3 ms·
If they don't give us mixed-use zoning I'm going to tableflip, so here's hoping. I dislike how Western-centric the concept of zoning is - in most of the world h
by potatolicious 4y ago
If they don't give us mixed-use zoning I'm going to tableflip, so here's hoping. I dislike how Western-centric the concept of zoning is - in most of the world having a grocery store at the bottom of a building is normal!
Likewise I wish they would model the amenity effect of businesses. Commercial zones in C:S are only about employment, but IMO having good amenities near residences is a huge influencer of QoL and should be modeled.
In fact I would love to see zoning become a more full-fledged game mechanic - balancing the amenity effects of mixing business with residential with the nuisance drawbacks.
Likewise the idea that you had to start every city with a huge freeway is a bit of a turnoff. Give me a start with a train station! I want to make a beach town that's primarily accessed by train!
- andybak 4y ago> Western-centric Don't you mean US-centric? I don't recall a UK city where there wasn't a grocery store within a 10 minute walk of everywhere and I don't recall visiting a city in Europe that wasn't pretty much the same.
- munk-a 4y agoI think they meant vaguely North American. That kind of awful zoning is quite prevalent in Mexico and Canada as well.
- mcv 4y agoIt's very common for Dutch shops to have apartments above them. Sometimes it's where the shop owner lives, sometimes not. Many modern shopping malls include a lot of residential space of some sort. Many neighbourhoods have corner shops. Another interesting thing that these games don't support is reusing existing buildings for a different purpose. Former industrial or dock areas are always popular places to turn into expensive housing or shopping areas.
- db48x 4y agoThere are a couple of mods that let you change what buildings are used for, or rebalance how dense they are. Ploppable RICO, Realistic Population, etc. You can even go so far as to use Procedural Objects with Service Cubes. Use PO to create a completely unique building, then hide a Service Cube inside it that provides housing for 100 families, another that provides some commercial, and another that provides a city service like a school or a morgue. There, instant mixed–use building. Overlap it with a subway station for extra realism. One of my favorite Youtube series is Cities Skylines: MARS <https://www.youtube.com/watch?v=sDX8YQ_aGnY https://www.youtube.com/watch?v=sDX8YQ_aGnY>. The author goes hog–wild and builds a complete city into a dome on Mars using custom assets he created himself (the game comes with asset editors), Procedural Objects, Service Cubes, and liberal use of the Move–It mod. It really is an astounding work of art, but you can also see why Colossal Order didn’t make a game with that level of freedom built–in; it almost becomes more of a 3D modelling program than a game. There’s a fine line between competing with SimCity and competing with Maya or Blender!
- deleted 4y ago[deleted]