Cities Skylines: War Times

New Zone: Military Zone

Costs a lot money to maintain and uses goods



Buildings that form are command posts, military headquarters, barracks, tents, training camps for new enlistments, etc.



Creates demand for soldiers

Buildings

Creates military ships to protect trading routes



Increase defense and offense

Produces officers

Converts civilians to soldiers

Treats veteran population



Increases happiness for homes housing veterans

Jobs available to military



Investigates and deters terrorism and threats to airlines, cargo ships, trains, cars, metro, etc.



Finds spies and rebellion headquarters



Increases defense

Anyone fleeing via bus or metro will go here. Can house people a set number of civilians

Citizens will hide here instead of fleeing to shelters if an area becomes dangerous



Raises happiness in the area



Large and goes underground preventing roads and metro from passing under it



Entrance is the size of two metro entrances

In the road menu under a new "Wall" tab



Single fence, double fence, and concrete wall



Roads running through a wall form a gate automatically. These can be customized with different pros and cons. Gates decrease happiness



Decreases happiness depending on the wall type



Single fence only slows enemy

Medium noise



Can define patrol routes on roads in an area around towers to defend



Very expensive to maintain



Increase defense



If destroyed patrol routes are removed

Very loud



Staffed by military officers



Increases defense and offense

Road features

Road block

Screens cars passing through the roads. Slows down traffic, but jails rebellion members and terrorists. (Doesn't stop spies).





Districts

Wartime production

Turns industry zone to produce military gear

Creates tanks, aircraft, military jeeps, APCs, etc that drive on the roads



Frontline

Only military personal on roads in this area.

Vehicles will venture from roads defending this area if required.





New Views

How well areas are protected against terrorism and spies

Areas on the map that have been attacked. Enemies spawn on the edges of the map generating heat on this map. (Sounds of gunfire and war essentially).



Actions by spies, rebels, and terrorists generate heat on this map also scaring citizens.



Creates a lot of noise.



Too much heat near residential, commercial, or offices will causes sirens to go off and people will evacuate to bomb shelters slowing commerce.

City Policies

GI Bill

Veteran education plan



Draft

Increases enlistment rate

Decreases happiness around enlistment centers



Wartime recycling

Like normal recycling but lowers happiness for less garbage and more efficient usage of goods





District Policies (for districts marked as Frontline)

Uranium ammunition

Slight pollution to war zone areas, but with increased combat effectiveness.



Biological Weapons

A lot more pollution to war zones. This poisons water.



Atomic

Things are bad. You've lost most of your city. Military Airports are now authorized to use atomic weapons. Massive pollution, but effective on large groups of enemies.





Citizen Events

Citizens collect around enlistment centers and military colleges protesting when not enough veteran hospitals or if military funding is high



Can stop metro or busses or march down roads causing traffic.

Citizens change sides if unhappy. Rebellion fighters don't count toward population.



Houses turn decrepid and turn into rebellion headquarters. Terrorism increases.

Miscellaneous Ideas

Stadiums and some buildings act as shelters housing people temporarily



Increases garbage at shelters



Fire department will put out fires causes by artillery, tanks, bombs, and crashed planes.



Police do very little against military threats. Last line of defense.



The enemies will map out and attack power facilities through many means including using spies to shut them down. Ensuring roads to and from key facilities are well secured is paramount to maintaining order.



The enemies will also target industrial areas to hurt military production.



Waterways connected to the edge of the map will spawn ships periodically that will attempt to cut off trade. Keeping a strong presence in the water might be necessary for success.



Invasions will progressively get more difficult until the player reaches the end of the war or is defeated. The end of the war can be disabled though such that the difficulty continues to increase forever overwhelming the player.



Legalized marijuana policy would increase the chance of a War Protest

Alternative History Mode (Optional)

Replace invading enemies with aliens. Same gameplay, but with an alien threat replacing names and models with an advanced alien race. Could be a higher difficulty mode also.

Conclusion

War Times would be an endgame expansion designed to keep players on the edge balancing both the security of their city with ensuring the happiness of their citizens. City builders will start by creating a city, like normal, ignorant of the outside dangers facing their country. Then at a predetermined time for each map (or set by the player) war falls finding their city near the frontlines. An array of new buildings, zone options, and city policies are quickly given to the player to deal with the situation. Throughout the troubling times players must work to maintain order ensuring they have both an offensive military and defensive homeland system in place. Similar to the consequences for not maintaining water or electricity levels, if a city's offense isn't high then invasions increase. Enemies spawn and move from the edges of the map inward probing weaknesses in the city that the player must defend against. This includes protecting waterways, roads, and infrastructure from attack. Tagline: "Will you have what it takes to survive the war times?"Military PortMilitary CollegeEnlistment CenterVeterans HospitalHomeland Security OfficeShelterBomb shelterWallsTowerMilitary AirportTerrorism MapWar MapWar ProtestRebellionI tried to keep this idea compact and consistent with mechanisms already in the game such as roads, hospitals, airports, and work with existing systems like zones, districts policies, and city policies. I've read a few people say the game lacks a strong endgame or that there's not much to balance when making choices. The core idea behind this suggestion is to create trade-offs with strong consequences when building a city. I think this would accomplish that while giving players a endgame to work towards as they expand their city.