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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.
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.
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.
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.
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.
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.
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.
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).
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.
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