a bit of a need to do it the old sim city way and be able to assign specific areas as commercial, industrial, residential, education etc.... in the same way we paint our fare zones, we could paint building zones....
 

unmerged(438945)

Corporal
2 Badges
Jan 24, 2012
29
0
  • Cities in Motion
  • Cities in Motion 2
Yes, it does, but not even close to the level in which CIM 2 has implemented. You made a complaint about things popping up and messing up a player's progress but that's more realistic than 10 schools popping up and skyscrapers showing up in residential neighborhoods and the whole downtown becoming one suburb.
 

douglasrac

General
25 Badges
Feb 23, 2011
2.249
68
  • Cities in Motion 2
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Cities in Motion
  • Magicka
  • Cities: Skylines - Campus
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
Sure 2-3 schools appearing at the same area is not realistic, but a public transportation company deciding where is commercial, where is industrial zone is not realistic either.

Dynamic cities are suppose to create an extra challenge, meaning you should be able to respond to the city changes without having control over it. If you want to create eternal hubs that never change, you should disable city growth.
Certainly is frustrating to have skyscrapers popping on industrial areas, but once the city is big enough and the needs (house/workplace/leisure) is balanced, this weird things should stop.
 

jq371

Second Lieutenant
14 Badges
Jun 19, 2011
108
10
  • Cities in Motion
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • 500k Club
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Cities: Skylines
i'd like to see an option where the buildings arent replaced... however if you build a new street with nothing on it, id still want buildings to generate there....... or in any deleted "empty" spaces....
 

slincoln_wx

Recruit
13 Badges
Jun 22, 2013
8
0
  • Cities in Motion 2
  • Cities in Motion
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
The idea of dynamic cities is great and is an interesting way to approach city growth that differs from the timeline approach in CiM 1. In many ways I liked the CiM timeline approach better, because I could specifically customize the growth of the city almost like a simple city builder, then make myself design the transit infrastructure to handle the growth. In the new game it is nice to have the ability to work with the roads as you play, but some of the growth is just crazy. Numerous schools in the same area? Giant skyscrapers on two-lane roads on the fringes of the city? Just a tiny number of people working in huge buildings? Seriously, that is kind of crazy. The way it just starts plopping these huge buildings on the fringes of cities is probably one of the more annoying aspects of the game, and in general I really like the game. In a new patch, I would strongly suggest that the developers address this.

Larger buildings are built because land values for an area - coupled with strong demand for industry/commercial - favor the development. This usually involves areas in the middle town with good traffic infrastructure. I don't know how dynamic it is for me to build a two lane road dead-ended out in a rural area and then somehow the city thinks that is just the greatest place for the city's tallest building.
 

douglasrac

General
25 Badges
Feb 23, 2011
2.249
68
  • Cities in Motion 2
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Cities in Motion
  • Magicka
  • Cities: Skylines - Campus
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
Your video is way too abstract.

For growth, I think what people want is something more like OpenTTD growth. Where you always have small houses around the town, and big buildings only grow in places where huge centers are.

[video=youtube;dWtc6WlOIc8]https://www.youtube.com/watch?v=dWtc6WlOIc8[/video]

But this also wouldn't please most players. That would mean if you want a big town, it would obligatorily be a very busy downtown (in the center of the city) and suburbs all around. CiM is more complex than that. You have industries and you have many types of roads that affect the growth. It won't always be the same scheme. Another thing is that people want to control where commercial zones are, residential, industrial, leisure, etc.

I'm glad CiM 2 cities don't build roads on their own. It would change too many lines too frequently. In a big network that would require a lot of work just redesigning.
 

diesseits

Private
1 Badges
Apr 9, 2013
11
0
  • Cities in Motion 2
I enjoy the dynamic cities. I just wish that buildings would start small in any area where you lay new roads, and only get bigger if they are served by transit. The big areas of high density commercial buildings that are cropping up at the edges of my city are weird.
 

scottn72

Corporal
90 Badges
Aug 8, 2009
37
0
  • Semper Fi
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Majesty 2
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Hearts of Iron III: Their Finest Hour
  • Sengoku
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines - After Dark
  • Warlock 2: Wrath of the Nagas
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Sword of Islam
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Cities in Motion
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Conclave
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings III
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Reapers Due
I enjoy the dynamic cities. I just wish that buildings would start small in any area where you lay new roads, and only get bigger if they are served by transit. The big areas of high density commercial buildings that are cropping up at the edges of my city are weird.

My thoughts are similar to this. But as buildings are coded towards certain conditions and not an organic growth as such, it will remain this way.
 

zibu

Second Lieutenant
59 Badges
Dec 22, 2010
101
0
  • Magicka
  • Stellaris
  • Sword of the Stars II
  • Sword of the Stars
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Prison Architect
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines Industries
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Semper Fi
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Majesty 2 Collection
  • Cities: Skylines - Snowfall
  • Teleglitch: Die More Edition
  • Warlock: Master of the Arcane
  • 500k Club
  • Stellaris: Federations
  • Surviving Mars: First Colony Edition
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Magicka 2
I enjoy the dynamic cities. I just wish that buildings would start small in any area where you lay new roads, and only get bigger if they are served by transit. The big areas of high density commercial buildings that are cropping up at the edges of my city are weird.

I agree as well. What I also don't understand... the city itself doesn't seem to create roads whatsoever. So when there's the task of increasing the population, there is no way of doing that unless you build roads first. That's a bit odd I think. Because - taking London as an example - that would mean that London would only grow if the underground/metro system (TfL) would build a street somewhere first. Which is rather odd, because it's the city that builds the street and gives building permission, not the TfL.

And then once you built that road it's like totall random and makes no sense what's being build. I once made a road and withing a short time I had 3 operas in proximity, no houses and it was quite far outside the town. Weird, don't you think?
 

qifrurgrtgn

Sergeant
18 Badges
Apr 6, 2013
69
0
  • Cities in Motion 2
  • Cities: Skylines
  • Prison Architect
  • Shadowrun: Hong Kong
  • Age of Wonders
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
This is my take on dynamic growth:
http://forum.paradoxplaza.com/forum...h-is-just-utterly-broken-(Picture)&highlight=
(You can only see this thread if you have registered CiM2 on the forum)

Its broken, utterly broken. As in totally, definitely broken.

Look at the picture, its a mostly tram town and this is how it looks in the entire town:
On this picture alone are 20 Libraries, 19 art galeries, 17 theatres, 4 opera houses and 18 night clubs. Maybe even more.

PS: This is from 1-2 patches ago but it still tends to look like this, just cant be asked to circle all buildings on a new screenshot again.
 

Attachments

  • Dynamic City Growth is so broken.png
    Dynamic City Growth is so broken.png
    841,9 KB · Views: 120