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MouldyK

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Okay, we probably got burned out by some other City-Builder games, whether than was them not supporting multi-core or because of broken systems, so let's see what ideas we want Colossal Order to bring to the table. :D

- Something I would like, which is probably gonna be there as it is in CiM2 is Steam Workshop Support for user-generated content. Will help add diversity.

- Also, a nice water system that can be polluted by sewage if organised poorly or if the sewage is not taken care of.

- Random Map Generation. Was in CiM2, so hoping it is here too.
 
Upvote 0

nicko2u

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check out cities xl, great game similar to this new one being developed.

anyhow have only seen alpha stage of cities skyline does it have
- Individual building placement. along with zoning options?
- more transport options, such as plane/rail/passengers, freight. taxi's, ferries etc.
 

TotalyMoo

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- Something I would like, which is probably gonna be there as it is in CiM2 is Steam Workshop Support for user-generated content. Will help add diversity.

- Also, a nice water system that can be polluted by sewage if organised poorly or if the sewage is not taken care of.

Yes, it has workshop & extensive modding support.

Yes, there's a water system and sewage functionality - more details to come on this later.

As for maps, you'll get more on that soon too :)
 

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I think individual building placement as an additional to zoning could be neat, because it provides more control, but also comes at a risk; what if no one is interested in that type of building?

You don't want to model it after Cities XL where you decide what sort of people live everywhere. You want zoning options like SimCity 4; the three basic types (or perhaps more!) with simple parameters for each subtype; small, medium or large buildings. This I consider to be one of the best aspects of SimCity 4.

There is bad micromanagement and good micromanagement; Cities XL unfortunately had a bit too much of the bad kind. In addition, that game always felt a bit sterile to me.

I would also like to suggest against the unlocking scheme from Cities XL; I realise you could turn it off, but it shouldn't on at all. I much prefer the gift system in SimCity 4 more that by taking missions and such, you get specific buildings added to a gift section. I don't mind missions or agreements to accept when the economy is bad (like housing unpopular dirty plants or prison facilities).

In addition - as I suggested to Karoliina[0] at the fan gathering - perhaps a city council? If the game has regulation of laws, perhaps a political demographic of your populace would show the way your council would move and limit your passing of certain laws. This could be an optional feature for those who like a bit of politics, and be turned off for those who prefer total control.

[0] I am sure it was Karoliina, but I am incredibly bad at names. And at hearing.
 

TotalyMoo

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Svip, since we haven't released too much information regarding the subjects you're speaking of (rest assured that we will do this in a not too distant future, though) I can unfortunately not grace you with a very satisfactory reply.

What I can do is ask you, and everyone in here, to keep the feedback coming. We will be monitoring these forums closely and your thoughts and suggestions are definitely taken into consideration.

So if you ever find yourself not being responded to, please don't let that discourage you, we will read it all :)
 

Svip

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Svip, since we haven't released too much information regarding the subjects you're speaking of (rest assured that we will do this in a not too distant future, though) I can unfortunately not grace you with a very satisfactory reply.

That's OK. As long as I know it is being discussed during the alpha and beta stages. Stages I hope to participate in!

What I can do is ask you, and everyone in here, to keep the feedback coming. We will be monitoring these forums closely and your thoughts and suggestions are definitely taken into consideration.

So if you ever find yourself not being responded to, please don't let that discourage you, we will read it all :)

People being discouraged from posting on the Internet!? I never! But a citybuilder is even toy project of mine, where I have developed several ideas for one. Ones I am not discouraged from sharing.
 

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But a citybuilder is even toy project of mine, where I have developed several ideas for one. Ones I am not discouraged from sharing.

*subtle celebratory dance a la Spore social stance style*

I think you'll find yourself more than welcome in this forum :)
 

MouldyK

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Svip, since we haven't released too much information regarding the subjects you're speaking of (rest assured that we will do this in a not too distant future, though) I can unfortunately not grace you with a very satisfactory reply.

What I can do is ask you, and everyone in here, to keep the feedback coming. We will be monitoring these forums closely and your thoughts and suggestions are definitely taken into consideration.

So if you ever find yourself not being responded to, please don't let that discourage you, we will read it all :)

Well so far, you have been really helpful and active. :D Enough to make me feel like we are in good hands here so far.

I hope the UI is also not final. I mean the UI looks straight-up ripped from Sim City, which i'm not sure is good or bad yet.


Another suggestion I thought of while I was coming back from a job interview is placing more of a emphasize on distance of facilities for people. Like people complaining their residential district area does not have enough commercial or industry next to it. So you have to try to balance it out a bit and not just dump industries on one side and residential on the other.

I'd also want everyone to be put into groups like unemployed, old and others like the CiM people are. If there is a system where everyone is individual of course.
 
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TotalyMoo

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Well so far, you have been really helpful and active. :D Enough to make me feel like we are in good hands here so far.

I hope the UI is also not final. I mean the UI looks straight-up ripped from Sim City, which i'm not sure is good or bad yet.

Happy to be here too, I've been waiting to talk about this game for so long that I can barely contain myself.

I know that CO are pretty keen on talking on the forums too, so expect publisher & developer presence to be relatively active.

As for the UI, it's alpha so that's pretty much a placeholder/very early prototype afaik. I played around with it today and it's functional at the very least, which is all you need at this stage of the game ;)
 

Svip

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I'd also want everyone to be put into groups like unemployed, old and others like the CiM people are. If there isa system where everyone is individual of course.

Well, the population numbers always seemed a bit low in CiM (particularly CiM1), but that was because they had to be small individuals each. But I feel that demographics will certainly be a part of this game. Blue collar workers in industrial areas and white collar workers near commercial centres. And rich business people living in suburbs getting chauffeured to their offices (whom will probably never take public transportation[0]).

[0] Unless the game allows to produce a common mentally that encourages subtly the population towards one form of transportation. Could bikes and bike lanes be a common and important part of city planning as it is in Copenhagen and Amsterdam?
 

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[0] Unless the game allows to produce a common mentally that encourages subtly the population towards one form of transportation. Could bikes and bike lanes be a common and important part of city planning as it is in Copenhagen and Amsterdam?

Policies + modding = ???

;)
 

timfrombriz

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Looking at the alpha in-game footage, it appears the road system is very much the same as CIM2, with different capacity roads (highway, roads, dirt roads).

I did notice traffic lights in the game but they did appear to be static objects (no red/amber/green transitions), and traffic appears to just go through intersections without any yielding (i hope this isn't a solution to traffic issues as per CIM2). Traffic is a good element in the game.

It would be nice to be able to customize roads (i.e which lanes on approaches to intersections are acceptable for turns), and I hope you take the traffic element of the simulation seriously as fixing bottlenecks by optimizing your road network would be challenging and fun, rather than micromanaging taxes (aka CIM2 fares).
 

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Policies + modding = ???

;)

Is modding going to be so flexible to add new forms of transportation like bikes, and thus bike lanes that only bikes can go on?
 

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Is modding going to be so flexible to add new forms of transportation like bikes, and thus bike lanes that only bikes can go on?

Yeah, I'm also curious how serious this is, I would think Unity modding would be limited to supporting custom models and basic data structures, but it sounds like your implying this game is heavily modifiable, which is something I doubt is possible with Unity's framework and retaining portability.
 

Svip

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I would think Unity modding would be limited to supporting custom models and basic data structures, but it sounds like your implying this game is heavily modifiable, which is something I doubt is possible with Unity's framework and retaining portability.

I understand your reluctance and scepticism, since Unity does not have a history of decent modding support. But I know that modding support is large focus by the developers of Unity, since their customers (developers) are requesting it.

Maybe things have gotten better or CO has found a way to get around Unity's restrictions?
 

Jinzor

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Hi there, I have a question regarding transport in Cities: Skylines.

Will transportation work just as how the Cities in Motion transport gameplay worked? As in buying vehicles, placing stops, managing line networks, pedestrians waiting at stops, passenger limits on vehicles etc, or will that be removed and simplified like other city-building game's transport systems?

(Yes, it's likely that gameplay will be retained, but I just want to make sure)
 

Jokurr

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Please include a map editor, and please make it a bit more user friendly than CiM2's. That editor was powerful, but clunky and difficult to learn how to use.

Please allow us to change lane types on existing roads. Cities XL had this, it is nice to turn a road into a one-way (or whatever else) without having to destroy the entire road first.

You don't want to model it after Cities XL where you decide what sort of people live everywhere. You want zoning options like SimCity 4; the three basic types (or perhaps more!) with simple parameters for each subtype; small, medium or large buildings. This I consider to be one of the best aspects of SimCity 4.

This, please this.
 

TotalyMoo

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My earlier comment regarding policies was more a hint towards the fact that with a little ingenuity a lot of results can be achieved :)

As for modding, we're working with custom tools and trying to make the unity engine more moddable.
 

TotalyMoo

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A decent import/export tool is all that is needed surely, I use 3dmax but optional freeware modelling programs such as blender would be cool.

Let's just say it's our goal to make the game as accessible as possible with as many tools as possible when it comes to modding and workshop.

Until we've released more info on this I can say little more.