According to the devs, this encourages tourists to stay in the city longer – therefore spending more money. Put down a depot then stick taxi ranks around the place, especially in tourist areas, to give your visitors another option to get to their destination. Taxis are a whole new type of semi-autonomous transport. It means you can get passengers to seamlessly switch lines without causing congestion from buses queuing to use the same stops. I’ll normally run trams linking buses to trains or metro lines – but if you don’t have Snowfall (and therefore trams) the Bus Terminal is brilliant. I tend to run buses on smaller, more local routes, so they don’t pass through one single area. I don’t get tons of use out of the bus terminal. Both are expensive and only necessary for major cities, but nice when you get there. It includes a Metro Station underneath, making for seamless travel into the city. The second is the International Airport, which has two runways and much higher capacity. It avoids local congestion from shuttling cargo between the Harbor and Terminal. Here, you get the cargo hub, which combines a Cargo Harbor and Cargo Train Terminal. Hubs are some of my favourite things in the game. Transport hubs and public transport optionsĪfter Dark began introducing hubs to the game – by which I mean integrated transport buildings. I love building cities for tourism ( my tourism guide ) and After Dark makes major contributions to that, both mechanically and visually.
They also gain a kind of story that’s lacking without the tools to expand beyond generic commercial areas. It really gives cities flavour and a much clearer identity. By choosing between generic, tourism or leisure, each district can become visually and functionally distinct, and give you the tools to build a more convincing city.īuild a dingy resort along the waterfront or fill your city centre with towering hotels to cater to the tourists pouring out of your central station. The new commercial zones add enormously to the game. In return, they pay more taxes and attract tourists to the city. They make a lot of noise so putting them next to residential areas is a no-go. It’s a nice touch.īoth specialisations – like industrial specialisations – have only a single level and can’t upgrade. Put them on the waterfront and you’ll get things like open-air gyms. Leisure turns whole districts into rowdy bars, nightclubs, arcades, salons and cafes. Tourism creates high-rise hotels, souvenir shops, restaurants, and the like. Just like industry, you can draw a district then specify that all commercial in the area develops for Tourism or Leisure. Tourism and Leisure commercial specialisationsįor me, the big hitter in the paid content is the new commercial district specialisations. The game also got separate budget sliders for day and night. Crime goes up at night, as does activity in your leisure commercial areas.
#City skyline at night full#
The daily cycle changes the rhythm of the game, with slower traffic at night and some areas, like your industry, working below full capacity. That means even with the base game, you’ve already got that stuff. Economy and crime got reworks, and 70 new buildings were added for even more variety. Shorelines and canals add adjacent land value, helping you create expensive waterfront developments.
#City skyline at night free#
The free content included night – obviously – but also adjusted activity throughout the day.
#City skyline at night for free#
That stuff got released for free alongside. If you’ve played the game for a few hours you’ll notice that even without After Dark, you still enjoy those beautiful sunsets and atmospheric nights. Before that, Cities: Skylines played out entirely during the day. Visually, the most striking addition in After Dark is the day/night cycle. Also, with so much DLC, people often look to prioritise what extras to buy. I think it’s especially useful to look at expansions after six of them because now we know how the game has changed – and how everything fits in. So why write about it now? Well, I’m building what I hope will be a really useful resource for C:S, especially for people who, like me, are getting into the game late. After Dark was the first expansion for Cities: Skylines, and dropped in late 2015.