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* WindTurbinePower: Wind turbines can provide a clean and cost-effective way to power your city as long as you build them away from residential areas due to their high noise pollution generation.
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* CreatorsCultureCarryover: While Colossal Order tried to make cities in the second game more reflective of American ones, some European-isms still carried over. For example, colleges and universities are treated as two separate educational institutions, which is common in Europe and Canada but unheard of in the US, where those words both refer to the same kind of school (a four-year university that grants bachelor's degrees). The most distinction one will find is a college serving as a department ''within'' a university. What Europeans refer to as colleges are more commonly known as trade schools or community colleges in the US.
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*** Furthermore, while traffic is very well developed in-game, parking is decorative at best. There's no requirements for any type of building to have enough parking, ''specially'' egregious with high density commercial. Some buildings have some parking but nowhere near enough for the supposed number of people in them (for example apartment buildings with 15 families in them will have 3 parking spots on the back at most), and while Cims can park in smaller roads it's all decorative as they'll just put their car in their pocket if there's no parking available. It's absence is notable due to parking vs public transit being a current sore point in city planning.

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*** Furthermore, while traffic is very well developed in-game, parking is decorative at best. There's no requirements for any type of building to have enough parking, ''specially'' egregious with high density commercial. Some buildings have some parking but nowhere near enough for the supposed number of people in them (for example apartment buildings with 15 families in them will have 3 parking spots on the back at most), and while Cims can park in smaller roads it's all decorative as they'll just put their car in their pocket if there's no parking available. It's Its absence is notable due to parking vs public transit being a current sore point in city planning.
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Cities Skylines 2 is now officially released.


[[https://www.paradoxinteractive.com/media/press-releases/press-release/paradox-interactive-announces-cities-skylines-ii-the-next-generation-city-builder A sequel]], ''Cities: Skylines II'', is in the works, set to release on UsefulNotes/PlayStation5, UsefulNotes/XboxSeriesXAndS, and PC sometime in 2023.

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[[https://www.paradoxinteractive.com/media/press-releases/press-release/paradox-interactive-announces-cities-skylines-ii-the-next-generation-city-builder A sequel]], ''Cities: Skylines II'', is in the works, set to release was released on October 24, 2023 for UsefulNotes/PlayStation5, UsefulNotes/XboxSeriesXAndS, and PC sometime in 2023.
UsefulNotes/{{Steam}}.
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* ShoutOut: The Smoke Detector Distribution policy proudly states that, once enacted, poor cooking skills will no longer cause massive house fires, a direct nod to the infamously-flammable kitchens of VideoGame/TheSims.

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* PermanentElectedOfficial: The player.
* RealTimeWithPause

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* PermanentElectedOfficial: The player.
player is this as they always have control over the city, no matter how long the playthrough lasts.
* RealTimeWithPauseRealTimeWithPause: In addition to the ability to set the simulation to different speeds, you can also pause the simulation, where all activity in the city is frozen. However, you can still edit the city while doing this.



** 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.



** 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 general, 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. This is because 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 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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* SurprisinglyCreepyMoment: "[[https://www.youtube.com/watch?v=vM0PHpv5-8w Lehto Electronics]]" may bring back memories of "[[https://www.youtube.com/watch?v=nDJzf5jqccw Primordial Dream]]" from ''[[VideoGame/SimCity SimCity 4]]'' due to it also being an out-of-place creepy track as well.
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* CurseCutShort: In one of the [[https://www.youtube.com/watch?v=fV69lbK43OQ feature highlight videos]] for the second game describing city services, when the narrator gets to the part about sewage systems, she delivers this gem:
-->''This is the most realistic city builder ever, so you'll need to deal with a lot of shhh... stuff.''
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Per TRS.


* 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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* ArtificialStupidity: A Cim calculates their route from point A to point B at the start of their journey based on average speed, regardless of traffic volume, and doesn't deviate from it, so pre-existing traffic jams will take a long time to clear even if a bypass is built.

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*** Furthermore, while traffic is very well developed in-game, parking is decorative at best. There's no requirements for any type of building to have enough parking, ''specially'' egregious with high density commercial. Some buildings have some parking but nowhere near enough for the supposed number of people in them (for example apartment buildings with 15 families in them will have 3 parking spots on the back at most), and while Cims can park in smaller roads it's all decorative as they'll just put their car in their pocket if there's no parking available. It's absence is notable due to parking vs public transit being a current sore point in city planning.
* ArtificialStupidity: ArtificialStupidity:
**
A Cim calculates their route from point A to point B at the start of their journey based on average speed, regardless of traffic volume, and doesn't deviate from it, so pre-existing traffic jams will take a long time to clear even if a bypass is built.built. The only solution is to destroy part of the path they're on to force them to recalculate their route.
** The logic behind how Cims find jobs or decide where they'll go to school sometimes breaks all common sense and they'll travel to another area rather than finding a job or school nearby, even if businesses nearby are flashing red, desperate for employees or a nearby school sits empty.
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** Due to the sharing capabilities of the [=PlayStation=] 4 and [=PlayStation=] 5, the console is always recording so you can click the Share button and immediately save and upload a video of the last few minutes of gameplay. If you select to select Gold F.M. on the radio, the console will stop recording and a pop up notification will confirm so.

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** Due to the sharing capabilities of the [=PlayStation=] 4 and [=PlayStation=] 5, the console is always recording in the background so you can click the Share button at any time and immediately save and upload a video of the last few minutes of gameplay. If you select to select the aforementioned Gold F.M. on the radio, radio station, the console will stop recording and so you don't accidentally upload a pop up notification will confirm so.video using copyrighted music.

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[[http://www.citiesskylines.com/xbox The game was released]] for the UsefulNotes/XboxOne in April 2017, with a UsefulNotes/PlayStation4 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]] for the UsefulNotes/XboxOne in April 2017, with a UsefulNotes/PlayStation4 release in August of the same year and a UsefulNotes/NintendoSwitch release in September 2018.
2018. On February 15, 2023 the game was released for UsefulNotes/PlayStation5 and UsefulNotes/XboxSeriesXAndS under the title "Cities: Skylines - Remastered" taking advantage of the extra processing power and with a free upgrade for owners of the [=PlayStation=] 4 and Xbox One versions.



* 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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* StreamerFriendlyMode: StreamerFriendlyMode:
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While most radio stations feature original in-house music that can be played without any issues with copyright-sensitive content platforms, one station (Gold F.M.) features licensed music and is designed to be disabled if the game is being streamed.streamed.
** Due to the sharing capabilities of the [=PlayStation=] 4 and [=PlayStation=] 5, the console is always recording so you can click the Share button and immediately save and upload a video of the last few minutes of gameplay. If you select to select Gold F.M. on the radio, the console will stop recording and a pop up notification will confirm so.
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just one city? :(


[[https://www.paradoxinteractive.com/media/press-releases/press-release/paradox-interactive-announces-cities-skylines-ii-the-next-generation-city-builder A sequel]], ''City: Skylines II'', is in the works, set to release on UsefulNotes/PlayStation5, UsefulNotes/XboxSeriesXAndS, and PC sometime in 2023.

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[[https://www.paradoxinteractive.com/media/press-releases/press-release/paradox-interactive-announces-cities-skylines-ii-the-next-generation-city-builder A sequel]], ''City: ''Cities: Skylines II'', is in the works, set to release on UsefulNotes/PlayStation5, UsefulNotes/XboxSeriesXAndS, and PC sometime in 2023.
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[[https://www.paradoxinteractive.com/media/press-releases/press-release/paradox-interactive-announces-cities-skylines-ii-the-next-generation-city-builder A sequel]], ''City: Skylines II'', is in the works, set to release on UsefulNotes/PlayStation5, UsefulNotes/XboxSeriesXAndS, and PC sometime in 2023.
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* VideoGameTime: Without the After Dark DLC, each in-game day takes only a few real time seconds so it takes people many in-game days just to drive across the city, while [[RidiculouslyFastConstruction zoned buildings only take a few in-game days to build]].
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* UniquenessRule: Unique buildings have special requirements for unlocking and provide popular landmarks for your city. As the name suggests, each unique building may only be placed one per map.
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Spiritual Successor is YMMV


* SpiritualSuccessor: To both the aforementioned ''[=SimCity=]'' and to ''VideoGame/CitiesInMotion'' by the same company, especially as designing efficient transportation is a major focus in this game.
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* NoOSHACompliance: FlavorText for the "Industrial Space Planning" district policy (doubles industrial goods production) mentions that some workplace safety regulations had to be ignored, [[GameplayAndStorySegregation though this has no actual impact on your city]]. [[DefiedTrope Defied]] with the Industries DLC, where industry zones can have a policy set to have extra workplace safety protocols, increasing the maintenance cost of the zone but also increasing workers health.
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*** Similarly, from the base game, the 4 industrial resources (agricultural products, forestry products, ore and oil) are generic (as such "agricultural products" can theoretically range from wheat, milk, eggs, cotton, meat, wool, etc... Ore can be copper, iron, uranium, quarried stone and so on) to simplify the industrial/commercial supply chain.
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* ArtificialStupidity: A Cim calculates their route from point A to point B at the very start of their journey and doesn't deviate from it, so pre-existing traffic jams will take a long time to clear even if a bypass is built.

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* ArtificialStupidity: A Cim calculates their route from point A to point B at the very start of their journey based on average speed, regardless of traffic volume, and doesn't deviate from it, so pre-existing traffic jams will take a long time to clear even if a bypass is built.
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* ''Plazas & Promenades'' (2022), expanding on pedestrian streets and city centers.

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* ''Plazas & Promenades'' (2022), (September 2022), expanding on pedestrian streets and city centers.



* [[BaseonWheels Base on Wheels]]: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself and is as tall as some ''skyscrapers''. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. On the other hand of the spectrum, the ChirpX launch facility houses a crawler-transporter that is big enough to carry the launch vehicle to its platform. These vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.

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* [[BaseonWheels Base on Wheels]]: BaseOnWheels: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself and is as tall as some ''skyscrapers''. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. On the other hand of the spectrum, the ChirpX [=ChirpX=] launch facility houses a crawler-transporter that is big enough to carry the launch vehicle to its platform. These vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.



* CoolStarship: The ChirpX is a rocket launch facility that could house a rocket-boosted launch vehicle into space and the crawler-transporter that carries said launch vehicle. The launch vehicle is one of the only spaceships that could go into orbit in the game outside of mods.

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* CoolStarship: The ChirpX [=ChirpX=] is a rocket launch facility that could house a rocket-boosted launch vehicle into space and the crawler-transporter that carries said launch vehicle. The launch vehicle is one of the only spaceships that could go into orbit in the game outside of mods.

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* [[BaseonWheels Base on Wheels]]: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself and is as tall as some ''skyscrapers''. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. Both of these vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.

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* [[BaseonWheels Base on Wheels]]: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself and is as tall as some ''skyscrapers''. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. Both On the other hand of these the spectrum, the ChirpX launch facility houses a crawler-transporter that is big enough to carry the launch vehicle to its platform. These vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.


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* CoolStarship: The ChirpX is a rocket launch facility that could house a rocket-boosted launch vehicle into space and the crawler-transporter that carries said launch vehicle. The launch vehicle is one of the only spaceships that could go into orbit in the game outside of mods.
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* [[BaseonWheels Base on Wheels]]: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. Both of these vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.

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* [[BaseonWheels Base on Wheels]]: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself.itself and is as tall as some ''skyscrapers''. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. Both of these vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.
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* BaseonWheels: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. Both of these vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.

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* BaseonWheels: [[BaseonWheels Base on Wheels]]: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. Both of these vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.
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* BaseonWheels: In the Industries DLC, the Ore Industry section has the Large Ore Mine which has a bucket-wheel excavator; a mining vehicle so big it ''is'' the building itself. The Medium Ore Mine house the smaller but still ridiculously huge walking dragline excavator. Both of these vehicles are treated more like landships than a traditional building structure and are among the largest ground vehicles in the game.


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* CoolAirship: In the Mass Transit DLC, players could gain access to an airship (specifically a blimp) for both advertisement and transportation purposes. One could, in theory, build a conga line of airships if they want. Likewise, exceptionally large cargo planes would also count as one.
* CoolShip: Ships in general such as cargo ships and ferries could be used for transportation purposes. But special mention goes to cruise ships which are the ultimate form of maritime transport, which each ship carrying over a 100 passengers.

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[[folder:List of expansions]]



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

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* ''Plazas & Promenades'' (2022), expanding on pedestrian streets and city centers.
[[/folder]]

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

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** Electric infrastructure: instead of having a series of transmission lines and transformers that allow buildings to tap into them, electricity can flow through buildings into neighboring buildings. In real life, this type of transmission would have a litany of problems, one of which being that if one building's power were to be disrupted somehow, it would cause the power in every other building in the same circuit to go out.

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** Electric infrastructure: instead of having a series of transmission lines and transformers that allow buildings to tap into them, electricity can flow through buildings into neighboring buildings. In real life, this type of transmission would have a litany of problems, one of which being that if one building's power were to be disrupted somehow, it would cause the power in every other building in the same circuit to go out.out, which can happen if you move a building without checking first.
** Much like other city building sims, mixed-use and medium-density zoning doesn't exist.
** Cims have "pocket cars" that will allow them to complete their journey if their destination is too far to walk using public transportation, even kids going to school.
* ArtificialStupidity: A Cim calculates their route from point A to point B at the very start of their journey and doesn't deviate from it, so pre-existing traffic jams will take a long time to clear even if a bypass is built.



* SceneryPorn: As good as you can get for a game with slightly bizarre architecture.

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* SceneryPorn: As good as you can get for a Even without fancy themes, buildings, trees, and lighting packs, the game allows for beautiful cities and beautiful maps, as well as the tools to modify the landscape.
* SkyscraperCity: Any district packed
with slightly bizarre architecture.high-density zoning and offices becomes this at high enough levels.
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Incinerators do produce pollution


** Incineration plants are a clean (albeit noisy) way to dispose of trash and create energy at the same time. In real life, burning trash releases very toxic substances such as dioxin and heavy metals that can contaminate the surrounding land and air.
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** Incineration plants are a clean (albeit noisy) way to dispose of trash and create energy at the same time. In real life, burning trash releases very toxic substances such as dioxin and heavy metals that can contaminate the surrounding land and air.
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** Electric infrastructure: instead of having a series of transmission lines and transformers that allow buildings to tap into them, electricity can flow through buildings into neighboring buildings. In real life, this type of transmission would have a litany of problems, one of which being that if one building's power were to be disrupted somehow, it would cause the power in every other building in the same circuit to go out.

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