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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Dunkirk movie poster

I've had a busy couple of weeks of movies! Three movies in the past two weekends, and planning on seeing Spider-Man: Homecoming in the next couple days. But first, while trying to keep ourselves entertained in Des Moines, my girlfriend and I decided to kill a couple hours at the movies and checked out the newly-released war movie from Christopher Nolan: Dunkirk.

I'll admit that it took me a little while to figure out this movie's chronological structure. Director Christopher Nolan decided to edit the movie into a non-sequential order, in which individual scenes jump back and forth between points in the movie's timeline (sometimes to show the same event again, but this time from a different point of view). There's three main storylines running in parallel: a pair of soldiers trying to catch a boat off the beach, a pair of pilots hunting down German bombers, and a civilian yacht captain setting sail to help rescue the stranded British army. Early in the movie, the scenes with the soldiers take place at night, and the scenes on the planes and in the yacht take place during the day.

At first, I thought maybe this was some kind of time zone difference. Like maybe the scenes on the boat were taking place sufficiently east that the sun had already set; whereas, the planes were flying far enough west that the sun hadn't set yet. This wasn't the case. The movie was, in fact, shifting between an aerial pursuit taking place during one afternoon and the boat escapes that happened the night before (or several nights before). Maybe I missed something at the beginning of the movie that made this all more clear?

I didn't have any trouble following along with the non-linear, compressed time in Inception, but this movie threw me off a tiny bit simply because I wasn't expecting it. Once I realized how the movie actually worked, it was easy to follow along with each of the individual threads, and to start to see where and how they intersected. Not a deal-breaker in any way. By the end, everything comes together quite nicely.

The early movie cycles between the day of the evacuation and conflict from the night before.

Much like War for the Planet of the Apes (which is quite good), Dunkirk is a surprisingly slow and quiet movie...

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Civilization VI - title

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.

Civilization VI - island city
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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Cities: Skylines - game title

I've been playing the somewhat-underwhelming After Dark expansion for Cities: Skylines. I love Skylines, but there are a lot of elements of the game that I wish would change, and a few things that I would like to see added. I hope (and expect) that Colossal Order will continue to support the game for many years to come with new DLC and expansions, and this blog will outline some of the features, mechanics, and items that I would like to see changed or added to the game.

It should go without saying that, since this is a PC game (with a built-in asset creator), many (if not all) of the following suggestions might already be implemented in one or more mods. I haven't played much with mods in this game yet, so I don't know what might be available. In any case, there's no reason why ideas already implemented in mods can't also be turned into formal game systems by the developers.

Table of Contents

The one thing I miss from SimCity (2013): Modular buildings

As much as I love Cities: Skylines, and as much as I think it blows the SimCity reboot out of the water, there is one mechanic of SimCity that I absolutely love, and that occasionally makes me want to go back to SimCity: building upgrades. It's a bit ironic that SimCity, with its ridiculously limited city size, is the game that allows you to add additional components to existing buildings that makes them take up more physical space; yet, Skylines, with its expandable city plots, uses only prefab buildings of set sizes. So the game that puts a premium on real estate availability encourages you to leave empty space around certain buildings. I guess it makes sense. SimCity's limited size means you can't afford to build whole new buildings and must make due with what you have. Skylines allows you much more space to just keep copy-pasting the same schools and garbage dumps every few blocks.

Having to build new schools every four or five blocks can become tedious in Skylines, especially when the city starts to cross into being a metropolis. I like that the game requires that you build more infrastructure in order to keep up with population growth, but I wish that you could push the existing buildings a bit further before having to build whole new ones...

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Cities: Skylines: After Dark

It's been a very long time since I've had a city-building game that I really enjoy. So it was a real treat to find Cities: Skylines last year. It was the first game to really capture the magic of the classic SimCity games and make them work in full 3-D, and managed to achieve the goal of abstract population agency that the SimCity reboot failed so horribly at. But as much as I loved Skylines, I was also very aware of many of its limitations. It didn't have as much content as you might expect from a game coming from a larger publisher (like EA), and there were certain elements of its abstraction that felt a little shallow or weird. The game's first expansion, After Dark, tries to address these limitations, but it doesn't really succeed.

The free update is a nice gesture, but ...

First and foremost, I have to clarify exactly what the expansion encompasses, since Colossal Order has created a bit of confusion on this topic. They launched a free update for the base Cities: Skylines game in parallel with the release of the After Dark expansion. This update included some of the core feature upgrades that the expansion's content depended on. Most notably, a day/night cycle, new zoned buildings, and upgraded crime systems. If you have Cities: Skylines, then you get these features as a free patch, and have probably been playing with them for months.

Cities Skylines - day / night cycle
The day/night cycle is a free upgrade to the core game, but makes the core game feel somewhat incomplete.

While I applaud Colossal Order for the good will they foster by being willing to give away new functionality for free, this does kind of put players of the vanilla game in a strange situation. You get some of the new features, but not any of the ploppable buildings or city policy options that make them work. You get more crime, but not the prisons in which to lock up and rehabilitate criminals. You get the day/night cycle, but not the fancy new leisure and tourism zones that make nighttime mechanically relevant. In some ways, it takes the core game that felt very complete on its own, and suddenly makes it feel incomplete in subtle ways.

Fortunately, the menu gives you the option to turn the day/night cycle off, which helps to preserve the integrity of the original game. But then you don't get the new feature.

The update won't harm any of your existing save files though - with one major exception. If you made the unfortunate mistake of creating a city that was completely dependent on solar power, then the day/night cycle will screw that city over big time! In the core game, this was actually the most optimal way to go. Solar didn't pollute, wasn't dependent on depleting resources, and money was easy enough to make that the cost wasn't a big enough deterrent to using solar. But with the day/night update, once the sun goes down, all those fancy, expensive solar panels completely stop working! This can lead to your entire city going into a blackout as soon as you boot up your save file. Suddenly, not only is solar non-optimal, but it's practically useless since it doesn't work for half the game. And this isn't something that you can fix by just increasing solar power funding or building more plants; the power output drops to zero!

Cities Skylines - solar-induced nightly blackouts
Solar power plants stop working completely during the night, leading to massive blackouts.

Fun at night, and in the sun

I did complain somewhat about the lack of a day-night cycle in the base game, but the implementation that Colossal Order gave us is a bit uncomfortable and awkward. The rapid progress of a "day" in the game means that they couldn't transition from day to night in a single game-day, or else the game would just be constantly flickering between day and night. The developers apparently didn't want to slow down the game-day either, since that would probably upset many elements of the game's economic and agent systems. So instead, your cities get about a month-and-a-half of day, followed by about a month-and-a-half of night. Individual citizens seem to go about a daily cycle within this time. They aren't bound to it though. I've seen some citizens go back and forth between home and a near-by job several times during the day-time, then spend the whole night out at a restaurant or nightclub; and other citizens can spend the entire daytime commuting to and from work only to spend most of the night sitting in the office. They start their cycles at staggered times during the day; thus, sparing us from the annoying pathfinding and gridlock issues that plagued SimCity (2013). It all ... works ... at a very abstract level; it just feels weird...

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Grid Clock provided by trowaSoft.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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