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Cities: Skylines |OT| Not Related to Cities XL.

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XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
I think it could be interesting if you had to keep both cemeteries and crematoriums around due to individual cims preferring one over the other.
 

desverger

Member
Yes! Landfills are supposed to be emptied into incinerators if you want to delete them anyway.

Click a full landfill and press the empty button. It will empty to another landfill, or incineration.

Also, garbage can be sent to crematoriums! Or maybe dead people can be sent to incinerators? I swear one of those is possible

I actually built one landfill and a graveyard right next to each other, so it wouldn't surprise me if they occasionally mix them up :p

Anyway, thanks for the answers. I think I've done and screwed up garbage disposal somewhat by building too few landfills. Incinerators are kind of expensive, in my experience at least.
 
Fj5VRtT.jpg


Brilliant!
 

ISOM

Member
I am getting a weird bug that won't show water pipes or pop up notifications from buildings. Anyone else experiencing this?
 
So what kind of gameplay expansions do you guys want to see?

Personally, I think it'd be cool if food became a commodity. Farms and crop farms produce foods to deliver to grocery stores, but you can import food from external connections for a price if you don't want to deal with rural components.

I've constantly wanted a Justice department too, to imprison cims and make crime a bigger role in the city, and parks should be much more diversified to include malls, theaters, museums (for educated cims), etc. This should correlate with age demographics, who need to be happy with their own unique placements (kids like parks, seniors like casinos, etc)

I think late-game cities would also benefit greatly from hotel districts, including casinos for tourists, which can also increase crime :D

Expansions?

* More tourist industry, as you said, with Zonable Tourist districts.
* Jails and Prisons.
* Recycling Centers, Water reclamation (poop water) and desalination facilities.
* Weather with the appropriate traffic and economic impact.
* Trolleys, High-speed rail, Elevated Subways (with small stations, unlike trains), Bus lanes, bike lanes/paths.
* Upgradable civic buildings more akin to SimCity 2013s expansion system (wouldn't even have to be "ploppable", just upgradable with different effects for different upgrades).
* More biomes, including a desert biome where water is a big issue.
 
I am getting a weird bug that won't show water pipes or pop up notifications from buildings. Anyone else experiencing this?

I had that happen at one point. Don't remember if it was restarting the game or disabling mods that fixed it. Try each and see what happens :)
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Yes.

Like...

Does education level or wealth factor into the decision?

How do transit types and transfer access factor into the decision?

What distance will they walk? (apparently pretty far as we've seen with pedestrian paths).

And do longer transit routes cost more for a cim than shorter ones. Or do they even have a cost associated with them? I'm assuming there might be if there's a Free Public Transport policy, though perhaps that just adjusts the "willingness to not drive to a destination" equation in some different way.
 

Rentahamster

Rodent Whores
Interesting tidbits of info from the lead programmer:

http://forum.paradoxplaza.com/forum...ffice-bar!&p=19048850&viewfull=1#post19048850

Whether to build offices or industry is up to the player. The citizens will work in either one, that is why the bars are combined. It's your city, your choice of how to provide work for your citizens. If you choose to have only industry, the highly educated people will work at lower education jobs happily. But for most tax revenue you should aim at leveling up the industry and/or using office zone when your citizens start to be highly educated.

http://forum.paradoxplaza.com/forum...e-district&p=19048786&highlight=#post19048786
There are a few factors that affect where people choose to work:

1. When you have an existing residential area, the people there looking for jobs will most likely grab the jobs before the new residential area gets up and going.

2. If the industry levels up or is high level, it will require educated workers. Your new area will have only uneducated people moving in and you have to educate them, so the first "immigrants" will not be eligible for educated jobs, only their children who have to opportunity to attend schools during their age phases.

3. Your existing residential area might have original immigrants or other lowly educated citizens that flock to work on the new low level industries. The new residential area might receive the young adults from the old area, who can be highly educated if you have provided them with schools, and thus will prefer to work at higher level jobs. Young adults live with parents if there's no free housing, and they create only a very low residential demand. If new housing is built, they move there and start families.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
So I guess it's a little like Banished in that you need to keep building housing to promote growth of families, even if the demand isn't explicit.

And I assume residential demand is more due to immigration than natives.
 

Rentahamster

Rodent Whores
So I guess it's a little like Banished in that you need to keep building housing to promote growth of families, even if the demand isn't explicit.

And I assume residential demand is more due to immigration than natives.

Available jobs is a very big factor in residential demand, yes. If you build a whole shitton of factories all of a sudden, and have a large lack of jobs, your residential demand will spike.
 

r1chard

Member
Holy shit MaxisLime (the former SimCity dev who started making Skylines buildings) started a Patreon to fund himself making more buildings. This is awesome.

https://www.patreon.com/gula?ty=a
That is awesome! I'm throwing him a couple of bucks per building now :) [joins a bunch of Minecraft modders I'm also supporting through patreon... such a great service and so cool that games support this kind of thing!]

So what kind of gameplay expansions do you guys want to see?
My friend thought the game sounded really nice but he wondered why there's no scenarios. I wonder whether that's something modders could add?
 

elfinke

Member
I've been silently following along with this thread since its OP, enjoying watching the game roll out over the last week or so.

But last night I figured I had to have a go, all the enthusiasm in here, combined with the 10,000+ mods available meant that for $25 I ought to see how it stacks up against Banished and Caesar 3 (the GOAT city-esque builder).

Turns out it's great: you guys aren't all in on some joke to sell copies to other, unsuspecting forum goers! I thought the lack of scenarios, or goals would be a major turn off, like it is in other games, especially combined with locking content away until you reach various milestones, but it turns out just meandering around with a 2k population is a bunch of fun. And again, I figured that sooner or later either DLC or mods/maps will appear with very specific goals for success.

Just the act of "building things™" in this game is very rewarding: a combination of the way it looks and sounds as well as the ease with which the tools work together (even when curves don't align and the things are 'too slopey').
 
All right, so I just got this and got sucked into playing for 2 hours. Game is fantastic and I feel like I've barely even started, let alone touching any mods yet.

Is there a way to add entrances/exits besides the one you start out with?
 

Relix

he's Virgin Tight™
I hate when populations starts dying of old age I guess. Health is perfect, all services all perfect... Death rate spiking again. Die already old people :p
 

DEO3

Member
Wow, someone figured out how to do rail over roads.

637x358.resizedimage


I thought for sure that functionality like this would have to come in the form of DLC (monorails/el-trains) further down the road.

Link
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Wow, someone figured out how to do rail over roads.

637x358.resizedimage


I thought for sure that functionality like this would have to come in the form of DLC (monorails/el-trains) further down the road.

Link

I wonder how long until he adds roads over roads as well.
 

elseanio

Member
Getting really frustrated with some of the service vehicles paths. Especially emptying dumps to incinerators. The trucks even go on highways across the whole map, just ignoring incinerators even next door to it.

Still loving the game despite the frustration.
 

Linius

Member
Getting really frustrated with some of the service vehicles paths. Especially emptying dumps to incinerators. The trucks even go on highways across the whole map, just ignoring incinerators even next door to it.

Still loving the game despite the frustration.

Same here. Sometimes I just force some one way roads on the basterds to get them where I want them. Though in the long run that's not a solution :lol
 
Wow, someone figured out how to do rail over roads.

637x358.resizedimage


I thought for sure that functionality like this would have to come in the form of DLC (monorails/el-trains) further down the road.

Link
Whoa. Never doubt the combined ability of 500k people lol. I can't wait to see how far modding goes in this game. I wonder what kind of total conversions might be created.
 

Coolluck

Member
Is Banished the only type of game like this where small cities/towns don't have a bunch of high-rises so populations feel a little more realistic? It bothers me to see 90k towns with a bunch of dense residential and commercial zones.
 

Kabouter

Member
Is Banished the only type of game like this where small cities/towns don't have a bunch of high-rises so populations feel a little more realistic? It bothers me to see 90k towns with a bunch of dense residential and commercial zones.
You can enact highrise ban policies and/or zone low density no problem :)
 

Coolluck

Member
You can enact highrise ban policies and/or zone low density no problem :)

That's good news. Thanks. Maybe I'm just from a backwards area but I'd like to see low density be the norm with high density being something that needs to pushed since housing developers seem to prefer making cookie cutter neighborhoods with small yards to maximize revenue. I guess I'm describing more of a scenario mission than a normal game, though.
 

Suikoguy

I whinny my fervor lowly, for his length is not as great as those of the Hylian war stallions
I wonder how long until he adds roads over roads as well.

Roads over roads might be tricky because of the zoning that occurs. However, perhaps a second road type that does not have a zoning area might work.
 

Grief.exe

Member
Here's my city at 19K pop.

Tyqb.jpg


My treasury graph is most interesting. I have no idea how I started making money like that.

High-density commercial and residential. That is when the money just comes pouring in.

You also better have your roads optimized for that point, as your population and road use will spike as well.
 

martino

Member
Expansions?

* More tourist industry, as you said, with Zonable Tourist districts.
* Jails and Prisons.
* Recycling Centers, Water reclamation (poop water) and desalination facilities.
* Weather with the appropriate traffic and economic impact.
* Trolleys, High-speed rail, Elevated Subways (with small stations, unlike trains), Bus lanes, bike lanes/paths.
* Upgradable civic buildings more akin to SimCity 2013s expansion system (wouldn't even have to be "ploppable", just upgradable with different effects for different upgrades).
* More biomes, including a desert biome where water is a big issue.

*underground/tunel train/road
*bigger occupation building (enormous farm,big skycrapper)

and this
Roads over roads might be tricky because of the zoning that occurs. However, perhaps a second road type that does not have a zoning area might work.

road with lateral only pilon or already premade 2/3 levels road
i still wonder why there is no 4 lane one way roads
 
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