Cities: Skylines

Cities: Skylines

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Stormtrooper Mar 19, 2022 @ 4:16pm
Cities Skylines 2077 version?
So I recently got this game and instantly wanted to build a cyberpunk city. Downloaded a bunch of futuristic (and slums...) assets, air road mods, hover vehicle models, TMPE to make the cars use the air roads rather than clogging on the streets down below and so on and so forth...

However, this game seems to be actually cyberpunk-hostile when it comes to building vertical cities, since in order to make elevated (or air) roads above your streets you essentially need to glitch the game via road anarchy mod and the like, and even then the cars will barely use them unless you utilise traffic mod with advanced driving AI etc. I know this was supposed to be a present-day citybuilder so hardly any surpirses, but I've seen some awesome cyberpunk builds made by some players. Any tips on how should I plan the city to get that sweet verticality?

P.S. I don't own any DLCs (though maybe I should get mass transit, monorail alone is +10 to cyberpunk vibes, currently have to make a crappy workaround with metro running on above-ground rails...), but damn I'd be willing to pay a full game price once again for an official cyberpunk DLC with proper air roads and maybe platforms which you could build on top of skyscrapers to act as a "second floor" for your city to build new skyscrapers on and the like...

P.S.2 Here's the screenshot of my current work, namely Avalon Heights district as seen from the perspective of Old Town, which has a six-lane highway running right through it and a network of air roads navigating in-between high-tech skyscrapers.
Cyber City[i.redd.it]
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Showing 1-15 of 16 comments
Tsubame ⭐ Mar 19, 2022 @ 4:44pm 
Thing is, everything in Cities Skylines needs a road to be active. Heck, they even need to be be right at next to a road to be built. And unfortunately elevated - or tunelled - roads do not count.

There are invisible roads you can use to make cars travel in air. But the challenge would be finding vehicles that fit the theme would be a challenge. And as I said, buildings would still unrecognize elevated roads until you put them at ground level. You could try building lots of elevated roads using invisible roads and force traffic to use these roads.

https://steamcommunity.com/sharedfiles/filedetails/?id=1324415301
Stormtrooper Mar 19, 2022 @ 4:50pm 
I have both hover cars and regular vehicles. The latter should be problematic on the air roads... But for me really aren't since the detail level is too low to notice unless you specifically zoom in to a given car with the sole intent of discovering whether it has wheels.

For the whole buildings need to be next to roads I also don't worry too much, because I have a grid of streets on the ground levels for the buildings to spawn too, just want "second level roads" and then air roads above for the verticality. The trick is to make all three levels crowded since buildings are accessed only at the lowest one. Thanks for the invisible roads, the air road mod I'm using is cooler IMO because it has lights showing the paths, but maybe I could pretend these are highways and integrate invisible ones as "regular streets", but in the air, too...
NeonSkyline Mar 19, 2022 @ 10:49pm 
If a cyberpunk DLC comes out I would be the first one to buy it:steamhappy:

I also build cyberpunk cities, and for the roads I just don't build em because it's just not worth the work.
For the 'platforms' you can use Procedural Objects mod, use the default plane asset and enlarge it to make it look like a platform, change the color to grey of something.
To build buildings on top of platforms, turn buildings to Procedural Objects and adjust the height.
Last edited by NeonSkyline; Mar 20, 2022 @ 12:05am
Stormtrooper Mar 20, 2022 @ 5:36am 
Hmm... That mod looks interesting... But... Won't turning buildings into "procedural objects" make them non-functional from the gameplay perspective? Because the thing is, I don't want the "second level" to be static and dead. I would need the buildings to be used and people going in and out for it to be worth all the effort.
Gregomoto Mar 20, 2022 @ 6:36am 
Maybe check out citywokcitywall‘s Mars Series on YouTube, it‘s not Cyberpunk but comparable and you might get some inspiration.
WolfSoul Mar 20, 2022 @ 8:53am 
Have a look at this workshop collection, its kind of futuristic I think it even has vehicles but not sure about hovering or flying ones
Its the ones with Quad in their title

https://steamcommunity.com/profiles/76561197985501663/myworkshopfiles/?section=collections&appid=255710
ShadowAngel Mar 20, 2022 @ 10:57am 
So you want a city that is basically dead, were braindead npc's bump into each other and cars never move and just block the street all day because they are unable to pass parked/broken down/slower cars? I think you can already do that if you screw up things badly enough...just add some pink shader over your screen and it should resemble cyberpunk good enough :lunar2019grinningpig:

there are mods for that stuff though
https://steamcommunity.com/workshop/filedetails/?id=2286361370

https://gamerant.com/cities-skylines-mods-cyberpunk-city/
Arlen Tektolnes Mar 20, 2022 @ 1:09pm 
This might be what you're looking for?

https://store.steampowered.com/app/1242630/Skid_Cities/
Stormtrooper Mar 20, 2022 @ 2:16pm 
Originally posted by ShadowAngel:
So you want a city that is basically dead, were braindead npc's bump into each other and cars never move and just block the street all day because they are unable to pass parked/broken down/slower cars? I think you can already do that if you screw up things badly enough...just add some pink shader over your screen and it should resemble cyberpunk good enough :lunar2019grinningpig:

there are mods for that stuff though
https://steamcommunity.com/workshop/filedetails/?id=2286361370

https://gamerant.com/cities-skylines-mods-cyberpunk-city/

I have no idea what are you talking about to be fair. And I know these links already, I've downloaded many furutistic assets, it's just that I was looking more for an advice or planning/city layout to make the best of these mods and assets.
Stormtrooper Mar 20, 2022 @ 2:17pm 
Originally posted by WolfSoul:
Have a look at this workshop collection, its kind of futuristic I think it even has vehicles but not sure about hovering or flying ones
Its the ones with Quad in their title

https://steamcommunity.com/profiles/76561197985501663/myworkshopfiles/?section=collections&appid=255710

Already using most of it's buildings, it's very good indeed.
Stormtrooper Mar 20, 2022 @ 2:21pm 
Originally posted by Arlen Tektolnes:
This might be what you're looking for?

https://store.steampowered.com/app/1242630/Skid_Cities/

Ah, I've seen this. The only dedicated cyberpunk city builder I've been able to find. Unfortunately, it lacks... organic layout. It's just a grid with skyscrapers right next to emptiness. The thing about cities skylines is that you can build your cities in a way that gives them realistic outlook, break away from strict grid and gradually rise the skyline from the slums to the tallest skyscrapers. But damn that feature about platforms is awesome, if cities skylines got it it'd be an ideal game then.
Arlen Tektolnes Mar 20, 2022 @ 4:41pm 
https://store.steampowered.com/app/1535520/CyberTown/

I'm a little sceptical about this one (it seems to be promising an awful lot), but if it's half as good as the trailer suggests then it might fit the bill. Apparently there'll be a demo this summer.
Last edited by Arlen Tektolnes; Mar 20, 2022 @ 4:41pm
MessengerOfRage Mar 21, 2022 @ 4:18am 
Originally posted by Gregomoto:
Maybe check out citywokcitywall‘s Mars Series on YouTube, it‘s not Cyberpunk but comparable and you might get some inspiration.
this
he also links his complete collection and explains how he did the upper levels
NeonSkyline Mar 21, 2022 @ 6:03am 
Originally posted by Stormtrooper:
Hmm... That mod looks interesting... But... Won't turning buildings into "procedural objects" make them non-functional from the gameplay perspective? Because the thing is, I don't want the "second level" to be static and dead. I would need the buildings to be used and people going in and out for it to be worth all the effort.
I've never built a city with layers so dont know much but here goes.
You can use 'block services' whitch are basically cheat cubes, and 'hide' them in procedural objects buildings to make it seem like its working.
But now the challenge is that you have to actually raise the cubes, you can raise stuff with Move It mod, but then whats the point, its better to just raise non procedural object buildings rignt?

Now another problem occurs, if you raise buildings up with move it the land beneath the buildings go up with it, which will create a massive 'land pillar' below your buildings.
So I suggest to chose one, the visuals of your city or the functionality.

I chose visuals(I actually like that procedural objects removes functionality because then I dont have to manage them lol). This game has so much limitations that I just don’t have the will to care about the functionality of the city when just caring about the visuals is hard enough.

Also if you want I can show some screenshots of my current cyberpunk city.
Last edited by NeonSkyline; Mar 21, 2022 @ 6:03am
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Date Posted: Mar 19, 2022 @ 4:16pm
Posts: 16