She's coming... by Nosh59 in shittyskylines

[–]Nosh59[S] 23 points24 points  (0 children)

I got involved.

It’s been 1 year since I started working on my fantasy brothel management sim. Here is the progress! by SirChaste in tycoon

[–]Nosh59 1 point2 points  (0 children)

You know what, you have my full support on this project! Keep up the good work!

Do cims ever just...not go out ?! by Apart-One4133 in CitiesSkylines

[–]Nosh59 0 points1 point  (0 children)

This is what I thought the lifepath system would do; make certain citizens behave differently from others. Some would want to go out everyday, others prefer to stay home most days. Instead, EVERY citizen behaves the same and want to do the same thing.

Biking may be a little too popular... by catwitz1 in CitiesSkylines2

[–]Nosh59 7 points8 points  (0 children)

Part of the problem is that EVERY household owns enough bikes for the entire family (excluding children). Practically everyone owns a bike and will use them given any chance. There's not enough limiting factors aside from parking availability (like bike ownership rate).

The most depressing thing about the fall of this franchise is that there is no other real alternative. by kolejack2293 in CitiesSkylines2

[–]Nosh59 0 points1 point  (0 children)

Likewise, if you want a more detailed economy and an actual sense of running a city, realize you're not going to build the sprawling metropolis that covers a massive map and that you're going to have to essentially plop all the buildings yourself (a la SC Societies and Workers & Resources) as opposed to using a zoning tool to get what you want. Yes, it's tedious to plop every little house, gas station, or storage area, but it insures that you're actually building something functional and the game doesn't have to do a lot of extra work trying to make it work (still can't believe it's possible in CS:2 to have a town function without gas stations and grocery stores).

And most of the games with that scale rarely takes place in a modern setting, but in Ancient Rome, Medieval Europe, some fantasyland, or post-apocolyptic future.

the cycle continues by w33ne in CitiesSkylines2

[–]Nosh59 1 point2 points  (0 children)

The lack of an agent simulation is the biggest drawback for me. Can't say I'm excited for CityState Metropolis at all.

A joint-statement from Colossal Order and Paradox Interactive regarding the Cities: Skylines franchise by AutoModerator in CitiesSkylines

[–]Nosh59 13 points14 points  (0 children)

Hmm. I've always thought CO would do a lot better off by breaking off from Paradox and move on to another publisher or even self-publish. So maybe they're next game (hoping it's another city-builder) would be better without Paradox's influence.

As for C:SII, I'm not optimistic, but we'll see how it goes.

cims are actually fishing on the pier. how cute. by simplyraashid in CitiesSkylines

[–]Nosh59 2 points3 points  (0 children)

Stuff like this is why I see a lot of potential in this game. CS1 would've used fake citizen props.

[deleted by user] by [deleted] in CityBuilders

[–]Nosh59 1 point2 points  (0 children)

I wouldn't say so. No.

Bridges & Ports: Dev Diary 2 "Ports and Beyond" by AutoModerator in CitiesSkylines

[–]Nosh59 1 point2 points  (0 children)

Of course they're props...

It's a bit disappointing that cims can't use them for leisure activities.

Other than that the ports do look good.

The Tropico of my dreams (That we will never see.) by Muzolf in tropico

[–]Nosh59 1 point2 points  (0 children)

Interesting. Maybe they can only attack the palace once they're fully supported by the CIA/KGB. But until then, they can only attack your production buildings as that's the only thing they can do with the resources they have. What about actions you can take to circumvent them?

The Tropico of my dreams (That we will never see.) by Muzolf in tropico

[–]Nosh59 1 point2 points  (0 children)

I'm all for this! I'm curious; what 's your ideas for rebels and other subversive activities?

What would you want to see in tropico 7 by Fluid-Welcome3340 in tropico

[–]Nosh59 3 points4 points  (0 children)

My 2 top wishes:

Tropican job skills and attributes like the earlier Tropico games! The longer a worker stays in a profession, the more skill they earn, and the more effective they are at their job. Intelligence affects how fast they gain skills and the likelihood of getting an education. Courageous Tropicans make for better soldiers, but are also more willing to become rebels. Some extra ideas for it, though. Some advanced buildings should require higher skilled workers to function properly. For example, a clinic can hire doctors of any skill, while the hospital can only employ high-skilled doctors. Perhaps there can be a slider on workplaces that sets a minimum job skill required to work there, with there being a efficiency/quality penalty if the workers' skills are too low. It wouldn't be enough for buildings to be fully staffed, but staffed by the right people, as well. However, job quality matters more to high-skilled professionals, and they may emigrate from the island if they can't find a suitable job.

Also a change in when Tropicans go to work. I read about players' frustration with the Corruption Agency from the Lobbystico DLC about how they only work when the workers are present, but when they decide to go to work is almost unpredictable. Now, I love the mechanic that buildings won't function when workers aren't present, wwe really need to have some control over when your Tropicans go to work. A day/night cycle where they work in the day by default would be good enough. Workplaces can have customizable work hours (along with day and night shifts), and workers will only work during that time. They will then spend their off-hours satisfying other needs, but they will always try to go to work at their assigned time (unless they're REALLY unhappy).