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YMMV / Cities: Skylines

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  • Fridge Brilliance: Chirper is much-maligned for providing little useful information while constantly throwing idle nonsense and repeating complaints at the player... which is not that different from how people actually tend to use Twitter in Real Life.
  • Funny Moments: Dead people are treated as a problem similar to garbage in the game. The player needs to have a fleet of hearses to pick up all the dead people.
  • Game-Breaker: Pedestrian walkways. If given a choice, Cims will prefer to walk to where they need to be rather than drive. As such, creating elevated pedestrian walkways between your residential zones and where your Cims need to be can seriously cut down on traffic, leaving roads open for service vehicles.
    • Update 1.1.0 adds tunnels for both roads and rails. Before, building rails and highways took up a significant amount of space forcing the player have to plan the routes carefully. Now it's possible to build either partially or completely underground, both freeing up space and not requiring the player to have to demolish significant chunks of their city.
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    • The Monuments are designed to be game breakers, although, without using mods, you have to have reach all the population milestones in order to unlock them, making them arguable Bragging Rights Rewards. Some remove the need for city services like healthcare or education, others provide massive power production or a tourism boost. The Eden Project can break the game in a bad way if placed carelessly: it massively increases land value throughout the city, causing all the homes and businesses to upgrade to max level at once. This can almost double the population, causing high unemployment and a subsequent economic depression.
  • Loads and Loads of Loading: Once you've installed several hundreds of mods and custom assets - and that's pretty average by the game community's standards - you'll get enough time to make and drink some coffee while the game is loading.
  • Moment of Awesome: Meta-example — The fact a development team of 15 people were able to make a worthy successor to another city-building Simulation Game. Upon its release, Cities: Skylines received near universal acclaim from critics and players alike, broke all of Paradox Interactive's previous sales records, and became the top-selling game on Steam for several days in a row.
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    • To fully understand why this is such a crowning achievement, it's important to go back to SimCity (2013). To keep it short, the game had one of the worst known launches on record plagued with bugs and server chokings, and even after that blew over the game was still considered underwhelming and incomplete at best. Keep in mind, this game was made by a AAA multi-billion dollar studio. The fact that Colossal Order — a studio that barely cracked a double-digit sized team — was able to outdo them in a way that it was seen as the far more worthy successor is something they seriously deserve applause for.
  • Most Annoying Sound: Zoom the camera in on any industrial zone in an agricultural district and you will be bombarded with the sound of several cows continuously mooing with out any pause, drowning out most other sounds.
  • Most Wonderful Sound: The brief *DING!* that heralds a building upgrading. Especially when it happens multiple times in rapid succession. *DINGDINGDING DINGDING DING DINGDINGDINGDINGDING!*
  • Scrappy Mechanic:
    • Chirper, an in-game Twitter-like news feed, informs the player of various happenings in the city. It is often disabled by players not long after the game starts due to its overly frequent updates and the fact that the updates try a little too hard to emulate Twitter. Any information from it can be gotten from the traditional graphs and map views anyway.
      • To the point that there are mods that will "kill Chirper" for you.
    • In earlier versions, landscape could not be altered once a map is generated and there were no disasters (at least, besides dam-related ones). However, given the mod-heavy nature of the game, and Paradox asking what players would like to see, any unfeasible mechanics can be averted, and indeed, mods have since been made to add terraforming functions among others in-game to make up for what the stock game lacks.
      • Landscaping tools were ultimately added to the game along with a new DLC. The new Disasters DLC now adds disaster support to the game.
    • The requirements for some landmarks can range from baffling (fill up a certain amount of cemeteries) to frustrating (have a high crime rate for a long time, have a low tax rate for a long time, or have 1000 abandoned buildings). The good news is that unlocking a landmark in one map unlocks it for any subsequent playthrough.
    • The 'Deathwave'. Since all your initial residents move into the city at about the same age, after a few years there will be a deathwave when people are dying rapidly and your population plummets. Suddenly a lot of hearses are spawning all at once, clogging up the roads. Dead bodies devalue houses and nearby houses, which will then become abandoned, which causes crime, which requires cops, but the cops can't get to the crime because of all the hearses backed up around the block... then Ambulances can't get around, so sick people die... The deathwave can destroy a wealthy, well-functioning city in less than a year. There are mods that help alleviate the Deathwave effect by slowing down the aging process of the citizens in order to balance the gameplay and provide a sense of realism.
    • There is an actual limit to how many infrastructural buildings and transportation links you put in your city. The biggest problem here is that it is hidden and you have no way of finding out until you get the "cannot build any more buildings of this type" error message. There is a mod that shows you the limit of the number of buildings and links you can construct before you have reached your maximum and you can no longer go further. Unfortunately, this limit seems to be hard-coded into the game's engine and unless Colossal Order can make a patch that disables the infrastructure limit, there is no way to get around it with mods.
  • The Tetris Effect: Play the game for long enough and obsessively enough and you might start seeing roads in between words on this screen as if each word were a building, the grout of floor tiles will start turning green as if they were roads showing the efficiency of a vehicular service and you'll probably see zoning grids when closing your eyes.
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