PAID FEATURES

similar to park/industry area main buildings

similar to concerts upgrade feature

add new type of sub building assets that sit inside the base building (similar to city arch sub building from ParkLife - as an elevated sub building)

each sub building contributes properties to the main asset (ie +residential or +commercial or +office jobs) require new sub building type with new properties (not "visitors" amount, more like "residents", "jobs" and "goods" properties), each sub building can be any of the above properties, so podium could be only commercial and office, or office and residential, or commercial and residential etc does not generate garbage - all services go through main base building 3 types of new sub building: "Podium" Sub buildings "Tower" Sub buildings "Crown" Sub buildings each sub building would be able to embed a "build zone" that an asset creator can map out in the editor to allow the next sub building to be placed on top. IE:

A podium sub building could be placed anywhere inside the extents of the main asset and would have "goods supply" and "jobs" properties and the asset creator would be able to set a "build zone" height (the top of the podium model in meters) and select how big the build zone would be; cell x cell count. This area designated is the area that the next sub building ie the "tower" sub building can be placed within. - it would act as a fuax ground plane.

same would apply to the "Tower" sub building to allow placement of the "Crown" sub building each "build zone" has a "snap to center of build zone" setting that can be toggled on or off so the player can choose where inside the "build zone" the sub building can sit.

main building has it's own UI (similar to park/industry area) that opens up to show a menu that allows you to scroll through "podium", "tower" and "crown" assets as three separate build horizontal build menus.

Once each sub building type is chosen, it is grayed out each build menu has filters (similar to filters in main build menus) with the added filters of "residential" "commercial" "office" so players can filter down assets. includes new building policies - as main buildings are exempt from district policies shows total tax collected from residents/companies for city income- different sub building combinations reap more or less income ( no expenses/upkeep to budget )

Once each sub building type is chosen, it is grayed out main building contribute to city beautification as the main building can also be visited as a park/plaza.

allows customisable large scale skylines

main building asset creation is similar to parks - mesh not required/included. every day player can make their own main building - and rely on asset creators for meshes of "podium", "tower" and "crown" sub buildings like other buildings

main buildings could include "construction phases" placed main buildings will not show any props/etc and create non educated jobs for the city (like large scale building sites IRL) construction lasts 3 game week - creates budget expenses during phase construction phase could be split into 3 phases: podium, tower and shaft podium phase is unlocked as the main building is placed, allows "podium" sub building to be selected and placed inside main building area. lasts for 1 game week tower phase is unlocked at the completion of podium phase. allows "tower" sub building to be selected, and once selected it highlights an overlay of the "build zone" area for the tower to be placed in. once placed, the phase begins, and lasts 1 game week and 3 game days (1.5 game weeks ish) crown phase is unlocked at the completion of tower phase, allows the selection of "crown" sub building and highlights an overlay of the "build zone" of the "tower" sub building below for the area the crown can be placed in. this phase lasts for 4 game days. Once completed the building can be "opened" by the mayor construction phase completions are notified as pop up buttons similar to "rebuild" buttons for destroyed buildings can include a new animated construction crane to be spawned with normal scaffolding construction animation (maybe a new scaffolding texture can be used to see a difference between zoned building scaffolding and starchitecture scaffolding) crane asset would be randomly generated on the main building during construction. the animated asset would be split into 3 parts: animated crane top/hook, pivots, and lowers/raises hook non animated, but long mesh of the crane shaft to rise out of the ground to be higher than the extents of the under construction subbuilding (ie during tower phase the crane would know to rise out to theground to a height slightly above the height extents of the chosen "tower" sub building, so when the scaffolding reaches that height the crane won't clip through) non animated crane base - conceals where the shaft rises through ground mesh. when "opened by mayor" construction expenses stop coming out of the city budget.



FREE PATCH

new parking lot asset ai that stores the data of cars (not physically store the agents)

have a circular radius down pedestrian paths (including sidewalks to roads)

in overlay, highlights buildings that are covered by the parking lot

cims wanting to visit those buildings and drive will drive to the parking lots where the vehicle will be stored

vehicles don't stay spawned as agents inside parking lot, some might, but most cars are represented by sub meshes that appear based on how full a parking lot is (saves on physical agents spawned) similar to sub meshes for the rocket launch site

paid parking lot policy/ui to set price (similar to toll booths) for city income

OK so after Green Cities came out I gave a detailed dlc idea of how industries could be expanded on. granted that industries has been announced and my idea was probably beyond the scope but I have my next idea for after industries. let me know what you think - I've tried to keep it realistic in terms of theme/capabilities and new code etc (no i don't think it should rewrite code like car AI etc)Preamble:A DLC that expands the residential and commercial buildings in game. Supplementing the current zonable buildings with larger, unique building like assets that contribute to residential supply, commercial demands, and office demands. Finally Allows mixed use buildingsHow it works:Place a base building - asset to be styled as a plazaParking Lot AI assetsWhy this DLC?To expand on the "skylines" side of CS. Allow the creation of highly customisable skylines/skyscrapers. Allow mixed use buildings, allow larger footprint residential, commercial and office. compliment the new industries DLC larger footprint industry.TL: DRnew building types to allow residential, commercial and office towers to be created and customised through modularity. Think RICO mixed with Industries DLC but made better and with build challenges (workforce supply and costs)