35 Gedanken zu „Skylines of the Future“
  1. I dropped the like because of the "It's my channel and I'll ruin it if I want to". You do You is the only way to live. And the comment is just to mess with their algorithm. Petty spite toward corporations aside I enjoyed the video even if I don't agree with all your suggestions.

  2. Make it possible to adjust some realism parameter when it comes to what are acceptable grades for road and rail. That would force you to adapt more to topography.
    Why doesn't industry require public transport? How do people get to work?
    yes, change the water management, it is a brain dead waste of time.
    managing parking would also be highly interesting.

  3. Excellent points.
    For religious buildings, SimCity 4 added a generic House of Worship.
    That would be a decent solution for Cities Skylines 2.
    Future DLC packs could add churches, synagogues, mosques and other specific worship buildings.

  4. What I would like to see is a remastering of the road system. Perhaps a "build your burger" style where you can create templates for streets lane by lane with the current street selection available as presets. In addition, I'd like to see tram tracks and trolleybus wires to be inserted on a lane by lane basis as well. This would eliminate the ugly unwanted turns.
    Basically, I'd like to eliminate the need for mod packs like this one:
    https://steamcommunity.com/workshop/filedetails/?id=1195152938

  5. 1. Yes! Absolutely.
    2. No, thanks. I have no interest in dealing with parking in such a sprawling game.
    3. Yup. Farms don't work particularly well. I preferred them in Cities XL.
    4. Yup! Streets with water and power is exactly one of the things I thought prior games fixed.
    5. Good call. Trading with other cities/towns is another cool thing Cities XL did to allow for specialized cities (ie. farm cities).
    6. lol

    Power lines going away is my TOP thing to go in the future. It adds nothing.

  6. RE: Self Sufficiency; good concept but the fact that you are already not playing with population based tech requirements turned off (which don't exist in the real world, not to mention the American euclidean style zoning being forced on cities automatically by default when many other models exist) but free money turned on……

  7. In addition to parking, having the ability to build pedestrian-only areas with residential and commercial buildings, and simulating the casualties of traffic accidents would be really nice. In-game, interchange design doesn't need to consider safety, so popular real-world designs like the diverging diamond are mechanically useless. It would be really cool to have actual traffic accidents block up your city, but even a rough estimation of casualties based on number of lanes and density/speed of cars in an area would give something else to consider in your designs

  8. Great video. Please also implement blueprinting. As in "instead of demolishing a couple of blocks to erect new infrastructure, just to find out that I missed a cemetery that needs to be emptied before I can move it, let me make plans for the new infrastructure in blueprint mode, where I superimpose a blueprint over existing real estate, without demolishing anything". Then, only after I make tweaks, check for conflicts and make sure the cost is right in blueprinting I push a "construct" button and the blueprint executes by demolishing the old and erecting the new.

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