• 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.

Arturs_Stepa

Recruit
7 Badges
Oct 15, 2016
6
1
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
This is my idea, this is how i think of the multiplayer. Im posting this because to me it seems like the developers aren't planning multiplayer or they just short of ideas... So, i thought of giving bit of own idea which we could start to build on and improve. Hopefully later on the developers will listen to us and create multiplayer for our beloved cities skylines. By reading this, im just asking you if you want to take part in this, if you don't then don't = i don't want to force anyone, they are free :) I've written a bit below so you could get a idea of the multiplayer,
if your interested in this, you can write your ideas for the multiplayer :)
3112ae5531794519925e039beeae0267.png

Above you can see a basic sketch of what all the players (including the major) can see. Just like with districts you will a district assigned to a player where a player can build. The major will draw a area for a player to use, each player will have their own district which cannot be modified by other players. It can be modified by the major (since its major, she/he are the one who own the city).

Chat:
The chat will have its unique icon. You will have two settings for the chat, allow it to be faded looking but readable all time, or have to click on it to see what's happening in the chat. Each time a new message is sent, the messager icon will have some kind of effect to let you know something has sent.

Economy:
The original location of where it'd show how much you got would be still there. It will show you how much money your district has and how much profit your making. When you click on the economy button - you will have additional windows saying ''players'' clicking on it will show you how much profit/expenses a player has (including the major), it will also show their current cash. Next to each of the players and major's name, there will be a little icon, you will be able to click onto it and a external window will pop up. There you will be able to borrow or send money to the player you clicked on. To borrow money of a player or major, you will specify the money, next you will need their permission. So, when you sent a request for borrowing money, they will get a window, which will let them accept or decline your request for borrowing money.

Major:
The major will have ability to kick players, they will specify the reason. In example, in the chat it will say ''Player 1 got kicked. Reason: Mean in the chat.". This will also go into the players history, it will show if the player has being kicked, if they did get kicked it will show reason and the server which they got kicked from. The major will also be able to banned players from joining their servers, this won't ban them from being able to join same games where you are not the major. The major will be able to build in their own district, on land which is not assigned to any player but not in a tile which is not bought, the major will be able to build in player districts.

EDIT ON 30/07/2017:
Hi! I forgot about the topic and was looking around googled ''Multiplayer for Cities Skylines'' and my topic popped up. So I should of firstly mentioned that these were not all my ideas, but respectfully to who agree and who desagree I see good and bad opinions which have come up to highlight the topic.
 
Last edited:
  • 3
  • 1
Reactions:
Upvote 0

DocDesastro

Lt. General
65 Badges
Jul 2, 2011
1.254
1.049
  • Hearts of Iron Anthology
  • Hearts of Iron IV: By Blood Alone
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Empire of Sin
  • Empire of Sin - Deluxe Edition
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Cities in Motion
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • BATTLETECH
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Prison Architect: Psych Ward
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Cities: Skylines - Campus
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
I do not know, why one would turn a very good single player game into another full Sim City multiplayer failure. I see grievers and trolls spoiling the game for all...thanks, but no thanks.
 

Taterdean

Recruit
56 Badges
May 30, 2017
2
0
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Magicka
  • Europa Universalis IV: Res Publica
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
it could be invite only? have it be a thing people do who want to play their favorite game together, kind of like a google doc on the internet. you both play the same city, just working together.
 

Fox_NS_CAN

Field Marshal
1 Badges
Oct 26, 2016
2.833
656
  • Major Wiki Contributor
My feelings are that the idea of multiplayer is a wonderful dream that is far better than the reality of multiplayer will ever be. It is better off left as a pleasant thought than brought to life as a terrible experience.
 

Taterdean

Recruit
56 Badges
May 30, 2017
2
0
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Magicka
  • Europa Universalis IV: Res Publica
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
My feelings are that the idea of multiplayer is a wonderful dream that is far better than the reality of multiplayer will ever be. It is better off left as a pleasant thought than brought to life as a terrible experience.

see, i disagree. I see your point, that it probably won't work, but i'm of the opinion that it is better to have loved and lost than never to have loved at all. even if multiplayer barely works and only for maybe an hour a week, if it doesn't touch single-player, then that's an extra hour of game-play! sure, it'll be buggy, that's a given with paradox. sure, you probably won't be able to play with people who have different expansions, i can see paradox doing that. sure, it might not add much if anything to the game, but i'd rather have a terrible multiplayer option, than no multiplayer at all.
 

metacritical

Unquestionably brilliant. FACT.
27 Badges
Mar 19, 2016
2.358
238
  • Cities: Skylines Deluxe Edition
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • BATTLETECH: Flashpoint
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Cities: Skylines
  • Cities in Motion 2
  • Majesty 2 Collection
  • Crusader Kings II
so you want the small dev team of CO to spend valuable resources developing something that, in your own words, would be used minimally and probably won't work anyway? count me as someone with a less than zero interest in multiplayer.
 

Ingros

First Lieutenant
100 Badges
Aug 4, 2009
210
41
  • Sword of the Stars II
  • Impire
  • Pillars of Eternity
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Ancient Space
  • Stellaris
  • Supreme Ruler: Cold War
  • Europa Universalis IV: Third Rome
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Cossacks
  • Hearts of Iron III: Their Finest Hour
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • A Game of Dwarves
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis III Complete
I always hope for small scale mp in any game even if its just to share the experience
However i dont see any gameplay reason in cities skylines... beside just sharing ownership

A difference would be if we had some more economic options or gameplay... i dream of a capitalism (the game) version of cities skylines where there is a real need for certain different types of products... and for this gameplay a major could zone the city and provide/sell the different services like power water etc. Similar to the current game
While the rest of the players compete in the various districts/zones to earn money and meet the demand of the people

But thats probably something for a new game ;-)
 

co_emmi

Captain
Colossal Order Dev
1 Badges
Sep 22, 2014
487
271
  • Colossal Order Staff
It is nice to read ideas about multiplayer, but it has so many problems that at least for now we don't plan on making one. With co-building a city the first issue is performance and servers: the game would need to update the map to all the players building the same city in real time. Trading and regions we have on a wishlist, but I'm afraid we have no plans regarding those at this time.
 

Anttonilla

Skyliner
36 Badges
Oct 6, 2014
396
229
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Age of Wonders III
  • Cities in Motion
  • Cities in Motion 2
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Imperator: Rome Sign Up
  • Steel Division: Normand 44 Sign-up
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Cities: Skylines - Campus
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
Why not do it like in Hearts of Iron IV? I mean so you dont have 2 pay for Servers and there wont be griefing cause its only invite or you just make a password and invite only.
Don't you realize that Cities: Skylines has tens of thousands of agents going around at the same time? I can't even imagine what kind of desync nightmare that would be. :rolleyes:
I'm all in for nicely implemented regions and simulated tourism and cargo between cities though. Throwing in multiplayer mechanics there wouldn't hurt.
 

Arturs_Stepa

Recruit
7 Badges
Oct 15, 2016
6
1
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
It is nice to read ideas about multiplayer, but it has so many problems that at least for now we don't plan on making one. With co-building a city the first issue is performance and servers: the game would need to update the map to all the players building the same city in real time. Trading and regions we have on a wishlist, but I'm afraid we have no plans regarding those at this time.

Hiya!

Yeah, performance wise is a lot. A lot has to be put in but can there big amount of 'goodie' back as return to investment of multiplayer idea? :)) #rhetorical _question

If it was a question, I would see the answer as a premium price for the service provided :)

Thank you for the replies guys
 

BlueSlimeLord

Recruit
Oct 15, 2017
3
0
it could work if it worked only on Steam? because the Friend System could be used in the game, for a example You can make a Private Session which is hold on your own Computer. like Garrys Mod, and maybe it could work if Each player has a Singleplot? or maybe you can make a Singleplayer City, and Toggle on and off Multiplayer, so if you have Multiplayer on, you can Trade. and View their City, or maybe even have a Embassy in other Cities to Chat to them Privately whilst ingame.
 

Jen1

Private
10 Badges
Mar 6, 2017
14
6
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
I concur, full multiplayer is virtually impossible to implement for the reasons stated by 'co_emmi' above.

However, multiplayer in terms of opening trading relationships to other players - based solely on a city's resources and import/export figures, that *are* already implemented! - should be within the realm of possibility.
This would allow for instance two players, who play on different maps - one with plenty of Ore and Fertile Land and the other with Oil and Coal - to cooperate by mutually trading these resources. Both players would set a price and amount for sale on their resources, barter, and reach an agreement of prices as well as amounts to be purchased/sold. Then the game engine would execute this deal within the limits of each seller's resources as they become available by the extractors, and stop the transactions once the agreed amounts have been delivered. Any differences in selling prices would be covered by transferring the appropriate amount of money from the buyer to the seller, where applicable.

Also, if one city suffers from "not enough raw materials" (i.e. lack of resources, too few exctrators) and the other from "not enough buyers" (too much products on market), the former could initiate imports of raw materials from the latter, who conversely could benefit from selling their excess products to the first, whose production is strangled by the lack of raw materials, resulting in mutual benefit in-game.

Such transaction, transferring game values only, should not strain the game hardly at all. A real-time chat, as part of the Trading window, maybe with a low-res screenshot (updated e.g. once-a-minute to reduce resource demand) shouldn't also cause too much traffic and load on the game engine.

Colossal Order. The demand is here. Please do not brush off such an opportunity to add significant new element to the game play.
 
Last edited:

Sloopy_DE

Recruit
Oct 20, 2017
1
0
It is nice to read ideas about multiplayer, but it has so many problems that at least for now we don't plan on making one. With co-building a city the first issue is performance and servers: the game would need to update the map to all the players building the same city in real time. Trading and regions we have on a wishlist, but I'm afraid we have no plans regarding those at this time.
Maybe you would reconsider after you hired this guy: Anselm Eickhoff: "Type-safe & high-perf distributed actor systems" (look it up on YouTube, I didn't want to post a direkt link here). His system is based completely on messaging between the actors, so the system is very robust und scalable. Watch his half an hour talk, it's impressive!
 

mitko

Recruit
8 Badges
Mar 30, 2015
4
0
  • Cities in Motion 2
  • Magicka
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Prison Architect
It is nice to read ideas about multiplayer, but it has so many problems that at least for now we don't plan on making one. With co-building a city the first issue is performance and servers: the game would need to update the map to all the players building the same city in real time. Trading and regions we have on a wishlist, but I'm afraid we have no plans regarding those at this time.

I'm not sure I understand the performance issues of co-building a city. Why does the game/server need to update/sync the entire state (except once, on load)? I thought that most multiplayer games simply synchronize the player input between computers, which is a very small amount of data.
 

metacritical

Unquestionably brilliant. FACT.
27 Badges
Mar 19, 2016
2.358
238
  • Cities: Skylines Deluxe Edition
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • BATTLETECH: Flashpoint
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Cities: Skylines
  • Cities in Motion 2
  • Majesty 2 Collection
  • Crusader Kings II
I'm not sure I understand the performance issues of co-building a city. Why does the game/server need to update/sync the entire state (except once, on load)? I thought that most multiplayer games simply synchronize the player input between computers, which is a very small amount of data.
it's not that small once mods and assets that are required to load a map have to be synched as well. then there is also the issue of conflicts between mods where the mods that one player has conflict with the mods that another player has, causing the entire game to break at both ends.
 

mitko

Recruit
8 Badges
Mar 30, 2015
4
0
  • Cities in Motion 2
  • Magicka
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Prison Architect
mods and assets that are required to load a map have to be synched as well

This is still a one-off sync, and a trivial solution is to require everyone that wants to play together to have the same mods/version installed. I believe co_emmi was talking about continuous updates while the game is running, which is the part I think shouldn't be that costly.