Let's say you're building a city like Abu Dhabi, if their are oil resources on the map, you get a nice income if you favour the oil industry. How you play determines what people are willing to pay in taxes. But at least the traffic parts, which can usually be very, very difficult, we had covered!Ĭity builders live or die on how players can manage the economy - how will that work in Skylines? Adding all the city services in here is a big task to make it well balanced. We had more flexible, not grid-based maps for world building. We'd already transitioned to bigger maps than the first CiM. They are pretty much taken from Cities in Motion 2. ![]() These are kind of like in-game achievements, different monuments that measure your success, such as a futuristic stadium.Ĭities in Motion was about pure transport management - how has it been going from that to building up a full, active city?īasically, we already had the map size and the road building tool. Depending on the route you take, you get different monuments. You don't have to go deep into those districts and policies, you'd be fine just building the city as you go.Īlso, we don't have set goals or requests for the players, other than building the city, making it thrive and having the challenge of a growing city. If you're the kind of player that just wants to build, that's also possible. For instance, if you have a low density residential area with elementary schools, families are going to move in and be happy there, so you maybe have different policies than in the city centre. The citizens age and the city evolves as you build, giving you a constant challenge that you need to optimise to their needs. ![]() You can also budget each of the city services, for example if you have a lot of tourists coming in, you might want to make the buses run more frequently.
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