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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

NickyZero

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I love what I've seen of this game alredy. Thank you for making it. :D

I've played a lot of different city builders, but I wish for this game to be perfect. Here are a few things I want to see to make that so:
- Pedestrian (and emergency/goods vehicle) only streets that I can put though my city's high street.
- Customisable parks, with footpaths, woodland, open greens, playgrounds, etc.
- Farms with sprawling fields of all different types, shapes and sizes, and don't require a road to access if they are adjacent to a different field that already has road access.
- Different theme of buildings such as American, British, European etc. Not just for housing but for utilities and services like hospitals and the town hall. (Or at least make it moddable or DLC)
- Terraforming tools.
- Canals, both for recreation or industry/shipping.
- Customisable airports and dock yards
- Lots and lots of wonders and historic buildings.

...and with more of that;

- Military station to boost commercial
- Different airplanes, boats, trains and ferries
- Plant different trees where you want
- Make it possible for anonther player visiting the city too see how you have done things, to get more ideas, like in SimCity
- Snow landscapes
- Lot for the tourists to see and try
- Amusement parks of different kinds
- Various roadsystem
- The houses are building up followed by the terrain - to see more realistic
- Different parks
- ZONING and plopable buildings
- Different Jails for the bad guys in the city
- Special moments like 4th july, Christmas time, New year celebration
- Many resoursces brings lot of jobs to the city and make the city grow
- Changeable weather
- Airspace station (like NASA)
- Marinas
- Beaches
- Different Hotels
- Animations in the buildings to look more realstic
- Animations in the area to build in, animals, birds flying
- TERRAFORMING
- Jump to a person on the street and use his head as a "camera" to see how the city is like, like in FPS-games
- Jump in to a car to see how the city is like or a train, plane and so on
- Cooperation with other cities
- Sale products that you are producing in the city
- Buy products from other cities
- Resources like wood (woodplants), iron, coal, oil, farming (different kinds), stone, diamonds, (mining of different kinds), fruit plantations, -> iron + coal = producing metal for different products for use - in the car industry - boat industry, furnitures and so on. wood + metal = different products -> stone - to build houses of many kinds or sell it -> you know what I mean...
- Easy to take "print screen of the city and share it in social media
- Easy mod tool
- Different airports, ports for ships (cruise, small ferries, small boats), different container ships to import or sell stuff, different sizes for airports with small, big planes and helichopters

... here you have some ideas of what I want in the game. Will put up more when I remember it ;-)

I have played city simulation games since SimCity came out 1989! Just love these games and now I'm playing SimCity (2013), but there are some things that could have been better...
 

co_martsu

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teehee


Yeah, reading through this thread it did occur to me that making something that everyone wants is not going to be so easy. It's hard to see how you're going to please all of us in all ways. It's worth the effort though: I noticed that the youtube vid was more than 100 000 views ahead of the other Paradox vids in just a few days! Tonight's AMA is going to be a bit lively I'd say. :laugh:

I always tell the team that we can't please everybody! We focus on making a solid and fun simulation games to the best of our abilities and resources while utilizing the ideas from the community that improve and enrich our vision. I trust the team to be able to make Cities: Skylines awesome and then we can only hope that you will like it as well :) It seems we're really under pressure with this one!

And I can't wait for tonight, it seems so many people are really excited about the game as well :D
 

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Svip

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And will there be Easter Eggs like if you give your city a Finnish town's Swedish name, the game changes it to its Finnish name?
 

belreinuem

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Hello,

I'm really excited about this game and I can't wait for it to be out.

What I'd like to see is the implementation of modern need.
There will be water/electricity along with waste, transportation, etc...
I'd like to see phone/internet/mobile/wifi added with terminals that you will have to add and if work need to be done to increase quality of a phone/internet line see road being blocked because of that.
 

Sir Pellew

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Single Player City Builder? Based on CIm2 - C:Sl is on my wishlist :)

Please consider Fullscreen windowed mode and/or Multimonitor support if possible, thank you :)
 

FourWinds

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Another wish; I'd like you to keep an eye to the future. There may indeed be PC limitations now, and this may restrict you in what you can deliver CO. Note however that people, lots of them, still play SC4 more than a decade on. Build it scalable if you can, and modular too so you can add in hyper traffic management, other micro specialisations etc. If you get it right, people will play with these toys for a decade.
 

outohyypio

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Please consider Fullscreen windowed mode and/or Multimonitor support if possible, thank you :)

I don't know if you already know this and/or are asking for scalable window but borderless windows are already possible for CiM2 (quote because I'm lazy):

Go to Steam Library. Right-click Cities in Motion 2 and select Properties. Click the Set launch options -button (under the General-tab).
Write
Code:
-popupwindow
to the field.
Launch CiM2 and disable fullscreen in the settings (leave on your desired fullscreen resolution).
This will run the game in borderless window, which basically looks like fullscreen but acts like a window.
This is a Unity thing it so should be possible in C:SL too.
I wouldn't mind scalable windows or multiscreen either though, nor an actual ingame setting for "popupwindow".
 

Sparky66

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I hope the road tools are like the CIM2 editor, where you select the basic road type (standard road, one way road, avenue, highway etc.) then you use sliders and check boxes to set the number of lanes, parking spaces etc. I loved that tool, it was really flexible and allowed some really creative road design. For example, when drawing a two lane highway, I would use the tree lane highway for a short distance before a junction to make proper slip roads. I wished that tool was in game rather than the set choices we had when actually playing.
 

warriormonk74

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Realize it can not be in at launch, but a DLC that does weather justice. Snow, rain, drought, floods, etc and, most important, having to deal with the consequences of each. It has never been done properly, if at all, and would be great to play through and watch.

This looks like the game I have wanted to play sense SC4. Keep up the great work
 

matlockman

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Realize it can not be in at launch, but a DLC that does weather justice. Snow, rain, drought, floods, etc and, most important, having to deal with the consequences of each. It has never been done properly, if at all, and would be great to play through and watch.

This looks like the game I have wanted to play sense SC4. Keep up the great work
Considering Paradox's trackrecord, DLC will probably be extremely diverse and revolutionary.

With CK2, they added lots of features and expanded the game in subsequent expansions (Rome, India, Old Gods and Islam all had some pretty neat new features bundled in).

I'm guessing, with C:SL being a city-builder and all, that expansions will come in two flavours: cultural and gameplay-orientated. Examples of cultural expansions would be ones which added Japanese, Chinese or Indian building styles to the game. Gameplay-orientated expansions would give more features - one focused on many more transport options, one concerned with weather + day/night and one which would add flexibility to utility (more options for education, healthcare and police).

Of course, those examples are just me imagining stuff. Expansions will most likely be very different... which is what I'm excited for.
 

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Considering Paradox's trackrecord, DLC will probably be extremely diverse and revolutionary.

Geez ! How many times should I precise that it is Colossal Order who is making the game and not Paradox meaning that what ever the Paradox's development studio is doing doesn't necessarily apply to this game?

I wish there will be diverse and revolutionary, worth a nice expansion like rush hour was to SC4.
 

co_motep

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Pray that Unity 5 goes out soon and that they can switch to it easily and want to switch.

Unity 5 wouldn't really change anything. Unity already supports making a 64 bits binary and have been for a long time. It's the Unity Editor itself (developer side) that will start supporting 64 bits but that's not useful in any way for the players.

We're making a 32 bits binary for the game (that will most certainly only be supported for 64 bits systems) because it would take a very long time to make two different binaries. We'd rather spend that time making the game better since 4Gigs of RAM is really enough for the game to run smoothly.
 

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Unity 5 wouldn't really change anything. Unity already supports making a 64 bits binary and have been for a long time. It's the Unity Editor itself (developer side) that will start supporting 64 bits but that's not useful in any way for the players.

We're making a 32 bits binary for the game (that will most certainly only be supported for 64 bits systems) because it would take a very long time to make two different binaries. We'd rather spend that time making the game better since 4Gigs of RAM is really enough for the game to run smoothly.

Actually, a 64 bit game would be faster than a 32 bit game:

The 64-bit systems can improve the performance by 5-10% for some CPU-intensive applications with many function calls. If the bottleneck is elsewhere then there is no difference in performance between 32-bit and 64-bit systems. Applications that use large amounts of memory will benefit from the larger address space of the 64-bit systems.

Source (by the way, great read if you are interested in optimisations, and it's not just for C++)

I would imagine in a simulation game like CS, there are going to be a lot of function calls, which would be faster under a 64-bit system.

Some further points:

64 bit systems have several advantages over 32 bit systems:
  • The number of registers is doubled. This makes it possible to store intermediate data and local variables in registers rather than in memory.
  • Function parameters are transferred in registers rather than on the stack. This makes function calls more efficient.
  • The size of the integer registers is extended to 64 bits. This is only an advantage in applications that can take advantage of 64-bit integers.
  • The allocation and deallocation of big memory blocks is more efficient.
  • The SSE2 instruction set is supported on all 64-bit CPUs and operating systems.
  • The 64 bit instruction set supports self-relative addressing of data. This makes position-independent code more efficient.

64 bit systems have the following disadvantages compared to 32 bit systems:
  • Pointers, references, and stack entries use 64 bits rather than 32 bits. This makes data caching less efficient.
  • Access to static or global arrays require a few extra instructions for address calculation in 64 bit mode if the image base is not guaranteed to be less than 231. This extra cost is seen in 64 bit Windows and Mac programs but rarely in Linux.
  • Address calculation is more complicated in a large memory model where the combined size of code and data can exceed 2 Gbytes. This large memory model is hardly ever used, though.
  • Some instructions are one byte longer in 64 bit mode than in 32 bit mode.
  • Some 64-bit compilers are inferior to their 32-bit counterparts.
 

Stagua

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I always tell the team that we can't please everybody!
No, you can!
Maybe you have not played Heroes of Might and Magic III: Wake of Gods or ERA. I can tell you a bit about the game.

In main menu you have over than 150 options to turn on/off. Some of them are changing the game totally: building castles after reaching X wins in fights, building own mines, changing attributes, having new buildings, locking disbalancing buildings, disabling part of economy. You can go same way and make game always different, just enough to turn some options off :)