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muttonnoir

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Huh? I don't think the Rush Hour mod does either of those things. Unless you're thinking about the Rush Hour expansion for Sim City 4, then that is true. But the Rush Hour mod for CSL (which is what the previous posts were talking about) is much more limited than that. The primary features for the CSL Rush Hour mod include adding more realistic "schedules" to the majority of your cims, slowing down time, and (my own personal favorite, and really the primary reason why I like the mod in the first place) gives parking lots some actual usage so that they don't sit around looking empty all the time. Also, it does add "events" to certain buildings, but at least for me, these only seem to work once every time I start the game and then never show up again. Not sure if it's meant to do that or not, but it is sorta fun.
Agree apart from more use of car parks I see very little difference to gameplay
 

muttonnoir

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First of all hello! :)
I'm usually a silent observer of this Forum, but the opportunity to give my own two cents about possible DLCs for this great game was to welcoming to skip!
As the others said: More Transportation Options (elevated Subways! Light Railways for Suburbs! Multi Track Stations! One-Track-Railways! Mono Rails! :O ) would definitely be welcomed because lets face it: Most of us are Transport Nerds, I'd think :D
But actually what I would also love to see (and from what I see, it would be unique in the City-Simulation-World) would be a little bit of political simulation. How about a City Council? We already have the ability to zone Districts, but what if these Districts would double as Constituencies for First-Past-the-Post-Voting (Certainly not the best but the easiest option to implement I would think?). So that regarding the social composition of a certain district a councilman from a certain party (Labour/Social Democrats - Liberal - Conservative perhaps?) would be elected to city council. City Council would then serve as a replacement for the current Happyness Indicator and some now free decisions would then be bound to what your councilmen want - Can you raise taxes when there is a conservative majority? Can you go for a law-and-order-policing-approach with the liberals? Would your Labour Party accept the slashing of free public transports to refill your mangled budget? We might even get so far as simulate an annual budget that would have to be approved by your virtual council. But well, since you are the one in charge of zoning the constituencies - why not redraw the boundaries so that the outcome matches your policies? ;) This would at least give the mayor back a bit of control here and there.
But to add a bit of difficulty: If the City really piles up debt and unhappyness there could be a Recall-Referendum giving you one year to turn things around before being ousted from Office.
Then of course there could be actual strikes or demonstrations on the streets regarding your policies, making you think twice if raising taxes in a poor suburb was the most sensitive decision to finance your new City Hall :D Which of course would mean that yould would need to have the possibilty to fine-tune your expenses and incomes to each district.

Perhaps I'm getting carried away here now, but I would really love to see those features, without them becoming overly intricate of course! But I think that the quasi-political approach is something that most city-Simulations I know have lacked so far.
FYI Kalypso, devs responsible for Tropico are releasing a new city builder/political game " Urban Empire " this autumn- check out the steam page.
 

Simcity5

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Not a fan of a future dlc, I want to add to the base game, make it deeper, not branch off, to a separate game.

One day I would love a game where you start off like banished, a little yee olde village that evolves into a modern day city and beyond to hover cars or whatever. City Generations. Some of the old buildings remaining hundreds of years, like castles or whatever, stone quarries to build them, research new tech and eventually discovering materials like steel to make huge skyscrapers possible. Form a city like its really formed over 100s and 100s of years.

But seeing how hard it is to do a good job of one generation I cant see it happening, and if it did it would probably take years and years to develop. Maybe by the time we get to that stage future city DLC would be modern time DLC.
 

Soduka

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Not a fan of a future dlc, I want to add to the base game, make it deeper, not branch off, to a separate game.

One day I would love a game where you start off like banished, a little yee olde village that evolves into a modern day city and beyond to hover cars or whatever. City Generations. Some of the old buildings remaining hundreds of years, like castles or whatever, stone quarries to build them, research new tech and eventually discovering materials like steel to make huge skyscrapers possible. Form a city like its really formed over 100s and 100s of years.

But seeing how hard it is to do a good job of one generation I cant see it happening, and if it did it would probably take years and years to develop. Maybe by the time we get to that stage future city DLC would be modern time DLC.

Personally I'm a huge fan of SimCity 3000 Unlimited's ability to start the game as early as 1900. Start with the most basic forms of electrical generation and road network building and grow your city with the ages. SC3000U's attempt was very rudimentary and not very in depth but being able to start in 1950 would be fantastic in C:S. Now that's something I'd pay a full expansion pack price for.
 
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DominusNovus

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Personally I'm a huge fan of SimCity 3000 Unlimited's ability to start the game as early as 1900. Start with the most basic forms of electrical generation and road network building and grow your city with the ages. SC3000U's attempt was very rudimentary and not very in depth but being able to start in 1950 would be fantastic in C:S. Now that's something I'd pay a full expansion pack price for.

Personally, I'm yearning for a simulation that starts in the early industrial age. C:S won't be that, but I still want it. Maybe Urban Empire will be.
 

Madolite

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If you did my job, you'd know this is not so ... ! Every week at least I'd get someone with 4gb of memory trying to run 3 mods and 200+ assets.
But my point is that it's not rational. Now, I may biased from living in Norway, where nowadays it's literally impossible to find any PC in any store that has less than 8Gb RAM, and 16Gb has become increasingly common and cheap. Maybe I'm privileged, though.

But what I wanna know is this:
GTA V came out in 2013 and had a recommended system spec at 8Gb RAM. Why would anyone then complain about Cities:Skylines, which came out in 2015 - 2 years after GTA V? If the recommended RAM for several games 2-3 years ago was 8Gb, then you've had another 3 years to conform to that.

You can't expect to be able to play recent games optimally with 5+ year old computers, unless you upgrade it somehow. That's kinda self-explanatory. So maybe one shouldn't be playing cutting edge new games? Just a thought:


Also:
Afaik, pretty much every single AAA title released in 2015 had 8Gb RAM recommended spec, many of which had it as minimum requirements as well. So it's hardly a surprising requirement.
 
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Mr Jay

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I think CO has done an amazing job responding to fans with such a small team. The answer clearly is that they double their staff.

That is one of the main issues. They dont seem to have the staff to develop the game properly. I also don't think the realise the work involved in a City Sim and have underestimated the work load.
 
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DazKaz

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I love this game but I have an idea for a future DLC or it might have to be a new game based on the current Cities Skylines engine.

I would like to see a much grittier simulation.
It would be based around industry, the railways and resources.

The aim would be to extract the resources export them, refine them or turn them into goods for greater profit.
The resources would obviously need to last a lot longer than they do now in game and be discovered as tech and time advances.
Money to sustain the city would only come from exported products not from Taxes.
People would be attracted into the city not because its beautiful but because it has jobs.
Most of the city would be grubby and poor, but with better housing to attract the highly educated engineers on the peripherals.

The city will also advance though time starting off at the start of the industrial revolution, possibly with Victorian English architecture, then DLC for the US and other countries coming later.
The advancement is mainly about industrial technology influenced by the ability to attract better engineers with better housing.

As most freight of this time is moved by rail, the railways would be the core of the scenario. We would need to start with basic steam engines, with highly detailed models preferably, that advance as time progresses, the rate of which depends on how many engineers you can attract to advance the tech and what you can afford.
The player would need to pick the right train for the route. Fast for mail and passengers, powerful for freight especially if the terrain has inclines.
I was a huge fan of the Railway Tycoon series and this is where I am drawing my inspiration.

Machinery for open pit mines and quarries can be advanced as time progresses, along with other industries.
Maybe trucks will take over from the trains for shorter haul of goods just as they have today once better roads and engines were developed.
Canals too might play a part with options to dig new ones, starting off pulled by horses and progressing to better engines with more capacity able to take short trips at sea.

Your goal will be to make the most money, in the shortest time, derived directly from the exports you can make from the resources available on the map, at the same time as providing a reasonable living standard to attract workers.
The ultimate goal is not to make your citizens happy, but to get the most work out of them, to become the most efficient mass production machine ever spawned in Simtopia.
 
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DazKaz

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This is an example of the kind of theme I was thinking about mid game:
Dark moody and dirty, with a splash of colour for the privileged living out in the county in their beautiful Victorian mansions.
WPW051696.jpg

1995-7233_LIVST_DP_1728A.jpg
 
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Kladdey

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I'm fine with paying for DLCs such as After Dark or Snowfall, however they do not seem so necessary to me as they lack some "in-depth" features. I mean it's cool to see the snow blanketing your city, or the transition between night and day.. But that's not enough to get me going. It doesn't increase the replay value so much.

This is an example of the kind of theme I was thinking about mid game:
Dark moody and dirty, with a splash of colour for the privileged living out in the county in their beautiful Victorian mansions.
View attachment 164242
View attachment 164243

Oh man, I love it. Imagine your city changing over time too, things like houses and cars and stuff.

I'd be willing to pay for such a DLC with no problem. No problem at all.
 
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Anvar74

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Below are a few thoughts I have on some additions which would be nice to have in the game.

1. Events (As mentioned by a previous poster), like Parades, Protests, Riots, Road Closures.. and none of this rubbish UFO Attacks, Zombies... as SC2013 did please.
2. Asset DLC e.g. more variety of growable buildings, more unique buildings, multiple track stations, elevated stations, harbors (1 way roads)
3. Industry DLC, add bigger farms/forestry even 12x12 or 16x16 would at least be a nice improvement, add modular facilities to building e.g. oil/ore (one thing that SC2013) did very well

Also would like to see some functionality which is currently only in mods added to the base game, e.g.
1. Auto Line Colouring
2. One Way Street Arrows Option
3. Add to Options the ability to select Pollution Colour so we don't have to put up with the awful purple or run mods to get rid of it.
4. When a Thumbnail is not applied to an Asset (Generally older Assets) use the screenshot
5. Expand the Bars for Parks.. in some way as currently when you have a lot it can be a pain to find the item you want (or add a search)
5. Ability to temporarily disable night when trying to build roads... (might be a bit of controversy on this one)

Even without any enhancements still a really enjoyable game to play and I have spent more hours on this than any game for a long time.
 
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