Hi, I am a member of this forum for a long time and following Paradox's games with close attention due to their detailed nature. I love complicated games in terms to reflect reality. I just couldn't post here beacuse of an activation issue that I sorted out just now.
I'm also a city simulation fan since the first Simcity which I played when I'm a little child. I believe this genre have a lot of potential and need really innovative ideas to take a step forward. CSL, for me, is a great candidate for this job so I have a couple of suggestions regarding this.
First one is about economy;
I always wanted products (can even be divided into a few generic names) to be needed for the city and citizens in a proper city-builder. Like buying cars will be possible only with a certain income level for households. Cars and homes&lots should and could be an indicator on wealth levels. Cars can be produced or imported to be bought by those families who can afford them. This can be the gauge for your city's economic success. This way a poor city will rely on the public transport even more. Even policies can be created for this.
I just want to see mobility between classes for both households and businesses. Being successful and staying profitable should be tied to relevent factors close to real life's. Purchasing power should represent the general economic situationof thecity. Is there anything on your minds on this?
Second one is on visual representation;
Will you provide more enviromental effects with different textures for roads and homes to visualize poor, dirty districts according to wealth levels, crime and lack of city services? This would also be awesome for the realism perspective. Also I'd like to see amorphous lot shapes not to leave gaps between buildings on a curved road but as long as it didn't designed that way, area fillers would be a delight.
Also I would be ecstatic if you utilize the policies when it comes to architectural styles. A few sub-categories in the policies allow us to build distinct neighborhoods and cities with the help of the modding community's excessive building models and if wer have a possibility to assign a definition to each of them for grouping we're good to go.
Third one is on lot sizes as you guess,
Allowing to mod in different growable buildings would be great for big malls, hotels, industrial complexes etc would be perfect... Pedestrian paths should be zonable to achieve car-free shopping or residential areas.
Fine tuning the numbers, zones growth possibilities (they shouldn't if the conditions aren't met), people not paying full taxes if things are bad (maybe), consequences of demolisihing buildings determines the difficulty level of the game so if you care these features I would be very satisfied as a hardcore genre fan!
I already pre-ordered as I trust your determinism to make complex games and I'm very happy with your community relations. I hope this would be the start of the future city builders, not a replica of what we already have or worse than that.
Again it's good to be here!
I'm also a city simulation fan since the first Simcity which I played when I'm a little child. I believe this genre have a lot of potential and need really innovative ideas to take a step forward. CSL, for me, is a great candidate for this job so I have a couple of suggestions regarding this.
First one is about economy;
I always wanted products (can even be divided into a few generic names) to be needed for the city and citizens in a proper city-builder. Like buying cars will be possible only with a certain income level for households. Cars and homes&lots should and could be an indicator on wealth levels. Cars can be produced or imported to be bought by those families who can afford them. This can be the gauge for your city's economic success. This way a poor city will rely on the public transport even more. Even policies can be created for this.
I just want to see mobility between classes for both households and businesses. Being successful and staying profitable should be tied to relevent factors close to real life's. Purchasing power should represent the general economic situationof thecity. Is there anything on your minds on this?
Second one is on visual representation;
Will you provide more enviromental effects with different textures for roads and homes to visualize poor, dirty districts according to wealth levels, crime and lack of city services? This would also be awesome for the realism perspective. Also I'd like to see amorphous lot shapes not to leave gaps between buildings on a curved road but as long as it didn't designed that way, area fillers would be a delight.
Also I would be ecstatic if you utilize the policies when it comes to architectural styles. A few sub-categories in the policies allow us to build distinct neighborhoods and cities with the help of the modding community's excessive building models and if wer have a possibility to assign a definition to each of them for grouping we're good to go.
Third one is on lot sizes as you guess,
Allowing to mod in different growable buildings would be great for big malls, hotels, industrial complexes etc would be perfect... Pedestrian paths should be zonable to achieve car-free shopping or residential areas.
Fine tuning the numbers, zones growth possibilities (they shouldn't if the conditions aren't met), people not paying full taxes if things are bad (maybe), consequences of demolisihing buildings determines the difficulty level of the game so if you care these features I would be very satisfied as a hardcore genre fan!
I already pre-ordered as I trust your determinism to make complex games and I'm very happy with your community relations. I hope this would be the start of the future city builders, not a replica of what we already have or worse than that.
Again it's good to be here!