So, I read through the comments and organized things how I'd like to see them... a lot of this is stolen wholesale from other people, but whatevs.
Also, apparently I'm going to just keep updating this list because it helps me limit day dreaming. Let me know if its inconvenient to anyone and I'll stop.
Next DLC: Open Spaces
Focus on primarily rural planning as well as a hint of parks to go along with it.
*The primary selling point is a new 'Generic Rural' theme that effects low density commercial and residential (possibly industry?).
-Policies:
--Local Economy: Reduces household sizes as well as commercial and industrial worker needs. In exchange, commercial and industry yield less.
--Rural Services (Name very WIP): Increases the effect area of services but reduce the capacity in the area.
--Extract Economy: Resource gathering industry (forestry, mining, etc) only extracts resources in the effected area. Must be sent elsewhere for processing.
-Assets:
--Smaller everything; Fire stations, police, trains... within reason, no need for a small garbage dump.
--Park entrance: A park with a welcome center, parking lot and paths coming off it. Designed as a nice entrance to a large pathed area. Huge effect area, but relatively small effect amount.
--Camp sites: Camp sites.
--Beach: b/c a lot of people like the idea, and so do I.
-Unique Buildings:
--Local Hero Statue: Related to local economy.
--Vineyard: Could be cool, and PC compared to winery
--National Park: A bigger Park Entrance. - MASSIVE (global) effect area.
-Other:
--UI overhaul. Organize better. Create separate categories for Small versus Large buildings (fire, police, etc.), make a category for leisure / health overlap (sauna etc.) - maybe put it with parks too. Carousel etc shouldn't be in the same place as parks. Make secondary categories in public transit: Hubs - Tracks - Tracks with roads. Organize unique buildings by type as well (Parks - Skyscrapers - Plazas)
--Make paths produce tiny amounts of leisure: It gives people a reason to use home-aid parks.
-UI overhaul and Paths as leisure would be free update stuff.
Why I'm rejecting painted parks / farms:
--It just doesn't feel like it fits the theme of the game. Otherwise it might be weird from a programming standpoint in a game that everything is built on a grid. That being said, I wouldn't be at all upset if these were added.
Otherwise:
Industry DLC
-High-tech industry: Make it consume both refined resources and goods, makes a product that makes other buildings (industry, commerce, some services) more efficient. Likes air freight (their exporting synthesized human organs and nuclear powered micro-robotics, speed is of the essence)
-Office overhaul: make generic offices more dynamic (unless it significantly effects cpu usage). I was thinking have them pair with cargo traffic to allow slightly greater carry capacity, thus reducing overall traffic.
-Assets
--All the tasty transit stuff (bigger freight, airfreight, barges [freight ferries] etc.)
-More education options
--New level of school (graduate) to furnish the highly skilled workforce.
--Effit; Libraries and Intercity (large) schools?
--Libraries: allows citizens to educate at all levels. Does not provide education service area, very low capacity.
-Probably a good time to add traffic overhaul if there's ever a time to improve AI - maybe just have road and destination usage a greater factor in choosing route on spawn. Also, improve parking features by making it more necessary for drivers. Could make parking lots a park that only helps commerce, maybe industry.
Politics
-Make it like concerts and game day; Interesting / fun / and entirely unnecessary.
-Mayor elections held every two years. Popularity (and therefor electability) base state is residential happiness. If you fail to be re-elected it's NBD, you just get a new mayor with base stats as usual. Bonus points if mayor is an actual citizen.
-Basic building is the Public Forum (vague idea). This gives you options to complete political quests. Completing the quest (basic stuff like reduce pollution x percent, make x more ag. squares) gives a boost to Mayor popularity, failing to complete it reduces Mayor popularity. Building checks for completion during assemblies every six months (including election day). On check days (assembly / election days) citizens assemble at the Forum.
-If you have low mayor popularity, and you fail to complete quests, there is a chance that a protest will form. This continuously attracts people to the forum, eventually spilling onto the streets around it, preventing traffic. Protesters are holding down jobs, but don't go to work, resulting in the potential for businesses to go under because of not enough workers.
-Forum Policies:
--Long term promises: Failed quests have a chance (based on mayor popularity) of staying after forum days at no penalty, but double the potential negative points each time it is bypassed.
--Emphasis on advertising: Passed quests yield 25% better popularity points, failed ones yield 50% worse. Bilges money.
-Unique Buildings
--Public Forum
--Mayors House: Win an election with x percent popularity.
--Mayor Statue: Win x amount of elections in a row.
--Statue of Corruption: Win an election with 100% popularity (a toast to all the dictators in the world).
--Guillotine Park: Have x% of population participating in a protest (50-75%?)
Dreams:
--Seasons (SF DLC)
-->Then move trams to MT?
--Low density tourism (AD)
--Median on intersections that prevents traffic from crossing main roads (toggleable with the intersection signs tool) (MT)
--More transit building sizes (smaller train hub, metro hub, etc) (MT)
--More sports parks; Baseball Diamond, Football fields (both types). (Game Day?)
-Fox_NS_CAN Like the toggle bio / regular buses, especially SINCE bios have a downside (smaller capacity)
-Seneon More assets is a big yes overall...
--> Related: -Genghis Kawaii I'll keep paying for theme packs as they release them. Hazah more assets.
*Edit* Organization
*Edit* Content 11DEC17