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Cities : Skylines

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
paradox announced that skylines sold 1mln coppies

gta v sold 1 mln coppies only on steam on 1st day :M

Gta V had 1 gazilion devs(at least 100), Cities Skylines had around 20 + the publisher share. Do you know what it means to sell 1mil copies for those 20 people even with a publisher share? Besides making lots of money to make more games which is great, its also a great achievement, where triple AAA studious failed, a group of dedicated devs shined.
All the profit goes to Paradox in this case. They paid for the development so they get all the jewgold too. The developers might get a bonus but that's it, they won't be getting rich off Skylines. Fredrik Wester will be getting a second yacht though.
 

Thane Solus

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Messages
1,687
Location
X-COM Base
paradox announced that skylines sold 1mln coppies

gta v sold 1 mln coppies only on steam on 1st day :M

Gta V had 1 gazilion devs(at least 100), Cities Skylines had around 20 + the publisher share. Do you know what it means to sell 1mil copies for those 20 people even with a publisher share? Besides making lots of money to make more games which is great, its also a great achievement, where triple AAA studious failed, a group of dedicated devs shined.
All the profit goes to Paradox in this case. They paid for the development so they get all the jewgold too. The developers might get a bonus but that's it, they won't be getting rich off Skylines. Fredrik Wester will be getting a second yacht though.


From what i saw there are an independent company so two things happen:

1) They pitched the game to paradox and paradox paid a large part of the development, in which case they still get a share of profits so its good for them
2) Paradox contracted them for a fixed amount and maybe a small share from the profits too. Very few developers make big games without a procent share, because its dumb. But it depends on various variables: how desperate are you? how much you get paid? are you making a shitty mobile pay to win game? do you care? Are you pretentious hipsters disguising himself into a indie dev? Etc...

I am still happy that small companies like them exist. Now let see what they do next. Not a big fan of Paradox, the usual medium shity publisher that releases buggy games , but interesting. Also wants to milk every cent for each gamer by releasing horse armor i mean skins for 2D units. That fucking insulting.

Something like those German publishers from the past, that published Guild 1-2, Star Wolves and similar games. Buggy, but interesting. Still better than any triple AAA publisher, but the standards are so low these days, that of course Paradox is the second coming of HHR for some.

In the end, we got a decent game (far from good) but due to mods, its doing quite well, and since EA lowered the standards so much, even if was shittier we would praise it, because we play shity games everyday, because most of us have no gaming culture, or a common sense, because .. fuck you! ... hipsters, liberals and internetz. Also press A to pay respects to Activison's wallet.

"I am not sure if i am trolling these days, buts its codex, nobody can make the difference anyway, i rarely do..."
 

Wilian

Arcane
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Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
Not a big fan of Paradox, the usual medium shity publisher that releases buggy games , but interesting. Also wants to milk every cent for each gamer by releasing horse armor i mean skins for 2D units. That fucking insulting.

Publishing games that can be bought with couple euros and provide hundreds of hours of enjoyment. But they made this re-texture of unit that is entirely optional to buy. You have no idea of just how offended I am of the idea. It's an insult.
 

Disgruntled

Savant
Joined
Sep 17, 2012
Messages
400
Been playing this for a while, and I wish this game wasn't that easy. It's ridiculous how much I'm basically in God Mode right now and this is only my first city. I guess I should try a difficulty mod.

I was all over this bandwagon for a week but the lack of difficulty abruptly killed my desire to keep playing. And I dont like having to dig through poorly tested mods to find the right balance. Its the developers job to get that kind of thing right.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,263
Full patch notes for Cities: Skylines 1.0.7 - 1.1.0
Features & New

  • New: European theme added
  • New: 72 European buildings in the European theme
  • New: Support for corner and adjacent buildings in the European theme
  • New: 3 maps added with European theme (Cliffside Bay, Foggy Hills and Grand River)
  • New: Tunnels for roads and rail added
  • New: Metro tunnels can be built at different levels
  • Options: V sync option added
  • Options: Invert Y mouse axis added

Editor & Modding
  • Launch options: added -noWorkshop to disable Steam workshop
  • Asset editor: Increased limit for bridge pillar count
  • Asset editor: Hedge added to residential props
  • Asset editor: Added custom vehicle importing
  • Asset editor: Added the ability to set custom thumbnails and tooltip images for all types of assets (in the save panel)
  • Asset editor: New editable properties exposed
  • Asset editor: Added ability to inherit building unlock milestone from template
  • Asset editor: vehicles have a Steam tag "Vehicle"
  • Asset editor: Fixed cut off text and missing spaces in the Properties box
  • Asset editor: Water Service buildings can now have proper pipe connections
  • Asset editor: Custom harbors and cargo harbors are now usable in-game
  • Asset editor: Custom airports now get visited by planes, like an actual airport
  • Asset editor: Fixed issue where some custom assets could not be loaded in-game after editing
  • Asset editor: Fixed missing texture for landfills
  • Asset Editor: Fixed a rare issue where holding and releasing the mouse button would not be recognized
  • Content manager: Introduced a new layout
  • Modding API: Added OnEnabled/OnDisabled support for IUserMod. Called everytime a mod is becoming active or inactive
  • Map editor: Fixed issue where users could place a water source outside the map area
  • Map editor: Fixed free camera hotkey not working

Bugfixes & Misc
  • Linux: support for JPG workshop previews added
  • Linux: users can now use numpad-Enter in-game
  • Linux: Fixed rare issue where users crashed due to a faulty asset
  • Fixed issue with 1x1 buildings "disappearing" when zoomed out too far
  • Fixed several localization issues
  • devInfo.txt is no longer needed
  • Achievements are now properly localized
  • Small contrast changes in some information windows to improve colorblind accessibility
  • Fixed issue where some elevated roads became immune to interaction
  • Metro and train lines now properly update when changed
  • Cruise ships no longer travel over land :’(
  • The 2x2 OreCrusher now has a purpose in life
  • Ireland is properly represented on the Union Jack
  • Cursor no longer disappears when you press Esc whilst rotating the camera
  • Adjusted upkeep cost of some roads to the one displayed in their tooltip
  • People no longer die when your city is at 0 population
  • Fixed an issue where right clicking a button would highlight it incorrectly
  • Fixed an issue where free camera mode was not enabled after viewing milestones
  • Fixed an issue where changing language in-game would not change language for some menus
  • Fixed an issue with mouse button key bindings
  • Fixed an issue where the options menu would not be closed properly by hitting the esc key
  • Fixed an issue where temporary save files would sometimes be visible
  • Fixed an issue where roads would snap to inaccessible sections of hydro dams
  • Fixed a graphics issue where text would sometimes be corrupted at the bottom of save and load menus
  • Trees in terrain heights view should now have the proper colors for their elevation
  • Fixed an issue where users could elevate the height of gravel paths, even though they could not place them
  • Fixed a minor graphical issue in the content manager
  • Fixed some text alignment problems
  • Text references to left and right mouse buttons now take left-handed mouse settings into account
  • Added confirmation prompt for Reset Unique Buildings
UtICBXd.jpg

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gBImI3z.jpg
 

Eyestabber

Arcane
Patron
Joined
Jan 15, 2015
Messages
4,733
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HUEland
PC RPG Website of the Year, 2015
Is there a mod that disables the whole "progression" thing and enables everything from day 1? I kinda feel like I'm ALWAYS playing a tutorial of some sort.
 

Eyestabber

Arcane
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Jan 15, 2015
Messages
4,733
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HUEland
PC RPG Website of the Year, 2015
OK, we've all been there, but I gotta post this:

"OH COME ON! WTF is going ON!? I have water, sewer and power all connected properly and several blocks of residential and commercial just waiting for people to settle in, yet population remains at ZERO!? Why!? WHY WON'T YOU PEOPLE MOVE INTO MY AWESOME CITY!?!?!?!?!?


Forever Alone Mayor

This gotta be a bug, shitty viking developers IT'S ALL YOUR FAULT!!! [quick googling] Oh, right. I built my first road on the "exit" side of the highway. Yeah..." :negative:
 

Eyestabber

Arcane
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Joined
Jan 15, 2015
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4,733
Location
HUEland
PC RPG Website of the Year, 2015
Anyone willing to share tips on how to make MOAR MONEY? Using the "hard mode" mod, I can't really go much above the +10k mark. City grows a bit, demands more service and things even themselves out in the end.

EDIT: also, tips on dealing with the constant trash/dead people pile up would be welcome.
 
Last edited:

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Anyone willing to share tips on how to make MOAR MONEY? Using the "hard mode" mod, I can't really go much above the +10k mark. City grows a bit, demands more service and things even themselves out in the end.
Place a bunch of metro stations. Had the same issue at one point - building these for major travel lines/connections is likely to make you swim in cash. Unlike SC games, where building metro early on usually was hella expensive.

EDIT: also, tips on dealing with the constant trash/dead people pile up would be welcome.
Incinteratoooooooors for both. Don't bother with landfills (and with cemeteries for that matter, except for looks). Funny enough, the dead and the dirty share the same processing mechanic. Alternatively, get one of the many mods that add somewhat "OP" disposal buildings, since, really, how many incinerators, landfills, cemeteries and crematoriums do you need in a city of 50K? Not as many as this game may lead you to think!

Oh yeah, and prevent a zombie epidemic at the same time.
 

Eyestabber

Arcane
Patron
Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
Anyone willing to share tips on how to make MOAR MONEY? Using the "hard mode" mod, I can't really go much above the +10k mark. City grows a bit, demands more service and things even themselves out in the end.
Place a bunch of metro stations. Had the same issue at one point - building these for major travel lines/connections is likely to make you swim in cash. Unlike SC games, where building metro early on usually was hella expensive.

EDIT: also, tips on dealing with the constant trash/dead people pile up would be welcome.
Incinteratoooooooors for both. Don't bother with landfills (and with cemeteries for that matter, except for looks). Funny enough, the dead and the dirty share the same processing mechanic. Alternatively, get one of the many mods that add somewhat "OP" disposal buildings, since, really, how many incinerators, landfills, cemeteries and crematoriums do you need in a city of 50K? Not as many as this game may lead you to think!

Oh yeah, and prevent a zombie epidemic at the same time.

I went with a slightly less drastic solution: ARIS improved AI. If that doesn't work, I will use one of those "cheat" mods you mentioned. Would you like to make a recommendation, since there are so many (and most of them are pretty ugly)?
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
Incinteratoooooooors for both. Don't bother with landfills (and with cemeteries for that matter, except for looks). Funny enough, the dead and the dirty share the same processing mechanic. Alternatively, get one of the many mods that add somewhat "OP" disposal buildings, since, really, how many incinerators, landfills, cemeteries and crematoriums do you need in a city of 50K? Not as many as this game may lead you to think!

Oh yeah, and prevent a zombie epidemic at the same time.

Landfills and cemetries help with trash transport and buffering, which is exceptionally important during the death spikes. And they rise land value.
 
Last edited:

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,233
Shadorwun: Hong Kong
Oh I posted my last one in the wrong thread. Thanks Whisky for making 11ty billion threads about the same game

One thing that sucks, you cant't just upgrade low density to high density zones. Why? It makes no sense to have to de-zone and rezone as high density.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,233
Shadorwun: Hong Kong
Anyone willing to share tips on how to make MOAR MONEY? Using the "hard mode" mod, I can't really go much above the +10k mark. City grows a bit, demands more service and things even themselves out in the end.

EDIT: also, tips on dealing with the constant trash/dead people pile up would be welcome.

Yeah the trash pile-up is pissing me off now too... I have plenty of landfills, 2 incenerators and each seem to be using minimal trucks. Traffic is green almost everywhere. WTF is up with all the trash? Everything else seems to be working fine.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
I went with a slightly less drastic solution: ARIS improved AI. If that doesn't work, I will use one of those "cheat" mods you mentioned. Would you like to make a recommendation, since there are so many (and most of them are pretty ugly)?
Probably anything that's closer to non-cheating. Some of the rubbish processing plants take a huge amount of water, that could offset the cheatiness they otherwise provide. Not quite the same with "deathcare", since they're all cheaty though, so if you'll go with it (I'd perhaps recommend taking these to make a transition from tons of graveyards to crematoriums, then erase), just pick whatever that offends your sense of aesthetics the least.

Regarding death waves, one thing you can do to avoid them (besides city planning in general) at later stages (100K+ citizens) is to install the extended citizen age mod. It actually is pretty nice - you'll have unqualified workers living in your town for a bit instead of training to uni majors in 10 minutes, too, which can lead to having some proper slum-like or working class-like areas that slowly gentrify over a course of a real-life hour.
 

Eyestabber

Arcane
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Joined
Jan 15, 2015
Messages
4,733
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HUEland
PC RPG Website of the Year, 2015
Just had a Dam-induced game over. For some reason (bug?) water flow direction CHANGED after I built my dam, which resulted into water pumps pumping shit water -> Mass sickness -> mass deaths -> plummeting income -> by the time things turned around I already had 3 loans, half a million debt and a fucking ghost town, with HALF its former populace. Moral of the story: fuck damns, I'm sticking to more reliable power sources. Had to reload a 2 hours old save thanks to the fucking hydro plant. :badnews:

Oh, and age extender is a good idea, but I read on Steamforums that the latest patch made such mods go ape shit. If yours work, please provide a link...
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,048
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
European buildings are a bit dissapointing; They dont align properly and require flat ground and grids to look good...

I wish this game would autofill empty spaces between buildings with props like SC3000
 

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