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Cities: Skylines - Page 17

Forum Index > General Games
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SixStrings
Profile Blog Joined August 2013
Germany2046 Posts
April 21 2015 11:48 GMT
#321
I wish there was a mod to port this into a medieval setting. Banished, while a great game for four hours or so, didn't really cut it for me.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 21 2015 13:46 GMT
#322
On April 21 2015 20:48 SixStrings wrote:
I wish there was a mod to port this into a medieval setting. Banished, while a great game for four hours or so, didn't really cut it for me.

What it really lacks is the ability to chose a "theme" for your city beside high tech. I really hope some mods will work in combinaison of assets to get really themed cities, like Hausmann style or 1960 Sovietic style for exemples.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
May 04 2015 01:57 GMT
#323
Just started playing this today. When are you supposed to leave a bit of space within zones? I'm guessing for industrial zones so that you can build things to decrease pollution?
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
May 04 2015 04:19 GMT
#324
I don't think its really possible to "decrease pollution with buildings (correct me if I'm wrong), it just kind of fades away when the source goes away.

Spacing things out doesn't give you too much of an advantage. I guess it'll reduce noise and maybe make traffic a little less worse, and maybe make further construction/ modification a little easier, but that's all I can think of.
(╯°□°)╯︵ ┻━┻
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-05-04 05:56:50
May 04 2015 05:55 GMT
#325
Yes polluting-type industrial areas (2 specialized industrial zone types don't pollute) are generally built away from other buildings, since it can negatively impact land value and health. Generally it's possible to get away with having commercial or office next to polluting industrial if you want though; it's mostly residential that you want to avoid being polluted since it seems to guarantee getting sick residents.

The forestry and agriculture industrial zones that don't pollute still generate noise though and are best with tall buildings around them to block that noise (which can be a tiny bit difficult since those industries tend to have extremely low land value), or to also be somewhat isolated (edge of the city for instance).
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
May 04 2015 17:31 GMT
#326
are there any good guides, youtube or text, on basic road layout?
ragz_gt
Profile Blog Joined April 2012
9172 Posts
May 04 2015 19:54 GMT
#327
There are some good starting layout on youtube, or look at twitch stream vods. But mostly it's a trial and error thing for me. Lots of ways to make it work reasonably well though.

This is a list of good tips to start with:

http://www.skylineswiki.com/Beginner's_guide
I'm not an otaku, I'm a specialist.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 05 2015 05:48 GMT
#328
I've also begun playing this game and I've found that trial and error works the best for me when it comes to road layout
EZ4ENCE
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2015-05-05 06:01:27
May 05 2015 06:00 GMT
#329
A few tips for roads:
1. hierarchy, so do like highway -> 6 lane -> one lane each way -> one way (or something like that)
2. interchanges are expensive, but they really do help free up traffic. lots of cool free ones in the steam workshop, though i really like doing a double or triple circle interchange
3. use big roads if possible (big -> cars move faster, less stop lights)
4. limit truck traffic, build alternate roads for them, closed circuit as much as possible
5. pedestrian paths can work wonders
6. public transit-- expensive, but totally worth it
7. railroads are also really great
8. building high rises is what really starts getting things clogged because of higher concentration of goods and people flowing. they look cool, but use sparingly unless you know what you're doing
9. i forgot the number, but regarding the hierarchy of roads you really shouldnt have more than a certain number. for example, a freeway exit should probably not have to serve more than like 3000, a large road 1000, etc. you can use the districting tool to estimate how many citizens a road serves.
10. learn how to do parallel roads. they are pretty and useful.
(╯°□°)╯︵ ┻━┻
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
May 05 2015 23:33 GMT
#330
can you guys take a look at my save and help me undo the traffic? Thanks.

http://steamcommunity.com/sharedfiles/filedetails/?id=438068782
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
May 06 2015 01:56 GMT
#331
So the traffic AI will only use one lane most of the time unless you learn to filter it propery--- in this case, more lanes really isn't helping.

The interchange you have to the left is probably just too complicated so stuff gets stuck there (would help if you screencapped that part). You might also just need to add another highway exit or whatever to take some of the load off of it.
(╯°□°)╯︵ ┻━┻
ragz_gt
Profile Blog Joined April 2012
9172 Posts
May 06 2015 02:44 GMT
#332
On May 06 2015 08:33 zulu_nation8 wrote:
can you guys take a look at my save and help me undo the traffic? Thanks.

http://steamcommunity.com/sharedfiles/filedetails/?id=438068782


It's actually fairly straight forward:

First I did was upgrade all section of your roundabout and road connecting to it to highway, so it doesn't have traffic light. this made traffic move through it without stopping

Then I gave your residential outgoing traffic a easy access to highway, without going through roundabout, same with incoming traffic to industrial, and residential to industrial. I get what you are trying to do, but routing everything into 1 roundabout just create a giant bottleneck.

http://steamcommunity.com/sharedfiles/filedetails/?id=438122052

I'm not an otaku, I'm a specialist.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
May 06 2015 13:13 GMT
#333
Thanks!
fixed_point
Profile Joined June 2011
Germany4891 Posts
May 19 2015 23:20 GMT
#334
Tunnels tunnels tunnels!
WladimirUN
Profile Joined February 2005
Germany67 Posts
May 20 2015 06:55 GMT
#335
This is so beautiful (not mine)
[image loading]
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 21 2015 05:16 GMT
#336
The new European builds looks really gorgeous.
I still suck at this game though
EZ4ENCE
Mysticesper
Profile Joined January 2011
United States1183 Posts
May 21 2015 06:05 GMT
#337
On May 20 2015 08:20 fixed_point wrote:
Tunnels tunnels tunnels!

Yep, tunnels:
http://gfycat.com/HappyAthleticFallowdeer
DannyJ
Profile Joined March 2010
United States5110 Posts
May 23 2015 04:42 GMT
#338
Awesome update. I hope they add New York/Chicago type buildings eventually.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
May 31 2015 00:41 GMT
#339
On May 21 2015 15:05 Mysticesper wrote:
Show nested quote +
On May 20 2015 08:20 fixed_point wrote:
Tunnels tunnels tunnels!

Yep, tunnels:
http://gfycat.com/HappyAthleticFallowdeer


Man... how do you get 200k population, my game slows down sooooooo much at 100k
I think traffic mod really kills it. on the other hand, there is no way I'd play without it.
I'm not an otaku, I'm a specialist.
Corgi
Profile Joined December 2014
United States408 Posts
May 31 2015 01:49 GMT
#340
I wish these new games would stop trying to simulate traffic because they don't do it very well. Just go back to old school Simcity 2000 simplified traffic congestion.
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