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Adding Early Game Hell in regards to Industries DLC

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* EarlyGameHell: Specifically in regards to the Industries DLC. Industry Areas first become available after reaching the third milestone but are very expensive to establish and maintain at that stage of the game. It is possible to turn some profit even then, but relying on Industry Areas to satisfy early industrial demand will likely result in long periods of waiting for export income in order to build another industrial building and repeating until more residential and/or commercial demand is generated allowing for further city growth. Getting a unique factory up alleviates this somewhat but overall you are probably better off waiting a few more milestones and getting a larger tax base before going into Industry Areas.
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* InfinityPlusOneSword: The monuments serve as this, each requiring you to build several Unique Buildings, each of which has its own requirements that require the player to do something quite bad for the city. As a reward, they can serve the entire city’s needs for that one function on their own.
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* TemptingFate: The scenario "By the Dam" has the description "A nice city. Next to a dam. [[WhatCouldPossiblyGoWrong What could happen?]] [[SchmuckBait Hard difficulty.]]" [[spoiler:A meteor is due to strike the dam and flood your entire city unless you start building in the mountains ''fast''.]]

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* TemptingFate: The scenario "By the Dam" has the description "A nice city. Next to a dam. [[WhatCouldPossiblyGoWrong What could happen?]] [[SchmuckBait ''[[SchmuckBait Hard difficulty.]]" ]]''" [[spoiler:A meteor is due to strike the dam and flood your entire city unless you start building in the mountains ''fast''.]]
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* SurpriseCreepy: Whenever you start a new game, [[https://www.youtube.com/watch?v=vM0PHpv5-8w "Lehto Electronics"]] will play, which is a ''creepy atmospheric track'' which wouldn't sound out of place in a ''VideoGame/SilentHill'' game

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* UnexpectedlyRealisticGameplay: New players will probably be astonished by how complex the water physics are, and might well not discover this until they place a dam and find the uplands flooding.

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* UnexpectedlyRealisticGameplay: UnexpectedlyRealisticGameplay:
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New players will probably be astonished by how complex the water physics are, and might well not discover this until they place a dam and find the uplands flooding.


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** In general, Cim movement is based on how modern European cities do urban planning. That is, if you can make places accessible via walking, Cims will do that over taking some sort of vehicular transport. And if the destination is too far for them to walk or bike to, they'll consider public transportation over cars. If one tries to apply traditional American based urban planning (i.e., expects everyone to drive so just make big wide roads), this is what grinds cities to a halt.

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* In addition, smaller pieces of DownloadableContent have been released periodically, including additional music for the in-game radio (''Relaxation Station'', ''Rock City Radio'', ''All That Jazz''), or Content Creator Packs developed by members of the modding community (''Art Deco'', ''High-Tech Buildings'', ''European Suburbia'').

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* ''Airports'' (January 2022), expanding on air travel with new options for both passenger and cargo flights.
* In addition, smaller pieces of DownloadableContent have been released periodically, including additional music for the in-game radio (''Relaxation (such as ''Relaxation Station'', ''Rock City Radio'', and ''All That Jazz''), or Content Creator Packs developed by members of the modding community (''Art (such as ''Art Deco'', ''High-Tech Buildings'', ''European Suburbia'').
Suburbia'', and ''Modern Japan'').



* ColorCodedForYourConvenience: Just like in ''[=SimCity=]'', residential, commercial, and industrial zones are green, blue, and yellow, respectively. Office zones are teal in color.

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* ColorCodedForYourConvenience: ColorCodedForYourConvenience:
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Just like in ''[=SimCity=]'', residential, commercial, and industrial zones are green, blue, and yellow, respectively. Office zones are teal in color.






* NotInMyBackyard: Just like any other city builder game, choosing where to place your industrial areas is important.
** Not just for industrial pollution but noise pollution of commercial areas as well. One of the policies in ''After Dark'' that can be enacted is literally titled [[FunWithAcronyms NIMBY]] that shuts down the otherwise 24/7 leisure district(s) for the night with the drawback of forfeiting the income during that time

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* NotInMyBackyard: Just like any other city builder game, choosing where to place your industrial areas is important.
** Not just for industrial
zones are important; ground and water pollution but from industry and noise pollution of from commercial areas as well. One of the policies in and other sources are all taken into account. ''After Dark'' that can be enacted is literally titled [[FunWithAcronyms NIMBY]] includes an actual "[[FunWithAcronyms NIMBY]]" policy that shuts down the otherwise 24/7 leisure district(s) for the night with the drawback of forfeiting the districts at night, reducing income during that timewhile reducing noise pollution and traffic in exchange.

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* InUniverseGameClock: Starting with the ''After Dark'' [=DLC=], the game had a day/night cycle, and the days went by on the in-game calendar. However, multiple weeks would pass between a sunrise and sunset, and it could take a citizen many days to drive to work. One calendar day took only a few real-time seconds, but the game simulation ran in real time. Recent updates have somewhat changed this, as although days and nights cycle at a ratio of 1 second IRL to 1 minute in-game, the calendar now displays the day of the week and time (down to the minute!) the game is currently in, and vehicles tend to travel fast enough to feel like a normal commute.

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* InUniverseGameClock: InUniverseGameClock:
**
Starting with the ''After Dark'' [=DLC=], the game had a day/night cycle, and the days went by on the in-game calendar. However, multiple weeks would pass between a sunrise and sunset, and it could take a citizen many days to drive to work. One calendar day took only a few real-time seconds, but the game simulation ran in real time. Recent updates have somewhat changed this, as although days and nights cycle at a ratio of 1 second IRL to 1 minute in-game, the calendar now displays the day of the week and time (down to the minute!) the game is currently in, and vehicles tend to travel fast enough to feel like a normal commute.
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self promotion


*** And now, a [[https://www.youtube.com/watch?v=9pybzTnfmyw Fun with dams series]].
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** One possible use of the landscaping tool is to build a Dutch-style dike in a body of water. Once a section is closed off and the water pumped out (it'll evaporate on its own but a pump will speed things up), you're left with perfectly-usable ground to build on. There's almost never a reason to do this--the only time it's a semi-feasible strategy is the Marin Bay map to expand the smallish island you start on--but it was possible even before the addition of landscaping tools (albeit much more difficult). The reclaimed land even grows grass over time unless its a beach, meaning the [[DevelopersForesight developers expected]] ''someone'' to try it at some point.

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** One possible use of the landscaping tool is to build a Dutch-style dike dikes in a body bodies of water. Once a section is closed off and the water pumped out (it'll evaporate on its own but a pump will speed things up), you're left with perfectly-usable ground to build on. There's almost never a reason to do this--the only time it's a semi-feasible strategy is the Marin Bay map to expand the smallish island you start on--but it was possible even before the addition of landscaping tools (albeit much more difficult). The reclaimed land even grows grass over time unless its a beach, meaning the [[DevelopersForesight developers expected]] ''someone'' to try it at some point.
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** One possible use of the landscaping tool is to build a Dutch-style dike in a body of water. Once a section is closed off and the water pumped out (it'll evaporate on its own but a pump will speed things up), you're left with perfectly-usable ground to build on. There's almost never a reason to do this--the only time it's a semi-feasible strategy is the Marin Bay map to expand the smallish island you start on--but it was possible even before the addition of landscaping tools (albeit much more difficult). The reclaimed land even grows grass over time unless its a beach, meaning the [[DeveloperForesight developers expected]] ''someone'' to try it at some point.

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** One possible use of the landscaping tool is to build a Dutch-style dike in a body of water. Once a section is closed off and the water pumped out (it'll evaporate on its own but a pump will speed things up), you're left with perfectly-usable ground to build on. There's almost never a reason to do this--the only time it's a semi-feasible strategy is the Marin Bay map to expand the smallish island you start on--but it was possible even before the addition of landscaping tools (albeit much more difficult). The reclaimed land even grows grass over time unless its a beach, meaning the [[DeveloperForesight [[DevelopersForesight developers expected]] ''someone'' to try it at some point.
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** One possible use of the landscaping tool is to build a Dutch-style dike in a body of water. Once a section is closed off and the water pumped out (it'll evaporate on its own but a pump will speed things up), you're left with perfectly-usable ground to build on. There's almost never a reason to do this--the only time it's a semi-feasible strategy is the Marin Bay map to expand the smallish island you start on--but it was possible even before the addition of landscaping tools (albeit much more difficult). The reclaimed land even grows grass over time unless its a beach, meaning the [[DeveloperForesight developers expected]] ''someone'' to try it at some point.
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Grammar.


''Cities: Skylines'' is a city-building SimulationGame released in 2015 by Colossal Order and published by Creator/ParadoxInteractive. Due to the lukewarm reception 2013's ''VideoGame/{{SimCity|2013}}'' (and Creator/ElectronicArts shutting down Maxis in the same month ''Skylines'' was published), many fans see ''Skylines'' as "what ''[=SimCity=]'' should have been". ''Skylines'' is single-player and doesn't require online access, with heavy emphasis on improved traffic AI.

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''Cities: Skylines'' is a city-building SimulationGame released in 2015 by Colossal Order and published by Creator/ParadoxInteractive. Due to the lukewarm reception of 2013's ''VideoGame/{{SimCity|2013}}'' (and Creator/ElectronicArts shutting down Maxis in the same month ''Skylines'' was published), many fans see ''Skylines'' as "what ''[=SimCity=]'' should have been". ''Skylines'' is single-player and doesn't require online access, with heavy emphasis on improved traffic AI.
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Not a notable example


* RuleThirtyFour: Not only can you rename people, buildings, routes, and roads, you can use editors to go further in regarding trope:
** [[https://steamcommunity.com/sharedfiles/filedetails/?id=1339999675 Bonehenge]], anyone?
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** A minor one, but vehicles in the game can vary their speed depending on the type of road and if they need to turn. For example, if a vehicle has to slow down to take a turn, this slows down the vehicles behind it. While this sounds like a case of captain obvious, most city builders prior to ''Skylines'' ignored this.

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*** Furthermore the Natural Disasters DLC includes the ability to trigger tsunamis at will

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*** Furthermore the Natural Disasters DLC includes the ability to trigger tsunamis at willwill.
* LoadsAndLoadsOfLoading: Once you've installed several hundreds of mods and custom assets - and that's pretty average by the game community's standards - you'll get enough time to make and drink some coffee while the game is loading.
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* StreamerFriendlyMode: While most radio stations feature original in-house music that can be played without any issues with copyright-sensitive content platforms, one station features licensed music and is designed to be disabled if the game is being streamed.
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[[http://www.citiesskylines.com/xbox The game was released for the Xbox One]] in April 2017, with a Playstation 4 release in August of the same year and a UsefulNotes/NintendoSwitch release in September 2018.

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[[http://www.citiesskylines.com/xbox The game was released released]] for the Xbox One]] UsefulNotes/XboxOne in April 2017, with a Playstation 4 UsefulNotes/PlayStation4 release in August of the same year and a UsefulNotes/NintendoSwitch release in September 2018.
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Box art is more interesting than just the logo. Removed bashing of SimCity 2013. Also, it was Maxis' decision to turn SimCity into an MMO, not Executive Meddling: https://www.gamesindustry.biz/articles/2013-03-27-ea-drm-is-a-failed-dead-end-strategy


[[quoteright:333:https://static.tvtropes.org/pmwiki/pub/images/c5d08341887d6e8d95a7ffe04d09ce59.png]]

''Cities: Skylines'' is a city-building SimulationGame released in 2015 by Colossal Order and published by Creator/ParadoxInteractive. Its premise is basically "a ''Simcity 2013'' that doesn't suck". Due to the lukewarm reception 2013's ''VideoGame/{{SimCity|2013}}'' (and EA shutting down Maxis in the same month ''Skylines'' was published), many fans see ''Skylines'' as "what ''[=SimCity=]'' was meant to be" before ExecutiveMeddling turned ''[=SimCity=]'' into an online game. ''Skylines'' is single-player and doesn't require online access, with heavy emphasis on improved traffic AI. However, opinions may vary.

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[[quoteright:333:https://static.[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/c5d08341887d6e8d95a7ffe04d09ce59.png]]

org/pmwiki/pub/images/cities_skylines.jpg]]

''Cities: Skylines'' is a city-building SimulationGame released in 2015 by Colossal Order and published by Creator/ParadoxInteractive. Its premise is basically "a ''Simcity 2013'' that doesn't suck". Due to the lukewarm reception 2013's ''VideoGame/{{SimCity|2013}}'' (and EA Creator/ElectronicArts shutting down Maxis in the same month ''Skylines'' was published), many fans see ''Skylines'' as "what ''[=SimCity=]'' was meant to be" before ExecutiveMeddling turned ''[=SimCity=]'' into an online game. should have been". ''Skylines'' is single-player and doesn't require online access, with heavy emphasis on improved traffic AI. However, opinions may vary.
AI.



* ''Natural Disasters'' (November 2016), adding natural disasters and early warning/response systems as well as including radio stations for relaxing music and [[ParodyCommercial Parody Commercials]].

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* ''Natural Disasters'' (November 2016), adding natural disasters and early warning/response systems as well as including radio stations for relaxing music and [[ParodyCommercial Parody Commercials]].{{Parody Commercial}}s.

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* DownloadableContent: As noted at the top of the page, the game has a ''lot'' of DLC packs. Some of which introduced features that many players thought should have been in the game at launch, leading to accusations of [[OneGameForThePriceOfTwo selling the game piecemeal to extract more money]]: Disasters, a genre staple since the original ''VideoGame/SimCity'' and which even EA weren't mercenary enough to lock behind a DLC paywall, cost almost half as much as the price of the base game.

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* DownloadableContent: As noted at the top of the page, the game has a ''lot'' of DLC packs. Some of which introduced features that many players thought should have been in the game at launch, leading to accusations of [[OneGameForThePriceOfTwo selling the game piecemeal to extract more money]]: Disasters, a genre staple since the original ''VideoGame/SimCity'' and which even EA weren't mercenary enough to lock behind a DLC paywall, cost almost half as much as the price of the base game. On the other hand, however, playing the game with [=DLCs=] is not recommended for newcomers, as each DLC adds a new gameplay mechanic that must be learned and mastered in order to make functional cities.



* ModernStasis: From 2015 (the game starts at your computer's time) to the 23rd century or whenever, the architecture never changes. Mods in the Workshop allow you to change the architecture of the buildings.

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* ModernStasis: From 2015 2020 (the game starts at your computer's time) to the 23rd century or whenever, the architecture never changes. Mods in the Workshop allow you to change the architecture of the buildings.


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** You're also expected to build public transit. Like many IRL cities that are permanently collapsed in traffic due to poor public transit, not having one in this game will make your city a dysfunctional gridlock.
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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback. The blue bird representing the social network also acts as the game's mascot, visible in menus, loading screens, and some special buildings.

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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback. The blue bird representing the social network also acts as the game's mascot, visible in menus, loading screens, and some special buildings. It is also a more modern take on ''VideoGame/SimCity''[='=]s News Ticker.
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There is no working feature for air pollution in this game, just water pollution.


* DamnYouMuscleMemory: Anyone who has played the ''VideoGame/SimCity'' games is going to be rudely surprised if they expect to play ''Cities: Skylines'' in the same manner. For example, the standard industrial zone spreads air pollution, so putting them next to residential zones will make your citizens sick. Then they have to go to the hospitals, which creates traffic...

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* DamnYouMuscleMemory: Anyone who has played the ''VideoGame/SimCity'' games is going to be rudely surprised if they expect to play ''Cities: Skylines'' in the same manner. For example, the standard industrial zone spreads air water pollution, so putting them next to residential zones will make your citizens sick. Then they have to go to the hospitals, which creates traffic...

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* LowLevelAdvantage: This used to be an factor, as buildings would grow taller and more complex as they leveled up so players trying to achieve a specific look would need to either cap leveling up on a building using a mod or avoid providing services to the area, thus avoiding buildings leveling up. Similarly the building policy High Rise ban caps
level up to avoid buildings growing too tall. Averted with the Industries DLC, which offers the option of historical, allowing buildings to level up without changing its appearance.

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* LowLevelAdvantage: This used to be an factor, as buildings would grow taller and more complex as they leveled up so players trying to achieve a specific look would need to either cap leveling up on a building using a mod or avoid providing services to the area, thus avoiding buildings leveling up. Similarly the building policy High Rise ban caps
caps level up to avoid buildings growing too tall. Averted with the Industries DLC, which offers the option of historical, allowing buildings to level up without changing its appearance.

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its not it’s


* LowLevelAdvantage: This used to be an factor, as buildings would grow taller and more complex as they leveled up so players trying to achieve a specific look would need to either cap leveling up on a building using a mod or avoid providing services to the area, thus avoiding buildings leveling up. Similarly the building policy High Rise ban caps level up to avoid buildings growing too tall. Averted with the Industries DLC, which offers the option of historical, allowing buildings to level up without changing it's appearance.

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* LowLevelAdvantage: This used to be an factor, as buildings would grow taller and more complex as they leveled up so players trying to achieve a specific look would need to either cap leveling up on a building using a mod or avoid providing services to the area, thus avoiding buildings leveling up. Similarly the building policy High Rise ban caps caps
level up to avoid buildings growing too tall. Averted with the Industries DLC, which offers the option of historical, allowing buildings to level up without changing it's its appearance.
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* ''Sunset Harbor'' (March 2020), adding a fishing industry and more options for water management, alongside further improvements on public transit and other services.
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* HelloInsertNameHere: You can actually rename literally ''anything'' in your city for your personal preferences; from buildings, to cars, to even the citizens. This is probably the first time an actual City-Building Game featured the ability to rename more than just certain buildings, which continues the great tradition of player immaturity. You can even rename roads and districts.

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* HelloInsertNameHere: You can actually rename literally ''anything'' in your city for to your personal preferences; from buildings, to cars, to even the citizens. This is probably the first time an actual City-Building Game featured the ability to rename more than just certain buildings, which continues the great tradition of player immaturity.citizens. You can even rename roads and districts. While ''Sim City 4'' had allowed you to name areas, roads, and ''most'' buildings, this most expansive list of renamable items was met with the grand tradition of player immaturity.
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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback. The blue bird representing the social network also acts as the game's mascot, visible in menus, loading screens, and some other gameplay elements.

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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback. The blue bird representing the social network also acts as the game's mascot, visible in menus, loading screens, and some other gameplay elements.special buildings.
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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback. The blue bird Chirpy also acts as the game's mascot, visible in menus, loading screens, and some other gameplay elements.

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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback. The blue bird Chirpy representing the social network also acts as the game's mascot, visible in menus, loading screens, and some other gameplay elements.
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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback.

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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback. The blue bird Chirpy also acts as the game's mascot, visible in menus, loading screens, and some other gameplay elements.
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* FictionalSocialNetwork: Chirper is where your city's residents post their thoughts and feedback.
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* BeCarefulWhatYouWishFor: If a public service is unavailable, citizens will complain about it on Chirper. This includes if services are unavailable due to natural disasters... which can result in citizens complaining about not having access to water due to a tsunami that is currently heading towards their residence.

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