Everybody knows that a good mayor never sleeps, especially if they're in charge of a sprawling Cities: Skylines metropolis (fires don't put themselves out, you know). With an ever expanding library of mods to play with (and DLC on the horizon) Colossal Order's city builder lets you sink more hours into it than ever before.
Smashing the 1 million sales mark one month after its release, Skylines has seen the Finland-based studio behind it grow from nine to fourteen people while doubling the number of programmers working on it - to a dizzying two.
Cities: Skylines is a modern take on the classic city simulation. The game introduces new game play elements to realize the thrill and hardships of creating and maintaining a real city whilst expanding on some well-established tropes of the city building experience.
After managing to pin down company CEO Mariina Hallikainen at Unity Unite 2015, TechRadar received some insight into the possibility of missions (including natural disasters and zombies), the future of its traffic system, and why those who torture their digital city dwellers are bad, bad people.
TechRadar: One million sales after three months. Did you expect that?
Mariina Hallikainen: To be honest I was very surprised because we're a very small company, and Paradox isn't a massive publisher. If you think about the budgets for marketing and the game itself, the ability we have is amazing. There's almost this blurred line between what is creating and what is playing - and people have been sharing their creations with the world.
Steam Workshop has over 45,000 items, which is mind-blowing. It's definitely something we didn't see happening so fast. I was hoping that Cities: Skylines might be the game that sells over a million copies in three years or something, and it happened in just over a month. It's very exciting.
Traffic is the flow of vehicles along roads. Cities: Skylines individually tracks the passage of every vehicle through your city's road system. These include service vehicles, citizens' private transportation, and freight. It is important to manage the flow of traffic on your roads, as a blocked road causes delays in services reaching certain areas, and an increase in noise pollution. This mod is based on the original Traffic Manager Mod by cbethax and Traffic Manager Plus by seiggy. If you have subscribed to another Traffic Manager mod, please first deactivate it in your Content Manager (in-game) before trying this one out. The Cities: Skyline game will change massively and it’s all for the best. So complete Cities: Skylines Mods download. Cities Skylines Roads, Intersections and Traffic Management tips to effectively build roads and manage traffic - be it in three lane, four lane, five lane or six lane roads with intersections. Find all the latest Cities: Skylines PC game mods on GameWatcher.com. Having problems figuring out why traffic is backed up? Cities: Skylines - Parklife.
TR: People tend to pit Skylines against SimCity 2013 - did you do any research into what gamers might want that was missing in SimCity?
MH: It's a funny story because we've been pitching a city builder for many years. It was impossible to make one at the beginning with only five people and no track record, so in 2009 we started to focus on creating a smaller-scope game which became Cities In Motion, followed by Cities In Motion 2 that came out in 2013. By the time we had the technology and a skilled team needed to create a city builder, SimCity 2013 was announced. We thought they were going to build this fantastic game and leave no room for competition!
TR: Did SimCity change how you approached making Cities: Skylines?
MH: We were quite devastated and wondered what type of sequel we were going to make to Cities In Motion 2, but that all changed after SimCity's launch. We began to notice that there might be room for another city builder, and our publisher was like 'your idea's fantastic, let's do this!'.
We had the vision for the game before SimCity, so we stuck with it and didn't research what they were doing too much. We wanted big maps and to fully focus on single player because we didn't have the resources to make big fancy features, so it was driven by what we always wanted to do but could also pull off.
TR: You guys must have been huge Theme Park, Roller Coaster: Tycoon, and SimCity fans back in the day..
MH: Yeah! It's funny because I personally have no industry background. I was a student who was asked to join the company to handle the business side, but I was really into simulation games. The first time I tried the Cities In Motion demo, I was like 'thank God I like this game! It's going to be so much easier to sell because I enjoy it.'
I used to play Theme Park back in the '90s when I was a small girl, so Cities In Motion brought back so many memories. I'd completely stopped playing games during high school and uni - I'm not really a gamer. But simulation games provided such a familiar and lovely feeling. The team have been playing Transport Tycoon, Traffic Giant, SimCity games and older ones - Ceasar, for example.
TR: What were the biggest lessons you learned creating the two Cities In Motion games that helped with Cities: Skylines?
MH: One was how to figure out performance and memory issues when having big maps because we already had them in Cities In Motion 2. And then there was modding, which didn't work in Cities In Motion 1 because we had no idea what we were doing in terms of making mods meaningful, which was the same for the second game.
We had to figure out how to make it so that people could mod Cities: Skylines, which was something people wanted to do from the beginning. Players are so skilled that they've actually disregarded the modding API to do super cool stuff we had no idea they could do.
TR: Are there any mods that stand out for you?
MH: The Borderlands one. A guy had plans to make the buildings graphics very specific with outlines, but Unity behaved in a weird way. He posted a screenshot that showed some pink glowing things where all the lines were electric and crazy! It looked super cool, and he eventually got it working the way he intended. Modders have also made helicopters that you can fly around the city.
TR: In what ways can somebody building a city in Skylines learn something about themselves?
MH: If they drown everybody in pools then they are terrible people!
TR: Traffic has been highlighted as one of the more problematic elements of the game, with cars getting stuck in single lanes and the whole thing really having a negative impact on cities. Are there any plans to change the way traffic works in the game?
MH: There's no way we're going to change it because the traffic behaves in that way due to computing power. If a car is going somewhere and there's a jam we can't recalculate the path for it to go a different way because it would cause massive performance issues, and we still need to have the big maps, so it basically comes down to choices.
It's something we're looking to improve and if we get the chance we'll try to give the player more control over it, but it's not going to be in the way that people have suggested where cars will change lanes. That wouldn't be difficult to program, but the effect of it would be devastating. I hope that people don't feel that traffic is so challenging that the game isn't fun anymore because that's the worst thing that could happen.
TR: Are there any tips you can give people to alleviate traffic issues - such as how they approach designing roads?
MH: You can create pretty cool systems that are likely to alleviate the traffic. First of all, don't place too many crossings down so that vehicles get stuck in traffic lights. Underpasses and overpasses are very clever ways of handling crossings, along with tunnels, which have now been implemented.
Also think the placing of zones; for example, trucks will need to go industrial areas so don't make them start in residential areas where there's already traffic. It's just a case of figuring out how the city will grow, and doing it in a way so that it won't cause massive lots of traffic.
TR: Missions and random events such as natural disasters would be a cool addition, are there any plans for that or will you leave it up to modders?
MH: We want to make things that are really grand and big, and we're not sure how easy natural disasters would be for modders to do. To have developers working on big features like that would be beneficial for all Skylines players because we need to remember that the majority of players don't use mods. We don't have plans to work on natural disasters yet, but it would be cool to have because we already have the water system in place.
TR: Will you be releasing DLC for the game any time soon?
MH: We'll have a big expansion and release both free and paid updates, all of which we'll be revealing at Gamescom.
TR: Some good ideas for DLC have been suggested in Reddit's Cities: Skylines subreddit. Would you mind giving your opinion on a few of them?
MH: Sure.
TR: A transportation pack: bikes, bike lanes, skaters, trams and above-ground metros.
MH: There are some very cool ideas in there! Above-ground metros is very unlikely to happen. I haven't been thinking about skate parks, but it sounds like fun. I wonder what our animator would come up with - probably something crazy.
TR: Advanced tourism: zoos, theatres and casinos.
MH: Excellent!
TR: Boadwalks, seaside attractions, ferries and higher land value for beachside properties.
MH: Also good ideas.
TR: Amusement parks.
MH: I'm a huge fan of Theme Park, but it would be difficult to make in the game. As a unique building then sure, but I think people would want to actually build them, so it's very unlikely to happen unfortunately.
TR: Zombies. They're cool, right?
MH: Yes! My dear bootham serial cast. We need zombies. Yes to those.
TR: How long do you plan to keep adding to Skylines before you make a sequel?
MH: As long as we possibly and technically can while people enjoy playing the game. I think the point where we have to move on to a sequel is when the technology is in such a state that it doesn't make any sense to continue working on Cities: Skylines. I'm hoping that will be some years in the future because there's so many ideas we want to add to the game before going there.
TR: Augmented reality could be a good fit for Cities: Skylines - beaming your city onto a table in your front room, for example.
MH: We're super excited about future technologies so we'll be looking at what possibilities are there. It's difficult though - having a small team is always my excuse. In the future we're hoping to grow the company in such a way that we have Cities: Skylines track, with a team working on that, and then have a new team working on some new IPs or different kinds of games.
TR: What's next for Cities: Skylines?
MH: We're going to be focusing on some great expansions and getting free updates out to generally improve the game. We're also very focused on improving the modding tools to allow them to do even cooler stuff.
This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Cities: Skylines [official site].
Cities: Skylines is a game about building roads. Its lovely set of road-building tools allow you to scribe beautiful curved boulevards into the gentle slopes and combes of virgin lands, and it has inspired 19-page forum topics entitled Show Us Your Interchanges and Steam Workshop lists 24,482 interchange designs.
Oh, and an incidental byproduct of a good road system is the growth of a city around it.
Cities: Skylines is a sim that feels uncommonly alive and reactive to your planning. You can watch each citizen make its way through your creation, from home to place of work, and from there to visit a park. They may walk or take a bus or train, but you’ll mostly notice them driving, creating traffic which fundamentally represents the health of your city, a pulsing network that’s driven by Cities: Skylines’ beating heart:
THE MECHANIC: Traffic simulation
Developer Colossal Order was no stranger to transit when it started making Cities: Skylines. It’d already made two Cities in Motion games, which are about building public transportation systems. But for a game about managing a city, they needed to capture its essence. “Roads are part of the character of a city,” game designer Karoliina Korppoo tells me.
The team also wanted to achieve something rather tricky, to feature deep micromanagement-based play that would also appeal to less experienced players, and they realised that the realtime, flow-y nature of traffic could be the key. “It seemed like the one thing where constant quick changes felt good and it felt meaningful for the player to make changes to the road network,” says Korppoo.
They also wanted the city to feel alive with residents so players would feel attached to what they’d constructed, and so every citizen has a home, workplaces and family, and is simulated as they move around from one to another. Materials needed for commerce and industry are modelled moving from place to place, too. And once they’d built that system out, it was only logical that they’d extend it to the traffic, since it reflects all these movements.
“We do not like faking citizen behaviours,” says programmer Damien Morello. And thus you can watch cars purposefully drive around the city, showing off what’s running in the simulation itself. For the player, that means roads are absolutely necessary for linking each part of the city to the rest so the citizens can access them. After all, the city is not statistically modelled so that as long as amenities exist, they’re factored in. They have to be connected, and more than that, how they’re connected matters. There are a few circumstances in which the game does fake things, however. If a traffic jam gets completely out of control, the game will remove cars to avoid perpetual gridlock.
Surprise: Cities: Skylines’ traffic simulation wasn’t easy to develop. But not because it’s a difficult system to model so much as it was difficult to present in a way that players can understand the emergent complexity of thousands, and even hundreds of thousands of journeys.
In other words, Colossal Order’s early attempts at the traffic simulation initially lead to chaotic traffic jams that were hard for players to diagnose and therefore not fun to fix. The solution was to simplify citizens’ decision-making processes and the traffic rules, teasing out the causality so players could see how congestion was happening.
So what are Cities: Skylines’ traffic rules? The first rule is: you do not rear end the car in front of you. Programmer Antti Lehto is pretty emphatic about this rule. The second rule is: you don’t exceed the speed limit. Third rule: you stop at red lights. The fourth rule says that only one vehicle can be in an intersection at any one time. The fifth (it feels like this could maybe be prioritised a little higher?) is you don’t run over pedestrians. The sixth rule is that the first vehicle to decide to go to a given location is served first.
And the seventh and final rule is that these don’t rules apply when the player isn’t looking. This is a rule that is there to save CPU time, but even here, the game only skips rules that don’t have a major impact on the simulation.
The result is a game which runs according to the efficiency of your road system. Since your citizens and goods are moving around the city, the time they take to get to their destinations directly affects the speed of growth and change. “If your commercial areas are not getting goods to sell, they will eventually run out and if none arrive within a reasonable time, they can be abandoned,” says Korppoo.
The simulation has to react to the fact that it’s such a dynamic city, with buildings developing and becoming disused, as well as the player making direct changes to road layouts. But vehicles only recalculate their routes when they get close to a modified area. As you’d expect, it’s a solution for dealing with change that saves CPU time, but it also gives an extra sense of life to the cars. As a driver in the real world, you won’t necessarily know a shop has shut down or the road you’re using has closed before you get there.
All of this means that the other game mechanics in Cities: Skylines need to account for the fact that the time for citizens and goods to reach a given destination is unpredictable. All buildings spawn with their stocks of goods half full, so they won’t immediately go into decline before deliveries can reach them.
“Balancing is hard work and we spent a lot of time checking what kind of resource buffers felt right,” says Korppoo. “This is part of the core of the game, so while it was difficult to get right, the whole game would have felt empty without it and all that work was worth it.”
The effect is a game that continually nudges you to focus on roads. Every development starts with one: you can’t zone until asphalt is down. And improving the city by raising density and value is as much a matter of honing your road design, optimising routes between areas and amenities to be as short and clear as possible.
“Judging from Steam Workshop, there were and there still are optimal road layouts which are beyond weird,” says Morello. “But the simulation is realistic enough to allow real world layouts be optimal.” And so an official interchange design, the single-point urban interchange, which has been widely used in the US since the mid–1970s, is a mainstay for Cities: Skylines players, too. But few designs can hold up to the diverging diamond interchange, which is horrifically complex to build but shrugs off heavy traffic in a tight space.
“That said, the goal ultimately never was to mimic a real city road network, as the game is aimed to many kinds of players and both the ones who want to play optimally and those who wish to create beautiful cities need to have fun,” says Korppoo. “So the game focuses on flexibility with the road systems so that many different solutions can work.”
And the flexibility of roads in Cities: Skylines is its greatest joy. The building tools are simple and surprisingly expressive. Building curved roads is a pleasure, and assembling a functioning interchange holds the deep satisfaction that comes with all the learning and planning you have to put into it. Perfectionists might howl at the ease with which an attempt to build a perfect grid can turn out looking decidedly organic, but it feels like you’re laying down a place, with all the imperfections that come with that. And there’s something magic in watching little computer cars negotiating the bumps and turns you’ve set, by design or happenstance.
“City-building games are slow-paced and some of the time playing is spent on pondering what to do next or waiting for money or population to accumulate,” says Korppoo. “This is the time to just stare at an intersection and enjoy it.”