Cities: Skylines

Cities: Skylines

Ploppable RICO Revisited 2.5.6
Enginerd 17 Jan, 2022 @ 7:28pm
Dropping ideas and discussing limitations
First off - Huge props! this mod is awesome!

So I did browse the FAQ and i guess i should start with noting::

A - A building CANNOT be both a Ploppable RICO building AND a service (e.g. electricity/water/hospital) building - GAME LIMITATION.
B - A (single) building CANNOT be mixed-use (e.g. commercial and residential in the same building) - GAME LIMITATION. Workaround would be utilizing assets such as Smilies "stackable" types of buildings that has a bottom piece with one use, and a top piece as another (can cause unrealistic noise pollution issues).

Questions and Ideas in no particular order:
1. Can RICO settings be applied to decoration types of things? ie the ice cream and food trucks you can place in a park etc. Or do those types of things need to be created as Assets to get these settings? the one issue i can see is that by default those decorations or props dont require road or path placement so if you convert it would that then change the requirements and that might create a "spawning" issue but could be treated similarly to how cafes and other park type assets work.

2. Rapid list (below) - Would RICO be an appropriate (possible) place to include a Slider, %, checkbox, or typed-in #, etc. to alter info for how various assets, services, etc implement the following attributes? I guess this is tricky because once something is touched by RICO it loses its original "services", so changing stuff for realism might make a park asset lose its attraction value??

a. Building Upkeep - somethings are too cheap, others too pricey (literal empty parks)
b. Ticket prices - Not only transportation but some other assets such as balloon ride, panda sanctuary($4800/wk!) charge nothing and upkeep is pricey. A Floating cafe costs $400 a week and charges nothing?
c. Jobs / Residence - knit picking but things like "Park Cafe #1" should probably have a job or two, and many firefighters also sleep in shifts at the fire house in reality. (but would these assets be lost as the "services" they once were?)
d. Pollution - ground/water/noise (and the radius) - being able to adjust that to your preference of realism would be cool. ! this could be huge in helping fix the NOISE pollution issue when using multi-piece ploppables like Smilies and not having to just completely shutoff Noise pollution for the game.
e. Entertainment value (and radius) or attractiveness for various uses - ie putting a park in a campus does nothing for the campus and it should.
f. Health
g. Education
h. Happiness value (and radius)
i. .. basically every building/asset/service value and being able to add or remove "spawners" of fire trucks, or tweak any variable so these things can be fixed but still usable. Oh and population as a hard value, not just the jobs.

Those last few are just a "what if" for someone tearing down a whole asset as it was, and rebuilding it within RICO but tweaked from default effectively. Perhaps utilizing the spawn points mod can help amend "services" lost or added to an asset?

3. Asset Variations (more than 1 local copy?) - either by saving an altered copy of the asset itself (save local as new asset? would eat more space but might be easier) or perhaps a few toggles when on the asset within RICO a player could have, lets say, 4 variations as opposed to just one "local" version so that at least that asset doesn't always have to be exactly the same throughout all games/maps.



I just wanted to say thanks for your work and hearing me out, i definitely understand that the things im suggesting on a whim are very complicated and i barely flushed out the ideas of what could be added to RICO.. Simply thought a ton of these options could be added into one "asset editor" for lack of a better term and RICO made the most sense.

People reading should also note that i will have no way of editing this once i post it and can only reply to limited comments so if theres grammar and glaring issues, sorry.. i cant fix it from what i can remember on how posting works


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GAME DEVS ADD Mixed Use - Having a building be utilized as actual multi use, in reality buildings can have 4-5 uses (underground parking, commercial, office, residential, and an entertainment feature on top like a rooftop bar or observation deck).. I know this is limitation of the game simply stating on a popular mod related to this exact "issue" in hopes the game devs see this for future updates or the next version of the game itself.
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algernon  [developer] 23 Feb, 2022 @ 11:44pm 
1. If it's a decoration building, sure. Props, however, have no functional AI, and the game doesn't expect any (so even if you did replace the AI, it'd do nothing anyway). Props are purely decorative with no functionality, as part of the fundamental game design: this is a performance optimization.

2. The Customize It Extended mod chan change most (if not all) of those values. For "spawners", check out the Building Spawn Points mod.

3. The best way to implement that would indeed be multiple local assets. What parameters would you want to vary? As it is, I get angry crowds with pitchforks whenever somebody thinks that two RICO buildings are showing even the slightest difference in stats.


For the mixed-use; implementing that as a game feature is actually quite difficult and would break a lot of things. The current workarounds, I think, are quite adequate without the issues.
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