Looks like we're back to seeing 2 Cities: Skylines expansions being released in the same calendar year. Airports released in January, and now in September, Plazas & Promenades hit digital storefronts. I wonder if this will continue now that most businesses (and presumably Colossal Order) are back to business as usual following the COVID pandemic? Or maybe Colossal Order is migrating towards releasing even smaller, more module micro-expansions such as the recently-released Financial Districts DLC (which I'll review later)? Or will we finally see an announcement on the rumored sequel to Cities: Skylines soon?
Based on previews, I was expecting this expansion to completely change the way that I build my cities by giving me more freedom to pack structures into compact spaces and to more seamlessly integrate parks with business districts, leisure and tourism districts, or neighborhoods. I immediately started thinking of multiple ways that I could potentially use these 2 ideas to create new city layouts and concepts. Unfortunately, I set my expectations too high, and pedestrian areas ended up not being quite as game-changing as I thought and hoped they might. The big problem is that Plazas & Promenades is just another iteration of the paintable area concept that has been the focus of almost every expansion since Parklife. Paintable areas is a good mechanic for things like parks and university campuses, but it can be extremely limiting for an application as broad as neighborhoods or entire districts.
Plazas & Promenades allows the construction of more walkable neighborhoods and districts.
Roads minus the cars
First and foremost is the simple fact that the new pedestrian roads look and act more like regular roads than like pedestrian paths. They are the same size as roads, being either 2 or 4 tiles wide, and are laid out almost exactly the same. None of these pedestrian roads are 1 tile wide. And, of course, the legacy pedestrian paths have not been updated to allow buildings to be zoned along them. The end result is that these "Pedestrian Zones" don't take up any less space, and aren't any more compact than any other district. Though, the high-density, "wall-to-wall" residential buildings do have the same capacity as the normal, high-density residential skyscrapers (20-26 households), despite being a fraction of the size. So I guess it's "more compact" vertically? More people being crammed into smaller spaces? If so, it doesn't seem to have any impact on the citizen's happiness or satisfaction ratings.
Using Pedestrian roads outside of Pedestrian Areas is a liability, since zoned buildings may build on them.
Even though pedestrian roads can be placed anywhere, buildings can only be placed or zoned along them if they are in a dedicated Pedestrian Area. So if I want to create a single walkway or alleyway and zone some homes or shops along it, I have to paint the entire area as a Pedestrian Area. Well, at least, that is the case if you want the buildings to be functional. The game actually will let the player zone and place buildings along pedestrian roads outside of pedestrian areas, but doing so will result in the building flashing a "Not in Pedestrian Zone" warning, and the building won't operate.
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18d09944-68e9-4886-b7fb-12dd3b3e66a3|1|5.0
Tags:Cities: Skylines, Cities: Skylines: Plazas and Promenades, Colossal Order, Paradox Interactive, steam, PC, expansion, pedestrian, roads, plaza, promenade, park, seaside resorts, mid-century modern, beach, boardwalk
I really like Civilization VI! Of course, it has its share of nagging problems (some of which have been resolved already) - any game of this size and scope is likely to have issues at release. I've already been thinking of some ideas for how the game could be improved in expansions and DLC, and I'd like to spend a few posts to share some of those ideas with you now.
In my review of the game, I mentioned that oceans feel like they've regressed a bit since Beyond Earth: Rising Tide, in that they've returned to feeling like lifeless dead space on the map. Even though they're more important for Holy Sites and Campuses, mountains are also still mostly dead space on the map. They act as obstacles, and that's basically it. In expansions and DLC, I would like to see some of this space become more alive and useful. I'd like to spend this first suggestion post going over some ideas that I have for expanding the ocean mechanics, and for taking advantage of more of the map's dead space.
I have posted a link to this blog on Civfanatics at:
https://forums.civfanatics.com/threads/using-more-of-the-dead-space-in-the-map.610171/.
Feel free to discuss through the comments on this post, or via the linked forum topic!
Improve coastal cities
I'm very underwhelmed with coastal cities right now. Water tiles have very little utility. They provide small yield, can't have districts (other than a single harbor per city), and generally lack production. Coastal cities with lots of water are, thus, very unproductive and not really worth building. I think there's a couple ways to resolve this.
Harbors could provide a small amount of production. Or perhaps Harbors could act similarly to lighthouses from Civ V and provide production on sea resources. Or they could provide production on all adjacent sea tiles (so that placement is still important, and more of those empty sea tiles become useful and worth working, and you actually have to work them in order to get the benefit (as opposed to the Harbor just having an adjacency bonus). If we want to only use adjacency bonuses, then another alternative might be for Harbors to provide +1 production per adjacent coastal resource and +0.5 gold per adjacent water tile. That way, even cities that don't have clustered water resources can still have valuable locations for harbors.
Coastal and island cities lack production and have limited space to build districts.
Another way to improve coastal cities would be to have some more early policies that benefit coastal cities. Perhaps the Maritime Industries policy could be changed to "+1 production in coastal cities, and +1 production from Harbors". Alternatively, Maritime Industries could be similar to the Veterancy policy, and it could provide "+33% production towards Harbor districts and buildings for that district". Or we could have policies that do both! A new policy could be added that provides the bonus production for early naval units. Maybe there can even be a whole extra early-game civic (maybe called "Seafaring" or "Way-finding") that has some policies and buffs towards coastal and island civilizations.
The lack of production for coastal cities could also be offset by giving them more gold and/or food for growth (in order to support a specialist economy)...
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Tags:Sid Meier's Civilization, Civilization VI, civilization, strategy, map, ocean, coast, beach, boardwalk, fishery, wind farm, island, mountain, observatory, astronomy, ski resort, tourism, tunnel, canal, navy, cities, Polynesia, way-finding, national park, naturalist, Civilization: Beyond Earth: Rising Tide