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Cities : Skylines

Monkeyfinger

Cipher
Joined
Aug 5, 2004
Messages
779
I really want the black and yellow roads and avenues that SC4 had
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
I also like that, when you change district policies, sometimes the buildings will change.
Oh, do tell more? What kind of changes and policies are you talking aboot?
Like when you introduce high-tech housing policy, even in low density residential areas, many houses will rebuild.

I noticed that changing industry to "forestry" specialization will clean up soil pollution. I guess the poison will end up as IKEA furniture in youf kid's bedroom. This is definitely recommended to do before you change industry areas to residential, because otherwise people will get sick.

By the way, fiddling too much with the district editor ends up in nasty crashes for me sometimes. Twice, I even had to disconnect computer power.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
I also like that, when you change district policies, sometimes the buildings will change.
Oh, do tell more? What kind of changes and policies are you talking aboot?
Like when you introduce high-tech housing policy, even in low density residential areas, many houses will rebuild.

I noticed that changing industry to "forestry" specialization will clean up soil pollution. I guess the poison will end up as IKEA furniture in youf kid's bedroom. This is definitely recommended to do before you change industry areas to residential, because otherwise people will get sick.
Thanks! Will look into that, haven't tried it yet.

By the way, fiddling too much with the district editor ends up in nasty crashes for me sometimes. Twice, I even had to disconnect computer power.
Haven't experienced any crashes yet, though I've noticed a few bugs that require a game restart - like when the game randomly decides that NOPE, you're NOT going to be able to make roads in this subzone because no actual reasons, fuck you. Otherwise, it's been very, very smooth, I'm shocked, considering this is Unity. Your full system crashes are restoring my faith in mankind because I am not sure I want to live in a world where Unity is a good engine.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
Haven't experienced any crashes yet, though I've noticed a few bugs that require a game restart - like when the game randomly decides that NOPE, you're NOT going to be able to make roads in this subzone because no actual reasons, fuck you. Otherwise, it's been very, very smooth, I'm shocked, considering this is Unity. Your full system crashes are restoring my faith in mankind because I am not sure I want to live in a world where Unity is a good engine.
It seems to happen when I get OCD and want to have a district border exactly between two buildings, and I guess the game doesn't like it if a building changes district several times.

Anyway, I know I had been amazed about fluid dynamics some time ago, and I had more or less forgotten about it, except when I placed my hydro dam. Today, I looked at the river that I use for freshwater supply:

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See all those pumps in the background? I wonder how many more I need until I run dry.

Those houses are already standing on a cliff. And I had wondered why I could suddenly build a road below those bridges.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
So, is this as bad as I've been hearing? I hear crashing and dodgy traffic overflows. What else is wrong?
 

bonescraper

Guest
16 hours and no crashes. I have no idea what you're talking about.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
I made an image of the fluid map in the electricity view:

8338DCDA91D84299D2E3D93C0CE8C2109E8ECCDC


I use the left river for electricity production, and the city water comes from the right one. You can see that flow is already pretty much down to zero.

It's also neat that you can integrate the plop parks into you path system. You can connect right to paths in those plop parks.

E516E4DA9CDFE225C80A94761328712DD08EA9C1


The plop park is right in front of htat big highrise. Those timber industry buildings in the back of the left park are just done cleaning up the ground and will be replaced soon.
 
Last edited:

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Now that plays like good SimCity alright. Paradox is smart to fill the gap after EA fucked up with the last one in the genre.
 

bonescraper

Guest
Last Sim City sold over 2 millon copies, yeah it's a smart move.

Also, i hate you all for making those cool natural looking cities, all i can make is boring symmetrical squares :(
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Doesn't seem like there's an abundance of stuff though, like, are there boats? I am playing with unlocks though

Inb4 I need a boat DLC
And simple stuff, don't see a recycling plant for example
 

Whiran

Magister
Joined
Feb 3, 2014
Messages
641
So, is this as bad as I've been hearing? I hear crashing and dodgy traffic overflows. What else is wrong?
I haven't had a single crash and my city of 140k has no traffic problems. Note: I have two specialty industries (that produce trucks like mad) and a harbor (which also produces trucks like mad.)

If you plan out your road system and pay attention traffic isn't anything 'dodgy' at all.

With public transportation you can get all of your citizens off the roads.

With some thought you can plan out how to get your industrial goods out of the city without backing everything up. I don't think people were ready for the pure volume of trucks that transportation depots (harbor and train) generate. It's really crazy.

As an aside, the traffic algorithm is pretty good in my opinion - better than any other city sim I've played (definitely better than SimCity 2013). Agents will decide to use alternate paths if they exist and their best path is blocked for whatever reason.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Yup, the only mention of crashes so far was Turjan's district stuff, and traffic hasn't been very dodgy at all.
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
I wish parks and decorative pieces can be placed without requiring to be placed on a roadside. It's hard to place adjacent parks together into one mega superpark kinda like Central Park. You can do that easily in the Simcities. I tired placing them on pedestrian paths, but they don't seem to work.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,261
Ok i heard from CO that there is hard cap on moving people which is at 65k. That 1 000 000 target they claim is set according to 65k.
On other hand there is dude that has like 500k city and says that his i7 is cathing fire and game speed 3 is like game speed 1 so either way you can forget about bigger than 1 000 000 cities.

Still since numbers are fudged up by a lot in case of high density buildings (few to tens instead of 100s of people) we can assume that 1 000 000 city will look like 10 000 000 one.

On another news game is super modable so both low amount of people in buildings and hard cap of 65k could be removed in future.

There is already mod that removes vanishing cars problem.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
What corner of the internet are you frequenting? I've heard nothing but good news about this game.
This thread, actually. Ignore all of the shilling and focus on the actual content and you'll see it. "Good" news is an oxymoron, because it's not NEWS, it's empty-headed corporate shilling.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Is there some good guide on street planning? My designs explode at ~20k people.
There's some guides on Steam already, but something that works well for me so far (40k pop, so ymmv) is picking one of or a combination of the following:
1) Mixed zoning so people don't need to drive too much (mix R with C and Offices (I))
2) Clustered subzones with one-two roads leading out onto the main avenues in order to avoid too many intersections being too close. Grid layout actually causes gridlock.
3) Subways are overpowered. Seriously, this game is like an ad for Subway sandwiches. Spam subways, they're cheap, they raise land value through the roof, they take cars off the street. Sub way best way. If you want even more efficiency out of them, make them to be used free of charge and watch people abandon their cars in droves. I don't, cause I like some traffic on my streets, and that sweet sweet money is also p.gud.
4) Take the above with a grain of salt, I'm still learning, mostly fucking around making new districts here and there. But yeah, subways, you can't go wrong with them. They're so good they'll probably be nerfed in a patch.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,622
Location
Russia
About subways... How do you plan your lines for metro and other public transportation? Can people hop from line to line to get places?
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,219
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
My traffic is good, except these fucking trucks. Jesus the trucks. I tried building a cargo station in the far corner of the map(with the farms), but for some reason trucks even as far as several kilometers away wanted to go to this station, which means that they have to drive through the city even if the have a nice highway they can take. I'm thinking of ditching the factories all together, seems to only be problem with them.

Norfleet And if you want to hear something bad, the game is incredible easy (expect maybe the traffic). I'm already starting to get bored, because there is no challenge. I'm earning so much money, crime rate is low, education is through the roof, healthcare is perfect, and I can't say that I have worked hard for it at all.
 

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