Cities: Skylines

Cities: Skylines

View Stats:
Sirisian Feb 6, 2016 @ 2:34am
Cities Skylines: War Times
War Times would be an endgame expansion designed to keep players on the edge balancing both the security of their city with ensuring the happiness of their citizens. City builders will start by creating a city, like normal, ignorant of the outside dangers facing their country. Then at a predetermined time for each map (or set by the player) war falls finding their city near the frontlines. An array of new buildings, zone options, and city policies are quickly given to the player to deal with the situation. Throughout the troubling times players must work to maintain order ensuring they have both an offensive military and defensive homeland system in place. Similar to the consequences for not maintaining water or electricity levels, if a city's offense isn't high then invasions increase. Enemies spawn and move from the edges of the map inward probing weaknesses in the city that the player must defend against. This includes protecting waterways, roads, and infrastructure from attack. Tagline: "Will you have what it takes to survive the war times?"

New Zone: Military Zone
  • Costs a lot money to maintain and uses goods
  • Buildings that form are command posts, military headquarters, barracks, tents, training camps for new enlistments, etc.
  • Creates demand for soldiers
Buildings
Military Port
  • Creates military ships to protect trading routes
  • Increase defense and offense
Military College
  • Produces officers
Enlistment Center
  • Converts civilians to soldiers
Veterans Hospital
  • Treats veteran population
  • Increases happiness for homes housing veterans
Homeland Security Office
  • Jobs available to military
  • Investigates and deters terrorism and threats to airlines, cargo ships, trains, cars, metro, etc.
  • Finds spies and rebellion headquarters
  • Increases defense
Shelter
  • Anyone fleeing via bus or metro will go here. Can house people a set number of civilians
Bomb shelter
  • Citizens will hide here instead of fleeing to shelters if an area becomes dangerous
  • Raises happiness in the area
  • Large and goes underground preventing roads and metro from passing under it
  • Entrance is the size of two metro entrances
Walls
  • In the road menu under a new "Wall" tab
  • Single fence, double fence, and concrete wall
  • Roads running through a wall form a gate automatically. These can be customized with different pros and cons. Gates decrease happiness
  • Decreases happiness depending on the wall type
  • Single fence only slows enemy
Tower
  • Medium noise
  • Can define patrol routes on roads in an area around towers to defend
  • Very expensive to maintain
  • Increase defense
  • If destroyed patrol routes are removed
Military Airport
  • Very loud
  • Staffed by military officers
  • Increases defense and offense
Road features
  • Road block
    • Screens cars passing through the roads. Slows down traffic, but jails rebellion members and terrorists. (Doesn't stop spies).
Districts
  • Wartime production
    • Turns industry zone to produce military gear
    • Creates tanks, aircraft, military jeeps, APCs, etc that drive on the roads
  • Frontline
    • Only military personal on roads in this area.
    • Vehicles will venture from roads defending this area if required.
New Views
Terrorism Map
  • How well areas are protected against terrorism and spies
War Map
  • Areas on the map that have been attacked. Enemies spawn on the edges of the map generating heat on this map. (Sounds of gunfire and war essentially).
  • Actions by spies, rebels, and terrorists generate heat on this map also scaring citizens.
  • Creates a lot of noise.
  • Too much heat near residential, commercial, or offices will causes sirens to go off and people will evacuate to bomb shelters slowing commerce.
City Policies
  • GI Bill
    • Veteran education plan
  • Draft
    • Increases enlistment rate
    • Decreases happiness around enlistment centers
  • Wartime recycling
    • Like normal recycling but lowers happiness for less garbage and more efficient usage of goods
District Policies (for districts marked as Frontline)
  • Uranium ammunition
    • Slight pollution to war zone areas, but with increased combat effectiveness.
  • Biological Weapons
    • A lot more pollution to war zones. This poisons water.
  • Atomic
    • Things are bad. You've lost most of your city. Military Airports are now authorized to use atomic weapons. Massive pollution, but effective on large groups of enemies.
Citizen Events
War Protest
  • Citizens collect around enlistment centers and military colleges protesting when not enough veteran hospitals or if military funding is high
  • Can stop metro or busses or march down roads causing traffic.
Rebellion
  • Citizens change sides if unhappy. Rebellion fighters don't count toward population.
  • Houses turn decrepid and turn into rebellion headquarters. Terrorism increases.
Miscellaneous Ideas
  • Stadiums and some buildings act as shelters housing people temporarily
  • Increases garbage at shelters
  • Fire department will put out fires causes by artillery, tanks, bombs, and crashed planes.
  • Police do very little against military threats. Last line of defense.
  • The enemies will map out and attack power facilities through many means including using spies to shut them down. Ensuring roads to and from key facilities are well secured is paramount to maintaining order.
  • The enemies will also target industrial areas to hurt military production.
  • Waterways connected to the edge of the map will spawn ships periodically that will attempt to cut off trade. Keeping a strong presence in the water might be necessary for success.
  • Invasions will progressively get more difficult until the player reaches the end of the war or is defeated. The end of the war can be disabled though such that the difficulty continues to increase forever overwhelming the player.
  • Legalized marijuana policy would increase the chance of a War Protest
Alternative History Mode (Optional)
  • Replace invading enemies with aliens. Same gameplay, but with an alien threat replacing names and models with an advanced alien race. Could be a higher difficulty mode also.
Conclusion
I tried to keep this idea compact and consistent with mechanisms already in the game such as roads, hospitals, airports, and work with existing systems like zones, districts policies, and city policies. I've read a few people say the game lacks a strong endgame or that there's not much to balance when making choices. The core idea behind this suggestion is to create trade-offs with strong consequences when building a city. I think this would accomplish that while giving players a endgame to work towards as they expand their city.
Last edited by Sirisian; Feb 6, 2016 @ 2:40am
< >
Showing 1-15 of 31 comments
Craiko Feb 6, 2016 @ 10:09am 
me too
Slye_Fox Feb 6, 2016 @ 10:18am 
Soooo... Tropico.
Canonical Feb 9, 2016 @ 2:45pm 
This is an AMAZING IDEA.
I like the idea of having military buildings and policies in the game, but not as a major game mechanic. When you introduce wartime mechanics into a game like this, you start to get into geopolitics, RTS and 4X style gameplay and citybuilding starts to take a back seat to it.

Let's break this down...

Military zoning doesn't make any sense at all. Military bases are usually built on a single large plot rather than spread out throughout a city. However, having enlistment centers pop up inside low-density comercial zones could work.

The new buildings for the most part are par for the course, apart from walls. If you're going to have walls, make them state-owned fencing - in modern times walls are basically useless as modern military weapons, especially air-to-ground missiles, SCUDs and bombs, can make short work of them. Also, the military airport would be better described as an airbase. On the flip-side, the effects should definately be changed to something that provides financial benefits rather than military, as you're a mayor in Cities: Skylines, not El Presidente, and whatever nation you're working for would have control of the military, not you. The Homeland Security center is an exception, as it would work better as a boost to police effectiveness at the expense of happiness.

Roadblocks should have a chance of stopping ALL criminals, as police use roadblocks and checkpoints just as often.

Terrorist attacks should be a part of a disaster system and should be triggered by having a high crime rate. Rebelions should treated as riots, not revolutions, and should be handled by police rather than military.

Introducing actual wartime mechanics is outside the scope of C:S. This game is a modern citybuilder, not Anno, Tropico or the Impressions Games Historic Citybuilders. And no, adding guns to a game doesn't automatically make it cooler. Don't suggest game mechanics just because they're "3P1C L33T @W$0M3". It makes you look like a bloody fool.
Last edited by A Fat, Angry Serval; Feb 10, 2016 @ 7:48am
Canonical Feb 10, 2016 @ 3:44pm 
Originally posted by VestedGamr:
I like the idea of having military buildings and policies in the game, but not as a major game mechanic. When you introduce wartime mechanics into a game like this, you start to get into geopolitics, RTS and 4X style gameplay and citybuilding starts to take a back seat to it.

Let's break this down...

Military zoning doesn't make any sense at all. Military bases are usually built on a single large plot rather than spread out throughout a city. However, having enlistment centers pop up inside low-density comercial zones could work.

The new buildings for the most part are par for the course, apart from walls. If you're going to have walls, make them state-owned fencing - in modern times walls are basically useless as modern military weapons, especially air-to-ground missiles, SCUDs and bombs, can make short work of them. Also, the military airport would be better described as an airbase. On the flip-side, the effects should definately be changed to something that provides financial benefits rather than military, as you're a mayor in Cities: Skylines, not El Presidente, and whatever nation you're working for would have control of the military, not you. The Homeland Security center is an exception, as it would work better as a boost to police effectiveness at the expense of happiness.

Roadblocks should have a chance of stopping ALL criminals, as police use roadblocks and checkpoints just as often.

Terrorist attacks should be a part of a disaster system and should be triggered by having a high crime rate. Rebelions should treated as riots, not revolutions, and should be handled by police rather than military.

Introducing actual wartime mechanics is outside the scope of C:S. This game is a modern citybuilder, not Anno, Tropico or the Impressions Games Historic Citybuilders. And no, adding guns to a game doesn't automatically make it cooler. Don't suggest game mechanics just because they're "3P1C L33T @W$0M3". It makes you look like a bloody fool.

This is actually a much better idea than the OP's.
Sirisian Feb 10, 2016 @ 3:55pm 
Originally posted by VestedGamr:
When you introduce wartime mechanics into a game like this, you start to get into geopolitics, RTS and 4X style gameplay and citybuilding starts to take a back seat to it.

I tried to incorporate city building into the design such that it doesn't stray, but is in fact a continuation of building a city. That said when I asked others about this I got a similar response as yours which makes sense. Adding a physical enemy to a game where most challenges that already exist are revenue, traffic, or requirement (water, electricity) based can seem out of place. That said if you think of the challenge as a more deterministic system. "If my city doesn't have enough X then Y happens" it turns this suggestion into just another city logistics issue balancing requirements and funds.

Going further into this an RTS usually has an enemy base. There is no enemy base. The building system already exists as part of the city building system and the patrol routes are just an extension of finer control that already exists with the metro and bus system. The player has no finer level of control over armies. That and the ability to pause removes the "real-time" aspect. I will concede there is strategy, but only insofar that it's a numbers game like any other decision in the game to invest in areas of the city.

4X is "eXplore, eXpand, eXploit, and eXterminate". The game already has "exploration" at population levels, "expansion" in the form of city building, "exploitation" with resource industries and the resource map. I'd argue that extermination is not being added since the enemy can't be defeated directly. In fact all the mechanics described (other than offense via a bar) are defensive and geared toward city building in one area.

Also I should explain how the enemy should function from an implementation perspective since this helps dispel RTS worries. The enemy (and your defensive units in the frontline districts) would "build" invisible roads forming from the edge of the map. A small procedural network of them would connect to your own roads (pass through buildings). So their vehicles and such would be using the same roads mechanics, but you wouldn't see them until they connected to your roads. If enough traffic goes over an invisible road they might render as a kind of dirt road visible to the player.

Originally posted by VestedGamr:
Military zoning doesn't make any sense at all. Military bases are usually built on a single large plot rather than spread out throughout a city.
They would create too much noise to put them near residents. They also lower happiness. These are simple mechanics to control their placement. Players could put them close to people, but like putting industry next to residential it's just poor city building.

Originally posted by VestedGamr:
The new buildings for the most part are par for the course, apart from walls. If you're going to have walls, make them state-owned fencing - in modern times walls are basically useless as modern military weapons, especially air-to-ground missiles, SCUDs and bombs, can make short work of them.
That's a good point. My thinking was more for a more realistic look of defense around power stations. People build power stations right now next to other things which looks odd. If there's a threat then players would add more realistic fencing. Having fences running around a nuclear power station for instance. I think the concrete walls if they require enough maintenance would be a nice aesthetic to the game on the frontlines. I imagine them being kind of rare due to maintenance.

Originally posted by VestedGamr:
On the flip-side, the effects should definately be changed to something that provides financial benefits rather than military, as you're a mayor in Cities: Skylines, not El Presidente, and whatever nation you're working for would have control of the military, not you. The Homeland Security center is an exception, as it would work better as a boost to police effectiveness at the expense of happiness.
These are strong points. The military industrial complex is a very profitable business. I'm sure having industry that makes money could work. That said I was weighing options since from a gameplay perspective having military stuff should be rare in the city so having high maintenance and costs is ideal. I'd also like the frame it as if the mayor is requesting these additions to the city at a cost to the city rather than the country doing it, but that's unrealistic.

Originally posted by VestedGamr:
Roadblocks should have a chance of stopping ALL criminals, as police use roadblocks and checkpoints just as often.
Agreed. I kind of hinted at that, but left it open when I said "These can be customized with different pros and cons." The main thing though is having different levels of protection. Like a high security checkpoint at a nuclear power plant would only let a car through at a slow rate. Using those on a busy road would create instant traffic jams and be a nighmare.

Originally posted by VestedGamr:
Terrorist attacks should be a part of a disaster system and should be triggered by having a high crime rate. Rebelions should treated as riots, not revolutions, and should be handled by police rather than military.
The terrorist map was more for homeland security. Like without their detectives then the police can't do much. I agree that police should do the busy work once a hideout is found so it gets swarmed by police, not military. Maybe set it up so when police pass by a house that is suspected it'll put it in a queue to be checked by the nearby homeland security people.

Also I like the idea of rebellions being different than protesters. Kind of like they hate you so much that they've switched sides.

Originally posted by VestedGamr:
This game is a modern citybuilder, not Anno, Tropico or the Impressions Games Historic Citybuilders.
I bought Tropico actually since my brother and others recommended it. Will definitely be checking it out. (Fell below my radar since I thought it was a different genre for the longest time). Will look at Caesar III though. The description seems promising for such an old game.

Thanks for the feedback.

Also I realize now from talking to a few people that very few people want a "challenge" in the game that changes the core city building or sandbox feel. That's not a bad thing, but I was a bit misled by the vocal minority I saw that were talking about adding new mechanics. I realize now that the game is more geared toward sandbox/mod gameplay to design aesthetically pleasing cities. I was playing it in a similar way, and can see how requiring too many things would side-track that. (Forcing a player to build a city a certain way). Which makes sense since the game doesn't currently put too many of these requirements into the game. (Other than pollution and noise which is somewhat minor and doesn't detract from the sandbox placement).
Last edited by Sirisian; Feb 10, 2016 @ 4:03pm
It's not so much that people don't want a challenge that deviates from the citybuilding genre (if they didn't then games like Tropico, Anno 2070 and the Impressions Games Historic Citybuilders wouldn't exist). It's more along the lines of the focus of the game - Cities: Skylines is built around balancing a budget, managing zoning, civics, utilities and traffic, and building the best modern city that you can, and adding other features that don't tie into these would distract from the game's main focus.

Tropico is built around maintaining control of a banana republic (no, not the store). Anno 2070 combines citybuilding with 4X elements. The Impressions Games citybuilders (like Emperor: Rise of the Middle Kingdom) actually impliment their military systems exactly as you described, and you can manage your troops in real-time to defend your city from attackers as well as send your troops abroad to conquer other cities, which will then pay tribute if you are successful.
paladinoestetica Feb 13, 2016 @ 10:17am 
I'd probally like this as an expasion.
SpaceKraken May 4, 2017 @ 2:20am 
Holy cow, this is epic. Shut up and take my money, i want this DLC.
Allez May 24, 2017 @ 3:09pm 
OMG! Paradox take my money, this seems like an amazing idea, declaring war on other cities and when your done you can manage them to get income, and those cities could declare war on you, or mabye even a civil war where your city is split, and you have to choice which side you support and taking out north korea(lol), buildings are well thought, I hope Paradox makes this a new dlc, ik this is not about war and guns but it would be cool.
I'm trying to build some sort of millitaristic city, and it would be nice to have soldiers marching along major roads. I think someone should make a mod for this, but no delcaring war. During war, citizens would enlist, AKA dieing without need of deathcare, and they would be removed from the city. The crime rate would be down, but things like terrorist attacks would rise. The terrorist attack could just be a building collapsing or catching on fire.
Unsayableorc Jun 10, 2017 @ 8:44am 
Great Idea!
I personaly dont find military stuff necesarry for a causel city building game that has nothing to do with army stuff.
The game is about building an modern city and trying to solve traffic isseus and making sure citezens are happy, can work, are healty etc....
Having enemies start attacking your city would most likley just be frustrating and after a while boring.
As far i know most people want an causel and peacefull city building game.
Adding wars and terrorism would give the game an darker atmosphere, not saying dark atmosphere is bad. But having an atomic bomb fly off in the city while you get an tweet with ''congratiolations to the mayor of winning the most beutifull city award ;) #city #beutifull!'' while an 60s rock song is playing on the radio is realy un-appropriate.

Not all games need tanks and wars trow into them. There are plenty of other alternatives of adding in challanges that fit the peacefull and light atmosphere of the game better.
Keep City Skylines an demilitarized zone.
Last edited by Ëvïlnïck8 ゴゴゴ; Aug 13, 2017 @ 11:21am
Nyraion Aug 13, 2017 @ 8:33pm 
Originally posted by ëvïlnïck8:
I personaly dont find military stuff necesarry for a causel city building game that has nothing to do with army stuff.
The game is about building an modern city and trying to solve traffic isseus and making sure citezens are happy, can work, are healty etc....
Having enemies start attacking your city would most likley just be frustrating and after a while boring.
As far i know most people want an causel and peacefull city building game.
Adding wars and terrorism would give the game an darker atmosphere, not saying dark atmosphere is bad. But having an atomic bomb fly off in the city while you get an tweet with ''congratiolations to the mayor of winning the most beutifull city award ;) #city #beutifull!'' while an 60s rock song is playing on the radio is realy un-appropriate.

Not all games need tanks and wars trow into them. There are plenty of other alternatives of adding in challanges that fit the peacefull and light atmosphere of the game better.
Keep City Skylines an demilitarized zone.


I wish we could add something like the National Guard or Air National Guard into our cities for some money. Not really wars but a new employer to add some spice to my city. ANG at my airport flying sorties around my cities in C-130's or something like that would be a blast. Or a convoy driving down my highway in my city. Add some more life in it while you are at it
ser barristan Sep 30, 2017 @ 12:58pm 
I LIKE, I SUPPORT
< >
Showing 1-15 of 31 comments
Per page: 1530 50

Date Posted: Feb 6, 2016 @ 2:34am
Posts: 31