u/wahussamit

Who makes 2025 style GT head units

Who makes 2025 style GT head units

Hi, just picked up a 2016 GT with the new style units and looking to add cameras to the car. The Acar site says their cameras are only compatible with their unit. Are there multiple makers of this style or is there a way to tell if this specific unit is an acar one?

u/wahussamit — 7 days ago

for discussion: my suggestion to improve the simulation and industrial zoning

Hi everyone, like a lot of you I've jumped bac into Skylines 2 with the recent patches and I've been pondering alternative ways to improve the simulation as I don't find the tile upkeep mechanic to be the most realistic.

This is a bit of an iteration on some other ideas, but instead of having the upkeep be tied to tiles, having an "aging" mechanic to the city owned infrastructure would help scale the costs in a more realistic way as the city grows. For example, once roads are built, they have a fixed cost for maintenance. Instead of being a fixed cost, these costs could escalate over time (say 5 years), at which time the cost of the road has to be re-paid and the monthly cost resets down to the minimum and begins again. This would simulate aging and replacement that would happen within the city naturally, and would naturally scale as the city grows. This way would also not require huge amount of micromanaging, and you could have a replacement interval set in the roads tab to manage how often this happens. (maybe even by district policy, that way you could let your slums degrade but keep the rich neighborhoods happy, if that's your thing)

This mechanic could be extended to city owned buildings, with the exception that as the building ages you would manually select when to "renovate" the building and pay it's cost again. This would simulate the building aging and renovations that would naturally take place, but wouldn't require re-building the actual building, which would suck for those who do a lot more detailing You could also have outages on power plants etc. if they aren't renovated in a timely manner.

This mechanic could also be tied to city happiness (maybe call it aging infrastructure). The longer the city goes without paying for the renovations to it's buildings, the less happy the city population becomes. If you think about it, citizens would be much happier going to renovated buildings as opposed to that elementary school that was placed when the city was founded and never touched again. This could be viewed as an "infrastructure" tab to quickly check the state of the buildings without the city. there could be exceptions for buildings like the castle or statue of liberty which wouldn't need replaced every X amount of years.

This would also have the benefit of removing the "I'm making money at the moment, just let the simulation run for a few hours since I know nothing will happen to it and I'll wake up in the morning with a ton of money" which I will freely admit I do, as I get impatient to move on to the next thing and hate waiting for the money to build the next item, so I play that as long as my cashflow is positive I use the time as a pseudo "unlimited money" that still keeps me accountable for having a properly functional city. If this feature were to be added I would hope it would be a toggle so I don't ruin my own playstyle of building, however!

Moving on to industrial, simulation aside, I feel like there could be more interest to placing the industrial areas. Outside a few signature buildings the game just basically has you place a generic industrial zone and go about your day. I personally enjoy building industrial parks as the logistics of moving materials etc. in an industrial area is far more interesting to me than building out residential areas. (this makes it tough for me to build big cities as I build all my infrastructure and then get bored )I think the game should split the industrial into 3 different segments, which would also be more accurate to real life. you could have light industrial, which would be your warehouses and small industrial sites, heavy industrial, which would be your factories and other heavy polluters, and then distribution centers or something similar for larger sized assets (6x6 doesn't capture the scale required for distribution centres, they can be absolutely massive)

light industrial would have very minimal ground /air pollution (if any) which would enable it to be more integrated within the city without tanking happiness, which would make for more interesting neighborhoods with that small woodshop on the corner or something. Heavy industrial would obviously be the most polluting, and distribution would be middle of the road pollution wise.

Like many of you I see the potential in the game and I like the way it's moving, things like this would add a ton of interest to the game in my opinion.

Let me know your feedback on this! Maybe if it gets enough traction CO will actually see this.

reddit.com
u/wahussamit — almost 2 years ago