Cities: Skylines

Cities: Skylines

Real Time
dymanoid  [developer] Jun 25, 2018 @ 2:10pm
Your suggestions
You can put and discuss any suggestions and new feature ideas here.
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Showing 1-15 of 145 comments
t1a2l Jun 25, 2018 @ 3:38pm 
If you made everything so real why not go all the way. when ploping a police station for example If there is not enough citziens are everyone got a job, the police station will stay empty and no police cars go to patrol. Same idea for taxis, buses, trucks etc..
leftbehind Jun 25, 2018 @ 6:31pm 
Floodlight option for workingin night time - currently, even with mouse light set to full brightness, it's still dark at night which makes getting stuff done quite difficult. So an option to have a virtual flood light (bascially a night-time sun) would be useful... and bonus points for having a "night vision" mode (where everything gets an eerie green glow).

Note: Only real reason I use time warp mod is to help with building at night. Love the night time but sometimes I spot an issue in my city and need to change some roads etc.
Last edited by leftbehind; Jun 27, 2018 @ 6:48am
leftbehind Jun 25, 2018 @ 6:39pm 
Night school: Most education centers offer some sort of night school, often for adults who are studying after work to try and get some qualification. Could work akin to a custom event (but much more automated) where if there are lots of uneducated cims a night school option could be activated allowing them to study in the evenings (usually from 6-9pm).
Abstrusity Jun 25, 2018 @ 7:49pm 
My two cents here: If you ever work on the custom events feature, maybe releasing it as a new mod that would act as an extension to this mod. Keeping stuff tidy and separated would help users troubleshoot when a game update show up and a part of the mod breaks while the others don't. I think you know where I am going with this! Again, great job with the mod.
curious.kiti2u Jun 26, 2018 @ 8:39am 
I am going to give this mod a try. My suggestion would be if someone could come up with seasons it would be great. I have the winter dlc which I never play because THE SNOW NEVER MELTS! Where is the fun of spring run off flooding or hot sweltering summers. i would have thought someone would have come up with this by now. Just my two cents. TY
leftbehind Jun 26, 2018 @ 9:47am 
+1 for seasons, although that sounds like a task for another mod. It would need to affect trees, weather, etc., and then Real Time mod would just factor in those things like it does with vanilla.
dymanoid  [developer] Jun 26, 2018 @ 9:52am 
Originally posted by curious.kiti2u:
My suggestion would be if someone could come up with seasons it would be great. I have the winter dlc which I never play because THE SNOW NEVER MELTS! Where is the fun of spring run off flooding or hot sweltering summers. i would have thought someone would have come up with this by now.
Seasoning is way too complicated. If I decide to do something like that, it would be another mod, not Real Time.
leftbehind Jun 26, 2018 @ 10:19am 
(EDIT: Not related to the type of seasoning discussed above...)

A holiday season would be cool - as it would create distinctly different city usafe patterns while in effect...

Parks (including pre-parklike park assets) and commerce would get used much more during holidays. Tha tin turn causes increase in cargo trafficto supply the commerce.

Crime in leisure/tourist districts would see an increase.

Option to define the city as a holiday destination (or maybe auto-determine based on amount of tourist/leisure districts?). If holiday destination: Influx of tourists (and local cims more likely to work at leusire/tourist commerce during holidays, even at expense of industry). Otherwise: Percentage of local cims leave the city to go on their holidays elsewhere. In both cases, external connections would see increased usage with people travelling in and out of the city for holidays.

Default settings could be based on map biome: Tropical = hoiday destination with season lasting from May-August. Boreal = holiday season coincides with school summer break, many cims leave for holidays outside the city.

End-of-year holiday season would also exist (xmas/whatever and new year celebrations).

The "weekend" dynamics you already have could form the basis of the holiday season dynamics.
Last edited by leftbehind; Jun 26, 2018 @ 10:19am
curious.kiti2u Jun 26, 2018 @ 1:25pm 
Originally posted by dymanoid:
Originally posted by curious.kiti2u:
My suggestion would be if someone could come up with seasons it would be great. I have the winter dlc which I never play because THE SNOW NEVER MELTS! Where is the fun of spring run off flooding or hot sweltering summers. i would have thought someone would have come up with this by now.
Seasoning is way too complicated. If I decide to do something like that, it would be another mod, not Real Time.

I was thinking it would need to be a DLC, Modders are great and maybe if a few got together they could build a mod. But realistic thinking is it should be a DLC.
leftbehind Jun 26, 2018 @ 1:36pm 
A way for map makers to define where their map is on the planet - would allow the mod (and potentially others) to get more precise daylight settings (sun rise/set times, etc).

Would be cool if you could use something akin to SunCalc (link below) to make sun and moon positions more accurate based on date: https://github.com/mourner/suncalc

EDIT: If defined, end-users could override values via mod settings to suit personal taste.
Last edited by leftbehind; Jun 26, 2018 @ 1:41pm
dymanoid  [developer] Jun 26, 2018 @ 1:41pm 
Originally posted by aubergine18:
Would be cool if you could use something akin to SunCalc (link below) to make sun and moon positions more accurate based on date: https://github.com/mourner/suncalc
I already tried this and many other "calculators". All of them are crap and cannot provide reliable values. There are a few web services that do the right thing, but I wouldn't connect a mod to the Internet. So I decided to create a simple approximation which works pretty well. The coordinates (the latitude) are provided by the map's theme. Don't know if it's a good idea to allow the user to set a latitude of 85° for a tropical island.
Last edited by dymanoid; Jun 26, 2018 @ 2:12pm
leftbehind Jun 26, 2018 @ 2:09pm 
Events system (if implemented) - would be great if it could facilitate more varied types of events, rather than just building-specific events. For example....

Run up to xmas - increase in shopping.

Janurary sales - greatly increased shopping on weekends.

Valentines day - increased park and leisure use.

Bank holidays - lots of people off work, increased shopping and park use. Oh, and it almost always rains lol.

School holidays - schools shut down (would be sweet if it could specify what level of school - elementary, highschool or university) and lots of people travel abroad forholiday (if city is not defined as a holiday destination itself, otherwise many would stay to work the holiday season)

New years eve - lots of leisure and tourism use (and fireworks going off randomly all over the city).

Bonfire night - fire works all over city, increased risk of fires.

Earth Hour - annual event where 1 hour on 1 night large portion of city (most buildings and street lights) go dark for an hour.

It would be sweet if events could be defined via other mods, it would be like subscribing to a calendar - I could subscribe to "UK Holidays" mod and have it define the bank holidays, school holidays and so on.

Note: Would need to be way for user to choose which mod-defined events they want active, eg someone might install UK Holidays mod, but also another mod with, say, Scottish-specific stuff that might overlap with the more general UK holidays.
Last edited by leftbehind; Jun 26, 2018 @ 2:11pm
leftbehind Jun 26, 2018 @ 2:17pm 
Solar and lunar eclipse events :)
leftbehind Jun 26, 2018 @ 2:37pm 
Strike events, for example:

High school staff go on strike due to overcrowding or underfunding.

Fire service staff go on strike due to poor service coverage.

Police helicopter staff go on strike.

Airport staff go on strike because it's France and the holiday season just started and it's kind of a tradition now.

Staff at a specific commercial or industrial building go on strike over pay dispute.

While on strike, the staff could congregate (as if waiting for a bus or similar effec tto a park gathering marker) outside their place of work or at city landmarks, potentially marking adjacent network segment as "blocked" causing non-emergency road traffic to re-route (similar to how a building fire causes the segment to be blocked).

Could be triggered just randomly, or based on budget settings (eg. underfunded) or service utilisation or coverage, or based on some other event (like start of holiday season in the French air traffic control example above).

Service or building could either be completely disabled (all staff strike) or run with reduced efficiency (some staff strike).
Last edited by leftbehind; Jun 26, 2018 @ 2:40pm
leftbehind Jun 26, 2018 @ 2:47pm 
Ability to tweak when street lights go on or off; on some maps I find they go on or off either too early or too late.

For example, on very mountainous boreal maps there's lots of shadows at sunset and sunrise, so I want street lights turning on a little earlier than usual and turning off a little later than usual.

I suspect such a feature would perhaps be better as separate mod, as it would be useful for vanilla games too, but not sure if there would be issues getting a mod designed for vanilla to work with RealTime modded game?
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