Cities: Skylines: Industries - title

Wow, Colossal Order is really popping out these Cities: Skylines expansions in rapid succession! I feel like this is the third or fourth expansion in the last year alone! ... Hold on, let me check ...

Expansion titleOriginal release
After Dark coverAfter Dark24 September 2015
Snowfall coverSnowfall18 February 2016
Match DayMatch Day*9 June 2016
Natural Disasters coverNatural Disasters29 November 2016
Mass Transit coverMass Transit18 May 2017
ConcertsConcerts*17 August 2017
Green CitiesGreen Cities19 October 2017
ParklifeParklife24 May 2018
IndustriesIndustries23 October 2018
* denotes a mini content pack, rather than full expansion.

... So, yeah; third full expansion in the last 12 months (give or take a few days). Fourth expansion in the last 14 months if you want to count the Concerts content pack. Colossal Order seems to have been following a pattern of two full expansions and a mini content pack each year since the game released. I guess that's one way to keep your game relevant. It has certainly kept me coming back every few months.

Never as robust as I would like

The problem is that the limited development time means that the content that is provided in these expansions rarely ever feels as robust or comprehensive as it should -- at least, not to me. As such, I feel like I'm getting diminishing returns from each new expansion. The amount of content that is already in the game means that each new expansion feels like relatively smaller drop of content into an already-large bucket. Each expansion feels like it gives us less to do, and has that much of a smaller impact on the overall gameplay experience.

Adding to the problem of diminishing returns: every single expansion has had some glaring omission or weakness that bothered me, and none of the later expansions have bothered to go back in and address the weaknesses and limitations of the previous expansion(s). After Dark failed to include zoneable public beaches and didn't really make the day/night cycle feel as meaningful as it should. Snowfall failed to include season cycles to go along with After Dark's day/night cycle, and completely dropped the ball with regard to mechanics like ski resorts. Natural Disasters probably felt like the most "complete" and well-rounded expansion (not to mention the most novel one), but still suffers from its content being random, and it neglected to introduce any winter-specific disasters to go along with Snowfall.

Industries follows a long-standing trend with Skylines expansions neglecting seemingly-obvious features.

Mass Transit brought the long-overdue ferry transit option, but neglected to revise cargo harbors to make cargo ship routes more practical, and didn't have any water-based city services (like a coast guard, for example) that would allow a true island economy to function without a network of bridges for freight and emergency services. Green Cities was maybe the laziest expansion, and it focused on pollution-management, but didn't bother to actually make pollution any more relevant or challenging to begin with. Lastly, Parklife granted a lot of player expression, but failed to incorporate the legacy parks into the new modular park feature and doesn't allow the camera to zoom in close enough to get a good look at your pretty decorations.

This isn't to say that all these expansions are "bad". I've liked them all (except maybe for Snowfall and Green Cities), but none of them have really wow-ed me with their content (except maybe for Natural Disasters). And the modular nature of each expansion means that it has limited-to-no impact on the core game systems, and limited-to-no interaction with the previous expansions.

The latest expansion, Industries follows suit. It promises to re-invent the way that your cities' industry functions, but kind of does it in an almost half-assed way. Much like the expansion before it, Parklife, Industries doesn't really incorporate the old legacy industry zones into the new industry mechanics. The new "Industry Area" paintbrush is virtually the same mechanic as the Park Area paintbrush from the last expansion. It isn't a replacement for the original industrial district specialization, so if feels like it's pretty much duplicating that content rather than re-inventing it.

You paint an area as an "Industrial Park", just like the parks in Parklife.

...

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Cities: Skylines: Parklife - title

Parklife is perhaps the single Cities: Skylines expansion that I have most looked forward to. That is because the focus of the expansion seems to be pulled almost verbatim from my own "Great Outdoors" wishlist. I'm not going to take credit for having designed this expansion for Colossal Order, because I posted that wishlist in February, and the game is releasing in May, so unless Colossal Order is supernaturally efficient at creating expansions, there simply wasn't enough time for them to design and implement Parklife after reading that wishlist. It seems like someone in Skylines design is thinking along the same wavelength as me. But who knows? Maybe somebody did see my wishlist and incorporate some elements of my ideas into the development in progress? It's certainly one heck of a coincidence!

Cities: Skylines - amusement park mods
Much of Parklife's content seems inspired by mods.

In any case, it should seem pretty obvious that I'm pleased to see this expansion incorporate so many of my own ideas and suggestions. While Parklife still isn't going to offer the same degree of freedom and creativity that you can get from mods, having these more free-form park-creation and decorative tools should be a welcome addition for anybody who enjoys adding a little more personal flavor to their city. And honestly, is there anyone playing a city-builder who doesn't enjoy making their city look pretty?

A walk in the park

One of the strengths of Cities: Skylines has always been the way that the game utilizes its space and the natural environment. The mechanical limitations of the terraforming tools means that you rarely (if ever) have the money and terrain available to make wholesale changes to the geography of the map. Even if you have a billion dollars saved up in your city's coffers, the fact that every cubic meter of dirt that you excavate has to go somewhere, and every cubic meter of dirt that you dump has to come from somewhere, means that you can only do so much to modify the map. Starting out with a limited budget, small pool of unlocked buildings, and a relatively small plot of land means that young cities often have to work around environmental and natural obstacles, which made those obstacles part of the character of your city. Well now you can actually formally use those obstacles.

Cities: Skylines - resource options
I now have a more meaningful choice of how to utilize this resource-rich mountain.

Parklife allows you to leverage these features of your landscape as part of your city-beautification plans. That mountain that is too big to level, and too steep to realistically build on, can now be turned into a massive park, complete with hiking trails, lookout points, and so forth. If that mountain also happens to have ore or oil resources under it, then now I suddenly have some meaningful choices to make on how to effectively utilize the resources. What used to be a near-obvious matter of "build some mines" actually has some viable alternatives.

Sure, you were always able to place walking paths in places like that, but the game (and the citizens of your city) never really recognized it as a place they can go for leisure and entertainment. If they didn't have to go to work on the other side of that mountain, they simply wouldn't walk those trails. No matter how beautiful you would make it, that mountain-side hiking trail was always little more than useless dead space.

Cities: Skylines - nature preserve
Areas that used to be dead space that was impractical for construction can now be utilized.

That's no longer the case. Every last square meter of your city can now be turned into useful park space if you feel so inclined...

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Cities: Skylines: Green Cities - title

Didn't we just have another Cities Skylines expansion this spring or summer? Yep, we sure did. Mass Transit released only five months earlier (May 18th)! Heck, there was also another, tiny DLC pack released later in the summer as well. I didn't pick up the Concerts DLC. At $7 (more than half the price of a full DLC), I just didn't feel like it was a very good value if all it does is add the ability to make an outdoor concert venue. If the Concerts DLC had been a full-fledged expansion that focused on planning and managing city events, that might actually have been pretty cool. I actually would have been totally on board with a full expansion focused around building arenas, stadiums, convention centers, festival spaces, and so forth; then managing the traffic going into and out of them; and inviting concerts, sporting events, music festivals, trade shows, and maybe even political rallies or the Olympic games to your city. Unfortunately, the scope of Concerts is about the same as the Match Day DLC, which Colossal Order were kind enough to give away for free. Maybe I'll pick up Concerts if it goes on sale for $3 or $4.

Mass Transit, on the other hand, was a full expansion, and might very well have been the best expansion for Skylines to date. While the previous expansions were focused on adding additional flavor and customization to your city, Mass Transit actually took a stab at providing more utilitarian solutions to one of the most endemic problems that your burgeoning cities will inevitably face: traffic congestion. It was pretty successful at that mission.

Cities: Skylines: Green Cities - pollution
Green Cities aims to solve any pollution problems your larger cities may be suffering from.

Green Cities tries to follow suit. Except instead of helping to solve your traffic woes, it offers new tools for addressing the second most significant and intractable problem your cities will ever have: pollution.

I never really had a problem with pollution to begin with

I'll admit that I never really had much of a problem with pollution in my Cities: Skylines cities to begin with. Thus, I haven't really found Green Cities to be as useful as it seems to think it should be. I usually only had a few blocks of default industry in my cities. I usually focus on lumber and farming once they become unlocked, and then go strictly with offices once those are unlocked. And even then, I rarely play a single city long enough to get it up into the millions of population. Maybe at that point, pollution is a critical issue, but for me air pollution has rarely been a problem.

Smaller cities can see some benefit from the inclusion of things like the recycling center, which is available as early as the first milestone. It can apparently replace landfills in very small cities and seems to have less of a ground pollution footprint. I'm a bit annoyed that it doesn't seem to have any visual indicator of how full the building is. It would have been nice to have animations of the building filling up with junk and processing it, but whatever. The "Recycling" policy is still its own thing (and is unlocked a couple milestones later), and I'll admit I'm not sure how (or if) the recycling center building and the recycling policy interact with one another. I guess the recycling center actually acts as garbage storage and converts some trash into consumable goods, whereas the policy only reduces the amount of garbage that the city generates. There's also an "Plastic Recycling" policy that simply improves the efficiency of the recycling center.

Cities: Skylines: Green Cities - recycling center
Recycling centers are available very early as a substitute for landfills.

Water pollution, on the other hand, is always a pretty big deal. Maps that have flowing water such as rivers are usually not a problem, but anytime I have to dump sewage into a lake (or even the ocean), it quickly becomes a cesspool. Up until now, there was virtually nothing that you could do about that...

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Cities: Skylines - game title

Some of the suggestions from my first wishlist have actually been implemented in Cities: Skylines. Naming roads, and adding directional traffic overlays were recently added in the Mass Transit expansion, and the previous Snowfall expansion incorporated some of my ideas for seasonal cycles (minus the part where the seasons actually cycle from one to another). There's still a lot of items from that wishlist that haven't been implemented. I also have come up with some new ideas for things I'd like to see in further expansions (or maybe a sequel?).

Taking the best ideas from its competitors

Even though Cities: Skylines is, by far, my favorite (and probably the objective best) city-building / city-simulation game of the past decade, there are still some features and ideas from the inferior games that I really like. In my first wishlist, I already talked about how much I liked the modular building mechanic of SimCity (2013).

I won't go into too much detail of why I liked that concept (even though the actual implementation was a little weak) because I invite you to read the original post. Suffice it to say, I liked the idea of certain pieces of city infrastructure (such as power plants, schools, universities, police stations, airports, government buildings, etc.) actually growing along with the city. Being able to upgrade an existing building to add additional functionality, additional capacity, or to specialize it in some way, was (in my opinion) a much more interesting and engaging process than simply plopping another copy of the same building every so often, or adjusting a global budget slider, simply to meet increasing demand.

SimCity (2013) - modular building
I still think SimCity had the right idea with its modular buildings.

In that first wishlist, I also briefly mentioned the Cities XL series. There isn't much in XL (or XXL) that is done as well (or better) than what is offered in either SimCity (2013) or Cities: Skylines, but I did neglect one idea that I think was probably the most clever, interesting, and fun part of the XL series of games: the ability to "fill" an area with "decoration". Put simply, Cities XL allows the player to fill any unoccupied area of the map (that is at least partially enclosed by roads) with one of several different types of decorative landscaping.

Landscaping options include a grassy park area with trees, an open-air "flea market" with kiosks and street vendors, various plazas / courtyards, and even a makeshift construction site. These decorations aren't functionally different (the flea market doesn't produce any commerce or jobs, for example), but each decorative area applies a very small environmental beautification effect that increases happiness and land value for adjacent homes or businesses.

Decorative areas in Cities XL allows you to fill-in irregular shapes with city-beautification projects.

From a more aesthetic standpoint, Cities XL's decorative areas allow the player to make very efficient use of space, to fill any empty dead space, and to create your own custom parks and plazas that conform to whatever shapes the outlining roads happen to be. Want a park in the middle of a large roundabout? Want a plaza space at the point of a 45-degree (or narrower) intersection? XL allows you to do such things without having to go into an asset-editor to make a custom ploppable.

Despite having muuuuuch better tools for creating curved and angled roads, Skylines doesn't really have any equivalent to these decorative features from XL that allow us to fill-in gaps left by our pretty, rounded or angled roads...

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Cities: Skylines: Mass Transit - title

Cities: Skylines is easily my favorite city-builder of the past decade, but its expansions so far have been kind of lackluster. A big part of this is the fact that each expansion (so far) has had a pretty limited scope, meaning that I could really only recommend them if the expansion's particular theming was something that interested you.

While Mass Transit definitely has similarly tight theming, the effects of that theme are felt at a much broader level. Since Mass Transit seeks to specifically expand your transportation network (and fix some problems with creating transportation networks), and since every city of any size has a transportation network, this expansion has much more universal utility than any of the previous expansions.

Red light; green light

In fact, you'll likely start to see the impact of Mass Transit's new systems immediately upon loading up a city -- whether it's a new city or one of your established metropolises. If you're like me, then you'll immediately be thrilled to see that you can now name your streets. That's a cosmetic feature, but your budding young city will also soon encounter the new road and junction-management mechanics. You now have control over each and every intersection, and can assign STOP signs and traffic lights as you see fit.

Cities: Skylines - new features
As soon as I booted up the expansion, it informed me that it included a feature from my wishlist

Creating a main thoroughfare and want to make sure that traffic flows steadily through it? Assign it as a "priority road", which puts two-way stops on each road that intersects the thoroughfare, allowing traffic on the thoroughfare to move unobstructed.

Have a three-way (T) intersection? You can even assign only the "trunk" of the T to have a STOP sign, forcing traffic from that road to have to yield to traffic in the crossing road. Unfortunately, you can't add a median with a through lane.

Cities: Skylines - 3-way intersection
You can force traffic to yield to major streets.

Even the tiniest of cities can benefit tremendously from this simple enhancement, and large metropolises can definitely see an improvement in traffic throughput with efficient use of priority roads. However, priority roads are really the only useful functionality of this feature. Since the game doesn't model car accidents (not even at an abstract level), there's kind of no point in creating four-way stops (as opposed to simply leaving the intersection without any stop signs at all).

This feature also usually entail some frustrating micro-management, as having to manually assign traffic lights and STOP signs can be tedious if you get stuck having to do it for every new intersection. There's also consistent issues with named roads not maintaining their names when I extend them, which forces me to have to manually extend the label onto the new road segment.

The much bigger benefit, however, is that managing traffic is made simpler by the addition of some new route overlays. Not only can you see how congested an individual road is, but you can also see which direction is most congested and also where all the traffic is coming from. This is another item from my wishlist. You can use this feature to see the sources of traffic driving on the selected road, and you can also use it on individual businesses and homes to see where the people at the home or business are coming from and going to. You can even click on an individual citizen or vehicle and see the route that it's currently following.

[LEFT] Every intersection caused congestion prior to the expansion. Since Mass Transit,
you can use "priority roads" [MIDDLE] to speed up traffic in major thoroughfares [RIGHT].
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