Cities: Skylines - Natural Disasters Review (inguy24)
Well, first, don't waste your money. You have a game that prides itself as being a realistic simulation, that has been made even better by its fans (i.e. TMPE), and then they release this? As a city planner, i was even embarrassed for the team who wrote this DLC. Where to begin...
1. There was no thought in regards to the game's economics. They add a ton of expenses that are proportionally unrealistic when compared to existing public safety costs. There are no revenue enhancements provided to pay for it, so this is going to almost certainly drain your coffers.
2. Disaster planning, including planning for evacuations, etc. is completely unrealistic. The only thought are evacuation routes tied to Hollywood style 1950's nuclear bunkers. This is just not just implausible, but provides no educational value add on planning for real disasters. For example, tsunami evacuations would take you towards higher and safer ground, not a bunker. Evacuations for hurricanes/cyclones/typhoons would be a regional evacuation from the coast. Instead of bunkers, more realistic options would be temporary relocation facilities and storm shelters. These often use existing facilities. Also see #1. Want to bankrupt your city? Just build a few bunkers!
3. There is an unrealistic approach to fighting fires once this DLC is enabled. The DLC will make just about everything flammable, but still restricts ground fire units (i..e fire engines) to only fighting fires along roadways. In reality larger trails, bicycle paths, larger pedestrian paths, etc. are often designed to accommodate emergency vehicles, but this is not the case in the game. While aerial attack is common in fighting forest fires, it almost always done in conjunction with ground units. Aerial attacks on structure fires are RARELY used as they risk casualties on the ground and unnecessary destruction of property (if they dropped water from the sky on Notre Dame, it would almost certainly not be here today). Finally i built a city that had a ton of fire helicopters, but a forest fire would often see only one or two respond for a major conflagration. Geesh... someone would be fired if they kept a huge fleet in reserve while an entire forest burns down.
4. Meteors? oh come on... not that it couldn't happen, but they left out hurricanes, which are much more common, and instead went with movie Armageddon? It seems that the person in charge of this DLC didn't care about true city simulation and just was creating cheap entertainment for the 4 years and under category.
5. Thunderstorms will light your entire city on fire... again very unrealistic, especially with modern building codes. The original game's storm simulation is much more realistic than the hyperbole introduced with this DLC.
6. There is a major disruption to the city budget, with a drop in revenue and increase in expenses, even when I zero'd out DLC costs. I zeroed out by editing all DLC assets in Asset Editor to reduce costs to zero in an experiment just to see if the budget disruption was due to these assets or something else was going on. Unfortunately something else is going on. My city went from profitable (even though I had already triggered various game circuit breakers... but that is another post entirely) to constantly losing 20-60K a month. I could not figure it out, even after eliminating all DLC assets from the city. Uninstalling the DLC did correct the imbalance. To me this underlines the lack of thought and careless disregard for the primary games operation with the introduction of this DLC.
Even though it seemed like it would be cool, and add some additional complexity to my city, it turned out to be a disappointing piece of fluff that was completely unrealistic, added nothing to how a real city would operate, and actually disrupted a well curated city (not by mother nature) but by bad programming. Don't waste your cash on this app.
My hope is that CO is embarrassed enough by this DLC release that they don't make the same mistake in introducing this crud into CS2.