You Get Some, You Lose Some - City Service Variety

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TheSutekh

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Cities: Skylines introduces some new and interesting services like Crematorium.

However, it feels a lot of stuff are left out:
  • Small and large size distinction for education buildings
  • Private schools
  • City Museums
  • Local libraries
  • Land Sewage Treatment building
  • Prisons
  • City Hall
  • Place of Worship
  • Recycling Center
  • Small parks
  • etc.
Apart from these (yes, they're mostly based on SimCity games) some of the service buildings don't seem appropriate. The university is the best example. It's a large building but still an insanely small one for a university. At best it's a small community college. One of the best selling points of this game was the size of the map. We have enough space for more complex services or larger buildings. SimCity 4, for example, had a huge model for a university. Simcity 2013, used a modular system to expand the university.

The modular design of SimCity 2013 is probably the way to go. I don't think it requires a huge revision as well. The same system that is used for trains and buses could be used from a point of coding. A university would require you to build an admission office or a administration office first, as you would need to build a train station or a bus depot first to be able to lay down tracks for trains or bus routes for buses. Then you would be able to expend university by building college buildings for engineering, business, law, medicine, and other such fields. You might say that more than one university is desired for big cities which could be sold through single-building community colleges and/or multiple tabs for multiple universities.

Now, we all know that the developers themselves were aware that they couldn't get everything in the game by the launch. They've been quite open about that and they expressed their desire to expand the game in many aspects after the launch through DLCs or patches. Some might point out mods but I always prefer the game the way the developer designed and intended to play. So, my hope is that the developers will also look into such simple but important issues and expand even the smallest parts of the game, even if it means they have to revise a system or two.

What do you think?
 
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AusCleaver

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I have to agree in relation to modular buildings where we can extend the functionality of services similar to SC2013. I know it is a rip off but really it's the logical step especially when you look at the size limitations on some of the buildings. This is also a really good fix for the resources being mined too fast as well as we could place a mine and expand it but it wouldn't dry up the resources as quick as what they are when you zone the whole area with buildings, don't get me wrong I actually like the way the forest industry works but I think actual mining could be better served with a place-able mine building that can be expanded with extra mines or in the case of oil more wells. I would also like to see clinics and other services able to be extended and renovated adding to the buildings function, new additional buildings could be placed but it could be done in such a way that building works are done over time and the service building is run at a reduced capacity so the decision has an impact in the game not just a I want to add this, plop it down and it's done type set up.
I would also like to see new services that aren't in the game similar to what's on your list, there are so many services that could be added, also a look at existing services that could be done differently so we have multiple options when planning out sewage, water supply, etc.
I would also hate to see CO not use an upgrade system like SC2013 just because Maxis used it, it was a good idea and good ideas should be implemented regardless. CS would be a much better game for it and coupled with the modding community only amazing things would come from it.
 
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TheSutekh

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I guess custom intersections and parks are what devs planned as base gameplay. So small parks shouldn't be in the list.

You can build custom intersections in game with the road tools. How can you do the same for a park?

For example, sometimes a service building will leave, say, 2x4 block empty on one side. I want to fill it with a small park.


I guess we get into a grey area when the developer designed the game to work with mods from the offset :) Clearly they intend us to play with mods.

I would say that they intended the game to be extremely mod friendly but I doubt they'd rely on it. Otherwise, they wouldn't express their desire to add more after the launch. Heck, they wouldn't even need patches.
 

TheSutekh

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What they could do, perhaps, is to pay for the models that people make. They could buy them for a price and incorporate it into the main game after making sure it's not buggy.
 

IVIaarten

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You can build custom intersections in game with the road tools. How can you do the same for a park?

For example, sometimes a service building will leave, say, 2x4 block empty on one side. I want to fill it with a small park.
.

Go into the asset editor, make a 2x4 park, and fill it with terrain and available props that have been made available by the devs. No need for external downloads at all.

I made these 'parks' for my public transport hub, all with in game base assets and tools.
http://steamcommunity.com/sharedfiles/filedetails/?id=410372973 1x5 bus waiting area
http://steamcommunity.com/sharedfiles/filedetails/?id=410373233 2x7 train station waiting area
also these:
http://steamcommunity.com/sharedfiles/filedetails/?id=408733322 8x8 parking lot for my stadium area
http://steamcommunity.com/sharedfiles/filedetails/?id=407147550 8x8 modular park for between 2 one-direction roads.
 
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