EDIT: Thank you for 30+ upvotes! Major Changes have been made to this suggestion which can be located in Post #15!
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As it stands, players have very little control over when and where the various types of Commercial and Industrial buildings spawn.
This often leads to scenarios such as five Gas Stations side-to-side or other unrealistic logic such as placing massive numbers of Storage Facilities instead of Processing Facilities to work through the materials being stored (Seemingly forever for most facilities.)
I propose a reworking of the Zoning Tools to have similar amounts of options to the Housing Tab.
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[COMMERCIAL]
Low/Medium Density Service:
(Gas Station, Oil & Tire Change, Drive-Thru Restaurants, etc) | (Gas Station, Vehicle Repair & Maintenance, Travel Agency, Dine-In Restaurant, etc)
Low/High Density Essentials:
(Food & Grocery, Convenience Stores, Liquor Stores, etc) | (Malls, Department Stores, Large Movie Theaters, etc)
Low/High Density Comfort:
(Used Car Lots, Furniture, Clothing, Motels, etc) | (New Car Salesplaces, Electronics, Home Improvement, Hotels, etc)
Low/Medium Density Leisure:
(Toy Stores, Sporting Goods, Small Movie Theaters, Coffee Shops, Bars/Pubs, Music Stores, etc) | (Pool Hall, Indoor Sports, Public Library, Internet Cafe, etc)
I propose the following Milestones for each type:
Milestone 0: Low Density Service
Milestone 0: Low Density Essentials
Milestone 1: Low Density Comfort
Milestone 2: Low Density Leisure
Milestone 4: Medium Density Service
Milestone 4: Medium Density Leisure
Milestone 8: High Density Essentials
Milestone 10: High Density Comfort
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[INDUSTRIAL]
Warehouse - Noise Pollution Only. Supply Storage, Supplied by Specialized Industry, Diminished by Commercial Buildings, and used both ways by the following Industrial Types.
Light Industry - Low Pollution, generally consumer-facing. Can be placed nearby Residential and Commercial Buildings Within Reason.
Heavy Industry - High Pollution, employs high amounts of workers. Cannot be placed nearby Residential and Commercial Buildings Without Complaints.
This type of Industry expansion would in turn, create opportunities to better manage Traffic within a City.
It would also enable a higher flexibility in the placement of certain industries, such as Warehouses that produce Zero Polution and Light Industry that produces Low Pollution.
Heavy Industry that produces High Pollution would maintain its preferred location Down Wind & Separated from Housing and Commercial space.
I propose the following Milestones for each type:
Milestone 0: Light Industry
Milestone 1: Warehouse
Milestone 3/4: Heavy Industry
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[DEMAND]
This would also be a fantastic excuse to make the "Demand" tab on the City Information Screen more useful and worth checking over time!
COMMERCIAL DEMAND -> Split into Low Density, Medium Density, and High Density
Gas Station Availability -> Service/Service
Motel/Hotel Demand -> Comfort/Comfort
Etc.
INDUSTRIAL DEMAND
Remove +/- Local Demand -> Add +/- [Type] Demand
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Ultimately, one would ideally be able to find balance in some split percentage distribution rather than leaving it up to the game to, oftentimes incorrectly, or overly decide for you immediately after unpausing.
This would provide a much more immersive simulation & would also provide another shining way to separate [Cities: Skylines] from [Cities: Skylines II]
Thank you for your consideration!
_____________________________________________________________________________________
EDITS:
Modified Industry to match suggestion within thread
Modified Commercial to consider suggestion within thread
____________________________________________________________________________________________________________________________
As it stands, players have very little control over when and where the various types of Commercial and Industrial buildings spawn.
This often leads to scenarios such as five Gas Stations side-to-side or other unrealistic logic such as placing massive numbers of Storage Facilities instead of Processing Facilities to work through the materials being stored (Seemingly forever for most facilities.)
I propose a reworking of the Zoning Tools to have similar amounts of options to the Housing Tab.
_____________________________________________________________________________________
[COMMERCIAL]
Low/Medium Density Service:
(Gas Station, Oil & Tire Change, Drive-Thru Restaurants, etc) | (Gas Station, Vehicle Repair & Maintenance, Travel Agency, Dine-In Restaurant, etc)
Low/High Density Essentials:
(Food & Grocery, Convenience Stores, Liquor Stores, etc) | (Malls, Department Stores, Large Movie Theaters, etc)
Low/High Density Comfort:
(Used Car Lots, Furniture, Clothing, Motels, etc) | (New Car Salesplaces, Electronics, Home Improvement, Hotels, etc)
Low/Medium Density Leisure:
(Toy Stores, Sporting Goods, Small Movie Theaters, Coffee Shops, Bars/Pubs, Music Stores, etc) | (Pool Hall, Indoor Sports, Public Library, Internet Cafe, etc)
I propose the following Milestones for each type:
Milestone 0: Low Density Service
Milestone 0: Low Density Essentials
Milestone 1: Low Density Comfort
Milestone 2: Low Density Leisure
Milestone 4: Medium Density Service
Milestone 4: Medium Density Leisure
Milestone 8: High Density Essentials
Milestone 10: High Density Comfort
_____________________________________________________________________________________
[INDUSTRIAL]
Warehouse - Noise Pollution Only. Supply Storage, Supplied by Specialized Industry, Diminished by Commercial Buildings, and used both ways by the following Industrial Types.
Light Industry - Low Pollution, generally consumer-facing. Can be placed nearby Residential and Commercial Buildings Within Reason.
Heavy Industry - High Pollution, employs high amounts of workers. Cannot be placed nearby Residential and Commercial Buildings Without Complaints.
This type of Industry expansion would in turn, create opportunities to better manage Traffic within a City.
It would also enable a higher flexibility in the placement of certain industries, such as Warehouses that produce Zero Polution and Light Industry that produces Low Pollution.
Heavy Industry that produces High Pollution would maintain its preferred location Down Wind & Separated from Housing and Commercial space.
I propose the following Milestones for each type:
Milestone 0: Light Industry
Milestone 1: Warehouse
Milestone 3/4: Heavy Industry
____________________________________________________________________________________
[DEMAND]
This would also be a fantastic excuse to make the "Demand" tab on the City Information Screen more useful and worth checking over time!
COMMERCIAL DEMAND -> Split into Low Density, Medium Density, and High Density
Gas Station Availability -> Service/Service
Motel/Hotel Demand -> Comfort/Comfort
Etc.
INDUSTRIAL DEMAND
Remove +/- Local Demand -> Add +/- [Type] Demand
___________________________________________________________________________________
Ultimately, one would ideally be able to find balance in some split percentage distribution rather than leaving it up to the game to, oftentimes incorrectly, or overly decide for you immediately after unpausing.
This would provide a much more immersive simulation & would also provide another shining way to separate [Cities: Skylines] from [Cities: Skylines II]
Thank you for your consideration!
_____________________________________________________________________________________
EDITS:
Modified Industry to match suggestion within thread
Modified Commercial to consider suggestion within thread
Last edited:
- 15
- 1