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Blightedmythos

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First I just wanted to say, great game! I am really enjoying it. The freedom to not have cramped space is the single best addition. I also want to applaud you for your road system. I look at traffic as an interesting puzzle to solve now instead of a tiresome chore like in SimCity. I really enjoy the fluid physics and dam possibilities. Glad to see subways as an addition. I know this post will be controversial, but I think there are some really good aspect from SimCity2013 to be pulled from now that the limited space issue has been resolved. Here are a few things I feel like would benefit this game from SimCity.

Tourism: I really miss all the great tourism options from SimCity. You could effectively have no industry and still have a thriving city. Where are the plethora of casino options? Where are the hotels and beach resorts? I feel like tourism in this game is a bit of an afterthought. I’ve love to see a huge expansion or something that focuses on making this a viable option for a city. Unlocking new and better casinos as well as upgrade and addon objects was really cool too. Managing three separate types of tourism (low, middle, and high income) added an extra layer of depth instead of just “tourists”.

Future and Bleeding Edge Tech: There is a bit of this in the game already, but I feel there was a lot more in SimCity. The special buildings in Cities Skylines are just not nearly as impactful or interesting. They don’t generate tourism revenue or research points. They are really just for looks and don’t add a lot gameplay wise. I’d love to see this changed. I know it’s pretty controversial among SimCity fans but I loved the megatowers from SimCity. It was fun customizing each floor and deciding what bonuses stacked from the roof. It gave a sense of progression and was really quite epic. I really liked having research divisions that took time and unlocked great new bonuses towards the city. They added long term goals and made me feel like a city of the future. Things like drones, air scrubbers, ground water purifier, better green power and other things problems to city management from earlier parts of the game. It also added a little bit of fun micromanagement.

MegaCorp and Import / Export System: I really enjoyed the small simple manufacturing chains. It wasn’t as crazy as Anno2070 but instead, just enough to keep you interested. I liked being able to have another alternate means of gaining revenue through exports. I enjoyed slowly progressing with Metacorp to unlock new unique buildings and increase my income. It wasn’t just about income either, because there were clear long term goals with city wide benefits (drones).The resource system in Cities Skyline doesn’t really have a purpose. It doesn’t really matter what natural resources you have because it doesn’t impact what kind of city you have at all. There are no cause and effects to having all farming for example. Actually, if anything, there are negative effects to having a specialized industry because they can’t upgrade.

Building Upgrades: I really, really enjoyed the physical building upgrades you could place. They were slowly unlocked with time and really added to the fun factor. There was a bit of strategy to making room for improvements and fitting them in. They were also a smart addition because they made early tech buildings useful again. I’d really like to see this make its way into Cities Skylines at some point.

My biggest issue with Cities Skylines is once I get a city up and running I feel lost. I often ask myself “Now what?” There really aren’t any clear end game goals, there are no scenarios or structures to look forward too. There is very little progression. It feels very sandbox (which some people like). Basically I can keep doing what I have been doing, zoning the three zones, adding power and water as needed, and the small utilities with some traffic management thrown in. There isn’t a lot to do. At least, not nearly as much as there was in SimCity. It’s an even more casual experience. At first, I really enjoyed that, it was relaxing and easy. But as my city got larger and larger it got boring because I wasn’t being challenged. There is no slow ramp up to more things being introduced. At the end of the day Cities Skyline needs more depth.
 

Dab42

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Some thoughts.

Tourism

I think you should have the ability to build all those buildings attractions etc and they should have a capacity just as PrinnyG mentions. But also I think you shouldn't 'over simulate' by making these buildings have specific functions like gambling in casinos or swimming in pools. Cosmetically yes, you would see a representative number of Cims go into casinos, wander around the zoo, and go swimming in pools etc. but it should just be for flavor, not to satisfy a specific need they have. My reasoning for this is becasue of the sheer massive size of the city (potentially) you don't want to 'over-simulate' and make the game unrunnable on even beefy computers. I outlined the way I thonk it should work in this thread.

http://forum.paradoxplaza.com/forum...ck-Fix-for-City-Diversity-Death-Wave-and-more.

Future and Bleeding Edge Tech.

On special buildings, I agree with you partially on this. I would say that certain things for one example scientific research as you mentioned could give ongoing bonuses instead of permanent bonuses. But I would also keep tech in the realm of the truly possible and out of the science fiction type stuff, especially when building one building can have such a huge effect on overall gameplay. Some of the buildings already in Skylines and others like some in Tropico are ridiculously overpowered IMO when it comes to gameplay mechanics. Scientifically, fusion reactors may actually be able to produce infinite power someday in real life, but this building is way over the top when it comes to game balance IMO. I agree on the need for these buildings to enhance a sense of progression. Government buildings which produce ongoing effects would be another example.

Megacorp and Import/Export System

I agree that simple supply chains would add a lot of interest. But keep it very very simple so as not to over-simulate. I think the devs probably already have something in mind for this since they include resources in the first place and right now they are more of a cosmetic feature than anything. Although I noticed when I built Ore specific industries for the first time the factories require workers with more than uneducated status. Since all income for the player is generated through taxes on buildings and from transit fees in Skylines (AFAIK). You could make money off export taxes in supply chains with the use of governent buildings as mentioned above. (Only on exports outside the region though).

Building upgrades

This one I'm torn on, I also liked the building upgrades in Tropico, but it may be over-simulating and/or over-micro managing. Also your wants for building upgrades could be satisfied somewhat by my plopable RCIOA buildings idea. I don't basic buildings should have a 'tech level' houses are houses no matter what year it is. You could add some interest by making buildings which modified aspects of other buildings. For example a building inspectors office which reduces fire danger in a district or police helicopter facility which dispatches patrolling helicopters to reduce crime in an area. Don't go too far future and add things which are overpowered though.

I'm sure I'll get the same feelings eventually of "What now?" as you have said, but this game also gives me an easy way to make new building models which I have never done before and with some additions (I'm sure the devs have some of their own on the front burner) this game could go very very far.

It really is a very very good core game entertainment wise for me.
 

Oceanflex

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I'm going to reply to what you miss form SC(2013) in C:S.

Tourism; I agree that an expansion would be an awesome addition to the game. Paradox often operates with smaller teams than AAA publishers do, and release expansion/DLC content and support mods as a way to give you a working product ASAP, then add richness to the ecosystem with time.

Future and Bleeding Edge; I kinda just wanna build a city, not own all the companies and manage their R&D department. I'm fairly sure that content was part of the Cities of Tomorow expansion, so that's DLC/Expansion content not "core gameplay." I'm fine with that being an option for people who want to mess with "megatowers" but I wouldn't buy the expansion.

Import/Export; Uh, actually, specialised resource industry doens't get to level up because it ALWAYS is max level, not min level. You get full value out of them without adding services. The resource system does importing and exporting of five different types of products in C:S, food, ore, oil, wood, and goods. Generic industry needs raw materials to process and somewhere to shove its goods, Specialised industry needs somewhere to shove its raw materials, either to Generic, or to export, and comercial needs goods to sell. I agree that adding some quest system with nominal benifits would be nice, but they shouldn't be required for your city to work unless you're on "hard mode." This is something (I think) CO needs to be the one to add, because I don't think a quest system would be easy to do in mods.

Building Upgrades; The whole modular buildings thing is cool. I feel like they kinda break the balance of the game though, because IRL, a clinic with an extra wing wouldn't AT ALL be the same thing as a hospital. So they end up becomeing either OP, not realistic and the same thing as just buying a hospital (not a bad thing, but no point to adding it), or they are actually not the same thing as a hospital and act as newb traps. In a good city builder, there should be a case where a clinic is the right choice, but you still need a hospital (or two) somewhere if your city is large. I agree that it's a cool idea to have modular upgrades to buildings. Most things you would add in SimCity(2013) would be, like, and extra garage for a garbadge truck or an extra class room, and if you want to do something similar in C:S, you can add an "education boost" or recycling policy to the district, and it does much the same thing without adding traffic problems.

Here's some things that I would love to see added, beyond what I said in reply to your points.

Cities in Motion style transit route scheduling; I want to be able to have my bus route send two buses per hour if there are a lot of people using it, but I also want to be able to send one a day if only Steve Wilson rides it. Because of how there is no day/night cycle in the Skylines, I don't really need the hour-by-hour setup.

Hotels, Casinos, Convention centers, Beaches and Nature Preserves; Ok, this is kinda two different groups, but there should be a sort of "tourism" zone and/or tourism plopables Hotels, Casinos and Convention centers are often the same building, but sometimes they are different. That can be a way to have randomised spawn names X hotel, X casino, Y hotel & convention center, Y hotel, etc. This can be behind a DLC paywall as far as I care, becuase "office" zoneing can mean the same thing if I get some modded models of hotels an such.

I also want beach and nature reserve zoneing and/or plopables, this would absolutely need to be DLC or mod content because, the way I see it, there would need to be two new natural resources of "interesting" and "waterfront" that you can ingore and drop a suburb on, or turn into a tourist trap. Plopables would work similar to schools in residental districts, you only need them in that area. You could drop like, a ranger station, a trail head, a bathhouse or something. The buildings in nature preserves would be tents and RVs, or tourism shops. Buildings on the waterfront would be boat launches, swimming beaches, possibly ferry stations.

Edit in response to Dad42.... because this took 30 minutes to write somehow?

Toursim; totally agree, tourism should be kept to "leasure" and possibly "residence" if they add hotels/motels. Parks, casinos, beaches, fancy restaurants, stadiums and all should work.

Future & BE; same as main post: not "core game" but it would make good DLC, even though I'm not interested.

MC & Import/Export; I'm not very congisent of what MegaCorp was/is, but I feel there most of what you're taking about already is being simulated, you just haven't looked it it. Imports and exports happen automatically, though. There is no player-owned company that you have to micro.

final thoughts; I really feel like a campaign of senarios would add a lot to the gameplay, especially the ablility to publish an entire campaign to the workshop. Also, a real quest system would add to the depth of the senarios and modability. Something like how you unlock unique buildings, but, without a building attached, or as an alternitive to having population unlock new zones and plopables.
 
Last edited:

simonmd

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I think the best thing about this is that we can all see the possibilities for future DLC content, we've only just completed week1 of release so it's early days bit I am sure that there will be many expansions in the next few years. There have been many idea put out so far on different forums and tourism is one of them. The great thing is, I can see it not being that hard to implement thanks to the wonderful district system. I can see it working with you zoning high density commercial, then use the zone to select a 'tourism specialty' just as you would forestry, etc with industry. Instead of department stores, hotels, games arcades, casinos, etc would be built and your strategic use of parks, monuments, etc. would help it along.

Oh and I dont find your post controversial at all, I think most of us can admit that there was alot SimCity did right and Colossal Order were obviously influenced greatly by it.
 

Blightedmythos

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I'm going to reply to what you miss form SC(2013) in C:S.

Tourism; I agree that an expansion would be an awesome addition to the game. Paradox often operates with smaller teams than AAA publishers do, and release expansion/DLC content and support mods as a way to give you a working product ASAP, then add richness to the ecosystem with time.

Future and Bleeding Edge; I kinda just wanna build a city, not own all the companies and manage their R&D department. I'm fairly sure that content was part of the Cities of Tomorow expansion, so that's DLC/Expansion content not "core gameplay." I'm fine with that being an option for people who want to mess with "megatowers" but I wouldn't buy the expansion.

Import/Export; Uh, actually, specialised resource industry doens't get to level up because it ALWAYS is max level, not min level. You get full value out of them without adding services. The resource system does importing and exporting of five different types of products in C:S, food, ore, oil, wood, and goods. Generic industry needs raw materials to process and somewhere to shove its goods, Specialised industry needs somewhere to shove its raw materials, either to Generic, or to export, and comercial needs goods to sell. I agree that adding some quest system with nominal benifits would be nice, but they shouldn't be required for your city to work unless you're on "hard mode." This is something (I think) CO needs to be the one to add, because I don't think a quest system would be easy to do in mods.

Building Upgrades; The whole modular buildings thing is cool. I feel like they kinda break the balance of the game though, because IRL, a clinic with an extra wing wouldn't AT ALL be the same thing as a hospital. So they end up becomeing either OP, not realistic and the same thing as just buying a hospital (not a bad thing, but no point to adding it), or they are actually not the same thing as a hospital and act as newb traps. In a good city builder, there should be a case where a clinic is the right choice, but you still need a hospital (or two) somewhere if your city is large. I agree that it's a cool idea to have modular upgrades to buildings. Most things you would add in SimCity(2013) would be, like, and extra garage for a garbadge truck or an extra class room, and if you want to do something similar in C:S, you can add an "education boost" or recycling policy to the district, and it does much the same thing without adding traffic problems.

Here's some things that I would love to see added, beyond what I said in reply to your points.

Cities in Motion style transit route scheduling; I want to be able to have my bus route send two buses per hour if there are a lot of people using it, but I also want to be able to send one a day if only Steve Wilson rides it. Because of how there is no day/night cycle in the Skylines, I don't really need the hour-by-hour setup.

Hotels, Casinos, Convention centers, Beaches and Nature Preserves; Ok, this is kinda two different groups, but there should be a sort of "tourism" zone and/or tourism plopables Hotels, Casinos and Convention centers are often the same building, but sometimes they are different. That can be a way to have randomised spawn names X hotel, X casino, Y hotel & convention center, Y hotel, etc. This can be behind a DLC paywall as far as I care, becuase "office" zoneing can mean the same thing if I get some modded models of hotels an such.

I also want beach and nature reserve zoneing and/or plopables, this would absolutely need to be DLC or mod content because, the way I see it, there would need to be two new natural resources of "interesting" and "waterfront" that you can ingore and drop a suburb on, or turn into a tourist trap. Plopables would work similar to schools in residental districts, you only need them in that area. You could drop like, a ranger station, a trail head, a bathhouse or something. The buildings in nature preserves would be tents and RVs, or tourism shops. Buildings on the waterfront would be boat launches, swimming beaches, possibly ferry stations.
I agree with pretty much everything you said and you have great suggestions. I don't want heavy micromangement things to do or crazy Anno style supply chains. Just some simple additions to add a bit more depth. I don't mind the crazy future tech, but I understand why people don't like it either. Keep in mind if time goes into 2050 or further we have to make SOME assumptions that tech will increase though. Yeah modular building maybe aren't the most realistic in every case but man are they fun. Games should have a little bit of that afterall ;-).

Tourism IMO is the single BIGGEST thing missing from this game. My second biggest issue is a more expanded progression system either through tech, more buildings, or different unlocks. These could be a simple as new maps to unlock, maybe have some permanent tech that unlocks and some tech's that aren't permanent for hitting certain goals. I'd also love to see scenarios that you slowly progress through at some point. It's a great game and there is a lot to do.

p.s. Why is there no recycling center?!?!
 

Blightedmythos

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I think the best thing about this is that we can all see the possibilities for future DLC content, we've only just completed week1 of release so it's early days bit I am sure that there will be many expansions in the next few years. There have been many idea put out so far on different forums and tourism is one of them. The great thing is, I can see it not being that hard to implement thanks to the wonderful district system. I can see it working with you zoning high density commercial, then use the zone to select a 'tourism specialty' just as you would forestry, etc with industry. Instead of department stores, hotels, games arcades, casinos, etc would be built and your strategic use of parks, monuments, etc. would help it along.

Oh and I dont find your post controversial at all, I think most of us can admit that there was alot SimCity did right and Colossal Order were obviously influenced greatly by it.
Glad to see so many people open minded. I just see a lot of "I HATE Simcity2013" posts. When I think really the biggest shortcoming was just the terribly small size (really what were they thinking?!).

I agree that tourism could be zoned but I'd really like to see it have a bit more depth then that. I'd like to at least be able to build resorts, casinos, some waterfront stuff and work my way up to bigger and better tourism buildings. This would really put the airport and cruise ships to good use. Maybe zoning commercial for tourism would produce lots of hotels and Vegas style bars and such.
 

Oceanflex

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I think the best thing about this is that we can all see the possibilities for future DLC content, we've only just completed week1 of release so it's early days bit I am sure that there will be many expansions in the next few years. There have been many idea put out so far on different forums and tourism is one of them. The great thing is, I can see it not being that hard to implement thanks to the wonderful district system. I can see it working with you zoning high density commercial, then use the zone to select a 'tourism specialty' just as you would forestry, etc with industry. Instead of department stores, hotels, games arcades, casinos, etc would be built and your strategic use of parks, monuments, etc. would help it along.

Oh and I dont find your post controversial at all, I think most of us can admit that there was alot SimCity did right and Colossal Order were obviously influenced greatly by it.
YES! pretty much fantastic points. The biggest problem with releasing a new city builder sim is that everyone might already own Simcity 4, and all the DLC/Expansions+mods. It's unreasonable to expect a game dev to have all of the content that a 2-10 year old game developed during it's extended life, BUT WE DO ANYWAY! Oh well, at least devs (and modmakers, don't forget that PDX and CO love their moders) are getting lots of ideas.

I don't want heavy micromangement things to do or crazy Anno style supply chains. Just some simple additions to add a bit more depth. I don't mind the crazy future tech, but I understand why people don't like it either. Keep in mind if time goes into 2050 or further we have to make SOME assumptions that tech will increase though.
Uh, beyond the simplistic supply/demand model in game already, I feel like you want a corperation sim tacked onto the top. Even if a simple version of it. That's ok! But if they add that to the core game rather than being dlc, I'll be sour.
Yeah modular building maybe aren't the most realistic in every case but man are they fun. Games should have a little bit of that afterall ;-).
I don't see any reason why they shouldn't add the ability to make modular building upgrades, even if they don't use it. Like, in Starcraft 2, Blizzard added an inventory tool to their map editor even though they never used it themselves AT ALL, just to make life easier for modders. And I agree plopables are fun, they should add more. Oh, and customising buildings too. BTW, you should try the asset editor, you can add 100% customised buildings, starting with the stuff in the game as the base.

p.s. Why is there no recycling center?!?!
Because it'd be an enitre new building and system for something that is optional. Some cities never recycle anything and people need to do it themselves if they don't want to just put more things in the dump.

Glad to see so many people open minded. I just see a lot of "I HATE Simcity2013" posts. When I think really the biggest shortcoming was just the terribly small size (really what were they thinking?!).
That, and always online DRM that makes modding a challenge(and made the release "as bad as Deablo 3"). But yeah, Simcity 2013 is not a bad as everyone says it is, just has two big bugbares.
 

simonmd

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Glad to see so many people open minded. I just see a lot of "I HATE Simcity2013" posts. When I think really the biggest shortcoming was just the terribly small size (really what were they thinking?!).

I agree that tourism could be zoned but I'd really like to see it have a bit more depth then that. I'd like to at least be able to build resorts, casinos, some waterfront stuff and work my way up to bigger and better tourism buildings. This would really put the airport and cruise ships to good use. Maybe zoning commercial for tourism would produce lots of hotels and Vegas style bars and such.
God, I LOVED SimCity and i'll happily say that on a Paradox forum! It did so many things right and lets never forget that it was the last in a great line of citysims. Simcity4 is still arguably the best, however, Skylines may well overtake that in the very near future. (The only reason I say it's not quite there yet is because of patch-able issues it has right now, like the commercial zones imbalance for one.) As for the size, that was all EA's doing. They insisted on multiplayer, then realised that having 6 huge cities on each server/game would be a nightmare so scaled back the game so that the tech could cope. Bad move, in fact, will probably go down in history as one of the biggest gaming industry fails ever.

More indepth would of course be great, Its just that the district system would help add greatly to this and it makes sense to have hotels, bars, etc in place of offices or heavy commercial.
 

simonmd

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p.s. Why is there no recycling center?!?!
Because it'd be an enitre new building and system for something that is optional. Some cities never recycle anything and people need to do it themselves if they don't want to just put more things in the dump.


There is a mod out for this on the Steam workshop. Gives you an updated incinerator that is a bit more expensive to run but puts out less pollution. Job done!
 

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There is a mod out for this on the Steam workshop. Gives you an updated incinerator that is a bit more expensive to run but puts out less pollution. Job done!
I saw that and it's great that the modding community is so awesome and active. That being said I really like to see a lot of these features being in the vanilla game. Keep the ideas coming I am really enjoying a lot of suggestions (they don't have to just pertain to SimCity either).
 

Splott

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GrauPanther

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I really loved the modular buildings in SC2013. Adding garages to increase the number of buses and trams is so much more fun than adjusting a budget slider. Being able to put emergency garages on both sides of the road helped with response times too.

Tourism/Leisure industry: The thing I loved most was the fairground. I'd love to see something like that for C:SL, and in particular a zoo where you can add more exhibits. And, of course, the Casinos which were a challenge to keep going in the later stages of the game.

I also liked the system that allowed you to control density with road type.

I did not buy the Cities of Tomorrow expansion as I hate the futuristic look.

But let's not forget what CO have brought to the table:

Districts with their own policies. It compensates for the missing medium level zoning option to some extent
Persistent agents. I love stalking them...
Demographics. The needs of citizens changing over time, I hope this will be expanded with ploppable old folks' homes eventually

There are some flaws/bugs still yet I think C:SL already surpasses the original SC4 (before Rush Hour and years of modding) and SC2013 in most respects, and with future developments and mods I see endless possibilities!

Edit:
I wasn't too keen on the resources and industry specializations in SC2013, it took up too much space on the postage stamp-sized maps and required too much micromanagement, dominating both gameplay and city looks.
 
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Engioc

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Future and Bleeding Edge Tech: There is a bit of this in the game already, but I feel there was a lot more in SimCity. The special buildings in Cities Skylines are just not nearly as impactful or interesting. They don’t generate tourism revenue or research points. They are really just for looks and don’t add a lot gameplay wise. I’d love to see this changed. I know it’s pretty controversial among SimCity fans but I loved the megatowers from SimCity. It was fun customizing each floor and deciding what bonuses stacked from the roof. It gave a sense of progression and was really quite epic. I really liked having research divisions that took time and unlocked great new bonuses towards the city. They added long term goals and made me feel like a city of the future. Things like drones, air scrubbers, ground water purifier, better green power and other things problems to city management from earlier parts of the game. It also added a little bit of fun micromanagement.

MegaCorp and Import / Export System: I really enjoyed the small simple manufacturing chains. It wasn’t as crazy as Anno2070 but instead, just enough to keep you interested. I liked being able to have another alternate means of gaining revenue through exports. I enjoyed slowly progressing with Metacorp to unlock new unique buildings and increase my income. It wasn’t just about income either, because there were clear long term goals with city wide benefits (drones).The resource system in Cities Skyline doesn’t really have a purpose. It doesn’t really matter what natural resources you have because it doesn’t impact what kind of city you have at all. There are no cause and effects to having all farming for example. Actually, if anything, there are negative effects to having a specialized industry because they can’t upgrade.

Building Upgrades: I really, really enjoyed the physical building upgrades you could place. They were slowly unlocked with time and really added to the fun factor. There was a bit of strategy to making room for improvements and fitting them in. They were also a smart addition because they made early tech buildings useful again. I’d really like to see this make its way into Cities Skylines at some point.

oh no, please don't add any of that to this game. I hate all that future garbage, airscrubbers and all that stuff made no sense at all, same for the Megatowers or Archologies, whatever you want to call them they are an old idea that really isn't that great, it makes a city look totally unrealistic. Please just stick to the real world not some fantasy future city builder, I want present day.

As for the MegaCorp, again, no, very poor idea. I am not against having a trade system and in fact I'd really love to see some kind of trade and economy system added, something more along the lines of Tropico where you can take a more active roll in selling the things your city produces....but please not Mega anythings in this game, its not necessary to do that to make the game more interesting.

The only idea I can agree with is I'd love to see them not only expand to low wealth/density, medium wealth/density, high wealth/density for RCI, I'd like something similar for tourism so you can have areas of the city that specialise in catering to tourists.


- The only idea I can put forward myself as something I'd like to see from SC2013 continue being used in C:SL and any other new city builders would be the ability to expand buildings. The idea of making a fire station gradually bigger is great, expanding its capacity. Of course the same applied to many other buildings and that was one awesome idea that made perfect sense in the real world. Buildings like fire stations, police stations etc are all buildings that are easily expanded by simply buying additional land and building extensions on to the existing structure. So keep that idea, but almost everything else, no thanks.
 
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Co Starring

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Simcity is/was not a citybuilder...

There was no simulation of a city.
There was no simulation of sims.
Buildings sent messengers (sims, energy, poop) to other buildings. And those messengers disappeared at arrival.

All workers of the same class tried to fill the same building untill filled. Then the next building was filled etc.
Like a pile-up. A batchfile.
All 1000 workers went to the same building (which could only hold 50 workers) until it was full. Instead of all going to their pre destined "steady job"
Sims didn't have a job, no house....They could live of completely different locations each day.

I'm not sure what other people saw in Simcity. I didn't see a game OR a simulation.

Worst thing was the ignorance for what the citybuilding communities wanted from the next Simcity.
They could have done it properly and there would be no CXXXXXXL, or Cities Skyline at all...
 

Rzechpospolita

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I am against a token trade system.

The idea, that your industry/buisnesses import and export products and that they get more money if there is a ore industry f.e. in the city, is quiet well.
You could expand this, that the ressource industry don't have to change their place because they reach the whole ressource (like in Cities XL, this was one of the good things there ;) )

I don't want a token or trade system like Cities XL. This is not a country or communism simulator, where the industry has to pay taxes and give you the goods for free.
Cities don't import and export goods for their industry and offices, this ist not Cities: Socialism.