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nyirog

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Its based about my comment under a reddit post:

- high speed rail network on normal rail tracks,
- deeper simulation,
- objectives,
- complete industry system (like sc2013, or TTD) and benefits,
- research should be much deeper and not achievment/milestone like,
- street sanitation,
- different crime types and different healthcare issues with different resolving system (for example: armed bank robbery needs swat building, if you h haven't got one than the robbed bank will affect your cities economy),
- more realistic agriculture system with food industry specialization also the need of food for cims (possible import from the game itself) and other everyday stuff,
- trolley buses and theri air/noise pollution reducing effect, also reworked air pollution system (bensin, diesel cars increase air pollution, electric based transport/trees/parks reducing it and the noise)
- wind system for more realistic air pollution spread through the map
- ability to found multiple cities on one map, some kind of multi city play in single player (for example, create a big city for workplace, and create an agglomeration villige area so its basically about the different cities with different functions and their helping for each other, logic is that a food producing villige is not the best sport to found an oil industry and a wellness district)
- better tourism system that include natural wonders, eco tourism with natural parks
 
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sagimine1

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I like some of your ideas but I must caution on the multiple cities. *cough* SimCity 2013 *cough* Tried that but failed spectacularly, I prefer the district as of now. The district is need of in depth mechanic; such as coverage control where the district can dictate if it want its service provided out of side its borders, population or electoral style representation each district can influence the city budgets. We need a more distinct RCI; I find it extremely annoyed that both office and Industries are lump to together. In order words they bring some sort of medium commercial and residential zoning, it is way too cut throat at the moment. If that is not plausible at least give us a way to control the leveling whether by district(preferred) or city wide(its something I guess). Some the 'dirty' industries some love, if I want to create a farming district; I should be able to create regardless if my hipster population decries environmental sentiments at me.
 

nyirog

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I like some of your ideas but I must caution on the multiple cities. *cough* SimCity 2013 *cough* Tried that but failed spectacularly, I prefer the district as of now. The district is need of in depth mechanic; such as coverage control where the district can dictate if it want its service provided out of side its borders, population or electoral style representation each district can influence the city budgets. We need a more distinct RCI; I find it extremely annoyed that both office and Industries are lump to together. In order words they bring some sort of medium commercial and residential zoning, it is way too cut throat at the moment. If that is not plausible at least give us a way to control the leveling whether by district(preferred) or city wide(its something I guess). Some the 'dirty' industries some love, if I want to create a farming district; I should be able to create regardless if my hipster population decries environmental sentiments at me.

It was an other reply for on other post on reddit, but inside my answer there a little more explanation answer of mine for your opinion about multi city play:

- SC4 was fun because the challenge it could offer to the players besides the opportunity of almost limitless city planning by the time it was relased. SC 2013 would have been fun, with its multiplayer and well thought/balanced industry system, problem was the map size (not enough space for developing your cities, even if the game demands it) as everybody knows. Right here map size is not a problem, you have plenty enough space to try out different methoods and even maintain more than one city on the map (that later will merge into each other, just like real life). So everything is here, and the only thing that the game is really lacks of it is the proper mechanics of different system, sometime they even feel separated from each other and dont have affect on each other.
- And for the difficulty, there is always a bottun for sandbox in the mods menu, that is not a best place to hide something as important as it is, maybe a better main menu, and game starting screen where you can adjust the difficulty of the game (maybe different diff. levels gives you diff. ingame sim. depth) should be more functional, there are some pretty nice and well thought fun art about this on reddit if remember well.
- Also I still missing the mid density zones....
- CO cooperate with paradox, the mother god of grand strategy games, as for it is C:S is also one of them if you just watch the sizes. Too many microgmanagment in other PDX games handled by computer controlled governor, it possible here too. Just need some stellaris type sectoring, or provinceing -> You designate the area, put a mayors office, set the prefferencies for this little side city/villige (industry, commercial, or population focus, theese options latter will expand with tourism and maybe with R&D cooperation with your maint cities university; also you can limiting its tier development is you dont want other just surrunding villiges around your metropolis):

- firstly there is a developing methood (mainly based on their population, but there would be other criterions):

- tier one: scattered settlement,

- two: villige (city services on a smaller scale getting to appear, but still depends on to you main city, but not all of them)

- three: municipalty or township (more better (mid) quality services, but the ones that are already built by its governor are still low qualities 2/3 of them

- four: small city (1/3 low quality services, demand for different kinds of public transport coverage, and tourism getting to appear as a new income type)

- five: full right city (1/3 mid. qual. services and 2/3 high qual, the reason is that not every aspects can reach as full level as the city that controlled by the player and it will maintain some kind of flow and interconnection with the computer ai, not to mention the different kind of demands like university and the redeveloping if you buldoze some street just to build a train station for them -> after this, or a disaster the ai redevelop and maybe the demands wont be the same as before.
 

sagimine1

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You want to bring a Crusaders Kings 2 grand strategy style into scene which would bring more in depth game-play. With that said and done can they achieved this meeting BOTH the game engine and targeted consumer base requirement?
 

nyirog

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You want to bring a Crusaders Kings 2 grand strategy style into scene which would bring more in depth game-play. With that said and done can they achieved this meeting BOTH the game engine and targeted consumer base requirement?

I hope. Maybe if the AI controlled citites will mainly based on statistic (some agents still needs to appear because of transport and goods production, but their numbers will calculated according to statistical data as long as you dont merge it into one of your metropolises district) and your main city remain agent based? Btw, sure it has challenge, but wihch one is worth to develop ?: another cosmetic DLC or something that can change the gameplay and playing style (natural disasters was a one little good step to that direction).
 

sagimine1

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I agreed with Natural Disaster expansion; it did bring quite a bit of change into the scene which I appreciate it. I think for production should be AI wise but a more distinct AI. Examples would be one is for Agriculture Industries, Oil Industries, Low Commercial and so forth. I believe residential might need a middle tier but to the fact this game is European heavy unlike SC4 was U.S. heavy that might be highly unlikely. If it was not for the U.K. left side road policies we probably would not have seen such being available.

On another not the map creator might need a revamp because not all cities have rivers nor by the seas which would make cities like Paradise impossible to create. If you did not know Paradise is the active Las Vegas while Las Vegas is just there. Those type of cities which myself would might visit but not live there due to obvious reasons.
 
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nyirog

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I agreed with Natural Disaster expansion; it did bring quite a bit of change into the scene which I appreciate it. I think for production should be AI wise but a more distinct AI. Examples would be one is for Agriculture Industries, Oil Industries, Low Commercial and so forth. I believe residential might need a middle tier but to the fact this game is European heavy unlike SC4 was U.S. heavy that might be highly unlikely. If it was not for the U.K. left side road policies we probably would not have seen such being available.

On another not the map creator might need a revamp because not all cities have rivers nor by the seas which would make cities like Paradise impossible to create. If you did not know Paradise is the active Las Vegas while Las Vegas is just there. Those type of cities which myself would might visit but not live there due to obvious reasons.

I agreed what you say. I also prefer a distinct AI, also you have to pay for hire them, monthly. If the player allow the AI for the allowed maximum tier development it can make a challenge for the player (maybe the AI consider that its city want to a be a university centrum instead of a sleeping city, that will force the player to redevelop), at this point if CO will make this happen than the multiplayer is just one step ahead, in multiplayer your AI mayors will sibstituted with real player(s). 1 AI/ 1 player or all AI / 1 player, for me its sound fun and challenging, and I belive that C:S can support this kind of game technologically, more better than SC 2013 did it (just look at the size and almost as deep simulation as SC 2013 had).

Yes middle tier, I really miss it. I am East Europien but I think there in Hungary is also a middle tier in building industry, we only miss high density, there not too much skyscrapers in Budapest. As far as I can tell the American type Urban planning (I suppose the SimCity series introduce it well) not so different on the basics, except the street planning (American is grid based). After this point a play style change button would be awesome to switch between EU and USA, but one thing that I like is the US roads, they are not so common in the EU, but there are varietis that is handy some times (the always middle lane for turning or safety problems, the 1/1 highway type, maybe assimetrical roads too but I saw some of them in Austria near Bad Ischl with a middle safety lane maybe...).

The Las Vegas problem maybe can handled by underground natural water reserves, there is rain now in the game. I dont want to repeat myself but also SC 2013 :D with one addition - C:S have dams, as far as I know LV gets its water and electricity from the Hoover Dam.
 

nyirog

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I am also wondering a deeper political aspect for the game. Mayor is basically a political title, so why not? The rubbish SimCity societies tried something not so similar, so your city can be outfitted with a cyberpunk, candy, communist appearence, but it hasn't got any function just eyecandy. City polices is good, but it can be expansed; and with an overlook for goverment indicator (there was a good indicator for this in Swords of the Stars 2).

UPQCRZH.jpg


On the pic from the left bottom to up, clockwise: cooperativism, socialism, communalism, Junta, plutocracy, mercantilism, libartionism, anarchism

Note that its an old game for now, and CIV 6 may have a better goverment structure, but I think its enough for a start :).
 
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I agreed what you say. I also prefer a distinct AI, also you have to pay for hire them, monthly. If the player allow the AI for the allowed maximum tier development it can make a challenge for the player (maybe the AI consider that its city want to a be a university centrum instead of a sleeping city, that will force the player to redevelop), at this point if CO will make this happen than the multiplayer is just one step ahead, in multiplayer your AI mayors will sibstituted with real player(s). 1 AI/ 1 player or all AI / 1 player, for me its sound fun and challenging, and I belive that C:S can support this kind of game technologically, more better than SC 2013 did it (just look at the size and almost as deep simulation as SC 2013 had).

Yes middle tier, I really miss it. I am East Europien but I think there in Hungary is also a middle tier in building industry, we only miss high density, there not too much skyscrapers in Budapest. As far as I can tell the American type Urban planning (I suppose the SimCity series introduce it well) not so different on the basics, except the street planning (American is grid based). After this point a play style change button would be awesome to switch between EU and USA, but one thing that I like is the US roads, they are not so common in the EU, but there are varietis that is handy some times (the always middle lane for turning or safety problems, the 1/1 highway type, maybe assimetrical roads too but I saw some of them in Austria near Bad Ischl with a middle safety lane maybe...).

The Las Vegas problem maybe can handled by underground natural water reserves, there is rain now in the game. I dont want to repeat myself but also SC 2013 :D with one addition - C:S have dams, as far as I know LV gets its water and electricity from the Hoover Dam.

From a environmental stand point, Paradise City shouldn't even exist. The city run under the assumption of infinite water sources which in mind is a dangerous belief. Most cities where create near a water source or an area with plenty of alternatives that could possibly used to collect waters.

I lived in the U.S. and eventually became a citizen; if there is anything that disturb my mind are cities or big town in the U.S. or other parts of the world you can't help but wonder what the hell where these city pioneers were thinking?!

It remind me of Pompei, one of SPQR most prominent cities gone within days about a volcanic eruption.

I think Natural Disaster was a good called to implement so it can show how stupid and moronic our ancestor can be. Thus can crush the idea of we can built anywhere mentality and force to at least reconsider the potential natural disaster. I have not travel to Paradise City for that particular reason, do not want to visit there when everything goes down hill.
 
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