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GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 10 2015 16:18 GMT
#1
[image loading]


Could this be the best city builder game since Simcity 4?



Early reviews appear very enthusiastic: http://www.metacritic.com/game/pc/cities-skylines
What fun is it being cool if you can’t wear a sombrero?
ZasZ.
Profile Joined May 2010
United States2911 Posts
March 10 2015 16:26 GMT
#2
Surprised there wasn't a thread for this. Was thinking about making one myself but glad you got around to it. I've been watching a lot of this game on Twitch and YouTube for the last week, and it is extremely promising. Colossal Order focused on the gameplay and mechanics at the expense of some of the frills (disasters, diverse building models, etc.), but is supporting the modding community 110% so it seems a lot of that will come naturally. They already have planned a free DLC for tunnels, which was something they had hoped to get into the base game, and have been constantly patching features rather than just bug fixes based on feedback over the last week or so.

Very promising! It helps that you have access to a much larger area than SimCity and it is a much better simulation than SimCity, with no always-online component! Triple win!
Enox
Profile Joined April 2010
Germany1667 Posts
March 10 2015 17:02 GMT
#3
My steam download just finished Lets see how many hours i'll put into this
If you think it's too hard there are solutions other than asking for a nerf, getting better is the first that comes to mind.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
March 10 2015 17:05 GMT
#4
looks about 1000x better than simcity2013, I've been loving the streams.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
rebuffering
Profile Joined December 2010
Canada2436 Posts
March 10 2015 17:28 GMT
#5
Ya this game looks awesome. All the reviews for it right now are very positive.
http://www.twitch.tv/rebufferingg
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 10 2015 19:49 GMT
#6
Bought it, it's awesome, imo the is the first real successor of SC4.
The game engine is very logic (buildings don't have a range anymore, their range is determined by how fast it can access stuff).
Everything is very natural, no dumb game mechanics, just logical stuff. And the road tool allow you to do basically everything (but tunnels :p)
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 10 2015 19:54 GMT
#7
Just look at this city <3

DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2015-03-10 22:56:03
March 10 2015 22:55 GMT
#8
Love it so far. Everything just feels good and works well.

Besides the Anno games I've been really disappointed by all other city simulators over the last like 10+ years. This really is a nice surprise.
ViperPL
Profile Joined March 2011
Poland1775 Posts
March 11 2015 06:32 GMT
#9
On March 11 2015 01:26 ZasZ. wrote:
Surprised there wasn't a thread for this. Was thinking about making one myself but glad you got around to it.


Same here haha, but I downloaded the game and got sucked in real hard. I wasn't really interested in the game until about a week ago, when a friend told me to watch some streams of this awesome, soon to be released city building game.

Well, a week later I got 7h of gameplay already and not enough sleep to survive my work day haha. This game is awesome in every way a city building game can be. Very detailed, mechanics make a lot of sense and are very intuitive, ui is simple and intuitive after the first 5 minutes of gaming. My favorite part so far is setting up bus lines :D

The only thing I feel could use slight improvement is building multi-layered highway intersectoins, especially the curved parts going above others. Though that my just be the case of not enough practice. Othere than that it's awesome!
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
batsnacks
Profile Blog Joined April 2014
United States4466 Posts
March 11 2015 16:25 GMT
#10
I got this game. Interested in min/max strategies.
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 11 2015 20:24 GMT
#11
The game seems a massive success, all reviews rate it at 8 to 10 out of 10, metacritic user score ils like 90%, it's the 3rd most played game on steam with 60k players...yesterday there was 20 mods just at release, now there is 1400...

Well the game is deserving it, my only fear is the lack of buildings and not enough stuff to do, but I'm sure mods will fix that. I love it, playing for hours without noticing :o
batsnacks
Profile Blog Joined April 2014
United States4466 Posts
Last Edited: 2015-03-11 20:45:52
March 11 2015 20:45 GMT
#12
Yeah this game's success makes a huge statement about how effective twitch advertising is.
ZasZ.
Profile Joined May 2010
United States2911 Posts
March 11 2015 20:49 GMT
#13
On March 12 2015 05:45 batsnacks wrote:
Yeah this game's success makes a huge statement about how effective twitch advertising is.


I'm surprised that statement needed to be made. There is no better endorsement than watching a personality you relate to genuinely enjoying a game and watching live, uncut footage of him or her enjoying that game. The only companies who don't know (or care) about how effective twitch/youtube advertising is are companies that are behind the times or companies that put out bad games.

Obviously, releasing early copies of Assassins Creed: Unity or SimCity to the general Twitch crowd would have been disastrous for sales.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2015-03-11 21:08:09
March 11 2015 21:07 GMT
#14
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.
HeatEXTEND
Profile Joined October 2012
Netherlands836 Posts
March 11 2015 21:25 GMT
#15
On March 12 2015 05:45 batsnacks wrote:
Yeah this game's success makes a huge statement about how effective twitch advertising is.

knuckle
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-03-11 23:18:14
March 11 2015 22:07 GMT
#16
I'm surprised I've never heard about this game until now. I was one to think I was current with many game happenings.
On March 11 2015 01:18 GrandInquisitor wrote:
Could this be the best city builder game since Simcity 4?

Maybe I'm crazy —and it's probably mostly nostalgia— and I didn't really give any of the later ones a chance aside from a little bit of 3000, but I feel like 2000 was the best city builder/sim.

I feel like too much realism— or even focus on graphics/sound could make things lame.

That said, this game has amazing reviews, and from the sound of things it seems like it has to be the best city sim _ever_.
"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!"
porkRaven
Profile Joined December 2010
United States953 Posts
March 11 2015 22:07 GMT
#17
Managing traffic flows is the most interesting thing for me to do in the game so far. Thanks for testing it I am sure there will be a mod for it soon enough. Although I only have 8 hours so far I would say that I don't think this game is worth anything less than an 8/10 if you're interested in sim building games. I personally rate it at a 9 or so.

The game might be easy but I enjoy it because it allows you flexibility in your focus. Just fixing one system at a time has no huge penalties. Relaxing and stressful at the same time. GOOD GAME
SHOUTOUTS TO Aylear!!!
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 12 2015 12:07 GMT
#18
If your workers can't commute to their jobs, they'll still technically work there, but their workplace will have a malus and will bring less income.
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
March 12 2015 14:13 GMT
#19
First city builder I've played in years, I mostly bought it because of the great reviews, it being from a finnish studio and one friend hyping it. But I'm enjoying my time with it so far, it's certainly nothing new but a nice enjoyable distraction.

My traffic is bit off a mess though but I guess thats somewhat hard to avoid in your first city with the limited parts and knowledge you have at start.

There doesn't seem to be any real difficulty or challenge here really so you just need to enjoy building and expanding your city.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
March 12 2015 15:08 GMT
#20
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


This sounds very disheartening, if commuting/traffic is as pointless as you say.

Also I enjoyed the difficulty and min/maxing of the older Caesar/Pharaoh/Zeus games. Is this game too easy? Is there no punishment for failing?
England will fight to the last American
ZasZ.
Profile Joined May 2010
United States2911 Posts
March 12 2015 15:34 GMT
#21
On March 13 2015 00:08 KaiserJohan wrote:
Show nested quote +
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


This sounds very disheartening, if commuting/traffic is as pointless as you say.

Also I enjoyed the difficulty and min/maxing of the older Caesar/Pharaoh/Zeus games. Is this game too easy? Is there no punishment for failing?


It depends, what is your definition of failing? If your city is a jumbled mess, your garbage and funeral services may not be adequate and dead bodies might start to pile up, causing people to get sick or leave your city. If you accidentally plop down a water tower near a pollution source, you may cause a death spiral in your city. If you place a dam incorrectly you may flood the whole thing.

I feel like for a lot of people, myself included, this game will be a lot like Minecraft, Dwarf Fortress, etc. in that it really is what you make of it. There is no win condition and it is fairly difficult to hit a loss condition as well. But if you are a tinkerer, and enjoy trying to make the biggest, prettiest, or most efficient city, there is something here for you. If you are a min/maxer, I think there is a lot to enjoy as long as you are not dependent on having a win/loss condition. There is always a slightly better way you could have designed something so that it was a little more efficient.
Chro
Profile Joined May 2010
United States240 Posts
March 12 2015 15:36 GMT
#22
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?


BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
March 12 2015 15:45 GMT
#23
god i am getting this after work today. been nearly a decade for a proper city builder ffs
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
ragz_gt
Profile Blog Joined April 2012
9172 Posts
March 12 2015 16:04 GMT
#24
I love the game play so far, the control on the other hand leaves much to be desired. And those MS paint icons...
I'm not an otaku, I'm a specialist.
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 12 2015 16:10 GMT
#25
really good game, though they could improve the construction of roads

I find it really weird too that bus lines must make a full circle and can't go from point A to point B
LiquipediaWe will have only each other at the last
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 12 2015 16:21 GMT
#26
On March 13 2015 01:10 Yhamm wrote:
really good game, though they could improve the construction of roads

I find it really weird too that bus lines must make a full circle and can't go from point A to point B

At some point a bus must always go back to A so I don't see how any bus line can not be circular.
It ignores such insignificant forces as time, entropy, and death
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 12 2015 16:24 GMT
#27
On March 13 2015 01:21 Gorsameth wrote:
Show nested quote +
On March 13 2015 01:10 Yhamm wrote:
really good game, though they could improve the construction of roads

I find it really weird too that bus lines must make a full circle and can't go from point A to point B

At some point a bus must always go back to A so I don't see how any bus line can not be circular.

roads are not all in 1 way?

or can you actually make them go back by the same road? I didn't try that...
LiquipediaWe will have only each other at the last
Duka08
Profile Blog Joined July 2010
3391 Posts
March 12 2015 16:25 GMT
#28
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.

As someone else mentioned I thought there was a penalty for the worker thing? It doesn't completely shut down the workplace but I don't think it's 100% magically working fine. Could be. Plausible that they also did this because they aren't perfectly happy with the traffic routing yet (the traffic isn't always great at using multiple lanes and can bottleneck even on wide roads sometimes) which is something they're actively working on. Once traffic behaves to their standards I could see them making worker travel more accurate/strict.

Game isn't too difficult but it's been a while since I've played anything like this so I'm just enjoying it for what it's worth so far. Isn't there a hard mode in the mod options? Not sure what it does but one could look into that if they're not satisfied with how easy the game starts off.

I'm not a fan of the whole "we'll release this and then keep applying major patches for the next months" thing that seems to be so common lately, but of all those cases Cities: Skylines feels like the one where the most substance was in before release, and the planned changes are already deep in the active pipeline and should hit sooner than later I'd bet. I've enjoyed it so far.
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
Last Edited: 2015-03-12 16:39:53
March 12 2015 16:36 GMT
#29
On March 13 2015 01:24 Yhamm wrote:
Show nested quote +
On March 13 2015 01:21 Gorsameth wrote:
On March 13 2015 01:10 Yhamm wrote:
really good game, though they could improve the construction of roads

I find it really weird too that bus lines must make a full circle and can't go from point A to point B

At some point a bus must always go back to A so I don't see how any bus line can not be circular.

roads are not all in 1 way?

or can you actually make them go back by the same road? I didn't try that...


They can take the same road if it's 2-way, have you never used local buses in real life? Works the same way here.

But yeah making my first bus lines was a good wake up call to what a mess my traffic system was.
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 12 2015 16:49 GMT
#30
On March 13 2015 01:36 Vaelone wrote:
Show nested quote +
On March 13 2015 01:24 Yhamm wrote:
On March 13 2015 01:21 Gorsameth wrote:
On March 13 2015 01:10 Yhamm wrote:
really good game, though they could improve the construction of roads

I find it really weird too that bus lines must make a full circle and can't go from point A to point B

At some point a bus must always go back to A so I don't see how any bus line can not be circular.

roads are not all in 1 way?

or can you actually make them go back by the same road? I didn't try that...


They can take the same road if it's 2-way, have you never used local buses in real life? Works the same way here.

But yeah making my first bus lines was a good wake up call to what a mess my traffic system was.

I didn't realize that you could chose the way the bus was taking, I thought it was bus stop on both side of the road, since I'm only at the start with 2 way roads
LiquipediaWe will have only each other at the last
ragz_gt
Profile Blog Joined April 2012
9172 Posts
March 12 2015 17:08 GMT
#31
In Murica, bus routes generally only go 1 way (partly because there are many one way roads). When take a bus to A to B it might take 10 min but from B to A it might take 45 min, and if it's not circular you gonna end up with a bunch buses at middle of nowhere.
I'm not an otaku, I'm a specialist.
SKC
Profile Joined October 2010
Brazil18828 Posts
Last Edited: 2015-03-12 17:30:41
March 12 2015 17:26 GMT
#32
They still have to make the return trip, else you just end up stacking buses at point B. Sometimes it is necessary to send a bus back empty so it reaches the destination faster, but it seems weird doing that every single time for most routes. It's ussually more efficient to send them back working.

Here what often happens is that the bus doesnt actually have a circular route, but there is another station/parking lot at the end of the line and you have the A-B route and the B-A route, so you can adjust the timing of the return trip to a better timeslot. But that's a bit too complicated to a simcity game and circular routes just make more sense.
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
Last Edited: 2015-03-12 18:07:43
March 12 2015 18:07 GMT
#33
Looks like really good game. I might buy it when I have money
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
Don_Julio
Profile Blog Joined June 2010
2220 Posts
March 12 2015 19:23 GMT
#34
On March 13 2015 03:07 TheBloodyDwarf wrote:
Looks like really good game. I might buy it when I have money

It will only get better, too. Colossal Order is going to work at the game for a long time. Keep in mind that they will release a lot of DLC alongside free patches and the DLC will drain your wallet if the quality is close to what I'm used to from Paradox' games.
SixStrings
Profile Blog Joined August 2013
Germany2046 Posts
March 12 2015 19:35 GMT
#35
Is there a game like this that takes places in the middle ages or antiquity?
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
March 12 2015 19:53 GMT
#36
On March 13 2015 00:36 Chro wrote:
Show nested quote +
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.
Don_Julio
Profile Blog Joined June 2010
2220 Posts
Last Edited: 2015-03-12 20:05:30
March 12 2015 20:00 GMT
#37
On March 13 2015 04:35 SixStrings wrote:
Is there a game like this that takes places in the middle ages or antiquity?

Banished comes pretty close but it's more a village builder not a city builder. Other than that maybe Stronghold but it's mostly combat focused. For antiquity the good, old Caesar games. Maybe someone creates a full-conversion mod for C:S.

On March 13 2015 04:53 LaNague wrote:
Show nested quote +
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

I kind of agree with their design decision. Citizens getting stuck in the traffic for infinite time could totally ruin a city if you had just a single jammed spot. Traffic jams still have severe negative effects: Your service cars get stuck and goods won't arrive at stores and industry which will result in abandoned and burned down buildings. It's a fair copromise. Traffic is important and quite a challenge to manage.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 12 2015 20:05 GMT
#38
On March 13 2015 04:53 LaNague wrote:
Show nested quote +
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

a dev explained it on the forum.Linky

Basically there is a hard limit of 65k people on the road at any time for performance reasons. This means they cannot guarantee that every citizen will go to their workplace on a regular basis. Hence why there is no real penalty to not having a home/work connection.

It ignores such insignificant forces as time, entropy, and death
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
March 12 2015 21:02 GMT
#39
On March 13 2015 02:08 ragz_gt wrote:
In Murica, bus routes generally only go 1 way (partly because there are many one way roads). When take a bus to A to B it might take 10 min but from B to A it might take 45 min, and if it's not circular you gonna end up with a bunch buses at middle of nowhere.

Isn't it that in big cities, buses routes tend to start and end at locations where they can turn around such as on train stations, bus depots or where otherwise there is a small amount of tarmac to do a U turn. This circular bus route concept is blowing my mind.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
March 12 2015 21:48 GMT
#40
On March 13 2015 05:05 Gorsameth wrote:
Show nested quote +
On March 13 2015 04:53 LaNague wrote:
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

a dev explained it on the forum.Linky

Basically there is a hard limit of 65k people on the road at any time for performance reasons. This means they cannot guarantee that every citizen will go to their workplace on a regular basis. Hence why there is no real penalty to not having a home/work connection.




its a stupid logic that i cant understand and i allready responded to the CEO, i started the whole thread afterall.


You can just check if the dispatched sims reach the destination.

Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-03-15 16:03:10
March 12 2015 22:30 GMT
#41
On March 12 2015 06:07 LaNague wrote:
Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
That sounds terrible. I didn't think that was even possible in city sims. Even the oldest city sim I know of in existence (the original Sim City) as different levels of service depending on number of buildings and funding, and different growth/value depending on it.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.

I don't understand how that would be the case. wouldn't multiple different service buildings alone with land-value-increasing things be more work and more difficult to fit in that just a clump of hospitals?
Why is it easy to gain land value? why does clumping service buildings nearby make that more difficult? I guess that service buildings lower land value? If so, then what increases it?


I feel like the challenge level might be disappointing. Perhaps great for kids, but when one's a big a gamer or just intelligent adult, I suspect it might get boring without significant challenges.

The fact that there's no disasters (riots, terrorist attacks, hurricanes, [major] fires, [major] car/plane crashes, natural water shortages, variable wind&water currents), nor neighboring/competing cities is disappointing.
"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!"
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2015-03-13 01:23:28
March 13 2015 00:48 GMT
#42
i found another simulation hole, not sure where its at yet, maybe has to do with parks: No commercial demand


http://cloud-4.steamusercontent.com/ugc/31862455089273465/D2CED53EBDDFDF9CD076724A589D57AC1A9AD268/






yep, found it, parks create negative commercial demand, at least in my game and i dont seem to be the only person with this issue.




At this point, they should just pay me to do their testing for them.
SixStrings
Profile Blog Joined August 2013
Germany2046 Posts
March 13 2015 01:53 GMT
#43
On March 13 2015 05:00 Don_Julio wrote:
Show nested quote +
On March 13 2015 04:35 SixStrings wrote:
Is there a game like this that takes places in the middle ages or antiquity?

Banished comes pretty close but it's more a village builder not a city builder. Other than that maybe Stronghold but it's mostly combat focused. For antiquity the good, old Caesar games. Maybe someone creates a full-conversion mod for C:S.

Show nested quote +
On March 13 2015 04:53 LaNague wrote:
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

I kind of agree with their design decision. Citizens getting stuck in the traffic for infinite time could totally ruin a city if you had just a single jammed spot. Traffic jams still have severe negative effects: Your service cars get stuck and goods won't arrive at stores and industry which will result in abandoned and burned down buildings. It's a fair copromise. Traffic is important and quite a challenge to manage.


Thanks for your recommendation, but alas, Banished was a matter of three hours until I had a perfect, self-sustaining society and a full tech tree. Beautiful game otherwise.
QuantumTeleportation
Profile Joined March 2015
United States119 Posts
March 13 2015 01:54 GMT
#44
Looks good but I'm over building simulation games now.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
March 13 2015 02:15 GMT
#45
On March 13 2015 10:53 SixStrings wrote:
Show nested quote +
On March 13 2015 05:00 Don_Julio wrote:
On March 13 2015 04:35 SixStrings wrote:
Is there a game like this that takes places in the middle ages or antiquity?

Banished comes pretty close but it's more a village builder not a city builder. Other than that maybe Stronghold but it's mostly combat focused. For antiquity the good, old Caesar games. Maybe someone creates a full-conversion mod for C:S.

On March 13 2015 04:53 LaNague wrote:
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

I kind of agree with their design decision. Citizens getting stuck in the traffic for infinite time could totally ruin a city if you had just a single jammed spot. Traffic jams still have severe negative effects: Your service cars get stuck and goods won't arrive at stores and industry which will result in abandoned and burned down buildings. It's a fair copromise. Traffic is important and quite a challenge to manage.


Thanks for your recommendation, but alas, Banished was a matter of three hours until I had a perfect, self-sustaining society and a full tech tree. Beautiful game otherwise.



i like children of the nile, but its pretty slow even for my germaness.



mierin
Profile Joined August 2010
United States4943 Posts
March 13 2015 02:32 GMT
#46
On March 13 2015 00:45 BurningSera wrote:
god i am getting this after work today. been nearly a decade for a proper city builder ffs


Honestly what happened to that era? I just remember playing Caesar 2 for weeks on end, then Caesar 3, pharaoh...just quality city building game after city building game. Really miss it

Off topic, also very much miss flight sims like TIE fighter.
JD, Stork, Calm, Hyuk Fighting!
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
March 13 2015 14:53 GMT
#47
On March 13 2015 04:35 SixStrings wrote:
Is there a game like this that takes places in the middle ages or antiquity?

Banished.

It's really great game until you hit like 30 hours. After that there is nothing new to see, no challenges. Mods may make it better (new buildings).
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2015-03-13 20:04:58
March 13 2015 20:02 GMT
#48
someone used the bugs we discovered and made a 650k pop residental/office spam city, which was also used top show how broken simcity 2013 really is on the inside.

This game has the same depth to it as simcity 2013, its just bigger. Sorry.



Features almost no traffix, workers staying home, no commercial (could even reduce demand to almost zero by using parks, but not needed)


[image loading]
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 13 2015 20:10 GMT
#49
You seem so mad about this. Simcity games are a creative outlet for me, not a form of competition. It's like telling people that drawing is "broken gg sry" because you can trace someone else's pictures.

It'd be nice if they addressed this, but it's just not that concerning compared to an equivalent bug in League of Legends or some other competitive game.
What fun is it being cool if you can’t wear a sombrero?
Duka08
Profile Blog Joined July 2010
3391 Posts
March 13 2015 20:17 GMT
#50
On March 14 2015 05:10 GrandInquisitor wrote:
You seem so mad about this. Simcity games are a creative outlet for me, not a form of competition. It's like telling people that drawing is "broken gg sry" because you can trace someone else's pictures.

It'd be nice if they addressed this, but it's just not that concerning compared to an equivalent bug in League of Legends or some other competitive game.

My thoughts exactly. I've been having way more fun just making something interesting and using space well, rather than going for UTTER OPTIMIZATION and exploiting game mechanics...
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 13 2015 20:18 GMT
#51
By the looks of the picture it is also running a mere 1.5 million deficit.

That is like complaining a shooter is to easy while using god mode.

It ignores such insignificant forces as time, entropy, and death
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 13 2015 20:20 GMT
#52
I can appreciate your PoV, GrandInquisitor, but a lot of people like myself have been waiting for a properly challenging and not-broken challenging mayor-Sim with depth for more than a decade. SimCity 4 and the Tilted Mill games were the last really great ones of the genre.

It really is quite disappointing. :|
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
Last Edited: 2015-03-13 20:27:08
March 13 2015 20:26 GMT
#53
On March 14 2015 05:20 Antisocialmunky wrote:
I can appreciate your PoV, GrandInquisitor, but a lot of people like myself have been waiting for a properly challenging and not-broken challenging mayor-Sim with depth for more than a decade. SimCity 4 and the Tilted Mill games were the last really great ones of the genre.

It really is quite disappointing. :|

did you try the included hard mode?

regarding the 650k city I am not too worried about that because he is playing with ulimited money on
WriterFollow me @TL_Chexx
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2015-03-13 20:30:38
March 13 2015 20:29 GMT
#54
well its nice you have, but when i play this game, every few hours i come across a bug that kills my onjoyment.


I was planning all those nice roads and stuff to make my communte faster, but that just has no result except losing more money.
Then i tried out public transport and discovered that bus stops are blackholes that suck in people and clean the streets of them.
Then i wondered why my industry park isnt leveling up and discovered i just have to mindlessly plop down fire stations around it and it will go max level.
Then i made a new city and after an hour i wondered why my commercial demand is zero, it rurns out all monuments and parks reduce commercial demand because their visitor spaces counts as commercial shop space.

So, every time i try to build a nice little realistic town, the bugs/design choices come in and totally squash me and FORCE me to play gamey when i try to do the opposite.
I cant have any commercial if i build a nice little town for example.



Thats why i am angry, not because i want a competetive game, i want to build a nice little realistic town, but i can not do so. Its basically the opposite of what you accuse me of.
I cant build a town just like i could not in simcity.



the picture/savegame shows off broken simulation, it was puit together quickly to show what an "optimal" city would look like with this kind of simulation, just like the "optimal" simcity2013 city was all commercial no traffic.
It tells something about the simulation and what it steers players towards.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 13 2015 20:29 GMT
#55
On March 14 2015 05:20 Antisocialmunky wrote:
I can appreciate your PoV, GrandInquisitor, but a lot of people like myself have been waiting for a properly challenging and not-broken challenging mayor-Sim with depth for more than a decade. SimCity 4 and the Tilted Mill games were the last really great ones of the genre.

It really is quite disappointing. :|

Again. this is possible because of a cheat, the city is running a 1.5 million deficit.
Now it may well be possible to "break" the game without cheating mods/assets (donno if the latter were used) but using this as an example how the game is broken is just dumb.
It ignores such insignificant forces as time, entropy, and death
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
March 13 2015 20:31 GMT
#56
i just explained why the sample city is relevant, you have no place to call me dumb.
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
March 13 2015 20:36 GMT
#57
Before it escalates here dont flame each other
WriterFollow me @TL_Chexx
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 13 2015 20:40 GMT
#58
On March 14 2015 05:29 LaNague wrote:
well its nice you have, but when i play this game, every few hours i come across a bug that kills my onjoyment.


I was planning all those nice roads and stuff to make my communte faster, but that just has no result except losing more money.
Then i tried out public transport and discovered that bus stops are blackholes that suck in people and clean the streets of them.
Then i wondered why my industry park isnt leveling up and discovered i just have to mindlessly plop down fire stations around it and it will go max level.
Then i made a new city and after an hour i wondered why my commercial demand is zero, it rurns out all monuments and parks reduce commercial demand because their visitor spaces counts as commercial shop space.

So, every time i try to build a nice little realistic town, the bugs/design choices come in and totally squash me and FORCE me to play gamey when i try to do the opposite.
I cant have any commercial if i build a nice little town for example.



Thats why i am angry, not because i want a competetive game, i want to build a nice little realistic town, but i can not do so. Its basically the opposite of what you accuse me of.
I cant build a town just like i could not in simcity.



the picture/savegame shows off broken simulation, it was puit together quickly to show what an "optimal" city would look like with this kind of simulation, just like the "optimal" simcity2013 city was all commercial no traffic.
It tells something about the simulation and what it steers players towards.

How does it force you to play gamey?

Black hole buses only exist if you specifically make them black holes, a 'normal' bus line will work (sometimes badly) as you would expect.
Mindless service leveling is only an issue if you chose to plump down random shit.
Commercial its harder to comment on, I dont know the level of parks that would be needed but your missing out on income by skipping Commercial.

If your mind forces you to use them exploits just because you know they exist then yes you have an issue but if you just wanne building your nice little realistic town you will not run into any of them.

Yes things could get better, yes I hope they fix some of them, yes i hope mods can fix what the developers don't, but I have yet to see a serious exploit that does not require actively doing it for it to affect gameplay.
It ignores such insignificant forces as time, entropy, and death
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
March 13 2015 20:44 GMT
#59
I agree with LaNague. A big part of city building games is the immersion that it is simulating a city. Quite frankly, teleporting workers, ergo pointless public transport, services, no matter which type = levelling, there just too many things that makes no sense. It's not a matter of exploiting, it's just a matter of that it just simply doesn't make sense. It is totally a legitimate gameplay issue.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 13 2015 22:12 GMT
#60
No simulation is perfect, and every simulation takes shortcuts. I guess I just don't see how these particular shortcuts are supposed to detract from the game if you aren't playing it "competitively". I have had zero issues building my city up. I don't need twenty fire stations in my industrial zone to level them up and my buses run perfectly fine. And I'm still motivated to fix traffic jams for the pleasure of it, and it seems like my city is better off, though I agree that I'm not absolutely clear on how traffic negatively affects me.

The parks killing commercial demand -- yes, I can understand that that sucks. But showing me a city built with unlimited money running a $1.5m deficit exhibiting unexpected behavior - yawn.
What fun is it being cool if you can’t wear a sombrero?
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2015-03-13 22:42:43
March 13 2015 22:24 GMT
#61
If you are super into the realistic simulation (or German ) I agree this game is probably not the best, at least without mods. It's absurdly "easy" and it's basically impossible to not have a well working city. Things aren't really dependent on each other or effect each other in ways you'd expect. Hell I didn't even realize police stations existed in the game because crime is, as far as I can tell, not programmed into the game. That being said, I don't have a massive city, but that's been the case so far for the past 20+ hours so I'm assuming.

I personally don't care about it. The illusion it gives of a living city is fantastic and I usually just want to create the prettiest city, not the most efficient. And let's face it it's not like there are any better sim games out there...

I can't wait till people mod it more so I can make it look more like New York or Chicago architecturally. Right now every city looks like Helsinki or something.

BTW for the person that wondered if there was a more medieval or historical game like this, have you played Anno 1404? It's not really exactly in the vein of a sim city type game, but it sure is good.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 13 2015 22:42 GMT
#62
Anno 1404 is actually the closest game to the old Tilted Mill style games (I think it is even better than the futuristic one). Tropico is not bad either. However they don't have the same feel as the old style City Builder Games I think. I'm not sure but I think the main issue I have are that the newer games feel more sandboxy in that the cities you build have less character.

Basically, the problem I see is that your cities all end up looking/optimizing the same way because the games tend towards favoring generalist cities. This reduces re-playability for me. Once I get the optimal city, then that's really it. It isn't like say Pharoah where you are founding a gem colony to produce luxury goods while getting constantly raided by barbarians. Or in SimCity 4 where you create a small city next to a big city to provide services to the big city.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
11cc
Profile Joined May 2008
Finland561 Posts
March 13 2015 22:43 GMT
#63
Of course the simulation will never be perfect, but if "parks create negative commercial demand" as LaNague said is true, it's a legitimate and unnecessary issue that should be patched as with any similar stupidities.

I've really had a great time with this game so far, very addictive. First city builder I've played in a long time.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 13 2015 22:49 GMT
#64
On March 14 2015 07:43 11cc wrote:
Of course the simulation will never be perfect, but if "parks create negative commercial demand" as LaNague said is true, it's a legitimate and unnecessary issue that should be patched as with any similar stupidities.

I've really had a great time with this game so far, very addictive. First city builder I've played in a long time.

Oh I agree, The park one sounds like something that deserves a fix but as I said initially I don't know what sort of volume is needed for a noticeable effect.
The services leveling is also a very lazy way of doing it and while you have to actively exploit it, its something that should probably not have been in the game in the first place.
The worker issue is a little more complicated. I would like there to be some penalty, like production decrease if your commute is to long (with a suitable notification) but the 65k people on the road limit makes that hard to enforce, hence why it is not in the game.
It ignores such insignificant forces as time, entropy, and death
hugman
Profile Joined June 2009
Sweden4644 Posts
March 13 2015 23:09 GMT
#65
On March 13 2015 05:05 Gorsameth wrote:
Show nested quote +
On March 13 2015 04:53 LaNague wrote:
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

a dev explained it on the forum.Linky

Basically there is a hard limit of 65k people on the road at any time for performance reasons. This means they cannot guarantee that every citizen will go to their workplace on a regular basis. Hence why there is no real penalty to not having a home/work connection.



Doesn't that mean traffic will automatically become better in a huge city, since when you hit 65k and keep growing traffic density will always go down?
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2015-03-13 23:17:23
March 13 2015 23:15 GMT
#66
i have been banned from the cities discussion for my "negativity" when all i did was point out to people with city issues which bug affected them.

My respect for this developer is nearing about zero.



For the workers, my proposition was to add negative impact to the workers who are actually late/dont arrive, this completely avoids issues with the 65k cap.

We all can just wait and look what the patches bring and if the devs are willing to fix any simulation issues.



Btw i am pretty sure the sample city had negative balannce because it used no tayxes for the sake of building up faster.



Doesn't that mean traffic will automatically become better in a huge city, since when you hit 65k and keep growing traffic density will always go down?



65k is the number of people out of buildings at a time, not sure what the average percentage of people outside of buildings is, but there is a cap where it gets easier.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 13 2015 23:38 GMT
#67
On March 14 2015 08:09 hugman wrote:
Show nested quote +
On March 13 2015 05:05 Gorsameth wrote:
On March 13 2015 04:53 LaNague wrote:
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

a dev explained it on the forum.Linky

Basically there is a hard limit of 65k people on the road at any time for performance reasons. This means they cannot guarantee that every citizen will go to their workplace on a regular basis. Hence why there is no real penalty to not having a home/work connection.



Doesn't that mean traffic will automatically become better in a huge city, since when you hit 65k and keep growing traffic density will always go down?

Yes, at some point you will hit the 65k cap consistently and after that relative traffic will reduce.
Note tho that the 65k is no just your population. Its the population that is actively on the move, Those inside their homes/work/commerce are not counted for this cap.
It ignores such insignificant forces as time, entropy, and death
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2015-03-14 04:31:59
March 14 2015 04:29 GMT
#68
Seriously just play the game, I think this is the only place on the web where the discussion about the game is negative.
The game is amazing, the simulation is working great and is logic, which is more than can be said of everything since simcity 4000 (well anno serie is good too but it's not the same). Most of the people I know restarted their cities half a dozen times because they failed and went bankrupt.

There is so much things to do and it works so well that focusing on dumb points is dumb. Parks reducing demand will be fixed (and already is from mods), separating industry and the rest works but is far from optimal, there already are tons of awesome mods and maps. Have you tried to reach the 65k cap ? Because it'll take you like 50 hours or something, I haven't still seen a city with more than 600k population and it doesn't reach the cap. And necessitate a LOT of hours.

Being negative about this game has to be a conscious effort "oh well everyone is unanimous so I'll be hype and say the game sux even tho it's the best city builder ever". A hiptser nerd as Tasteless would say xD
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 14 2015 04:46 GMT
#69
Seems like another forgettable game that's not for me then.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2015-03-14 05:20:13
March 14 2015 05:16 GMT
#70
Thank god I realized you could change the colors of individual mass transit lines. My brother and I just had fun for hours doing nothing but putting optimal bus and subway lines in my city. They mass transit view is now basically just my default view i like it so much. There's something so satisfying about seeing those little colorful people getting on and off those little colorful buses...
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 14 2015 12:26 GMT
#71
On March 14 2015 13:46 Antisocialmunky wrote:
Seems like another forgettable game that's not for me then.

your loss, really.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 14 2015 12:53 GMT
#72
On March 14 2015 14:16 DannyJ wrote:
Thank god I realized you could change the colors of individual mass transit lines. My brother and I just had fun for hours doing nothing but putting optimal bus and subway lines in my city. They mass transit view is now basically just my default view i like it so much. There's something so satisfying about seeing those little colorful people getting on and off those little colorful buses...

How do you do it for the metro? I figured out buses but I never discovered how to select a subway line.
It ignores such insignificant forces as time, entropy, and death
Don_Julio
Profile Blog Joined June 2010
2220 Posts
March 14 2015 13:21 GMT
#73
On March 14 2015 21:53 Gorsameth wrote:
Show nested quote +
On March 14 2015 14:16 DannyJ wrote:
Thank god I realized you could change the colors of individual mass transit lines. My brother and I just had fun for hours doing nothing but putting optimal bus and subway lines in my city. They mass transit view is now basically just my default view i like it so much. There's something so satisfying about seeing those little colorful people getting on and off those little colorful buses...

How do you do it for the metro? I figured out buses but I never discovered how to select a subway line.

Go to the transport info view. You can click on any line now and change its properties. The building mode has to be closed obviously.
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
March 14 2015 13:32 GMT
#74
Good thing is that its supported by Mods and hopefully hardcore fans will be able to fix these things incase the developer doesnt.
WriterFollow me @TL_Chexx
ragz_gt
Profile Blog Joined April 2012
9172 Posts
March 14 2015 16:19 GMT
#75
On March 14 2015 07:42 Antisocialmunky wrote:
Anno 1404 is actually the closest game to the old Tilted Mill style games (I think it is even better than the futuristic one). Tropico is not bad either. However they don't have the same feel as the old style City Builder Games I think. I'm not sure but I think the main issue I have are that the newer games feel more sandboxy in that the cities you build have less character.

Basically, the problem I see is that your cities all end up looking/optimizing the same way because the games tend towards favoring generalist cities. This reduces re-playability for me. Once I get the optimal city, then that's really it. It isn't like say Pharoah where you are founding a gem colony to produce luxury goods while getting constantly raided by barbarians. Or in SimCity 4 where you create a small city next to a big city to provide services to the big city.


Kinda agree with anno, though it would be much better without the awkward battle... (especially land battle)
I'm not an otaku, I'm a specialist.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2015-03-14 17:38:13
March 14 2015 17:25 GMT
#76
seriously we didnt ask for much all these years did we?? I am having such a great time building my city haha. I am not even good at city building games (takes ages to figure out stuffs etc) but this is all i ask for, no bug no shitty designs etc etc.

20k population city aye mayor of the year
[image loading]
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2015-03-14 18:05:30
March 14 2015 18:04 GMT
#77
Having a lot of fun, gotten 2 cities to 100k then kinda stalled out.

What are some good ways to avoid traffic? I've been trying doing districts with one big outer one way road connected to main roads which has helped some. These dead bodies keep piling up no matter what I do it seems.

What are some good ways to get nice looking curved roads (like parallel ones and stuff).

Any point in setting zoning regulations? Anyone play around with taxes?
(╯°□°)╯︵ ┻━┻
Lysteria
Profile Blog Joined November 2008
France2280 Posts
March 14 2015 18:13 GMT
#78
On March 15 2015 02:25 BurningSera wrote:
[image loading]

I'm not gonna lie, that's one beautiful city you got there.
Don_Julio
Profile Blog Joined June 2010
2220 Posts
March 14 2015 19:56 GMT
#79
There's a mod that disables the despawning of cars btw: http://steamcommunity.com/sharedfiles/filedetails/?id=407335588

On March 15 2015 03:04 ticklishmusic wrote:
Having a lot of fun, gotten 2 cities to 100k then kinda stalled out.

What are some good ways to avoid traffic? I've been trying doing districts with one big outer one way road connected to main roads which has helped some. These dead bodies keep piling up no matter what I do it seems.

What are some good ways to get nice looking curved roads (like parallel ones and stuff).

Any point in setting zoning regulations? Anyone play around with taxes?

Public transport. Pedestrian paths. As few intersections as possible. Go from small to medium to large roads. Don't connect your small ones to the big traffic backbones. This might help as well if your cars pile up in a single lane all the time: http://i.imgur.com/F8eKjp5.jpg

I haven't played around with policies much other than the ones that raise land value. Money isn't a problem after a certain point at normal difficulty and traffic manages itself if you make use of a smart road layout.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
March 14 2015 23:14 GMT
#80
On March 14 2015 08:15 LaNague wrote:
i have been banned from the cities discussion for my "negativity" when all i did was point out to people with city issues which bug affected them.

My respect for this developer is nearing about zero.



For the workers, my proposition was to add negative impact to the workers who are actually late/dont arrive, this completely avoids issues with the 65k cap.

We all can just wait and look what the patches bring and if the devs are willing to fix any simulation issues.



Btw i am pretty sure the sample city had negative balannce because it used no tayxes for the sake of building up faster.



Show nested quote +
Doesn't that mean traffic will automatically become better in a huge city, since when you hit 65k and keep growing traffic density will always go down?



65k is the number of people out of buildings at a time, not sure what the average percentage of people outside of buildings is, but there is a cap where it gets easier.
Oh wow, they banned you? Right after asking to elaborate? That's just disgusting behaviour. Not to mention that the developers seem totally disinterested in fixing this issue, which is basically half the gameplay of every simcity style game ever.
______________________
On March 15 2015 04:56 Don_Julio wrote:
There's a mod that disables the despawning of cars btw: http://steamcommunity.com/sharedfiles/filedetails/?id=407335588

Show nested quote +
On March 15 2015 03:04 ticklishmusic wrote:
Having a lot of fun, gotten 2 cities to 100k then kinda stalled out.

What are some good ways to avoid traffic? I've been trying doing districts with one big outer one way road connected to main roads which has helped some. These dead bodies keep piling up no matter what I do it seems.

What are some good ways to get nice looking curved roads (like parallel ones and stuff).

Any point in setting zoning regulations? Anyone play around with taxes?

Public transport. Pedestrian paths. As few intersections as possible. Go from small to medium to large roads. Don't connect your small ones to the big traffic backbones. This might help as well if your cars pile up in a single lane all the time: http://i.imgur.com/F8eKjp5.jpg

I haven't played around with policies much other than the ones that raise land value. Money isn't a problem after a certain point at normal difficulty and traffic manages itself if you make use of a smart road layout.
That's just totally anti-intuitive and illogical that you have to artifically create bottlenecks to remove traffic jams.
batsnacks
Profile Blog Joined April 2014
United States4466 Posts
March 15 2015 06:00 GMT
#81
I figured out a good exploit. If you rack up 10k in debt at the beginning of the game you get offered "bailout" which is pretty much 50k money for free. I usually start a game building a coal mine, water pump, water drain, lots of roads, then let my debt build up to 10k before I start zoning.

A free 50k, in addition to the normal starting capital, at the beginning is huge. It's possible to max out the first playable area very quickly.

This is a section of a 50k population city I made using only roundabouts with this strat:
+ Show Spoiler +
[image loading]
CorsairHero
Profile Joined December 2008
Canada9491 Posts
March 15 2015 06:50 GMT
#82
glad i didnt get simcity
can't wait for this to go on steam sale!
© Current year.
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
March 15 2015 08:45 GMT
#83
On March 15 2015 15:50 CorsairHero wrote:
glad i didnt get simcity
can't wait for this to go on steam sale!


lol, my thoughts are the same :D
I am not good with quotes
Kaneh
Profile Joined April 2009
Canada737 Posts
March 15 2015 09:24 GMT
#84
On March 15 2015 15:00 batsnacks wrote:
I figured out a good exploit. If you rack up 10k in debt at the beginning of the game you get offered "bailout" which is pretty much 50k money for free. I usually start a game building a coal mine, water pump, water drain, lots of roads, then let my debt build up to 10k before I start zoning.

A free 50k, in addition to the normal starting capital, at the beginning is huge. It's possible to max out the first playable area very quickly.

This is a section of a 50k population city I made using only roundabouts with this strat:
+ Show Spoiler +
[image loading]


did you know there's a mod included in the base game that give you unlimited money? its easier than using this 'exploit' which isnt' an exploit at all since both just turn off achievements.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-03-16 01:55:37
March 15 2015 16:26 GMT
#85
It's a great game, although here are the top issues I have:

1. Right now I really hate some of the driving AI. I know how it works in general, but still some of the ways it acts is sheer stupidity, especially involving one-ways into one-ways or other roads without crossing any traffic.
2. Related to #1, no special attributes customizable for road sections such as no right/left turns, no U-turns, no traffic signals. Optionally even individual lane customization (namely turning) would be really useful, although probably more work than the previous.
3. I dislike the subway and transit management at the moment. It is difficult to keep track of routes, and destroying rote makes it especially annoying for bus routes. Individual route stats would be very useful as well.
4. I dislike that parks need to be placed by roads and have power, as well as the inability to place ponds (which could act like parks maybe).
5. I really wish there was a way to reverse the traffic flow direction of one-way roads. It can be very expensive to build certain one-way routes and/or a ton of extra work compared to the other way, or even impossible.
6. No "hold to demolish" hotkey as far as I know. A Marquee style demolish would be useful as well.
edit: missed one:
7. I really hate the excessive unavoidable snap-to-nearest all the time. It's great that it exists, but sometimes I really want to ignore the snap-to-nearest, especially when doing something like curved roads. Having shift or alt or ctrl do anything in this game (namely quick bulldoze, ignore snap-to-nearest, or something like auto-align with nearby) would be really appreciated.
"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!"
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 15 2015 17:13 GMT
#86
While I agree a certain degree of control over roads would be nice, the problem is if #2 were a thing, this would go from Cities:Skylines to Civil Engineer Simulator Deluxe.

If they made the driving AI better that would be great though... I've spent a good hour trying to clear an intersection before throwing my hands up and just razing it and slapping down a roundabout.

For #4, I think pedestrian paths make it so you can stick parks wherever.

For #5, i agree. one way roads are a total PITA to build. I wish the upgrade function just converted one road type to another instead of only making them bigger.
(╯°□°)╯︵ ┻━┻
Don_Julio
Profile Blog Joined June 2010
2220 Posts
March 15 2015 17:48 GMT
#87
On March 16 2015 01:26 Xapti wrote:
+ Show Spoiler +
It's a great game, although here are the top issues I have:

1. Right now I really hate some of the driving AI. I know how it works in general, but still some of the ways it acts is sheer stupidity, especially involving one-ways into one-ways or other roads without crossing any traffic.
2. Related to #1, no special attributes customizable for road sections such as no right/left turns, no U-turns, no traffic signals. Optionally even individual lane customization (namely turning) would be really useful, although probably more work than the previous.
3. I dislike the subway and transit management at the moment. It is difficult to keep track of routes, and destroying rote makes it especially annoying for bus routes. Individual route stats would be very useful as well.
4. I dislike that parks need to be placed by roads and have power, as well as the inability to place ponds (which could act like parks maybe).
5. I really wish there was a way to reverse the traffic flow direction of one-way roads. It can be very expensive to build certain one-way routes and/or a ton of extra work compared to the other way, or even impossible.
6. No "hold to demolish" hotkey as far as I know. A Marquee style demolish would be useful as well.

3: You can change the colour of routes if you click on the route or vehicle in the traffic infoview. You also get stats if you click on the route.
For most of the other stuff there are mods available or under way. Check the Steam workshop or browse http://www.reddit.com/r/CitiesSkylinesModding and http://www.reddit.com/r/CitiesSkylines
The amount of mods that exist only one week after release is simply imcredible.

batsnacks
Profile Blog Joined April 2014
United States4466 Posts
March 15 2015 18:31 GMT
#88
On March 15 2015 18:24 Kaneh wrote:
Show nested quote +
On March 15 2015 15:00 batsnacks wrote:
I figured out a good exploit. If you rack up 10k in debt at the beginning of the game you get offered "bailout" which is pretty much 50k money for free. I usually start a game building a coal mine, water pump, water drain, lots of roads, then let my debt build up to 10k before I start zoning.

A free 50k, in addition to the normal starting capital, at the beginning is huge. It's possible to max out the first playable area very quickly.

This is a section of a 50k population city I made using only roundabouts with this strat:
+ Show Spoiler +
[image loading]


did you know there's a mod included in the base game that give you unlimited money? its easier than using this 'exploit' which isnt' an exploit at all since both just turn off achievements.


I've been playing this game as like a "race" with other people. We start at the same time and see who can get the biggest city fastest... no mods allowed obviously.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-03-16 01:50:10
March 16 2015 01:47 GMT
#89
On March 16 2015 02:48 Don_Julio wrote:
3: You can change the colour of routes if you click on the route or vehicle in the traffic infoview. You also get stats if you click on the route.
For most of the other stuff there are mods available or under way. Check the Steam workshop or browse http://www.reddit.com/r/CitiesSkylinesModding and http://www.reddit.com/r/CitiesSkylines
The amount of mods that exist only one week after release is simply imcredible.

Yeah I know. It's sorta preliminary nitpicking. I didn't know there were stats when a route is selected though. I've selected them before and seen the color thing, but didn't notice stats (only weekly passengers for each transport system).
On March 16 2015 02:13 ticklishmusic wrote:
For #4, I think pedestrian paths make it so you can stick parks wherever.

I haven't tested, but I don't think so (the message says must be placed on roads). That said, you can get a park to work with just power and walking paths to it though, and delete the road that was next to it. The problem then is that garbage will build up though. There is a bug(?) where overpasses on top of a building will work for garbage collection though. I've seen someone do it with a cargo train station; and I had it work with a park as well, but it's tedious and generally pointless since it's usually even worse than building it beside a road unless you have really intricate and convenient positioning underneath existing raised freeways or something.
I guess even without any garbage collection nor road connection, it still might offer some benefit; I haven't checked.
"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!"
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2015-03-16 05:54:36
March 16 2015 05:24 GMT
#90
i have 66k pop, put down all unique buildings.
i have no demands, city wont grow :/

edit: i think its education, i have 1% uneducated. i ran out of oil and ore from the their industrial districts so i changed it to forest. it got filled up but ended with worker problems. i changed all to office and they seem to fill up slowly but at the moment my RCI is no residential, no commercial and 1 pixel bar of industry.

population is rising slowly.
age: 84 | location: california | sex: 잘함
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 16 2015 05:49 GMT
#91
I'm at 150k pop now, still have demand for industry, and as soon as I zone it I have demand for residential, and now that I stopped placing parks (since I broke the 100k population), my commercial demand is rising back too.
Not sure what is happening to you, you'll have the wonders at 80k pop but without demand it's hard =)

Perhaps your city isn't attractive enough ?
DannyJ
Profile Joined March 2010
United States5110 Posts
March 16 2015 06:59 GMT
#92
On March 16 2015 01:26 Xapti wrote:
2. Related to #1, no special attributes customizable for road sections such as no right/left turns, no U-turns, no traffic signals. Optionally even individual lane customization (namely turning) would be really useful, although probably more work than the previous.


Yeah that would be my number one request. I really just wish i could just get rid of traffic signals in lots of places.
ViperPL
Profile Joined March 2011
Poland1775 Posts
March 16 2015 07:10 GMT
#93
On March 16 2015 14:24 jinorazi wrote:
edit: i think its education, i have 1% uneducated...


I had similar problem, not enough uneducated workers to work in industry so I just closed some schools and left one open. That way I have enough workforce in all categories. It's really annoying that cims will travel all across whole city if you have public transport, to get educated, so the only way to control that is to reduce the available schools.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 16 2015 15:21 GMT
#94
On March 16 2015 16:10 ViperPL wrote:
Show nested quote +
On March 16 2015 14:24 jinorazi wrote:
edit: i think its education, i have 1% uneducated...


I had similar problem, not enough uneducated workers to work in industry so I just closed some schools and left one open. That way I have enough workforce in all categories. It's really annoying that cims will travel all across whole city if you have public transport, to get educated, so the only way to control that is to reduce the available schools.


It's the American dream of bettering yourself.

"Back in my day, I walked across the entire damn city to get to elementary school because the one in front of my house was closed. After I graduated, I quit my job at the factory."
(╯°□°)╯︵ ┻━┻
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
March 16 2015 16:05 GMT
#95
I notice that after i revamped alot of my roads that were showing traffic congestion the growing demands are increased. And i notice that also happens whenever i get a 'most attractive city award' tweet.

I am currently having 2mil in bank (i took 3 loans) so I need to build my cities quicker lol. Planning to build a different theme for different lands i bought (I bought like 6 but only 3 are being used atm...).
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 16 2015 16:19 GMT
#96
I've started almost exclusively using one way streets-- shame they don't have any one way two laners, I don't understand why. It makes traffic flow much, much better.
(╯°□°)╯︵ ┻━┻
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
March 16 2015 16:32 GMT
#97
On March 17 2015 01:19 ticklishmusic wrote:
I've started almost exclusively using one way streets-- shame they don't have any one way two laners, I don't understand why. It makes traffic flow much, much better.

hmmm they do
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
SKC
Profile Joined October 2010
Brazil18828 Posts
March 16 2015 18:02 GMT
#98
he means 4 lanes. Or the equivalent to the 2 lanes each way roads. The are only small and big one way streets, medium is missing.

Road variety is somewhat lacking, or just more control over traffic like a way to forbid turning in a specific crossroad. They decided to keep it simple, but at least there are mods.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 16 2015 18:03 GMT
#99
Yeah I would really like a 3 or 4 lane, one way road that is not a highway
It ignores such insignificant forces as time, entropy, and death
Millitron
Profile Blog Joined August 2010
United States2611 Posts
March 16 2015 18:47 GMT
#100
On March 17 2015 03:03 Gorsameth wrote:
Yeah I would really like a 3 or 4 lane, one way road that is not a highway

Really you should be able to build individual lanes. Design-your-own-roads basically.
Who called in the fleet?
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 16 2015 18:53 GMT
#101
Late game seems a bit lacklaster. I have a low rise suburban area but everything else is 40% high rise residential and 60% high rise office. Looks great but lacks variations. No demand for commercial so I can't mix em up. My later zones are 80% high rise office.
age: 84 | location: california | sex: 잘함
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
Last Edited: 2015-03-16 19:59:56
March 16 2015 19:59 GMT
#102
For my part I'm annoyed that parks are still considered ploppables instead of zones. Parks come in all shapes and sizes!

I also think that districts have more potential. I want a national forest district, a car-free district, etc. etc.

That being said I just hit 100k people and I love this game so much. Everyone needs a creative outlet. Some people paint, others make music. I do urban planning.
What fun is it being cool if you can’t wear a sombrero?
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 16 2015 20:40 GMT
#103
There are a bunch of custom parks you can get from the Workshop, iirc the benefit is mostly driven by trees that are in the parks so they kind of work, but hopefully someone will figure out how to make custom parks count as decorations. You can also carefully sculpt with trees and pedestrian walkways (which is how custom parks are made).

You can throw down commercial buildings if you want, demand might look like nil but it'll fill up eventually.

Considering how many things are already on the Steam Workshop, most of the things will probably be out soon. It's great that they came out with such a great modding tool for users though.
(╯°□°)╯︵ ┻━┻
Thalandros
Profile Blog Joined July 2012
Netherlands1151 Posts
March 16 2015 21:12 GMT
#104
I've played like 20 hrs of SimCity when it came out, or shortly after... Just realised this game. I'm kind of a fan of the genre, not of any game in particuliar. Heard it was good though? What's the general opinion, will I like it?
|| ''I think we have all experienced passion that is not in any sense reasonable.'' ||
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
March 16 2015 21:34 GMT
#105
I was sceptical at first but bought it this weekend because its so popular.

I had a lot of fun in my first 10 hours, i have a city of 80k and basically unlocked all the functional buildings. There are still some monuments and achievements to unlock but otherwise its only (traffic) optimization and more growth from here on out..
So im not sure if its gonna get boring now, there are already a lot of mods and i made a lot of mistakes in my first map that are quite tedious to correct :D The game definetely has replayability, i want to plan my next city a bit better.

Highway intersections are a bitch :D i have like 4 different versions and most of them lead to congestion. Took me a while to figure out that highways are only one way and that garbage trucks and hearses dont use highways. I rearranged some of my stuff and then the garbage dumps were cut off and werent working anymore.
I think i'll use some nice templates for highway intersections from the workshop in the future. They seem nice and compact.

It feels very realistic to be honest, i understand why some cities are such a mess in real life to drive through :D
If you kinda grow out of your first concept of the city, you have to adapt quite a lot and reshape it. I think i'd have to destroy many areas and rebuild them to fix some key traffic issues. Otherwise you can build infinitely more service buildings but all your cars get stuck in traffic.

The game doesnt punish you as hard for mistakes though, you have lots of time to correct stuff before your city collapses.
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 16 2015 21:47 GMT
#106
I have no idea how the dam is supposed to work
When I build it, it says something like "estimated power output: 460W"
I accept, then wait, and wait, and wait... water level is increasing, a lot, flood some part of my city, flood some forest and highway... and for a long time the output was... 0W.
after even a longer time, when it seemed the water lvl stop increasing, I saw the power at max around 90W but now, for some reason, it's back at 0W

in the end, I just built an other oil central :|
LiquipediaWe will have only each other at the last
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 16 2015 23:38 GMT
#107
have you guys find a way to overflow with cash?

like in simsity, i had 4 computer plants working and i was never able to spend more than i can make. anything of such discovered in this game?

just surviving off of tax and stuff is so mediocre for my corrupt mayor ego.
age: 84 | location: california | sex: 잘함
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 16 2015 23:45 GMT
#108
On March 17 2015 08:38 jinorazi wrote:
have you guys find a way to overflow with cash?

like in simsity, i had 4 computer plants working and i was never able to spend more than i can make. anything of such discovered in this game?

just surviving off of tax and stuff is so mediocre for my corrupt mayor ego.

if you want to abuse just use the infinity money mod?
Or make a stable city and let it run for a few hours.
It ignores such insignificant forces as time, entropy, and death
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2015-03-16 23:56:40
March 16 2015 23:54 GMT
#109
On March 17 2015 06:47 Yhamm wrote:
I have no idea how the dam is supposed to work
When I build it, it says something like "estimated power output: 460W"
I accept, then wait, and wait, and wait... water level is increasing, a lot, flood some part of my city, flood some forest and highway... and for a long time the output was... 0W.
after even a longer time, when it seemed the water lvl stop increasing, I saw the power at max around 90W but now, for some reason, it's back at 0W

in the end, I just built an other oil central :|


The water on the back side (reservoir) has to go up to the red line. I had similar problems as well, but that's what people on reddit and the developer's forum said. Seems to work.

Also 460W? Holy crap, the highest I got was like 240.

On March 17 2015 08:45 Gorsameth wrote:
Show nested quote +
On March 17 2015 08:38 jinorazi wrote:
have you guys find a way to overflow with cash?

like in simsity, i had 4 computer plants working and i was never able to spend more than i can make. anything of such discovered in this game?

just surviving off of tax and stuff is so mediocre for my corrupt mayor ego.

if you want to abuse just use the infinity money mod?
Or make a stable city and let it run for a few hours.



If you have money problems, just take loans, build a few areas and zone them. You'll dig yourself out of red pretty easily. Also, you can jack up taxes for various areas/ citywide.
(╯°□°)╯︵ ┻━┻
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 17 2015 00:33 GMT
#110
Dam power depends on the water level of the area behind the dam, For maximum power you want to dam a a river which has high banks along it.
On the map Islands for example there is a deep gorge with a river in it. By damming that river you can get 1600 power from a single dam.
It ignores such insignificant forces as time, entropy, and death
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
March 17 2015 00:35 GMT
#111
My first city completely peaked out when I reached 100k pop, had no demand for anything and I was sitting on 1.5 million $ with nothing to spend it to and gameplay wise at that point the game was pretty much a demolishing simulator for me.

Being my first city, traffic system was a mess and I didn't really make use of natural resources.
Thalandros
Profile Blog Joined July 2012
Netherlands1151 Posts
March 17 2015 00:46 GMT
#112
Would you guys say it's full price? I don't usually play single player games that long anyway, that's why I usually hold off on buying AAA games on launch. Is this game worth the €30 in you guys' opinion?
|| ''I think we have all experienced passion that is not in any sense reasonable.'' ||
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 17 2015 01:05 GMT
#113
On March 17 2015 09:46 Thalandros wrote:
Would you guys say it's full price? I don't usually play single player games that long anyway, that's why I usually hold off on buying AAA games on launch. Is this game worth the €30 in you guys' opinion?

If you like city builders it is worth it imo. But if your not sure, there is hours and hours of lets plays ect already so by all means take a look at it before you buy.
It ignores such insignificant forces as time, entropy, and death
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-03-17 01:21:10
March 17 2015 01:12 GMT
#114
On March 17 2015 08:38 jinorazi wrote:
have you guys find a way to overflow with cash?

like in simsity, i had 4 computer plants working and i was never able to spend more than i can make. anything of such discovered in this game?

just surviving off of tax and stuff is so mediocre for my corrupt mayor ego.

Spend some time on 3x speed looking at traffic flow, bus routes, subway routes, or individual citizen trips, and instantly you'll have easy tens of thousands (early on) or tens of millions (later on).
It's actually something I don't like about the game personally. Stagnant cities should start earning less, but usually not get negative or anything. That, and stuff like major water shortages or other natural disasters that need specific attention would be good to occur for more of a challenge.

Heck, even requiring the bulldozing of abandoned buildings would help (although it's tedious and not something I'd really want in the game). It's already helpful to bulldoze, but doesn't matter too much as far as I know since it will typically rebuild on it's own if there's demand.
"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!"
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
March 17 2015 02:15 GMT
#115
game needs patches right now, you dont miss out when you are waiting.






If your city is stalling, did you try delete parks? Because of the bug it will increase commercial demand, which will increase industry demand, which will increase worker demand.
ZasZ.
Profile Joined May 2010
United States2911 Posts
March 17 2015 03:23 GMT
#116
On March 17 2015 11:15 LaNague wrote:
game needs patches right now, you dont miss out when you are waiting.






If your city is stalling, did you try delete parks? Because of the bug it will increase commercial demand, which will increase industry demand, which will increase worker demand.


Game is still a lot of fun even prior to the upcoming fixes. Telling people they won't miss out is disingenuous. If people are craving a zen city-builder and have $30 to spare, there is no reason not to pick it up now.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 17 2015 04:03 GMT
#117
i wish theres auto save...i did so much work with roads, thought i saved and when i turned it back on after work its all gone T.T
age: 84 | location: california | sex: 잘함
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2015-03-17 04:12:02
March 17 2015 04:07 GMT
#118
On March 17 2015 12:23 ZasZ. wrote:
Show nested quote +
On March 17 2015 11:15 LaNague wrote:
game needs patches right now, you dont miss out when you are waiting.






If your city is stalling, did you try delete parks? Because of the bug it will increase commercial demand, which will increase industry demand, which will increase worker demand.


Game is still a lot of fun even prior to the upcoming fixes. Telling people they won't miss out is disingenuous. If people are craving a zen city-builder and have $30 to spare, there is no reason not to pick it up now.

Yeah, the game is amazing. It has flaws, but not the kind of flaws that will prevent you from enjoying it, and they're working on it already, and there are thousands of mods already.

I hit 200k on my city tonight !

[image loading]

Yeah it's ugly =D

What the game needs is more content, more high end buildings (for instance water has only 2 sewage buildings and 2 pumps, nothing more advanced). More textures for buildings and houses, things like that. But the road creation system is flexible and allows eveything you can imagine, metro, bus and train lines are easy and efficient to use and place
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 17 2015 04:19 GMT
#119
Anyway a good way to have an idea of the game is to browse reddit http://www.reddit.com/r/CitiesSkylines/
Fast growing subreddit by the way, 50k people in 2 weeks or something :o
ViperPL
Profile Joined March 2011
Poland1775 Posts
March 17 2015 06:37 GMT
#120
On March 17 2015 09:46 Thalandros wrote:
Would you guys say it's full price? I don't usually play single player games that long anyway, that's why I usually hold off on buying AAA games on launch. Is this game worth the €30 in you guys' opinion?


Every time I think there isn't too much variety to this game I see some crazy picture on reddit that blows my mind that it's possible to make in game. If you're unsure about it keep in mind that it's a sandbox game, so if you can easily set up some creative goals for yourself (and like city builders ofc) this game is awesome.

I wasn't interested in this game at all, but a friend told me to buy it and I'm happy I did, this game is already great, imagine how awesome it's gonna be after they fix the issues and modders get really creative.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
March 17 2015 08:56 GMT
#121
greenman gaming have it for £18, they do some discount on it etc.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
March 17 2015 16:55 GMT
#122
After having played quite abit, I can conclude this is a sandbox, not a game. It's virtually impossible to go negative cash flow and there simply isn't any challenge to be had. It's like you are playing "Very easy". A shame :/
England will fight to the last American
ZasZ.
Profile Joined May 2010
United States2911 Posts
March 17 2015 17:29 GMT
#123
On March 18 2015 01:55 KaiserJohan wrote:
After having played quite abit, I can conclude this is a sandbox, not a game. It's virtually impossible to go negative cash flow and there simply isn't any challenge to be had. It's like you are playing "Very easy". A shame :/


Why is a "sandbox" not a game? I agree that there is little challenge, but that hardly makes it any less of a game. It looks like you didn't do your research if you went in expecting and craving a challenge.
Broetchenholer
Profile Joined March 2011
Germany1944 Posts
March 17 2015 17:34 GMT
#124
Has anybody found a way to deal with the crazy employee fluctutions through aging? My industrial workers pool fluctuates by about 20%. At first i just build more industry and stuff when demand was high enough and didn't care much where it came from, then i had to play a bit slower and realized that there actually was no demand. My City started with an unemployment rate of 3 %. Then i watched the demographics play out and after some waiting, it was at 20%. Then back to 3. The agining is a cool fature, but not if it forces you to build more and more because high unemplayment forces industry, high industry forces new residential etc etc. I wouldn't care, cause in the end the city shall grow, right? But it's so tedious to see where exactly people are lacking jobs, cause if my worker slums need more industry that's something completely different from having too little office jobs. So, has anybody found a way to get the demographics somewhat stable?
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 17 2015 17:42 GMT
#125
To do that you have t play "non optimally"-- basically, have less schools than you need to so some workers will remain uneducated and work in the sweatshops. The way they organize it is kinda dumb though, because a cim will literally walk across the city to go to elementary school if there's a spot open.
(╯°□°)╯︵ ┻━┻
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 17 2015 17:56 GMT
#126
On March 18 2015 01:55 KaiserJohan wrote:
After having played quite abit, I can conclude this is a sandbox, not a game. It's virtually impossible to go negative cash flow and there simply isn't any challenge to be had. It's like you are playing "Very easy". A shame :/

You know money wasn't an issue in SC4 either.
When I hit 100k my income went from +20k to 0, basically if your city works well you won't have money problems, but it's not a thing you can notice in a small city.
Broetchenholer
Profile Joined March 2011
Germany1944 Posts
March 17 2015 18:03 GMT
#127
Yeah, i saw that and cursed, cause my nice new middleclass suburb did not get educated while my slum did. Kind of stupid. I mean, the parents of that kid are great if they prioritize the future of their child so high, way to go. But how dare they to fight the machine!!!!!

On a more serious note, my diftricts are working somewhat fine, my slum is mostly level 1 and educated, that's not really the problem. The problem is that the workforce of that slum fluctuates by 20 %, so i can either build 20% too much industry and have crazy demand for workforce in the time they are all seniors, or i could have 20% unemployment in that area and keep the level of industry. I would much prefer a way to balance the aging so that there are always children and always seniors, not either or. But the only way i see that working is by bulldozing houses of seniors when their numbers are high. But that's a bit drastic :D

On another note, has anybody figured out how specialized industry works? Do the different shaes of the colors represent efficiency? Will an oilwell on light grey produces less oil then on black? Or less tax?
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2015-03-17 18:05:12
March 17 2015 18:04 GMT
#128
assuming you have sufficient schools and university so everyone is educated, change all if not most of the industries to offices (especially after placing hadron). that fixed my unemployment problem. or remove schools like mentioned above.
age: 84 | location: california | sex: 잘함
DannyJ
Profile Joined March 2010
United States5110 Posts
March 17 2015 18:20 GMT
#129
i blew up half my schools. I wanted an uneducated underclass to easily manipulate...
Broetchenholer
Profile Joined March 2011
Germany1944 Posts
March 17 2015 18:28 GMT
#130
Hm, you donÄt seem tu understand my problem Do the following experiment. Save your city with almost no unemployment. Set speed to highest and check the population tab for unemployment figures. Your unemployment will go up and down all the time. Reason is people get older and become seniors. And as all new citizens are starting as adults or young adults, you don't have a healthy distribution between seniors and adults. Instead, seniors peak at some time, then die off and get replaced with adults again who get kids and so on. You might not even notive it in a big city. I just want my industrial ghettos to work like the machines they are supposed to be so that i don't have to import them goods and make monies by exporting them. Offices are only generating taxes, so in theory they should be inferior to having both.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 17 2015 18:35 GMT
#131
I'd like to see a patch with disasters. Created a huge dam
aND destroy it just to see what happens, not enough destruction.
age: 84 | location: california | sex: 잘함
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 17 2015 18:59 GMT
#132
I don't know how flexible the mod tools are, but I bet someone will figure out how to script a disaster.
(╯°□°)╯︵ ┻━┻
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2015-03-17 19:19:32
March 17 2015 19:17 GMT
#133
On March 18 2015 02:29 ZasZ. wrote:
Show nested quote +
On March 18 2015 01:55 KaiserJohan wrote:
After having played quite abit, I can conclude this is a sandbox, not a game. It's virtually impossible to go negative cash flow and there simply isn't any challenge to be had. It's like you are playing "Very easy". A shame :/


Why is a "sandbox" not a game? I agree that there is little challenge, but that hardly makes it any less of a game. It looks like you didn't do your research if you went in expecting and craving a challenge.


it has no goal, it has no challenge, it goes out of its way to prtect the customer from consequences of his actions.
You just build stuff and look at it, there is very little game in this
SKC
Profile Joined October 2010
Brazil18828 Posts
March 17 2015 19:29 GMT
#134
Sandbox games are still games. Some are challenging, some not as much. It doesn't really have much to do with difficulty.
lilwisper
Profile Joined April 2010
United States2515 Posts
March 17 2015 19:58 GMT
#135
This game looks wonderful and fun, but past dealings in Cities XL(crashing and bug issues not being properly responded to) makes me shy away.
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 17 2015 20:04 GMT
#136
It's not the same dev as cities XL or XXL. It's a new franchise by the dev of crusader kings and heart of iron.
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 17 2015 20:07 GMT
#137
On March 18 2015 05:04 MrCon wrote:
It's not the same dev as cities XL or XXL. It's a new franchise by the dev of crusader kings and heart of iron.

what? no
it's the same developper (Colossal Order) than Cities in Motion and Cities in Motion 2

Paradox is the publisher
LiquipediaWe will have only each other at the last
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
March 17 2015 20:13 GMT
#138
This absolutely is not as simple as "easy unless you make this one particular mistake".
I had many games go crappy all of a sudden because health just wasn't quite in check and I couldn't actually get the population high enough to get crematoriums (although a lot if not most/all just seem to go to the cemeteries first anyway and I wasn't quite sure if those ever went to the crematoriums after.
There seems to be extremely little instruction in game and the stupid fake social media notes are mostly unhelpful.
Exact use of roads makes a big difference and they try to send you on a bad path at the start by limiting you to only the most simple road for your highway connection (starting it anyway) before you get the bigger roads that you'll actually want there.
Sure you can create one tile of basic thin road, delete it and then replace it with bigger roads but it encourages starts that will cause tremendous grief in the long run with traffic jams and areas that need to be largely replaced in order to avoid catastrophe and make proper use out of the highway connection IN to your city.
The additional land you can buy feels strangely cheap considering how expensive hospitals and fire stations are but worth getting somewhat quickly even if only to be able to change the existing outside roads into the main part of your expanding city and/or add more.
Maybe land is that cheap compared to those buildings in real life, I wouldn't know, but balance-wise it feels strange.

Percentage rates for crime and fire hazard seem inconsistent as I found one little police station (not headquarters even) gave low crime rates over a very substantial area whereas fire coverage was worse, or at least industry pretty much always has at least medium danger colouring...but despite that, small amounts of crime occur much more often at low crime (under 10%) than any fires at say 20-35% fire danger. Very weird.
...and boy do big roads cost a lot over time.

Even a population with over 90% of them university educated seems to need very little commerce, just industry and offices, which I find disappointing. Not as much variety as I'd like.
Milestone system is...OK. Might be a bit too harsh in some cases.
And no auto-saves! Madness!

So after numerous extremely vexing games that will involve slow growth for long periods followed by some BS health/rubbish snowball catastrophe all of a sudden, I had a game where in 2031 I have 6 million in the bank and 40,650 people. I don't know if that's good, but it was drastically better than all the eventual failures prior to that in which I only once managed to get any damn Crematoriums. :/

Grid road placement with just a little extra spacing for breathing room to keep industries safer (not too much fire hazard next to each other) is the only winning style of road placement? Gets dull quickly.

Also people are absolutely stupid when it comes to tax expectations. 12% as about the maximum average income tax without getting ticked off? In Australia, you pay about 12% overall if you are on $41250/year, any more than that and you pay over. I don't think everyone earning over that is fuming with rage at the government just for making them pay 13% instead.
Oh and this game uses way too much GPU processing power than it should, what the heck?!
There are games that seem to have a lot more going on with seemingly fancier graphics that don't force my card (GTX460) to close to 100% so frequently. :S

In conclusion, I love the idea of the game but I'm already pretty much over this until we have some decent mods for multiplayer, disasters (although you can intentionally screw up a damn and create a very nice flood disaster ^o^), more features and better functionality (such as auto-saves, moveable information windows (for residences etc.), the ability to change budget amounts in increments of 1% by pressing left or right after having clicked the slider rather than always dragging it and only from 50%-150%.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Yacobs
Profile Joined March 2010
United States846 Posts
March 17 2015 20:15 GMT
#139
On March 18 2015 04:29 SKC wrote:
Sandbox games are still games. Some are challenging, some not as much. It doesn't really have much to do with difficulty.


Not to kick off a pointless fight but that is very much open to debate. To some (most?), the word game implies the concept of a goal and a winner/loser.
SKC
Profile Joined October 2010
Brazil18828 Posts
Last Edited: 2015-03-17 22:05:11
March 17 2015 21:47 GMT
#140
On March 18 2015 05:15 Yacobs wrote:
Show nested quote +
On March 18 2015 04:29 SKC wrote:
Sandbox games are still games. Some are challenging, some not as much. It doesn't really have much to do with difficulty.


Not to kick off a pointless fight but that is very much open to debate. To some (most?), the word game implies the concept of a goal and a winner/loser.

So Pacman/Donkey Kong/Tetris/etc, the games that started it all, where you can't really win, aren't games? That concept is bullshit even if you are not only talking about sandbox games like KSP/Dwarf Fortress/etc. Plenty of games have no win condition and can go on as long as you can or the game breaks. How do you beat Eve online?

I would find it hard to belive the majority of people think all of those, and SimCity and co, aren't games.
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 17 2015 22:07 GMT
#141
On March 18 2015 05:07 Yhamm wrote:
Show nested quote +
On March 18 2015 05:04 MrCon wrote:
It's not the same dev as cities XL or XXL. It's a new franchise by the dev of crusader kings and heart of iron.

what? no
it's the same developper (Colossal Order) than Cities in Motion and Cities in Motion 2

Paradox is the publisher

yeah my bad, that's right, same publisher, other dev, but the point it it's not the same dev as cities XXL =)
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 17 2015 22:12 GMT
#142
And yeah, I agree that buying land isn't expensive enough. On the other hand you zone light zones at the beginning so it's not that much a problem (that said I had to redo all my starting area because I put industrial there and it generates a lot of trucks)
Penev
Profile Joined October 2012
28482 Posts
March 17 2015 23:14 GMT
#143
On March 17 2015 06:47 Yhamm wrote:
I have no idea how the dam is supposed to work
When I build it, it says something like "estimated power output: 460W"
I accept, then wait, and wait, and wait... water level is increasing, a lot, flood some part of my city, flood some forest and highway... and for a long time the output was... 0W.
after even a longer time, when it seemed the water lvl stop increasing, I saw the power at max around 90W but now, for some reason, it's back at 0W

in the end, I just built an other oil central :|

That's because you made the dam to high. It should create a lake but not cause a flood. I managed to get a 1150W dam on the "Islands" map on the top left river. This map seems to be made with the dam in mind considering the top left river has high banks.
I Protoss winner, could it be?
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 17 2015 23:18 GMT
#144
On March 18 2015 08:14 Penev wrote:
Show nested quote +
On March 17 2015 06:47 Yhamm wrote:
I have no idea how the dam is supposed to work
When I build it, it says something like "estimated power output: 460W"
I accept, then wait, and wait, and wait... water level is increasing, a lot, flood some part of my city, flood some forest and highway... and for a long time the output was... 0W.
after even a longer time, when it seemed the water lvl stop increasing, I saw the power at max around 90W but now, for some reason, it's back at 0W

in the end, I just built an other oil central :|

That's because you made the dam to high. It should create a lake but not cause a flood. I managed to get a 1150W dam on the "Islands" map on the top left river. This map seems to be made with the dam in mind considering the top left river has high banks.

I don't think it's too high, but it's pretty large
but even after that, it doesn't even produce 100W while it estimated more than 400
and the other weird part is that the power change all the time, it goes from 20 to 90... I really don't understand this shit
LiquipediaWe will have only each other at the last
Penev
Profile Joined October 2012
28482 Posts
March 17 2015 23:21 GMT
#145
On March 18 2015 08:18 Yhamm wrote:
Show nested quote +
On March 18 2015 08:14 Penev wrote:
On March 17 2015 06:47 Yhamm wrote:
I have no idea how the dam is supposed to work
When I build it, it says something like "estimated power output: 460W"
I accept, then wait, and wait, and wait... water level is increasing, a lot, flood some part of my city, flood some forest and highway... and for a long time the output was... 0W.
after even a longer time, when it seemed the water lvl stop increasing, I saw the power at max around 90W but now, for some reason, it's back at 0W

in the end, I just built an other oil central :|

That's because you made the dam to high. It should create a lake but not cause a flood. I managed to get a 1150W dam on the "Islands" map on the top left river. This map seems to be made with the dam in mind considering the top left river has high banks.

I don't think it's too high, but it's pretty large
but even after that, it doesn't even produce 100W while it estimated more than 400
and the other weird part is that the power change all the time, it goes from 20 to 90... I really don't understand this shit

Does it flood?
I Protoss winner, could it be?
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 17 2015 23:29 GMT
#146
[image loading]
[image loading]
LiquipediaWe will have only each other at the last
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
March 17 2015 23:36 GMT
#147
quill said in one of his lets plays that the speed of the river is also important
WriterFollow me @TL_Chexx
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2015-03-17 23:38:25
March 17 2015 23:37 GMT
#148
i dont think thats a good spot. i've been testing out maps for good dams and dam'ing a river never worked out since the rivers are too shallow. usually the ones with dam'able maps have large basin and depth where water can be stored. and plenty of water source. the water source output varies, some might take forever for the dam to fill and others will be filled quickly.

edit map to make dams work if the conditions aren't there already on a map you like.
age: 84 | location: california | sex: 잘함
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 17 2015 23:39 GMT
#149
On March 18 2015 08:29 Yhamm wrote:
<Snip pictures>


Yeah the flooding behind your dam, and the top of the 2nd picture seems to be the issue.
It stops the flow of water behind the dam from being consistent and that causes the fluctuating power.

You wanne try and dam a river at a height where it doesn't overflow anywhere behind it.
It ignores such insignificant forces as time, entropy, and death
Penev
Profile Joined October 2012
28482 Posts
Last Edited: 2015-03-17 23:52:51
March 17 2015 23:44 GMT
#150
On March 18 2015 08:29 Yhamm wrote:
+ Show Spoiler +
[image loading]
[image loading]

Yeah, that kinda does (flood). If you make the dam smaller, like less far onto the banks, that will probably solve your problem. It will give a lower estimate but actually a higher output.

Check this video (he starts to build the dam @ 6:30)


Edit: It does more than kinda flood btw (just noticed the flooding in the back). The dam will not work properly because the water can't reach the desired height.

On March 18 2015 08:37 jinorazi wrote:
i dont think thats a good spot. i've been testing out maps for good dams and dam'ing a river never worked out since the rivers are too shallow. usually the ones with dam'able maps have large basin and depth where water can be stored. and plenty of water source. the water source output varies, some might take forever for the dam to fill and others will be filled quickly.

edit map to make dams work if the conditions aren't there already on a map you like.


The "Islands" map is ideal for a dam.
I Protoss winner, could it be?
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
March 18 2015 01:04 GMT
#151
Ive never been interested in SimCity, but this game makes me want to play. Ive been watching Skye's lets play series till I get the game myself.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
March 18 2015 01:20 GMT
#152
the cheapest (without any special discount code) is at £15 so it is amazing value already if you didnt want to wait
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2015-03-18 02:23:28
March 18 2015 02:22 GMT
#153
http://thebests.kotaku.com/the-8-best-cities-skylines-mods-1692018691/ lukeplunkett

Some pretty good mods there. Also downloading new models to diversify your city is great, but one problem will persist like in all City Sims, is the damn traffic will always be a clusterfuck at some point. I guess it is simulating real life problems.

edit: Then again, traffic algorithms are really difficult to write.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 18 2015 03:20 GMT
#154
Ok, I reduced the dam, it actually works much better than before and without the flood, so thx!
LiquipediaWe will have only each other at the last
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
March 18 2015 07:59 GMT
#155
my dam is rather hilarious...the current of the river changed after awhile so there is no water flow across my dam lol....no flood or anything
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Penev
Profile Joined October 2012
28482 Posts
March 18 2015 09:09 GMT
#156
On March 18 2015 12:20 Yhamm wrote:
Ok, I reduced the dam, it actually works much better than before and without the flood, so thx!

Good to hear!
On March 18 2015 11:22 Disregard wrote:
http://thebests.kotaku.com/the-8-best-cities-skylines-mods-1692018691/ lukeplunkett

Some pretty good mods there. Also downloading new models to diversify your city is great, but one problem will persist like in all City Sims, is the damn traffic will always be a clusterfuck at some point. I guess it is simulating real life problems.

edit: Then again, traffic algorithms are really difficult to write.

I find the traffic to be quite manageable actually; Search the net for specific solutions, Here's already 2 nice tips from this Skye fellow (good place to start your search btw)
+ Show Spoiler +

https://www.youtube.com/watch?v=yOIvF0GNGt8
I Protoss winner, could it be?
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 18 2015 09:44 GMT
#157
Nothing better than managing to fix traffic

I had terrible traffic jams from all directions after zoning a new "mega zone" (basically one "buyable square" big), basically all commercial zones were closing because no trucks could arrive in time (when trucks despawn), no service could work.
Well I just spent an hour and managed to fix everything and suddenly everything works well, so satisfying
Jetaap
Profile Blog Joined November 2010
France4814 Posts
Last Edited: 2015-03-18 11:40:39
March 18 2015 10:42 GMT
#158
Concerning traffic i find this reddit post quite fascinating!
http://imgur.com/a/WdJim
Jockmcplop
Profile Blog Joined February 2012
United Kingdom9669 Posts
March 18 2015 14:10 GMT
#159
There's something very Alan Partridge about the way he says "and that..... was a sixty second tip."
RIP Meatloaf <3
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 18 2015 17:55 GMT
#160
Added a wealth counter to residential buildings, every time a worker leaves for work or to shop it goes down, when the worker succeeds in reaching their destination it goes up. Your tax rate affects the amount it goes up by. Needs to pass a threshhold to level up the building, and the building will get abandoned if it gets too low (will show low land value problem).

Click on any residential building to see the wealth level. It will show the (current wealth level) / (wealth level needed to level up)

Made it much more likely for fire to spread.

Made it much harder for traffic to despawn.

Made it much harder for Cims taking public transport to despawn.

Tripled the number of residents who travel to offices.

25% progression milestone cash reward.

Increased construction costs (especially highways, subways, and wonders).

Increased maintenance costs by 40%.

Greatly increased unlock price and allow 25 tiles.

Increased starting funds by 30k.

Increased tax rate effect on happiness.

Workers were less likely to want to go to work when a lot of cars were out, removed this.

Cims live a little longer (more seniors in your city), this should also have the benefit of having less spiky death spikes.

*Note: Because of the way cims decide to use a vehicle or not, some cims will try to walk to work and fail if they are too far away and there is no public transport. So for now public transport is mandatory with this mod (although cims can walk quite far).


http://steamcommunity.com/sharedfiles/filedetails/?id=408706691

Currently, whenever you build several parks or landmarks in the game, your commercial demand will quickly fall. If you build lots of parks, it is very likely that you will have very little to no commercial demand in your city.

This mod aims to fix that problem by removing the impact of parks and special buildings on commercial demand.

As soon as you turn the mod on and load your city, you should see the commercial demand start rising. Be wary of building too many stores with your new found demand, they compete for jobs with the industry and bring in a lot of traffic for goods delieveries.

CO has made an official statement about this problem:
"Originally Posted by Co_Karoliina
We have found the reason for the issue and are trying a few ways of fixing it. If all goes well, there will be a fix very soon! My apologies for this issue slipping past us originally, we are working hard to get it fixed."

http://steamcommunity.com/sharedfiles/filedetails/?id=409068574
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2015-03-18 18:30:34
March 18 2015 18:30 GMT
#161
the game itself is one thing, i spent hours building/customizing a map instead of playing yesterday.
map maker is awesome.
age: 84 | location: california | sex: 잘함
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
Last Edited: 2015-03-20 16:19:30
March 20 2015 16:19 GMT
#162
Installed the patch. Oh man it's nice seeing that blue commercial demand bar again.
What fun is it being cool if you can’t wear a sombrero?
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
March 20 2015 17:10 GMT
#163
This game is just a monster-timekiller
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
Disregard
Profile Blog Joined March 2007
China10252 Posts
March 21 2015 07:58 GMT
#164
Utilizing the district tool to create specific streets with rules is a great find.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
March 21 2015 12:03 GMT
#165
This is such a lovely game, having a blast with it. I love being able to make roads the way I want, makes for interesting and creative cities. It's such a refreshing game and I haven't been addicted to something like it in quite a while.
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
LasTLiE
Profile Blog Joined April 2009
United States428 Posts
March 21 2015 14:34 GMT
#166
Been having quite a bit of fun with the game so far. Made one pretty plain city and then decided to try something odd for a new city, so I've been playing around with a hexgrid-based city. I'm up to about 40k population and things are going mostly smoothly. The traffic flow seems to be easier to manage than a square or rectangular grid city, although it has several disadvantages. Lots of space is going to waste in the middle of the hexes, due to the size of the hexes some of the larger public service buildings (university, hospital, etc) can only be placed at the very edge of the grid next to either a zone wall or a highway. The traffic for low-density areas is basically nonexistent and high-density areas only have troubles at connections to highways (or in my case bridges to other land masses).

This has become a pretty good game to play around with while listening to podcasts, so I imagine I'll be putting in quite a few hours in the coming weeks/months.
"[21:01] kjwcj: i wanna put an aftermarket heatsink on your northbridge, lastlie" http://twitter.com/ThatGuyLastly
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
March 21 2015 18:08 GMT
#167
OK! Love this game... But; How do you solve that stupid start with the highway. I always get a big traffic bottleneck on the off ramp or close to it.
Started 4 cities now. And when I get close to 5000-10000 citizens there is a huge ass bottleneck. Sometimes even before....
Halp.
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
LasTLiE
Profile Blog Joined April 2009
United States428 Posts
March 21 2015 19:02 GMT
#168
A couple of tips to try and help traffic woes:
  • Destinations on left and right - If all the vehicles on a road are making right turns to get to where they're going, then they'll all get in the right-hand lane ASAP and cause a lot of congestion. Easiest way to fix this is just make sure that there are possible destinations on the left- and right-hand sides of a road. This is important to remember when first starting out an area and laying down roads and initial zoning, as it can be a real pain to fix later on if it's already become a problem.
  • City too densely packed - When you're starting out it can be tempting to just put everything right near the highway on/off area, but it's generally better to spread out some. If all the traffic going to Residential, Industrial, and Commercial has to use the same couple of roads, then there will inevitably be congestion there. spreading out and having multiple roads feeding in to areas can fix this.
  • Additional exits - If you own the tile with the actual highway on it, you can always just bulldoze some of the highway segments and add in another highway on/off template. Before you demolish anything though, make sure you've got the cash saved up for the template and a lot of road. This will become pretty important as your city gets bigger and you'll have lots of traffic going to lots of different areas.

If you post some screenshots of your cities, it'll be easier to give exact advise to fix your problems.
"[21:01] kjwcj: i wanna put an aftermarket heatsink on your northbridge, lastlie" http://twitter.com/ThatGuyLastly
Don_Julio
Profile Blog Joined June 2010
2220 Posts
March 21 2015 20:10 GMT
#169
On March 22 2015 03:08 Ota Solgryn wrote:
OK! Love this game... But; How do you solve that stupid start with the highway. I always get a big traffic bottleneck on the off ramp or close to it.
Started 4 cities now. And when I get close to 5000-10000 citizens there is a huge ass bottleneck. Sometimes even before....
Halp.


A roundabout will serve you well early on. Plan ahead to expand the highway. Get a dedicated highway exit for your industrial area.
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2015-03-22 20:11:22
March 22 2015 20:10 GMT
#170
I keep having dreams about traffic congestion...

I haven't used it yet but there seems to be a mod out now that lets you remove stop lights in intersections. I hope it really works.
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 22 2015 21:17 GMT
#171
You can also do it the "legit" way

[image loading]
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 22 2015 21:20 GMT
#172
On March 23 2015 06:17 MrCon wrote:
You can also do it the "legit" way

Not really. Only 2 lane roads (and highways) do not create traffic lights when roads join them.
At some point your going to have roads lead to your 6way which will create traffic lights
It ignores such insignificant forces as time, entropy, and death
Mysticesper
Profile Joined January 2011
United States1183 Posts
Last Edited: 2015-03-22 22:09:25
March 22 2015 21:46 GMT
#173
This is what illustrates my frustration with traffic AI -- not evening the load on the lanes they can take, despite having two right turn lanes onto a two-way road, they all still pile up on one lane.
[image loading]

Also things like this happen in certain cases when the lane load balancing just doesn't occur:
[image loading]

Though going back to a previous image, this certainly fixed the latter issue alternating between highway and 6 lane, so it forces right turns and cars don't switch lanes till they get to their turnoff, and they slowly merge one by one as they progress down.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 23 2015 00:35 GMT
#174
Yeah, the traffic AI is really bad. 6 lane roads are almost useless since only one lane gets used, unless you do some pretty crazy shenanigans to convince them to use all of them.

I also wish there was an option to zone service buildings, so like a crematorium would only send hearses within a certain area. The way it works now makes traffic so much worse, like I get a fire truck in my residential district to go like 4 squares over to put out a fire in my industrial area, and by the time it gets there the building has burned down.
(╯°□°)╯︵ ┻━┻
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
March 23 2015 13:48 GMT
#175
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 23 2015 13:54 GMT
#176
On March 23 2015 22:48 Ota Solgryn wrote:
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.

To be fair, a lot of city planning is about getting shit in and out of the city, including people. But it would be nice if they expanded on the other aspects of the game. But I look at the game as a model train simulator where is also simulates car, plane and subways.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
QuanticHawk
Profile Blog Joined May 2007
United States32073 Posts
March 23 2015 14:04 GMT
#177
I finally broke and bought it... and it chugs on my damn comp . I really only toyed with it for like 20 min and it crashed. But obviously Im gonna drop all the settings and try again. But in that limited time it looked friggin awesome.
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
March 23 2015 14:11 GMT
#178
On March 23 2015 22:48 Ota Solgryn wrote:
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.

More like a traffic sim that doesn't work properly The traffic logic is so very bad and makes no sense.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 23 2015 14:12 GMT
#179
On March 23 2015 23:04 QuanticHawk wrote:
I finally broke and bought it... and it chugs on my damn comp . I really only toyed with it for like 20 min and it crashed. But obviously Im gonna drop all the settings and try again. But in that limited time it looked friggin awesome.

Are you using a laptop? A lot of people report problems where their computer defaults to using integrated graphics, and they go away when they force it to use the GPU instead.
What fun is it being cool if you can’t wear a sombrero?
QuanticHawk
Profile Blog Joined May 2007
United States32073 Posts
Last Edited: 2015-03-23 14:27:54
March 23 2015 14:15 GMT
#180
On March 23 2015 23:12 GrandInquisitor wrote:
Show nested quote +
On March 23 2015 23:04 QuanticHawk wrote:
I finally broke and bought it... and it chugs on my damn comp . I really only toyed with it for like 20 min and it crashed. But obviously Im gonna drop all the settings and try again. But in that limited time it looked friggin awesome.

Are you using a laptop? A lot of people report problems where their computer defaults to using integrated graphics, and they go away when they force it to use the GPU instead.

Yup. Lenovo ideapad G510 if specific model makes a difference. I will go poke around when I get home to trouble shoot. I think SimCity 4 had similar issues for laptop user iirc?

also thanks!
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 23 2015 14:16 GMT
#181
On March 23 2015 23:11 Dangermousecatdog wrote:
Show nested quote +
On March 23 2015 22:48 Ota Solgryn wrote:
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.

More like a traffic sim that doesn't work properly The traffic logic is so very bad and makes no sense.

There are some flaws with the AI for sure, but also you should remember that people who drive cars also make no sense. They do stupid shit, don't use all the lanes in the road and are generally idiots. There have been findings with new computer models that providing drivers with fewer lanes makes traffic move faster because people have fewer options to screw up the flow.

Really you just need to keep the cargo trucks out of your city. I saw a cool design where someone used a cargo train line through the center of his city and dropped it all off at a port. It was really impressive.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
QuanticHawk
Profile Blog Joined May 2007
United States32073 Posts
March 23 2015 14:29 GMT
#182
playing city builders eventually made me fascinated with how engineers study things like traffic flow and stuff like that. I don't have many regrets, but I kind of wish I could go back in time to do something involved in that field now haha
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
March 23 2015 15:05 GMT
#183
On March 23 2015 23:11 Dangermousecatdog wrote:
Show nested quote +
On March 23 2015 22:48 Ota Solgryn wrote:
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.

More like a traffic sim that doesn't work properly The traffic logic is so very bad and makes no sense.


Driving a lot IRL and commuting I can tell you this is a very good sim of how people drive in the traffic. :D
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
Jetaap
Profile Blog Joined November 2010
France4814 Posts
March 23 2015 15:20 GMT
#184
On March 23 2015 22:48 Ota Solgryn wrote:
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.

If think it's kind of true to some extent, the company that made skylines made a game called "cities in motion" before which was only focused on transportation. They built on that basis to make a full sim game so i guess that's why transportation is such a big part of the game.
QuanticHawk
Profile Blog Joined May 2007
United States32073 Posts
Last Edited: 2015-03-23 15:42:38
March 23 2015 15:37 GMT
#185
traffic flow and transportation is a major major part of how you design a city in real life too. having a good layout and several good points ingress/egress that make sense basically determines whether or not a neighborhood or shopping district thrives or collapses in real life.

I know locally where I grew up there was one shopping district that was always bigger in the 70s and through my childhood. then as a teenager they completely redid the major highway. (there was two that fed it: one that led from the richer communities, and one from the poorer ones). The richer one it used to spill out right into the heart of that community, and the poorer one on the back end. They redid the highway that fed the rich communities and took away that ramp, moving it much further down. it basically isolated that area and totally crippled it since it no longer got the additional highway traffic from $$ districts.

you can still obviously access via local roads, but the layout of the city is such that it's much more of a hassle. for traffic (and really most things in life) people will take the easier option
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Don_Julio
Profile Blog Joined June 2010
2220 Posts
March 23 2015 15:55 GMT
#186
Traffic is the only challenge right now. Every other aspect of the game is relatively easy to manage. Colossal Order will use its publisher's concept of expansions though where every expansion polishs and expand certain aspects of the game so we might see CO focus on say social discrepancy within a city so that players have to deal with other challenges than traffic.

For anyone who has difficulties managing traffic I recommend this excellent guide: http://imgur.com/a/z1rM1

On March 23 2015 23:15 QuanticHawk wrote:
Show nested quote +
On March 23 2015 23:12 GrandInquisitor wrote:
On March 23 2015 23:04 QuanticHawk wrote:
I finally broke and bought it... and it chugs on my damn comp . I really only toyed with it for like 20 min and it crashed. But obviously Im gonna drop all the settings and try again. But in that limited time it looked friggin awesome.

Are you using a laptop? A lot of people report problems where their computer defaults to using integrated graphics, and they go away when they force it to use the GPU instead.

Yup. Lenovo ideapad G510 if specific model makes a difference. I will go poke around when I get home to trouble shoot. I think SimCity 4 had similar issues for laptop user iirc?

also thanks!

It worked for me. I bought the game at launch and paniced when I started it and everything was laggy as fuck. Checked Reddit and saw how to fix it. The game works like a charm now.
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 23 2015 16:06 GMT
#187
the thing I don't know how to do it to have lvl 3 industries
they always want more services but I don't really know what to give them...
LiquipediaWe will have only each other at the last
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 23 2015 16:21 GMT
#188
On March 24 2015 01:06 Yhamm wrote:
the thing I don't know how to do it to have lvl 3 industries
they always want more services but I don't really know what to give them...

Police/Firefighter/medical

It doesn't actually require a balanced spread I believe so you can put down a couple of fire stations in your industry district to help with both fire safety and level up your industries.
It ignores such insignificant forces as time, entropy, and death
batsnacks
Profile Blog Joined April 2014
United States4466 Posts
March 23 2015 17:39 GMT
#189
Do all parks give the same amount of "happiness points?" Or do the more expensive ones give more than the cheap ones?

Do all service buildings give the same amount of "quality points?" e.g. If I build 5 elementary schools in the same area does it give the same land value as 5 universities?
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-03-24 02:14:01
March 24 2015 02:10 GMT
#190
I've noticed that unique buildings seem terrible. At the start as soon as I unlocked one I'd place it somewhere. But then after a very long time of placing most of the unique buildings, I realized they took u a major portion of the budget, and tried disabling them (except cheap ones like unique parks).

When I did so, I got a huge influx of income, and nothing negative happened at all. Happiness didn't budge for any zone, and demand didn't go down. I think leisure maybe went down a tiny bit in some areas, but it was easily fixed by placing a park there..

Unique buildings are terribly underpowered. They should have far larger area of effect, attract tons more tourists, and/or have other effects (like a crappy version of a monument. ex: 5% faster traffic, or 10% more garbage capacity). They seem like a huge liability. When I disabled them I could run the city with taxes at like 6/1/5/10 or something, with various services above 100% or 150%, and still have an income.

On that note, anyone know how to get commercial happiness up? I can get other zones to 93-99% pretty easily, but commercial doesn't go above like 85% for me, and in the past I've had it lower than that too, like in the high 70s. I haven't played since the patch was released, I'm thinking that it could help if I have the commercial demand bug, but developers made it sound that the bug wasn't hugely pervasive.
"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!"
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 24 2015 03:57 GMT
#191
The Eden Project one which gets rid of pollution is pretty good
(╯°□°)╯︵ ┻━┻
pachi
Profile Joined October 2006
Melbourne5338 Posts
March 24 2015 04:35 GMT
#192
On March 24 2015 02:39 batsnacks wrote:
Do all parks give the same amount of "happiness points?" Or do the more expensive ones give more than the cheap ones?

Do all service buildings give the same amount of "quality points?" e.g. If I build 5 elementary schools in the same area does it give the same land value as 5 universities?

Park Comparison chart from reddit: http://imgur.com/a/XByGU#0
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-03-24 13:38:50
March 24 2015 12:13 GMT
#193
On March 24 2015 12:57 ticklishmusic wrote:
The Eden Project one which gets rid of pollution is pretty good

Nonono, I'm talking only the unique buildings, not the monuments. The monuments do have special effects. It's the unique buildings that don't seem to do much at all. I'm sure many of them act like commercial and/or parks, and they bring in a tiny number of tourists, but they're way way too expensive in maintenance costs for what they provide.

On March 24 2015 13:35 pachi wrote:
Park Comparison chart from reddit: http://imgur.com/a/XByGU#0

Man, I knew (highly suspected) those botanical gardens weren't worth it (still like 16 times better than a stadium though). How could developers fail so hard at simple balance? Look at "plaza with picnic tables"—it's worse in every single way than a freaking playground but costs an assload more to both build an upkeep. Seriously? Balance aside, how the hell does it cost so much to make an maintain a slab of concrete with some tables? This really bothers me! What's going on in the developer's heads?

Personally, I would just want the comparison to show estimated upkeep costs vs happiness multiplied by area, rather than including the construction cost at all (this isn't Starcraft). or having the area and entertainment in separate efficiency columns.
"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!"
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2015-03-24 20:30:57
March 24 2015 20:28 GMT
#194
On March 23 2015 23:16 Plansix wrote:
Show nested quote +
On March 23 2015 23:11 Dangermousecatdog wrote:
On March 23 2015 22:48 Ota Solgryn wrote:
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.

More like a traffic sim that doesn't work properly The traffic logic is so very bad and makes no sense.

There are some flaws with the AI for sure, but also you should remember that people who drive cars also make no sense. They do stupid shit, don't use all the lanes in the road and are generally idiots. There have been findings with new computer models that providing drivers with fewer lanes makes traffic move faster because people have fewer options to screw up the flow.

Really you just need to keep the cargo trucks out of your city. I saw a cool design where someone used a cargo train line through the center of his city and dropped it all off at a port. It was really impressive.
That's rubbish and you know it. In real life people use all the lanes in the road if it makes sense to. In real life drivers are almost magnetically pulled to empty lanes; they certainly don't use 1 lane of a 2 lane one way road. In real life, transport planners don't have to make artificial bottlenecks, otherwise drivers will use 2 lanes out of 6 instead of 6 out of 6. In real life, drivers are capable of taking alternative routes when the road ahead is full of traffic, instead of insisting that the shortest route will be the fastest. Most of "traffic problems" in cityskylines consist of figuring out the arcane rules that lorries follow in city skylines, rather than actually folowing real life logic that occurs in reality.

Don't get me wrong, figuring out traffic snarls is part of any city sim, just don't defend it by insisting that real life behaviour follow the city skylines game logic, because it doesn't.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 24 2015 20:54 GMT
#195
Using 1 lane problem in game comes from off ramps, which is quiet right. However the there seems to be no concept of 2-3 lane turn intersections. Though the road shows it, ai is oblivious to it.
age: 84 | location: california | sex: 잘함
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
March 24 2015 20:57 GMT
#196
On March 25 2015 05:28 Dangermousecatdog wrote:
Show nested quote +
On March 23 2015 23:16 Plansix wrote:
On March 23 2015 23:11 Dangermousecatdog wrote:
On March 23 2015 22:48 Ota Solgryn wrote:
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.

More like a traffic sim that doesn't work properly The traffic logic is so very bad and makes no sense.

There are some flaws with the AI for sure, but also you should remember that people who drive cars also make no sense. They do stupid shit, don't use all the lanes in the road and are generally idiots. There have been findings with new computer models that providing drivers with fewer lanes makes traffic move faster because people have fewer options to screw up the flow.

Really you just need to keep the cargo trucks out of your city. I saw a cool design where someone used a cargo train line through the center of his city and dropped it all off at a port. It was really impressive.
That's rubbish and you know it. In real life people use all the lanes in the road if it makes sense to. In real life drivers are almost magnetically pulled to empty lanes; they certainly don't use 1 lane of a 2 lane one way road. In real life, transport planners don't have to make artificial bottlenecks, otherwise drivers will use 2 lanes out of 6 instead of 6 out of 6. In real life, drivers are capable of taking alternative routes when the road ahead is full of traffic, instead of insisting that the shortest route will be the fastest. Most of "traffic problems" in cityskylines consist of figuring out the arcane rules that lorries follow in city skylines, rather than actually folowing real life logic that occurs in reality.

Don't get me wrong, figuring out traffic snarls is part of any city sim, just don't defend it by insisting that real life behaviour follow the city skylines game logic, because it doesn't.


Come to Denmark. Drive somewhere where you have to turn right on a two way lane. Watch as everybody pulls in loooooong before they have to. Watch them go insane if you actually follow the rules and drive in the emtpy lane and then going right when you have to, according to the traffic rules in force.

:D
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 24 2015 21:21 GMT
#197
On March 25 2015 05:54 jinorazi wrote:
Using 1 lane problem in game comes from off ramps, which is quiet right. However the there seems to be no concept of 2-3 lane turn intersections. Though the road shows it, ai is oblivious to it.

not true actually.
If you have a >1 lane left turn and the following road has an early left & right turn (like an intersection) then both of the original turns should be used.

The traffic really isn't that bad to manage if you keep in mind that the ai will very aggressively sort lanes.
Use both left and right hand turns to make cars properly use all lanes. This extends to Highways, while in reality you will never have a off ramp on the left side of the highway it is something you want to use in this game because of the AI quirks.
It ignores such insignificant forces as time, entropy, and death
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 24 2015 21:42 GMT
#198
On March 25 2015 06:21 Gorsameth wrote:
Show nested quote +
On March 25 2015 05:54 jinorazi wrote:
Using 1 lane problem in game comes from off ramps, which is quiet right. However the there seems to be no concept of 2-3 lane turn intersections. Though the road shows it, ai is oblivious to it.

not true actually.
If you have a >1 lane left turn and the following road has an early left & right turn (like an intersection) then both of the original turns should be used.

The traffic really isn't that bad to manage if you keep in mind that the ai will very aggressively sort lanes.
Use both left and right hand turns to make cars properly use all lanes. This extends to Highways, while in reality you will never have a off ramp on the left side of the highway it is something you want to use in this game because of the AI quirks.


From what I see, like 6 lane road right turn into a one way 6 lane, only one lane is used when all 6 should be used, Just Pointing out this isn't the case in the game. As such, everyone hugs one lane for a ramp and cause traffic with other merging lanes trying to get to the left Which is normal by irl standards.
age: 84 | location: california | sex: 잘함
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
March 24 2015 21:45 GMT
#199
On March 25 2015 05:57 Ota Solgryn wrote:
Show nested quote +
On March 25 2015 05:28 Dangermousecatdog wrote:
On March 23 2015 23:16 Plansix wrote:
On March 23 2015 23:11 Dangermousecatdog wrote:
On March 23 2015 22:48 Ota Solgryn wrote:
The more I read about this game and the more I play I have come to the conclusion that this game is actually a traffic sim.
The rest is just there to make it pretty. But still, it's kind of fun.

More like a traffic sim that doesn't work properly The traffic logic is so very bad and makes no sense.

There are some flaws with the AI for sure, but also you should remember that people who drive cars also make no sense. They do stupid shit, don't use all the lanes in the road and are generally idiots. There have been findings with new computer models that providing drivers with fewer lanes makes traffic move faster because people have fewer options to screw up the flow.

Really you just need to keep the cargo trucks out of your city. I saw a cool design where someone used a cargo train line through the center of his city and dropped it all off at a port. It was really impressive.
That's rubbish and you know it. In real life people use all the lanes in the road if it makes sense to. In real life drivers are almost magnetically pulled to empty lanes; they certainly don't use 1 lane of a 2 lane one way road. In real life, transport planners don't have to make artificial bottlenecks, otherwise drivers will use 2 lanes out of 6 instead of 6 out of 6. In real life, drivers are capable of taking alternative routes when the road ahead is full of traffic, instead of insisting that the shortest route will be the fastest. Most of "traffic problems" in cityskylines consist of figuring out the arcane rules that lorries follow in city skylines, rather than actually folowing real life logic that occurs in reality.

Don't get me wrong, figuring out traffic snarls is part of any city sim, just don't defend it by insisting that real life behaviour follow the city skylines game logic, because it doesn't.


Come to Denmark. Drive somewhere where you have to turn right on a two way lane. Watch as everybody pulls in loooooong before they have to. Watch them go insane if you actually follow the rules and drive in the emtpy lane and then going right when you have to, according to the traffic rules in force.

:D

I live in London, where there are roads made for a layout 1000 years ago, where sheer density crowds out notions of understanding, arcane rights of way, where you have to give way to gaggle of ducks, where there are so many one way roads, where everything leads to a dead end, villages seem to be magically embedded if you take a wrong turn, and roads seem to follow non-euclidean geometry and eldritch twists and turns can force you to turn back the way you came from. Somehow, no one has much trouble actually getting from A to B and using every single lane, but then again it could just be because everyone is used to it.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 24 2015 22:03 GMT
#200
On March 25 2015 06:42 jinorazi wrote:
Show nested quote +
On March 25 2015 06:21 Gorsameth wrote:
On March 25 2015 05:54 jinorazi wrote:
Using 1 lane problem in game comes from off ramps, which is quiet right. However the there seems to be no concept of 2-3 lane turn intersections. Though the road shows it, ai is oblivious to it.

not true actually.
If you have a >1 lane left turn and the following road has an early left & right turn (like an intersection) then both of the original turns should be used.

The traffic really isn't that bad to manage if you keep in mind that the ai will very aggressively sort lanes.
Use both left and right hand turns to make cars properly use all lanes. This extends to Highways, while in reality you will never have a off ramp on the left side of the highway it is something you want to use in this game because of the AI quirks.


From what I see, like 6 lane road right turn into a one way 6 lane, only one lane is used when all 6 should be used, Just Pointing out this isn't the case in the game. As such, everyone hugs one lane for a ramp and cause traffic with other merging lanes trying to get to the left Which is normal by irl standards.

When most of the traffic wants to take that ramp then yes this will happen (the aggressive lane sorting). But if they would use more lanes then you get issues at the ramp itself where multiple lanes of cars try to merge into 1 to go up the ramp.

To be fair I think a lot of people overuse 6 lane 1-way roads. You need a very good reason to use it imo when a 2-way will probably work just as well. 1-way roads are imo best used as small 2 lane local roads feeding directly to industry buildings and as a 6 lane (tho I would prefer something like 3-4 if they existed) to collect the small local roads, since traffic lights on a 1-way road give more green light time to the lane.

If your just leading traffic to a ramp your just as well off with only a 2 lane 1-way as with a 6 lane.

ps. If its a very high traffic road you might want to replace the ramp with an actual highway leading up so you have 3 lanes instead of 1.
It ignores such insignificant forces as time, entropy, and death
Xapti
Profile Joined April 2010
Canada2473 Posts
March 25 2015 05:43 GMT
#201
On March 25 2015 07:03 Gorsameth wrote:
To be fair I think a lot of people overuse 6 lane 1-way roads. You need a very good reason to use it imo when a 2-way will probably work just as well. 1-way roads are imo best used as small 2 lane local roads feeding directly to industry buildings and as a 6 lane (tho I would prefer something like 3-4 if they existed) to collect the small local roads, since traffic lights on a 1-way road give more green light time to the lane.

6 lane one ways are indeed probably overused, but the only one-way alternative that gives building access is just 2 lane. I'm pretty sure that the 6 lane two ways give a bit more traffic light intersections, so that can be relevant in certain scenarios (not that traffic lights are necessarily a problem, especially when one has 6 lanes to work with.)
"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!"
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
March 25 2015 10:34 GMT
#202
Ok, bought it 2 days ago, already at 15h, this game is somewhat addictive.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
March 26 2015 17:18 GMT
#203
The game literally has become traffic sim at this stage lol
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2015-03-28 21:54:39
March 28 2015 21:54 GMT
#204
On March 27 2015 02:18 BurningSera wrote:
The game literally has become traffic sim at this stage lol


Yeah... you end up creating monsters like
[image loading]
I'm not an otaku, I'm a specialist.
DannyJ
Profile Joined March 2010
United States5110 Posts
March 30 2015 06:15 GMT
#205
What exactly is the point of tourism in this game other than adding more traffic? It certainly isn't profitable in the slightest.

Anywho, I could just watch 1s person POVs of trucks coming into my city for hours.

She's getting pretty big!

+ Show Spoiler +
[image loading]
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-03-30 08:45:05
March 30 2015 08:44 GMT
#206
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
March 30 2015 11:41 GMT
#207
On March 30 2015 17:44 Torte de Lini wrote:

Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Doesn't it snap both direction and position for you? Mine seem to only place at discrete intervals and tend to want to go in straight specific directions when I'm using straight roads...although for some reason it sometimes seems inconsistent.


In any case I'm just suffering massive traffic issues. I've managed to deal with some of it but its honestly a nightmare trying to figure out how to manipulate the AI to actually use specific road setups appropriately and not all just queue in one lane of a six-lane road. >_>

At least I managed to figure out how to cut SOME of it down by directing lorries directly into the industrial zone. And I managed to figure out how to make a hydroelectric dam work properly.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
ragz_gt
Profile Blog Joined April 2012
9172 Posts
March 30 2015 14:00 GMT
#208
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.


To make parallel road you make a perpendicular road to use as a guide, then remove it later. Same way you can make 45 angle road, center a roadabout and a ton of other stuff.

The UI is very clunky, but you get used to it after a while (not that it ever stop being annoying, like modify a public trans route). Most of the time in game you are spent planning on road structure and how to funnel everything to highway.
I'm not an otaku, I'm a specialist.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 30 2015 14:10 GMT
#209
On March 30 2015 23:00 ragz_gt wrote:
Show nested quote +
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.


To make parallel road you make a perpendicular road to use as a guide, then remove it later. Same way you can make 45 angle road, center a roadabout and a ton of other stuff.

The UI is very clunky, but you get used to it after a while (not that it ever stop being annoying, like modify a public trans route). Most of the time in game you are spent planning on road structure and how to funnel everything to highway.


http://imgur.com/a/SBm7t

Visual guide for the roads thing.
(╯°□°)╯︵ ┻━┻
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 30 2015 14:44 GMT
#210
I suppose the most effective marketing is creating a game that people like and want to play? I keep hearing about this game to the point that I want to play it.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
QuanticHawk
Profile Blog Joined May 2007
United States32073 Posts
March 30 2015 15:00 GMT
#211
On March 30 2015 23:44 Grumbels wrote:
I suppose the most effective marketing is creating a game that people like and want to play? I keep hearing about this game to the point that I want to play it.

I've always been amazed at how word of mouth works with nerds like us. I've seen zero marketing for this game aside from seeing something on steam, and I don't know if that is something they pay for on top of being able to have their games on steam?

I wonder if that is just my own bias from being a dork myself or what
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 30 2015 16:54 GMT
#212
On March 30 2015 23:10 ticklishmusic wrote:
Show nested quote +
On March 30 2015 23:00 ragz_gt wrote:
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.


To make parallel road you make a perpendicular road to use as a guide, then remove it later. Same way you can make 45 angle road, center a roadabout and a ton of other stuff.

The UI is very clunky, but you get used to it after a while (not that it ever stop being annoying, like modify a public trans route). Most of the time in game you are spent planning on road structure and how to funnel everything to highway.


http://imgur.com/a/SBm7t

Visual guide for the roads thing.


This makes it even less appealing when you have to do perform 10 tasks for a simple imitation
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 30 2015 17:07 GMT
#213
On March 24 2015 21:13 Xapti wrote:
Show nested quote +
On March 24 2015 13:35 pachi wrote:
Park Comparison chart from reddit: http://imgur.com/a/XByGU#0

Man, I knew (highly suspected) those botanical gardens weren't worth it (still like 16 times better than a stadium though). How could developers fail so hard at simple balance? Look at "plaza with picnic tables"—it's worse in every single way than a freaking playground but costs an assload more to both build an upkeep. Seriously? Balance aside, how the hell does it cost so much to make an maintain a slab of concrete with some tables? This really bothers me! What's going on in the developer's heads?

Personally, I would just want the comparison to show estimated upkeep costs vs happiness multiplied by area, rather than including the construction cost at all (this isn't Starcraft). or having the area and entertainment in separate efficiency columns.

It's possible that tourism is affected differently and isn't taken into account here.
What fun is it being cool if you can’t wear a sombrero?
Millitron
Profile Blog Joined August 2010
United States2611 Posts
March 30 2015 17:31 GMT
#214
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.

They do. Roads that are within range turn green while placing the building.
Who called in the fleet?
skyR
Profile Joined July 2009
Canada13817 Posts
Last Edited: 2015-03-30 17:36:14
March 30 2015 17:35 GMT
#215
On March 31 2015 02:31 Millitron wrote:+ Show Spoiler +
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.

They do. Roads that are within range turn green while placing the building.


He's talking about this:

[image loading]
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 30 2015 17:38 GMT
#216
On March 31 2015 02:35 skyR wrote:
Show nested quote +
On March 31 2015 02:31 Millitron wrote:+ Show Spoiler +
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.

They do. Roads that are within range turn green while placing the building.


He's talking about this:

[image loading]

The problem is that isn't how they work. They work in relation to the roads and their ability to get to and from locations. An AOE would be misleading.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 30 2015 17:38 GMT
#217
On March 31 2015 02:35 skyR wrote:
Show nested quote +
On March 31 2015 02:31 Millitron wrote:+ Show Spoiler +
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.

They do. Roads that are within range turn green while placing the building.


He's talking about this:

[image loading]


Yes exactly
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2015-03-30 17:54:24
March 30 2015 17:52 GMT
#218
On March 31 2015 01:54 Torte de Lini wrote:
Show nested quote +
On March 30 2015 23:10 ticklishmusic wrote:
On March 30 2015 23:00 ragz_gt wrote:
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.


To make parallel road you make a perpendicular road to use as a guide, then remove it later. Same way you can make 45 angle road, center a roadabout and a ton of other stuff.

The UI is very clunky, but you get used to it after a while (not that it ever stop being annoying, like modify a public trans route). Most of the time in game you are spent planning on road structure and how to funnel everything to highway.


http://imgur.com/a/SBm7t

Visual guide for the roads thing.


This makes it even less appealing when you have to do perform 10 tasks for a simple imitation


Eh, it could be better. Still, the guide really breaks it down into step by step-- do it once or twice and you can do it very quickly. Feels pretty satisfying when you finish and can say "I made dis".

Hopping on the services thing, I've said it before but oh god I wish you could set the area a building serviced. I don't need a fire station in a residential zone answering a call on the other side of the map in my industrial district... It causes a ton of traffic and by the time it gets here half the district has burned down.
(╯°□°)╯︵ ┻━┻
Millitron
Profile Blog Joined August 2010
United States2611 Posts
March 30 2015 18:32 GMT
#219
On March 31 2015 02:38 Torte de Lini wrote:
Show nested quote +
On March 31 2015 02:35 skyR wrote:
On March 31 2015 02:31 Millitron wrote:+ Show Spoiler +
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.

They do. Roads that are within range turn green while placing the building.


He's talking about this:

[image loading]


Yes exactly

That's not how they work though. They do not work by area of effect, so why should it show one?
Who called in the fleet?
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 30 2015 19:43 GMT
#220
On March 31 2015 03:32 Millitron wrote:
Show nested quote +
On March 31 2015 02:38 Torte de Lini wrote:
On March 31 2015 02:35 skyR wrote:
On March 31 2015 02:31 Millitron wrote:+ Show Spoiler +
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.

They do. Roads that are within range turn green while placing the building.


He's talking about this:

[image loading]


Yes exactly

That's not how they work though. They do not work by area of effect, so why should it show one?


A certain range of happiness is instilled when the building is placed, I would say there is some area of effect, even if it ends up being based on roads and location.

https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 30 2015 19:46 GMT
#221
On March 31 2015 04:43 Torte de Lini wrote:
Show nested quote +
On March 31 2015 03:32 Millitron wrote:
On March 31 2015 02:38 Torte de Lini wrote:
On March 31 2015 02:35 skyR wrote:
On March 31 2015 02:31 Millitron wrote:+ Show Spoiler +
On March 30 2015 17:44 Torte de Lini wrote:
Just started playing, played a shitload of Sim City 4, so maybe I'm bitter, but these are the things I can't stand right now:

  • I hate how hospitals and fire stations don't have AOE displays, but work depending on your roads and shit. It works planning and spreading out your areas a massive nuisance.

  • Why does Zoning Suck? In SC4, you would make large zone areas and the roads would start themselves so that everyone had road access. Not in this game.

  • Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.

  • Any way to make roads parallel? I'm trying to line them up perfectly so squares touches other squares when I create two parallel roads, but I always miss or the game makes open spaces between two streets which I don't want.


Other than that, I enjoy the game for what it is, a different take on the City Simulation genre, I think a lot of what they did was take SC4 and went further and focused on what really mattered.

They do. Roads that are within range turn green while placing the building.


He's talking about this:

[image loading]


Yes exactly

That's not how they work though. They do not work by area of effect, so why should it show one?


A certain range of happiness is instilled when the building is placed, I would say there is some area of effect, even if it ends up being based on roads and location.


That is shown when you place the building if you look at the roads.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
kaztah
Profile Joined September 2010
Norway1221 Posts
April 01 2015 08:34 GMT
#222
You can see the green line when you plant down a building what area it covers. I thought that was pretty obvious. It also makes completely more sense that you have to have roads for it to cover areas. It makes planning way better actually, since you can have roads only service cars can use etc.

I'm really awful at games like these, but I'm having a lot of fun watching my city grow. All my stats are pretty great, but the aesthetics are nothing compared to what others create. My other problem is that I'm so easily annoyed at certain aspects of whatever I built, so I just start over instead of maybe fixing it later with money.

I think I got to plan out certain things, like that hexagon city earlier. Stuff like that is just way cooler than whatever I make.

I speak fluent sarcasm.
5c0rp10n
Profile Joined September 2010
Germany342 Posts
April 01 2015 09:32 GMT
#223
I bought the game on release too and i really like it. The only thing i hate is my lack of creativity. Thats why i much more like to look at cities built by others. i never get tired browsing cities: skylines reddit.
| NaNiwa | CJ`herO |
Jockmcplop
Profile Blog Joined February 2012
United Kingdom9669 Posts
April 01 2015 09:56 GMT
#224
On April 01 2015 17:34 kaztah wrote:
You can see the green line when you plant down a building what area it covers. I thought that was pretty obvious. It also makes completely more sense that you have to have roads for it to cover areas. It makes planning way better actually, since you can have roads only service cars can use etc.

I'm really awful at games like these, but I'm having a lot of fun watching my city grow. All my stats are pretty great, but the aesthetics are nothing compared to what others create. My other problem is that I'm so easily annoyed at certain aspects of whatever I built, so I just start over instead of maybe fixing it later with money.

I think I got to plan out certain things, like that hexagon city earlier. Stuff like that is just way cooler than whatever I make.



I have exactly the same problem. I've started like 7-8 cities now and never got them to the stage where they can be called a city.
RIP Meatloaf <3
Plansix
Profile Blog Joined April 2011
United States60190 Posts
April 01 2015 13:32 GMT
#225
On April 01 2015 18:56 Jockmcplop wrote:
Show nested quote +
On April 01 2015 17:34 kaztah wrote:
You can see the green line when you plant down a building what area it covers. I thought that was pretty obvious. It also makes completely more sense that you have to have roads for it to cover areas. It makes planning way better actually, since you can have roads only service cars can use etc.

I'm really awful at games like these, but I'm having a lot of fun watching my city grow. All my stats are pretty great, but the aesthetics are nothing compared to what others create. My other problem is that I'm so easily annoyed at certain aspects of whatever I built, so I just start over instead of maybe fixing it later with money.

I think I got to plan out certain things, like that hexagon city earlier. Stuff like that is just way cooler than whatever I make.



I have exactly the same problem. I've started like 7-8 cities now and never got them to the stage where they can be called a city.

That has more to do with the standard maps for the game, which are all very bland. Download a few of the custom made maps with some interesting features and try to build around those. The game is at its best when you have to plan around stuff.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
April 03 2015 00:43 GMT
#226
On April 01 2015 22:32 Plansix wrote:
Show nested quote +
On April 01 2015 18:56 Jockmcplop wrote:
On April 01 2015 17:34 kaztah wrote:
You can see the green line when you plant down a building what area it covers. I thought that was pretty obvious. It also makes completely more sense that you have to have roads for it to cover areas. It makes planning way better actually, since you can have roads only service cars can use etc.

I'm really awful at games like these, but I'm having a lot of fun watching my city grow. All my stats are pretty great, but the aesthetics are nothing compared to what others create. My other problem is that I'm so easily annoyed at certain aspects of whatever I built, so I just start over instead of maybe fixing it later with money.

I think I got to plan out certain things, like that hexagon city earlier. Stuff like that is just way cooler than whatever I make.



I have exactly the same problem. I've started like 7-8 cities now and never got them to the stage where they can be called a city.

That has more to do with the standard maps for the game, which are all very bland. Download a few of the custom made maps with some interesting features and try to build around those. The game is at its best when you have to plan around stuff.


Any recommendations? I've been thinking of starting over properly now that I've tried a couple of cities and got an idea of what I'm doing and better maps would be much welcomed.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
April 03 2015 02:47 GMT
#227
mess around with the editor. i edited a map so i can have areas dedicated for oil, ore, forest, farm, and a 1600w dam.
age: 84 | location: california | sex: 잘함
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 04 2015 13:17 GMT
#228
How do you go from low density zones to high density zones?

I literally just destroyed my entire city by zoning low, then dezoning it to high while paused.

When I unpaused, everything was destroyed...




Also, where can I place the cementary? Doesn't it lower land value and growth? I want to stick in the corner since I don't care for it.

Lastly, can I put office buildings near industrial zones or what? Are they yellow or blue?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 04 2015 13:23 GMT
#229
On April 04 2015 22:17 Torte de Lini wrote:
How do you go from low density zones to high density zones?

I literally just destroyed my entire city by zoning low, then dezoning it to high while paused.

When I unpaused, everything was destroyed...




Also, where can I place the cementary? Doesn't it lower land value and growth? I want to stick in the corner since I don't care for it.

Lastly, can I put office buildings near industrial zones or what? Are they yellow or blue?

Replacing low with high density is indeed done like that. There is no direct upgrade and I would advise doing it in bits so you dont force relocate your entire population at once.

I don't know if a cemetery lowers land value but that is no big concern either way, before you require high land value you will be getting rid of your cemeteries anyway and replacing them with Crematoriums.

Office buildings are counted as Industry but with the key difference that they do not produce goods and so cannot supply your commerce.

As for location, they can be build anywhere but they make a convenient sound barrier between residential and commerce/industry if you like to build those close to your residential.
It ignores such insignificant forces as time, entropy, and death
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-04-04 14:13:31
April 04 2015 14:13 GMT
#230
On April 04 2015 22:23 Gorsameth wrote:
Show nested quote +
On April 04 2015 22:17 Torte de Lini wrote:
How do you go from low density zones to high density zones?

I literally just destroyed my entire city by zoning low, then dezoning it to high while paused.

When I unpaused, everything was destroyed...




Also, where can I place the cementary? Doesn't it lower land value and growth? I want to stick in the corner since I don't care for it.

Lastly, can I put office buildings near industrial zones or what? Are they yellow or blue?

Replacing low with high density is indeed done like that. There is no direct upgrade and I would advise doing it in bits so you dont force relocate your entire population at once.

I don't know if a cemetery lowers land value but that is no big concern either way, before you require high land value you will be getting rid of your cemeteries anyway and replacing them with Crematoriums.

Office buildings are counted as Industry but with the key difference that they do not produce goods and so cannot supply your commerce.

As for location, they can be build anywhere but they make a convenient sound barrier between residential and commerce/industry if you like to build those close to your residential.


Guess I'll start again and disable "autosave" mod, fuck...


https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Bisu-Fan
Profile Joined January 2010
Russian Federation3332 Posts
April 04 2015 16:04 GMT
#231
On March 30 2015 17:44 Torte de Lini wrote:
[*] Small thing, but when I click on a road, I wish it didn't assume I want to make another road after. Always gotta press ESC just to cancel another construction of road.


Does right-click not work?
The Revolutionist Shall Rise Again! No. 1 Kim Taek Yong Fan 어헣↗ GO JAEDONG!!!!!!! GO ACE!!! 태연 <3 윤아 <3 승연 <3
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-04-05 18:25:42
April 05 2015 18:24 GMT
#232
Getting the hang of cities so far. It's a bit easier than SC4 and I'm not fan of the emphasis of roads and such but I can see the appeal.

Right now, I just dominated the first half of the first map. I just unlocked high density commercial, offices, districts and high density residential.

Should I go about converting my city to everything "high" or?. I am also having trouble keeping up with electricity as I built a dam and it doesn't feel like it's giving much output of electricity.

I also made my first district of farming (it says fertile lands), but nothing really happening.

[image loading]
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 05 2015 18:34 GMT
#233
You can convert but its not needed, its entirely up to your preference.

Your dam isn't producing much because its small. Dam output is based on the amount of water behind it. Damming a deep and wide river will produce a lot of power while a narrow/shallow river will give very little.
The default map 'Islands' has a deep ravine for example that produces insane amounts of power with a dam.

Your farming area is probably not filling up because there is no industry demand. As your town grows and demand is created it should fill up. (don't forget Offices count for your industry demand so it could be a while before you see farms pop up.
It ignores such insignificant forces as time, entropy, and death
Millitron
Profile Blog Joined August 2010
United States2611 Posts
Last Edited: 2015-04-05 18:36:49
April 05 2015 18:35 GMT
#234
Did you set that district to be an agriculture district? If you didn't, they'll just keep making traditional industry.

Another problem with the resource-gathering industries is that they require mostly uneducated workers. Meaning as your city grows, it becomes harder and harder to keep them working.
Who called in the fleet?
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-04-05 18:51:24
April 05 2015 18:50 GMT
#235
On April 06 2015 03:35 Millitron wrote:
Did you set that district to be an agriculture district? If you didn't, they'll just keep making traditional industry.

Another problem with the resource-gathering industries is that they require mostly uneducated workers. Meaning as your city grows, it becomes harder and harder to keep them working.


Yeah, I set it to agriculture, I was just seeing what was the point of doing districts as they didn't have it in SC4. It feels out of place to do it though.

Had no idea about that, maybe I'll just remove agriculture altogether

On April 06 2015 03:34 Gorsameth wrote:
You can convert but its not needed, its entirely up to your preference.

Your dam isn't producing much because its small. Dam output is based on the amount of water behind it. Damming a deep and wide river will produce a lot of power while a narrow/shallow river will give very little.
The default map 'Islands' has a deep ravine for example that produces insane amounts of power with a dam.

Your farming area is probably not filling up because there is no industry demand. As your town grows and demand is created it should fill up. (don't forget Offices count for your industry demand so it could be a while before you see farms pop up.


I mean, typically, you want to largest and greatest city ever; so converting would be smart though, no?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 05 2015 18:58 GMT
#236
On April 06 2015 03:50 Torte de Lini wrote:
Show nested quote +
On April 06 2015 03:35 Millitron wrote:
Did you set that district to be an agriculture district? If you didn't, they'll just keep making traditional industry.

Another problem with the resource-gathering industries is that they require mostly uneducated workers. Meaning as your city grows, it becomes harder and harder to keep them working.


Yeah, I set it to agriculture, I was just seeing what was the point of doing districts as they didn't have it in SC4. It feels out of place to do it though.

Had no idea about that, maybe I'll just remove agriculture altogether

Show nested quote +
On April 06 2015 03:34 Gorsameth wrote:
You can convert but its not needed, its entirely up to your preference.

Your dam isn't producing much because its small. Dam output is based on the amount of water behind it. Damming a deep and wide river will produce a lot of power while a narrow/shallow river will give very little.
The default map 'Islands' has a deep ravine for example that produces insane amounts of power with a dam.

Your farming area is probably not filling up because there is no industry demand. As your town grows and demand is created it should fill up. (don't forget Offices count for your industry demand so it could be a while before you see farms pop up.


I mean, typically, you want to largest and greatest city ever; so converting would be smart though, no?

Converting to high density gives you more people in less space so if that is your goal then yes you should convert.
Do it in bits tho since you cant directly upgrade and people will leave your town because of it (and then move back in quickly after).

The size of the map, even without all 25 tiles unlocked is such that you can build great and beautiful cities with low density housing so its up to your preference.

As for the Industry.
Yes specialized industry cannot level up and as such use a ton of uneducated workers. They provide raw materials for your other industry tho, preventing it from having to be imported. You can make a city work just fine without them if you want tho.
How to deal with the education issue is by having not enough space for everyone to study or by simply having so many people that you have enough uneducated, I haven't noticed any real effect to having high unemployment.
It ignores such insignificant forces as time, entropy, and death
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2015-04-05 20:24:50
April 05 2015 20:21 GMT
#237
On April 06 2015 03:50 Torte de Lini wrote:
Show nested quote +
On April 06 2015 03:35 Millitron wrote:
Did you set that district to be an agriculture district? If you didn't, they'll just keep making traditional industry.

Another problem with the resource-gathering industries is that they require mostly uneducated workers. Meaning as your city grows, it becomes harder and harder to keep them working.


Yeah, I set it to agriculture, I was just seeing what was the point of doing districts as they didn't have it in SC4. It feels out of place to do it though.

Had no idea about that, maybe I'll just remove agriculture altogether

Show nested quote +
On April 06 2015 03:34 Gorsameth wrote:
You can convert but its not needed, its entirely up to your preference.

Your dam isn't producing much because its small. Dam output is based on the amount of water behind it. Damming a deep and wide river will produce a lot of power while a narrow/shallow river will give very little.
The default map 'Islands' has a deep ravine for example that produces insane amounts of power with a dam.

Your farming area is probably not filling up because there is no industry demand. As your town grows and demand is created it should fill up. (don't forget Offices count for your industry demand so it could be a while before you see farms pop up.


I mean, typically, you want to largest and greatest city ever; so converting would be smart though, no?


High density adds population but not much else. Low density produce more tax for the amount of service they require. As long as land it not a problem I go mostly low density with some high density mixed in to drive up demands.

One note though: you probably want direct connection to high way for all your industry zones, without mingle with other traffic. Elevated road is great at that. Otherwise all the trucks will jam up your road really bad.
I'm not an otaku, I'm a specialist.
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2015-04-06 13:47:47
April 06 2015 13:47 GMT
#238
Paradox should really have a alternative option to mass plant fauna and flora.

edit: Colossal Order rather
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 06 2015 14:11 GMT
#239
Ok so all my save are being corruptedd by some mods, I got rekt, lost my cities, one with 400k, the other with 350k ;(
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 06 2015 14:16 GMT
#240
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 06 2015 14:20 GMT
#241
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.

It ignores such insignificant forces as time, entropy, and death
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 06 2015 14:25 GMT
#242
On April 06 2015 23:20 Gorsameth wrote:
Show nested quote +
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
fixed_point
Profile Joined June 2011
Germany4891 Posts
April 06 2015 14:34 GMT
#243
On April 06 2015 23:25 Torte de Lini wrote:
Show nested quote +
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

"space is occupied" message shows up when you'd be demolishing civic and service buildings (schools, firehouses, police stations, parks etc). You'd need to manually demolish or relocate those buildings.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 06 2015 14:36 GMT
#244
On April 06 2015 23:34 fixed_point wrote:
Show nested quote +
On April 06 2015 23:25 Torte de Lini wrote:
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

"space is occupied" message shows up when you'd be demolishing civic and service buildings (schools, firehouses, police stations, parks etc). You'd need to manually demolish or relocate those buildings.


Right, how do I keep them uneducated?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
fixed_point
Profile Joined June 2011
Germany4891 Posts
April 06 2015 14:38 GMT
#245
On April 06 2015 23:36 Torte de Lini wrote:
Show nested quote +
On April 06 2015 23:34 fixed_point wrote:
On April 06 2015 23:25 Torte de Lini wrote:
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

"space is occupied" message shows up when you'd be demolishing civic and service buildings (schools, firehouses, police stations, parks etc). You'd need to manually demolish or relocate those buildings.


Right, how do I keep them uneducated?

Budget cuts to education. Keep your schools at max capacity. Not building a school near a residential area does nothing, because these kids will walk all across the map to get to school if they get a spot.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 06 2015 14:46 GMT
#246
On April 06 2015 23:36 Torte de Lini wrote:
Show nested quote +
On April 06 2015 23:34 fixed_point wrote:
On April 06 2015 23:25 Torte de Lini wrote:
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

"space is occupied" message shows up when you'd be demolishing civic and service buildings (schools, firehouses, police stations, parks etc). You'd need to manually demolish or relocate those buildings.


Right, how do I keep them uneducated?

Have more people then you have room in school basically.

As for your roads.
When you upgrade a 2 lane to a 6 lane it will take up more space. It will work when there is zoning in the way, the buildings just get demolished automatically but you cant do it when a building is in the way (school/fire station/Land fill/ect)
It ignores such insignificant forces as time, entropy, and death
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 06 2015 14:51 GMT
#247
[image loading]

Nothing there but zoned lands.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
Last Edited: 2015-04-06 15:00:00
April 06 2015 14:54 GMT
#248
There is a road in the way actually.

The middle one because it is being intersected and the outer 2 because your curve is to shallow and the curve would overlap the strait road for a while.
Either do it in 2 stages, from the left to mid and then mid to right (or other way around) or remove the middel road, craw the curve and then redo the middle.

edit.
Just saw its actually a railway. Cant do railway crossings at that angle.
It ignores such insignificant forces as time, entropy, and death
LasTLiE
Profile Blog Joined April 2009
United States428 Posts
April 06 2015 14:57 GMT
#249
I usually just do railroads raised up so I don't have to worry about them intersecting with streets or anything. Also, assuming placing them is like placing roads, they can't intersect multiple roads at one time. I haven't done much with railroads though, so I dunno.
"[21:01] kjwcj: i wanna put an aftermarket heatsink on your northbridge, lastlie" http://twitter.com/ThatGuyLastly
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 06 2015 15:27 GMT
#250
On April 06 2015 23:51 Torte de Lini wrote:
[image loading]

Nothing there but zoned lands.

You can't cross road with other road/rails, etc... You have to make the intersection frist. But I'd advice you to not cross road with train paths, because they tend to clog a lot, and in your situation you'll have 3 roads blocked. better doing a bridge or something.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 06 2015 15:31 GMT
#251
I mean, I'm just saying that you get this "space occupied" for all sorts of situations that could be better explained
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Ljas
Profile Joined July 2012
Finland725 Posts
April 06 2015 15:33 GMT
#252
On April 06 2015 23:34 fixed_point wrote:
Show nested quote +
On April 06 2015 23:25 Torte de Lini wrote:
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

"space is occupied" message shows up when you'd be demolishing civic and service buildings (schools, firehouses, police stations, parks etc). You'd need to manually demolish or relocate those buildings.

Don't bother trying to stifle your citizens education for farming. All you need is more people, and the vacancies will fill themselves. Having public transit access + other services already in the industrial area helps with industry sprouting up there.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 06 2015 15:38 GMT
#253
On April 07 2015 00:33 Ljas wrote:
Show nested quote +
On April 06 2015 23:34 fixed_point wrote:
On April 06 2015 23:25 Torte de Lini wrote:
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

"space is occupied" message shows up when you'd be demolishing civic and service buildings (schools, firehouses, police stations, parks etc). You'd need to manually demolish or relocate those buildings.

Don't bother trying to stifle your citizens education for farming. All you need is more people, and the vacancies will fill themselves. Having public transit access + other services already in the industrial area helps with industry sprouting up there.


Thanks!

That's actually my next step as the highway they give you, is already causing massive traffic and issues and I don't how to remedy it. Should I look into installing a metro and where should the metro be hitting?

I got a railroad going for my agriculture, no way it can reach my generic industrial, but other than that; my roads are still two-way trees.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 06 2015 15:51 GMT
#254
On April 07 2015 00:38 Torte de Lini wrote:
Show nested quote +
On April 07 2015 00:33 Ljas wrote:
On April 06 2015 23:34 fixed_point wrote:
On April 06 2015 23:25 Torte de Lini wrote:
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

"space is occupied" message shows up when you'd be demolishing civic and service buildings (schools, firehouses, police stations, parks etc). You'd need to manually demolish or relocate those buildings.

Don't bother trying to stifle your citizens education for farming. All you need is more people, and the vacancies will fill themselves. Having public transit access + other services already in the industrial area helps with industry sprouting up there.


Thanks!

That's actually my next step as the highway they give you, is already causing massive traffic and issues and I don't how to remedy it. Should I look into installing a metro and where should the metro be hitting?

I got a railroad going for my agriculture, no way it can reach my generic industrial, but other than that; my roads are still two-way trees.

Metro wont help with outside traffic coming into your town but it helps reduce traffic in your city itself.

There are multiple ways of dealing with it but this is how I do it.
Imaging your residential area's as neighborhoods, Each neighborhood has a bus line running through it with frequent stops. One of these stops is in front of a metro station, so each neighborhood has its own subway. These subways then form a line connecting all the neighborhoods to the commercial and industry area's which also have their own metro station, maybe a bus line aswell but that depends on size.

As your city grows even bigger you will need to make multiple subway lines that intersect at various stations. Remember that civs will take multiple bus/metro lines chained together if they can.

If your Highway problem is an issue with out of map travel then try having multiple ramps. Have a spot for each industrial district and separate ramps for your residential area's ect.
It ignores such insignificant forces as time, entropy, and death
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 06 2015 15:53 GMT
#255
On April 07 2015 00:31 Torte de Lini wrote:
I mean, I'm just saying that you get this "space occupied" for all sorts of situations that could be better explained

Seems pretty obvious to me. There is something occupying the space which prevents construction and the 'something' in question is overlayed with red. In the example of your image the roads are in the way (because the angle of the intersection is wrong, which granted isnt explained)
It ignores such insignificant forces as time, entropy, and death
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-04-06 17:17:27
April 06 2015 17:13 GMT
#256
On April 07 2015 00:53 Gorsameth wrote:
Show nested quote +
On April 07 2015 00:31 Torte de Lini wrote:
I mean, I'm just saying that you get this "space occupied" for all sorts of situations that could be better explained

Seems pretty obvious to me. There is something occupying the space which prevents construction and the 'something' in question is overlayed with red. In the example of your image the roads are in the way (because the angle of the intersection is wrong, which granted isnt explained)


Yeah, which means deleting and then fixing up. It just becomes cumbersome when it could be something a mod is mistaking or I don't know.

On April 07 2015 00:51 Gorsameth wrote:
Show nested quote +
On April 07 2015 00:38 Torte de Lini wrote:
On April 07 2015 00:33 Ljas wrote:
On April 06 2015 23:34 fixed_point wrote:
On April 06 2015 23:25 Torte de Lini wrote:
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

"space is occupied" message shows up when you'd be demolishing civic and service buildings (schools, firehouses, police stations, parks etc). You'd need to manually demolish or relocate those buildings.

Don't bother trying to stifle your citizens education for farming. All you need is more people, and the vacancies will fill themselves. Having public transit access + other services already in the industrial area helps with industry sprouting up there.


Thanks!

That's actually my next step as the highway they give you, is already causing massive traffic and issues and I don't how to remedy it. Should I look into installing a metro and where should the metro be hitting?

I got a railroad going for my agriculture, no way it can reach my generic industrial, but other than that; my roads are still two-way trees.

Metro wont help with outside traffic coming into your town but it helps reduce traffic in your city itself.

There are multiple ways of dealing with it but this is how I do it.
Imaging your residential area's as neighborhoods, Each neighborhood has a bus line running through it with frequent stops. One of these stops is in front of a metro station, so each neighborhood has its own subway. These subways then form a line connecting all the neighborhoods to the commercial and industry area's which also have their own metro station, maybe a bus line aswell but that depends on size.

As your city grows even bigger you will need to make multiple subway lines that intersect at various stations. Remember that civs will take multiple bus/metro lines chained together if they can.

If your Highway problem is an issue with out of map travel then try having multiple ramps. Have a spot for each industrial district and separate ramps for your residential area's ect.


Yes, I think I'm having trouble with outside traffic and then inside traffic.

Mainly, I'm getting a lot of people from the highway coming in +++ from the train to my industrials, I get a lot of backup with trucks blocking traffic. My farms finally prospered and now goods aren't reaching my commercial and my roads just too small and I'm not sure how to rectify that.

The train only worsened it haha. I just unlocked boats so my options are a little wider in how to deal with all this. I might remove the dam to fit boats in.

https://twitter.com/#!/TorteDeLini (@TorteDeLini)
SKC
Profile Joined October 2010
Brazil18828 Posts
April 06 2015 17:17 GMT
#257
If you get the "space occupied" message it's because there is something already there. So you either delete it or find another way that things don't occupy the same space. If there is another issue like the ramp being too steep you get a diferent message.

It really is pretty obvious.
Don_Julio
Profile Blog Joined June 2010
2220 Posts
April 06 2015 18:19 GMT
#258
On April 06 2015 23:34 fixed_point wrote:
Show nested quote +
On April 06 2015 23:25 Torte de Lini wrote:
On April 06 2015 23:20 Gorsameth wrote:
On April 06 2015 23:16 Torte de Lini wrote:
If I want people to work agriculture, do I not put a university near them?

Right now, I have a whole area for agriculture that won't grow or anything. I can't seem to hit 26k pop without people dying despite everything is in the green.

Location doesn't matter all that much, People will go across the entire map to visit a university to learn if there is room. Personally I just have a lot more workers then needed (high unemployment) because that also fills low education industry and having high unemployment seems to have little to no downside.

People dying happens and is unavoidable. They grow old and die after all.
Also remember that civs tend to enter your city as young adults. If you have large waves of new citizens you will also eventually have waves where their generation dies en-mass from old age.



So how do I get people to do agriculture? Eventually, I want to do forestry industry as well, but everyone just wants offices mostly.

Lastly, sometimes when I try to upgrade a road, it says "space is occupied" but sometimes it works, sometimes it doesn't, so upgrading from two-road to a six-road gets broken up ):

For agriculture, you need uneducated people. Educated citizens will eventually do it, but it's not ideal.

No. Educated will work jobs that don't require education without any penalties. They just prefer better jobs just like in real life. Farms stay empty if you have too many jobs and not enough workers overall.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 06 2015 18:36 GMT
#259
[image loading]

This is my current problem.

Lots of congestion between my high density areas (top right)
Train and agriculture (top left)

and the center Highway they give you (center)

I'm not sure if I should start putting in 6-lane highways for everything high density or consider boats or something else.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
flipstar
Profile Joined January 2011
226 Posts
Last Edited: 2015-04-06 19:02:32
April 06 2015 19:00 GMT
#260
Your highway has too many intersections imo, should use ramps. It's also benefical to use the 1-way streets heavily. when doing 6-lane roads to avoid a ton of red lights, also 1-way small roads to get out of said 6 way street.

I'd also connect north n south using 2-4 elevated 1 direction roads, and put it some ways from the highway ramps. This will distribute people going out of town \ not to the north or south, with the people going from north \ south and vice versa.

Probably confusing sentences. ^^ Whatever the solution is, I think you need to re-think the traffic flow alot before doing anything. Also consider future expansion. You can remove alot by having good public transportation, but this will be a disaster no matter what.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 06 2015 19:15 GMT
#261
Where to start :p
For the future, I would high suggest to not build like this :p You have roads leading directly on your highway which causes these problems.
What you want is a few roads off the highway, for example one at the edge of the water, another at the far side of the city.
Then have a new highway leading to the top of the screen with a on/off ramp there.
These ramps will then probably lead to a roundabout which distributes the traffic to 1-2 6 lane roads that lead through the city.
Off this 6 way road you then branch 2 way roads leading into the actual streets with zoning.

Now as for your specific situation, and with the least amount of bulldozing.
On the far right side, make a highway exit and run a 6 lane road along the edge of your high density. From that run a road into the zoning every 20 blocks orso. This will distribute the traffic from your highway on that side.
Buy the left plot and get a Highway running to your agriculture so all that traffic doesn't have to cut through your city.

The lower half is a lot more tricky cause you build so close to the highway,
Probably up the bottom red line to a 6 lane 2-way road. If you get trucks going across the water to your agriculture instead of taking the Highway you should build then consider adding a No Heavy traffic zone in that section.

I don't know your current public transport situation but I would put like 5 metro stations in the area between the river and your highway, add bus lines to bring people to those subways from the surrounding area. Another 2 metro's below your highway, more if it gos down far. And 3 orso in the island area (above the river). Hopefully this will significantly reduce the amount of cars you have going around which will help with the traffic aswell.

Save before you do radical stuff tho ^^
It ignores such insignificant forces as time, entropy, and death
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
April 06 2015 21:09 GMT
#262
You need to do the hierarchy of roads thing, like highway, big road, small road. Doesn't necessarily matter if you're using single lane or double lane, just make sure you're going from big and fast to small and slower. Right now, you've got so many roads going off your highway it's basically forced to go slow as the smallest 2 lane road.

Typically I have highways that uses a stupid expensive cloverleaf or w/e to get off, then lead that into the city on a "pseudo highway". I'll usually do a couple over complicated triple roundabout to allow traffic to flow in 4 directions there, then from the 4 main roads I'll have the smaller ones (usually 1 way) with a few intersections. You want to try and compartmentalize a bit as well, I usually do "units" with a 1 way road outer loop, then a bunch of alternative 1 ways if that makes sense.

If you can shove a cargo train with a road that runs around the edge of your industrial areas, that'll probably help a lot. Also, ban heavy traffic wherever you can.
(╯°□°)╯︵ ┻━┻
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-04-06 22:13:26
April 06 2015 22:10 GMT
#263
holy shit, sounds like I have to revamp the entire thing and I have no idea where to start T___T

Also, is there not a bigger elementary school wtf? I have to put 5 in one spot just to compensate for high density

I don't get what are ramps and just doing elevated highways into the city?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 06 2015 22:37 GMT
#264
On April 07 2015 07:10 Torte de Lini wrote:
holy shit, sounds like I have to revamp the entire thing and I have no idea where to start T___T

Also, is there not a bigger elementary school wtf? I have to put 5 in one spot just to compensate for high density

I don't get what are ramps and just doing elevated highways into the city?

Ramps are just ways to get on and off the highway, there is even a road type for it.

I understand if you don't want to revamp the entire area, that's why I offered some suggestions that might ease the traffic to the area around your highway and let that relieve the stress hopefully.


It ignores such insignificant forces as time, entropy, and death
Millitron
Profile Blog Joined August 2010
United States2611 Posts
April 06 2015 22:42 GMT
#265
On April 07 2015 07:10 Torte de Lini wrote:
holy shit, sounds like I have to revamp the entire thing and I have no idea where to start T___T

Also, is there not a bigger elementary school wtf? I have to put 5 in one spot just to compensate for high density

I don't get what are ramps and just doing elevated highways into the city?

Have you ever driven on a highway? Ramps are the little one-way roads you use to get on and off a highway. They work best coming in and out at very shallow angles, so cars can just merge on and off instead of having a fullblown intersection.
Who called in the fleet?
DannyJ
Profile Joined March 2010
United States5110 Posts
April 06 2015 23:44 GMT
#266
When in doubt... roundabout.

I get utterly mesmerized just looking at my traffic sometimes. I stared at my main little intersection for like 30 minutes once in a daze.

[image loading]

I kind of want to actually drive around a roundabout IRL. I think I've literally never seen one in the North East.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 07 2015 00:07 GMT
#267
On April 07 2015 07:42 Millitron wrote:
Show nested quote +
On April 07 2015 07:10 Torte de Lini wrote:
holy shit, sounds like I have to revamp the entire thing and I have no idea where to start T___T

Also, is there not a bigger elementary school wtf? I have to put 5 in one spot just to compensate for high density

I don't get what are ramps and just doing elevated highways into the city?

Have you ever driven on a highway? Ramps are the little one-way roads you use to get on and off a highway. They work best coming in and out at very shallow angles, so cars can just merge on and off instead of having a fullblown intersection.


Never driven a car in my life.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4336 Posts
April 07 2015 00:23 GMT
#268
good game but am i the only one who finds the text too small and hard to read?
https://www.youtube.com/watch?v=e7PvoI6gvQs
Millitron
Profile Blog Joined August 2010
United States2611 Posts
Last Edited: 2015-04-07 01:04:56
April 07 2015 01:02 GMT
#269
On April 07 2015 09:07 Torte de Lini wrote:
Show nested quote +
On April 07 2015 07:42 Millitron wrote:
On April 07 2015 07:10 Torte de Lini wrote:
holy shit, sounds like I have to revamp the entire thing and I have no idea where to start T___T

Also, is there not a bigger elementary school wtf? I have to put 5 in one spot just to compensate for high density

I don't get what are ramps and just doing elevated highways into the city?

Have you ever driven on a highway? Ramps are the little one-way roads you use to get on and off a highway. They work best coming in and out at very shallow angles, so cars can just merge on and off instead of having a fullblown intersection.


Never driven a car in my life.

Ok, well I find it a little hard to believe you have 0 experience with highways at all, whether you were the driver or just a passenger.

But anyways I recommend looking at real highways. Google image search "Highway interchange" to see some powerful designs. Do note though that they may not all work perfectly in-game. The traffic AI isn't identical to real traffic. For instance they don't like to change lanes in-game.

On April 07 2015 08:44 DannyJ wrote:
When in doubt... roundabout.

I get utterly mesmerized just looking at my traffic sometimes. I stared at my main little intersection for like 30 minutes once in a daze.

[image loading]

I kind of want to actually drive around a roundabout IRL. I think I've literally never seen one in the North East.

The only one I know in the US is in Buffalo, New York. It's absolutely terrible because its pretty heavily overcrowded. It is absolutely not a good representation of roundabouts, because it is simply too small for the amount of traffic it receives. Don't blame all roundabouts for that one being terrible.
Who called in the fleet?
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2015-04-07 02:28:30
April 07 2015 01:26 GMT
#270
On April 07 2015 10:02 Millitron wrote:
Show nested quote +
On April 07 2015 09:07 Torte de Lini wrote:
On April 07 2015 07:42 Millitron wrote:
On April 07 2015 07:10 Torte de Lini wrote:
holy shit, sounds like I have to revamp the entire thing and I have no idea where to start T___T

Also, is there not a bigger elementary school wtf? I have to put 5 in one spot just to compensate for high density

I don't get what are ramps and just doing elevated highways into the city?

Have you ever driven on a highway? Ramps are the little one-way roads you use to get on and off a highway. They work best coming in and out at very shallow angles, so cars can just merge on and off instead of having a fullblown intersection.


Never driven a car in my life.

Ok, well I find it a little hard to believe you have 0 experience with highways at all, whether you were the driver or just a passenger.

But anyways I recommend looking at real highways. Google image search "Highway interchange" to see some powerful designs. Do note though that they may not all work perfectly in-game. The traffic AI isn't identical to real traffic. For instance they don't like to change lanes in-game.

Show nested quote +
On April 07 2015 08:44 DannyJ wrote:
When in doubt... roundabout.

I get utterly mesmerized just looking at my traffic sometimes. I stared at my main little intersection for like 30 minutes once in a daze.

[image loading]

I kind of want to actually drive around a roundabout IRL. I think I've literally never seen one in the North East.

The only one I know in the US is in Buffalo, New York. It's absolutely terrible because its pretty heavily overcrowded. It is absolutely not a good representation of roundabouts, because it is simply too small for the amount of traffic it receives. Don't blame all roundabouts for that one being terrible.


Come to Boston then, there are a lot of roundabout (or rotary as we call them here).

Some tips for traffic problem:
Elevated road is your friend.
Less intersection is better than more intersection
Lots of smaller cities works better than one large city.

Most of the traffic problems in game are
Too many intersections causing delay (if you have 2 intersection right next to each other, your traffic will grind to a halt)
Not optimized merging (if someone merges onto a two way and turn left, that would block all the straight traffic)
Very rarely you run into actual throughput issue (too many cars for the road to handle, tends to see those when your industry traffic have to go through residential area)

To reduce intersections you want a major artery through town to suck up all the traffic from different zones, and then funnel them into highway system. Elevated 6 lane two way with a few connection to normal traffic works really well without doing highway ramp madness
Roundabouts using highway road to reduce traffic stop (there is no traffic light when you merge into a highway, compare to a one way normal street)

Merging is a bit trickier, one way road helps but it's mostly streamlined design on / off highway, major artery. Takes a bit trial n error

Industry traffic has simplest solution, you need make sure there is a direct route to / from industrial zone and highway without driving through residential area, easiest way to do this is to build industrial zone right next to highway.
I'm not an otaku, I'm a specialist.
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2015-04-07 01:29:29
April 07 2015 01:27 GMT
#271
Roundabouts didn't exist in the US till the 90s and still, there are not many. France has like 10x more than the States combined.

edit: Cities in the states tend to be laid out on grids while France has wide boulevards leading to roundabouts around symbolic areas
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2015-04-07 06:05:27
April 07 2015 06:05 GMT
#272
Honestly, start a new city. While it's a lovely little town, it just doesn't have the design to get bigger. 50K is a good go, but it's achievable in a few hours once you get the hang of it. Incorporate what you learned on your own, some of the tips from here and from the rest of the internet, go ham on cool Steam workshop assets and mods and build a beautiful new city. You can even use the same map if you like!

I think for me the progression was something like 20k -> 50k -> 80k -> 280k, along with a bunch of 100k+ cities with the unlimited money mod. I've been forced to take a break because I'e been swamped with school though. To be fair, it's not only size that matters, you can do some tricky and beautiful stuff with custom terrains.
(╯°□°)╯︵ ┻━┻
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-04-07 08:48:04
April 07 2015 08:47 GMT
#273
On April 07 2015 15:05 ticklishmusic wrote:
Honestly, start a new city. While it's a lovely little town, it just doesn't have the design to get bigger. 50K is a good go, but it's achievable in a few hours once you get the hang of it. Incorporate what you learned on your own, some of the tips from here and from the rest of the internet, go ham on cool Steam workshop assets and mods and build a beautiful new city. You can even use the same map if you like!

I think for me the progression was something like 20k -> 50k -> 80k -> 280k, along with a bunch of 100k+ cities with the unlimited money mod. I've been forced to take a break because I'e been swamped with school though. To be fair, it's not only size that matters, you can do some tricky and beautiful stuff with custom terrains.


the entire structure and layout of the city is awful, I admit and think it's also what scales up the challenge as I expand.

I'd only really start a new city if/when I can get a city with a stronger river and a much more rocky landscape (high mountains and waterfalls). Haven't seen a map like that so I won't start again.

Also, this is a good time to actually learn how to use roads and trains and metros since I have aboslutely no clue and sort of winged it in SC4.

Plus, it wouldn't be right to just start again when the city you've woven is inherently flawed/needs massive revisions, that's sort of part of the game no? to work with what you got?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-04-07 08:51:41
April 07 2015 08:50 GMT
#274
On April 07 2015 10:02 Millitron wrote:
Show nested quote +
On April 07 2015 09:07 Torte de Lini wrote:
On April 07 2015 07:42 Millitron wrote:
On April 07 2015 07:10 Torte de Lini wrote:
holy shit, sounds like I have to revamp the entire thing and I have no idea where to start T___T

Also, is there not a bigger elementary school wtf? I have to put 5 in one spot just to compensate for high density

I don't get what are ramps and just doing elevated highways into the city?

Have you ever driven on a highway? Ramps are the little one-way roads you use to get on and off a highway. They work best coming in and out at very shallow angles, so cars can just merge on and off instead of having a fullblown intersection.


Never driven a car in my life.

Ok, well I find it a little hard to believe you have 0 experience with highways at all, whether you were the driver or just a passenger.

But anyways I recommend looking at real highways. Google image search "Highway interchange" to see some powerful designs. Do note though that they may not all work perfectly in-game. The traffic AI isn't identical to real traffic. For instance they don't like to change lanes in-game.

Show nested quote +
On April 07 2015 08:44 DannyJ wrote:
When in doubt... roundabout.

I get utterly mesmerized just looking at my traffic sometimes. I stared at my main little intersection for like 30 minutes once in a daze.

[image loading]

I kind of want to actually drive around a roundabout IRL. I think I've literally never seen one in the North East.

The only one I know in the US is in Buffalo, New York. It's absolutely terrible because its pretty heavily overcrowded. It is absolutely not a good representation of roundabouts, because it is simply too small for the amount of traffic it receives. Don't blame all roundabouts for that one being terrible.


Well, I won't give my life story here but I've lived in Cities for the second half of my life, so the first half (15 and down) was my parents driving and I never really paid attention. I don't even have a license.




I noticed even with multiple entries to the city, most traffic AI still only take the main one, it's kind of annoying.

On April 07 2015 09:23 iPlaY.NettleS wrote:
good game but am i the only one who finds the text too small and hard to read?


There's a mod for that, text rescaler

On April 07 2015 07:37 Gorsameth wrote:
Show nested quote +
On April 07 2015 07:10 Torte de Lini wrote:
holy shit, sounds like I have to revamp the entire thing and I have no idea where to start T___T

Also, is there not a bigger elementary school wtf? I have to put 5 in one spot just to compensate for high density

I don't get what are ramps and just doing elevated highways into the city?

Ramps are just ways to get on and off the highway, there is even a road type for it.

I understand if you don't want to revamp the entire area, that's why I offered some suggestions that might ease the traffic to the area around your highway and let that relieve the stress hopefully.


yeah, when I get home; I;'ll take a look! I think I'll just cut out the entire middle area (Offices/Commercial) and just start building a massive highway. I'll save first.

Might start again too though, I hate the layout of the map to be frank.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-04-08 02:15:41
April 08 2015 02:08 GMT
#275
What's up with some players wanting agriculture or forestry industries, or even regular industry over offices? Offices seem like an ideal solution (too much so). I think that offices don't make as much money as regular industry, but I think they make just as much or more than agriculture or forestry (which is stuck at level 1). That said, I've never found income to even be an issue though. Isn't it far nicer having people —potentially— living right next to where they work than having to drive off to some polluted (or at least noise-polluted) isolated part of town?
On April 07 2015 09:23 iPlaY.NettleS wrote:
good game but am i the only one who finds the text too small and hard to read?

Totally. It doesn't scale at all with high resolution, so if you're running at like 2048x1536, or 4k, or even 1920x1200 the pixel font will remain the same, but with DPI going down it makes the text so much smaller.
"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!"
Millitron
Profile Blog Joined August 2010
United States2611 Posts
April 08 2015 02:26 GMT
#276
On April 08 2015 11:08 Xapti wrote:
What's up with some players wanting agriculture or forestry industries, or even regular industry over offices? Offices seem like an ideal solution (too much so). I think that offices don't make as much money as regular industry, but I think they make just as much or more than agriculture or forestry (which is stuck at level 1). That said, I've never found income to even be an issue though. Isn't it far nicer having people —potentially— living right next to where they work than having to drive off to some polluted (or at least noise-polluted) isolated part of town?
Show nested quote +
On April 07 2015 09:23 iPlaY.NettleS wrote:
good game but am i the only one who finds the text too small and hard to read?

Totally. It doesn't scale at all with high resolution, so if you're running at like 2048x1536, or 4k, or even 1920x1200 the pixel font will remain the same, but with DPI going down it makes the text so much smaller.

An advantage to having traditional industry in town is that there is less truck traffic coming from off map going to your commercial areas clogging your highways. The only trucks should be your own, and with some clever roadwork or rail usage, they can be kept off the highways.
Who called in the fleet?
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 08 2015 11:13 GMT
#277
On April 08 2015 11:08 Xapti wrote:
What's up with some players wanting agriculture or forestry industries, or even regular industry over offices? Offices seem like an ideal solution (too much so). I think that offices don't make as much money as regular industry, but I think they make just as much or more than agriculture or forestry (which is stuck at level 1). That said, I've never found income to even be an issue though. Isn't it far nicer having people —potentially— living right next to where they work than having to drive off to some polluted (or at least noise-polluted) isolated part of town?
Show nested quote +
On April 07 2015 09:23 iPlaY.NettleS wrote:
good game but am i the only one who finds the text too small and hard to read?

Totally. It doesn't scale at all with high resolution, so if you're running at like 2048x1536, or 4k, or even 1920x1200 the pixel font will remain the same, but with DPI going down it makes the text so much smaller.

aside from industry providing resources for other industry and for commerce there is such a thing as 'because we can'.
Skyline is a single player game with no win condition. 'Because you can' is the reason for everything in this game.
It ignores such insignificant forces as time, entropy, and death
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
April 08 2015 13:25 GMT
#278
You get more tax revenue if you handle all steps of the goods chain: the raw materials, the processing, manufacturing, and selling. Otherwise your Commercial districts must import raw materials and you miss out on tax revenue + suffer increased traffic.
What fun is it being cool if you can’t wear a sombrero?
Disregard
Profile Blog Joined March 2007
China10252 Posts
April 08 2015 14:20 GMT
#279
What type of intersections do you guys use for the initial highway connection?
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2015-04-08 15:16:59
April 08 2015 15:12 GMT
#280
If you just want a high way connection to your town, simplest way is to use a Y connection

<------Westbond----
<------Eastbond----<-----Highway-----
                                                     <-----6 lane 2 way traffic------->
----Westbond------>------Highway----->
----Eastbond------->
I'm not an otaku, I'm a specialist.
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2015-04-08 22:34:16
April 08 2015 22:29 GMT
#281
Soooo, i tried making a dam, it didn't work (my second attempt worked fine) but when i deleted the first one, a massive tidal wave of water went over my city.

And now it's a lake :<

Any idea how to get rid of it all?

+ Show Spoiler +
[image loading]
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 08 2015 22:33 GMT
#282
Assuming the river isn't overflowing it will go away in time. Alternatively you can try putting pumping stations in the water to pump it away.
It ignores such insignificant forces as time, entropy, and death
killerdog
Profile Joined February 2010
Denmark6522 Posts
April 08 2015 22:40 GMT
#283
Ah, yeah the pumping stations worked.

Sadly i now seem to have a disease epidemic from having shit-water flood everyone's houses T.T

Didn't realise how much more relaxing this was to play compared to most city-builders until i accidentally flooded myself~
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 09 2015 00:37 GMT
#284
On April 09 2015 00:12 ragz_gt wrote:
If you just want a high way connection to your town, simplest way is to use a Y connection

<------Westbond----
<------Eastbond----<-----Highway-----
                                                     <-----6 lane 2 way traffic------->
----Westbond------>------Highway----->
----Eastbond------->


Highway are better than 6 lanes road dude. Highway is 100 mph and 6way road is 60 mph IIRC.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2015-04-09 01:47:28
April 09 2015 01:44 GMT
#285
Well duh, if you want people inside your town get on / off high way everywhere and gum it up, sure

Just in case it isn't clear to you: the question was "how to connect to highway", which "more highway" is not exactly a valid answer.
I'm not an otaku, I'm a specialist.
SKC
Profile Joined October 2010
Brazil18828 Posts
Last Edited: 2015-04-09 02:40:43
April 09 2015 02:32 GMT
#286
"More highway" is actually a valid answer. You don't need 6 lanes 2 way roads, using highways that go through you city works fine. A lot of people had better luck with that than with more standard road hierarchies. Sometimes the auxiliary roads connecting the highway to the city blocks look a bit crazy, but they work.

Something like this:

+ Show Spoiler +
[image loading]


Wide regular roads end up being an issue since the AI doesn't handle lanes well anyway and you end up with a lot of intersections. Elevated highways are awesome.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
April 09 2015 03:56 GMT
#287
The issue is that you can use high way as your artery, but you still need someway to connect your high way to your buildings. You can't just not build regular road, and eventually you will need connect them, which is what the original question about.
I'm not an otaku, I'm a specialist.
Disregard
Profile Blog Joined March 2007
China10252 Posts
April 09 2015 13:32 GMT
#288
I don't know if Clossal Order will implement algorithms which will allow vehicles to change lanes but that is a issue if you don't build insane interchanges within my city as opposed the standard road system.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4336 Posts
April 09 2015 14:14 GMT
#289
Got a lot of abandoned industrial buildings.Will reducing industrial rate tax increase the occupancy? Does it have something to do with education levels?
https://www.youtube.com/watch?v=e7PvoI6gvQs
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2015-04-09 14:17:29
April 09 2015 14:16 GMT
#290
Are your industrial buildings specialized?

edit: And are they really far from town?
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
radscorpion9
Profile Blog Joined March 2011
Canada2252 Posts
April 09 2015 14:35 GMT
#291
On April 07 2015 08:44 DannyJ wrote:
When in doubt... roundabout.

I get utterly mesmerized just looking at my traffic sometimes. I stared at my main little intersection for like 30 minutes once in a daze.

[image loading]

I kind of want to actually drive around a roundabout IRL. I think I've literally never seen one in the North East.


Danny not sure if you know this or not, but there is a mod that lets you drive around in your cars in first person (I think its just camera-only mode for now; i.e. no controls? But that may have changed). I figure you'll love getting to experience your roundabout first hand. I don't know the mods name but you should google it I'm sure it'll be fun.
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4336 Posts
April 09 2015 14:36 GMT
#292
On April 09 2015 23:16 Disregard wrote:
Are your industrial buildings specialized?

edit: And are they really far from town?

No, i need to learn zoning.
https://www.youtube.com/watch?v=e7PvoI6gvQs
Don_Julio
Profile Blog Joined June 2010
2220 Posts
April 09 2015 14:45 GMT
#293
On April 09 2015 23:14 iPlaY.NettleS wrote:
Got a lot of abandoned industrial buildings.Will reducing industrial rate tax increase the occupancy? Does it have something to do with education levels?

You must likely don't have enough workers. Select the building and hover the "abondened" symbol. It should show you the reason.
skyR
Profile Joined July 2009
Canada13817 Posts
April 09 2015 15:02 GMT
#294
How long does it take for ore and oil to deplete?
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 09 2015 15:18 GMT
#295
On April 10 2015 00:02 skyR wrote:
How long does it take for ore and oil to deplete?

Almost no time at all sadly. Its one of my biggest gripes with the 2 industries.
However they do not become entirely useless when they empties our the area. Instead they will import ore/oil and turn those into products to be used by your other industry/commerce.
It ignores such insignificant forces as time, entropy, and death
Disregard
Profile Blog Joined March 2007
China10252 Posts
April 09 2015 15:18 GMT
#296
Pretty quickly if you run the game on fastest speed. I ran dry on one designated region of ore and I only have about 10k pop but this is coming from a player that hasn't played this game much so my expertise is not the best.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 09 2015 15:39 GMT
#297
Use the infinite Oil and Ore mod, I think it's fair to keep these industries specialisations in the long run. More diversity is much cooler.
DannyJ
Profile Joined March 2010
United States5110 Posts
April 09 2015 15:58 GMT
#298
On April 09 2015 23:35 radscorpion9 wrote:
Show nested quote +
On April 07 2015 08:44 DannyJ wrote:
When in doubt... roundabout.

I get utterly mesmerized just looking at my traffic sometimes. I stared at my main little intersection for like 30 minutes once in a daze.

[image loading]

I kind of want to actually drive around a roundabout IRL. I think I've literally never seen one in the North East.


Danny not sure if you know this or not, but there is a mod that lets you drive around in your cars in first person (I think its just camera-only mode for now; i.e. no controls? But that may have changed). I figure you'll love getting to experience your roundabout first hand. I don't know the mods name but you should google it I'm sure it'll be fun.


Yep I already have it

Can't drive around yet. Whenever someone figures that out it's going to be fun to boot it up with this mod http://imgur.com/a/9Z10i

Let the old school GTA begin!
Millitron
Profile Blog Joined August 2010
United States2611 Posts
April 12 2015 04:15 GMT
#299
On April 10 2015 00:58 DannyJ wrote:
Show nested quote +
On April 09 2015 23:35 radscorpion9 wrote:
On April 07 2015 08:44 DannyJ wrote:
When in doubt... roundabout.

I get utterly mesmerized just looking at my traffic sometimes. I stared at my main little intersection for like 30 minutes once in a daze.

[image loading]

I kind of want to actually drive around a roundabout IRL. I think I've literally never seen one in the North East.


Danny not sure if you know this or not, but there is a mod that lets you drive around in your cars in first person (I think its just camera-only mode for now; i.e. no controls? But that may have changed). I figure you'll love getting to experience your roundabout first hand. I don't know the mods name but you should google it I'm sure it'll be fun.


Yep I already have it

Can't drive around yet. Whenever someone figures that out it's going to be fun to boot it up with this mod http://imgur.com/a/9Z10i

Let the old school GTA begin!

I'm more excited for this.
http://www.pcgamer.com/cities-skyline-mod-introduces-simcopter-style-flying/

Makes me nostalgia pretty hard for Sim City 2000 and Sim Copter. I loved that you could build a city in Sim City, then fly around in it in Sim Copter.
Who called in the fleet?
Disregard
Profile Blog Joined March 2007
China10252 Posts
April 12 2015 04:44 GMT
#300
You could fly the hospital chopper in SC4. Probably the best of the series for me.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
fixed_point
Profile Joined June 2011
Germany4891 Posts
April 12 2015 06:41 GMT
#301
On April 09 2015 23:36 iPlaY.NettleS wrote:
Show nested quote +
On April 09 2015 23:16 Disregard wrote:
Are your industrial buildings specialized?

edit: And are they really far from town?

No, i need to learn zoning.

A lot of people are having worker problems in industry due to having an overeducated workforce. The solution is to increase land value, so you get specialised industry (which has jobs for highly educated citizens), or abandon industry for offices.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 12 2015 19:13 GMT
#302
Ok, starting a new city.

Loaded a new map, made a larger sort of "Highway" center with 5 entrances so I can prep for a larger city.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
FromShouri
Profile Blog Joined April 2012
United States862 Posts
April 12 2015 19:42 GMT
#303
Stopped for a bit and just came back, without mods whats the highest amount of pop? I'm sitting at around 130k but it seems to trickle to maybe ~50 people a week that want to come move in.
Limited Edition, lets do some simple addition, $50 for a T-Shirt is just some ignorant bitch shit.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 12 2015 19:45 GMT
#304
On April 13 2015 04:42 FromShouri wrote:
Stopped for a bit and just came back, without mods whats the highest amount of pop? I'm sitting at around 130k but it seems to trickle to maybe ~50 people a week that want to come move in.

cap is 1 mil
It ignores such insignificant forces as time, entropy, and death
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2015-04-12 21:48:29
April 12 2015 21:47 GMT
#305
whoops
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4336 Posts
April 13 2015 08:48 GMT
#306
On April 12 2015 15:41 fixed_point wrote:
Show nested quote +
On April 09 2015 23:36 iPlaY.NettleS wrote:
On April 09 2015 23:16 Disregard wrote:
Are your industrial buildings specialized?

edit: And are they really far from town?

No, i need to learn zoning.

A lot of people are having worker problems in industry due to having an overeducated workforce. The solution is to increase land value, so you get specialised industry (which has jobs for highly educated citizens), or abandon industry for offices.

How do you increase land value of industrial areas?
Extra public transport fine, but parks etc? schools? Seems many of the things that improve land value for residiential are less useful in industrial areas.
https://www.youtube.com/watch?v=e7PvoI6gvQs
fixed_point
Profile Joined June 2011
Germany4891 Posts
Last Edited: 2015-04-13 09:06:55
April 13 2015 09:06 GMT
#307
On April 13 2015 17:48 iPlaY.NettleS wrote:
Show nested quote +
On April 12 2015 15:41 fixed_point wrote:
On April 09 2015 23:36 iPlaY.NettleS wrote:
On April 09 2015 23:16 Disregard wrote:
Are your industrial buildings specialized?

edit: And are they really far from town?

No, i need to learn zoning.

A lot of people are having worker problems in industry due to having an overeducated workforce. The solution is to increase land value, so you get specialised industry (which has jobs for highly educated citizens), or abandon industry for offices.

How do you increase land value of industrial areas?
Extra public transport fine, but parks etc? schools? Seems many of the things that improve land value for residiential are less useful in industrial areas.

An easy way is to add schools yeah...I have thousands of kids breathing in industry pollution on their way to school every day. But you don't really need the schools to fully level up your industry. One thing people tend to overlook is the cargo train terminal/cargo harbour. Add in a few more bus stops (proximity helps!) and fire stations and you should get level 3 soon enough.

You can also try getting the Eden Project.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
April 13 2015 09:18 GMT
#308
I hope to God they make larger schools to hold children, it looks so awkward to have 10 schools right next to each other
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 13 2015 11:13 GMT
#309
On April 13 2015 18:18 Torte de Lini wrote:
I hope to God they make larger schools to hold children, it looks so awkward to have 10 schools right next to each other

Cant you make one yourself with the Asset editor?
It ignores such insignificant forces as time, entropy, and death
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2015-04-13 14:09:51
April 13 2015 14:09 GMT
#310
On April 13 2015 20:13 Gorsameth wrote:
Show nested quote +
On April 13 2015 18:18 Torte de Lini wrote:
I hope to God they make larger schools to hold children, it looks so awkward to have 10 schools right next to each other

Cant you make one yourself with the Asset editor?


Never took a gander, but I assumed you needed some specialty in doing that.
Just wish it was a school that can hold more children and perhaps a larger radius.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
April 13 2015 14:23 GMT
#311
On April 13 2015 23:09 Torte de Lini wrote:
Show nested quote +
On April 13 2015 20:13 Gorsameth wrote:
On April 13 2015 18:18 Torte de Lini wrote:
I hope to God they make larger schools to hold children, it looks so awkward to have 10 schools right next to each other

Cant you make one yourself with the Asset editor?


Never took a gander, but I assumed you needed some specialty in doing that.
Just wish it was a school that can hold more children and perhaps a larger radius.

So long as you dont want to change the looks of a building they are really easy to make.

Go to the tools>Asset creater. Make a new asset, select building>education>elementary school.
Keep the model the same.
You should now see the school on an empty map with a menu where you can change values.
Change the radius if you want. Change the student number.
You might wanne change the cost/worker ect numbers to make it more expensive tho that is up to you.
Save it, give it a name and your ready to use it in your city.
It ignores such insignificant forces as time, entropy, and death
Disregard
Profile Blog Joined March 2007
China10252 Posts
April 14 2015 06:49 GMT
#312
Check out this intersection... Holy shit, deceptively simple but damn.

http://gfycat.com/WarmLegitimateFlyingfox
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Disregard
Profile Blog Joined March 2007
China10252 Posts
April 14 2015 06:51 GMT
#313
Getting OCD with all these delicious modded assets.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
fixed_point
Profile Joined June 2011
Germany4891 Posts
April 18 2015 23:52 GMT
#314
I'm looking for a map with tricky terrain (lots of mountains etc) to start a low population city with. Any recommendations?
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 19 2015 11:37 GMT
#315
On April 19 2015 08:52 fixed_point wrote:
I'm looking for a map with tricky terrain (lots of mountains etc) to start a low population city with. Any recommendations?

Raerei Cove maybe, or the Sea Turtle Falls. Geirangerfjorden is also kidda tricky.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
April 20 2015 02:22 GMT
#316
On April 14 2015 15:49 Disregard wrote:
Check out this intersection... Holy shit, deceptively simple but damn.

http://gfycat.com/WarmLegitimateFlyingfox


Too bad most of the intersection mods only work on flat ground...
I'm not an otaku, I'm a specialist.
Ljas
Profile Joined July 2012
Finland725 Posts
April 20 2015 05:57 GMT
#317
It's because the people who make them try making them as compact as possible, which means they only work in perfectly flat ground because of slopes.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 20 2015 21:12 GMT
#318
On April 20 2015 11:22 ragz_gt wrote:
Show nested quote +
On April 14 2015 15:49 Disregard wrote:
Check out this intersection... Holy shit, deceptively simple but damn.

http://gfycat.com/WarmLegitimateFlyingfox


Too bad most of the intersection mods only work on flat ground...


After a while you learn to do it handfree on every terrain with some ease. And the terraform tool adds a lot in term of intersection too.
fixed_point
Profile Joined June 2011
Germany4891 Posts
April 21 2015 08:19 GMT
#319
On April 19 2015 20:37 Faust852 wrote:
Show nested quote +
On April 19 2015 08:52 fixed_point wrote:
I'm looking for a map with tricky terrain (lots of mountains etc) to start a low population city with. Any recommendations?

Raerei Cove maybe, or the Sea Turtle Falls. Geirangerfjorden is also kidda tricky.

Cheers, I think I'd start on Geirangerfjorden
MrCon
Profile Blog Joined August 2010
France29748 Posts
April 21 2015 10:31 GMT
#320
On April 13 2015 17:48 iPlaY.NettleS wrote:
Show nested quote +
On April 12 2015 15:41 fixed_point wrote:
On April 09 2015 23:36 iPlaY.NettleS wrote:
On April 09 2015 23:16 Disregard wrote:
Are your industrial buildings specialized?

edit: And are they really far from town?

No, i need to learn zoning.

A lot of people are having worker problems in industry due to having an overeducated workforce. The solution is to increase land value, so you get specialised industry (which has jobs for highly educated citizens), or abandon industry for offices.

How do you increase land value of industrial areas?
Extra public transport fine, but parks etc? schools? Seems many of the things that improve land value for residiential are less useful in industrial areas.

Basketball courts are great (park in general) to level up industry.
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.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2015-05-31 03:21:45
May 31 2015 03:20 GMT
#341
Meh, given the traffic is literally the only challenging part of the game (which is pretty realistic given irl), I think it's better leave it in.
I'm not an otaku, I'm a specialist.
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
Last Edited: 2017-01-11 16:30:20
January 11 2017 16:21 GMT
#342
Yo. I have SimCity 2013 which I bought a few years back. Couldn't solve my traffic problems (+ disasters/aliens happened..) and I stopped playing the game entirely. Many criticism has been thrown at SimCity 2013, especially when you compare it with its predecessor. Well I have not played the latter, so I'm not too bothered by it. Now I have it installed again, but then I read that Cities Skylines was a much much better version of the game...

I'm not an expert at such simulation games, kinda amateur/casual actual. My main objective in SimCity 2013 is to create several cities each maybe specialising in something, and then each contributing to a Great Work. Does Cities Skylines offer something similar to this or should I just stick to SimCity 2013? I don't want to be building for the sake of building. I want it to have an 'end goal', a project or motivation to play the game.

[Edit]

Should I even try the expansion?
Llama
Profile Joined November 2008
United Kingdom69 Posts
January 11 2017 19:39 GMT
#343
There's no actual endgame in this, and most of the challenge and depth comes from the traffic management part of the sim if you're not interested in building for aesthetics.
Duka08
Profile Blog Joined July 2010
3391 Posts
January 11 2017 19:41 GMT
#344
Yeah there's not much of a "goal" unless you don't mind chasing smaller achievements by doing unusually specific things
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2017-01-11 22:50:32
January 11 2017 22:48 GMT
#345
I never found cities skylines to be any sort of challenge or simulation at all. The traffic system is definitely fun and engaging but I wouldn't call it challenging in any way. Also, with the agent cap the game currently has the more you play the less traffic and people are populated in your city tangibly. That kind of completely killed the game for me over time.

Personally it's still my favorite city simulator game ever (the aesthetics and liveliness of the cities is unparalleled) but if you want some sort of challenge you might be disappointed. Perhaps difficulty mods change that but I never dealt with those.
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
Last Edited: 2017-01-12 05:24:07
January 12 2017 01:59 GMT
#346
Guess cities skylines isn't suitable for me. Will play simcity then. Thanks!

[Edit]

Ay since I'm here already and I assume some of you have played simcity 2013, does anyone know if mods work with the cracked version of the game? I only bought the vanilla, and I don't think I would pay for the dlcs and expansion. Wanna see if I should be bothered playing with mods or not
Poly_Optimize
Profile Joined March 2016
Canada156 Posts
January 14 2017 17:48 GMT
#347
Anyone have any information on Cities for Xbox One? I'm looking for it since months and all I can see is a coming soon announcement on their website. I wish I could see the gameplay with the controller or at least a release date..
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
March 02 2017 21:26 GMT
#348
https://www.paradoxplaza.com/cities-skylines-mass-transit

New expansion announced that will give additional option for transportation. I'm going to buy it just because it includes ferries.

I just started playing again. I'm still building terrible cities but it is so relaxing and fun anyway.
On January 15 2017 02:48 Poly_Optimize wrote:
Anyone have any information on Cities for Xbox One? I'm looking for it since months and all I can see is a coming soon announcement on their website. I wish I could see the gameplay with the controller or at least a release date..

http://www.citiesskylines.com/xbox

It releases in spring 2017 (sorry, it isn't more precis than that) and also includes the After Dark expansion. Here is the X1 Trailer with some gameplay footage as well
EZ4ENCE
DannyJ
Profile Joined March 2010
United States5110 Posts
March 02 2017 22:54 GMT
#349
Ooh cable cars up mountains thats cool.

Too bad the game is horribly flawed with it's agent limit limitations. I really just can't play the game anymore knowing that the bigger I make the city the more lifeless it becomes. I wish they'd somehow change that...
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