So, something interesting happened in my game: My metro lines are profitable! I've never had metro lines even break even before.
Something else happened that's related: Massive traffic jam. My industrial section got totally jammed up. I started tracing the jam into the downtown core. It went on for a ways. Then I found the source. One of the downtown metro stations. So many pedestrians are coming and going from that station that it is completely blocking traffic on the crosswalks.
Hm.
Get a pedestrian walkway over the road!
In fact, get pedestrian walkways everywhere!
I need to get back into this game again now that tunnels are a thing. My dreams of creating a beautiful hippy city with almost zero above-ground car traffic can finally become reality!
Strange, I thought that road traffic ignored pedestrians. It looks like cars just go through them. Perhaps I just haven't seen an extreme enough situation
Sometimes they do, sometimes they don't. I think it depends on the density of the civilians. I've definitely had to reroute them because of stopped traffic before because hey why NOT try to walk across an overpass when there is a metro and a bus RIGHT THERE!
About 200k residents. I need to fix the railway that cuts across the bay at the front though because cruise ships clip through it. Though I can't make train tunnels across water...
Death waves are definitely a thing in my cities, but I generally just compensate with lots and lots of crematoriums.
Watching OfficialNerdCubed do his play-through of Cities: Skylines made me get back into the game again, as he was playing on a custom map that looked pretty sweet, and it also made me want to try some of the mods I didn't yet have. Really loving how tunnels change the game, and I think I'm finally getting a handle on how and when to use roundabouts. Reading this thread has inspired me to want to try a double-decker roundabout, so I think I'll give that a go next time I play. :P
webguy20I spend too much time on the InternetRegistered Userregular
I downloaded the Mod that lets Cims live 4x longer than standard. While I get deathwaves, they don't start until I'm easily able to handle them, and they are farther apart.
Death waves aren't a problem if you keep expanding. My population graph is pretty much linear with a couple of tiny plateaus where you would expect a death wave to be occurring.
Death waves also seem to have diminishing returns - if you leave you city long enough it will stabilise such that deaths = births.
Death waves are definitely a thing in my cities, but I generally just compensate with lots and lots of crematoriums.
Watching OfficialNerdCubed do his play-through of Cities: Skylines made me get back into the game again, as he was playing on a custom map that looked pretty sweet, and it also made me want to try some of the mods I didn't yet have. Really loving how tunnels change the game, and I think I'm finally getting a handle on how and when to use roundabouts. Reading this thread has inspired me to want to try a double-decker roundabout, so I think I'll give that a go next time I play. :P
I've really been enjoying the Nerdcubed playthrough. He's really creative and enjoyable with it. I've kinda fallen off his other vids but this has been really fun. I need to get my desktop set back up with my monitor instead of in my living room so I can play some more.
So, I just decided to purchase this, since it's received SO MANY good reviews. Here's to hoping I love it! People are saying it is the spiritual successor to SC4 in every way. Accurate?
PSN: DignifiedPauper
3DSFF: 5026-4429-6577
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DaimarA Million Feet Tall of AwesomeRegistered Userregular
I'd say it's accurate. It's a very fun citybuilder that is getting lots of community mod support so it should stay viable for quite some time.
So, I just decided to purchase this, since it's received SO MANY good reviews. Here's to hoping I love it! People are saying it is the spiritual successor to SC4 in every way. Accurate?
I'd say "every way" is overstating it. Skylines' economic simulation is much simpler. It's more about traffic management.
There's for sure a ton of overlap though, and the degree of mod support is fantastic. And furthermore, the developer has strongly suggested that they plan to add more mechanical depth to the game with patches and expansions, so I would expect it to even more fully eclipse SC4 in due time.
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That_GuyI don't wanna be that guyRegistered Userregular
Skylines was developed by a team of only 9-12 people. It's defiantly not a feature rich as SimCity 4, but it's getting there. The modding scene is awesome. I have downloaded so many awesome content packs. There's even a former maxis employee making assets for Skylines.
Skylines was developed by a team of only 9-12 people. It's defiantly not a feature rich as SimCity 4, but it's getting there. The modding scene is awesome. I have downloaded so many awesome content packs. There's even a former maxis employee making assets for Skylines.
So I tried regular roads and got traffic lights and gridlock. Then I tried one-way roads and, while there were no traffic lights, everybody took forever to get anywhere because most people had to take giant detours.
I feel like there should be some happy medium between using those two kinds of roads, but I haven't quite found it yet.
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That_GuyI don't wanna be that guyRegistered Userregular
So I tried regular roads and got traffic lights and gridlock. Then I tried one-way roads and, while there were no traffic lights, everybody took forever to get anywhere because most people had to take giant detours.
I feel like there should be some happy medium between using those two kinds of roads, but I haven't quite found it yet.
Under and overpasses. You can now dig roadways deep underground and use them to run bypasses connecting your hot spots. My last city had a nasty spiderweb of tunnels connecting my industrial to commercial, bypassing the residential areas. I can suggest removing the grid links to those areas and replacing them with your custom made bypass tunnels.
The best thing I ever saw was a guide from a real life traffic engineer, let me see if I can still find it.
The basics was having like, minor roads inside neighborhoods or defined areas, then those dump to gathering roads that shuttle people to major arteries, which take them to other parts of the city.
Don't let your neighborhood roads connect to arteries because then traffic will slow to a crawl as people take the shortest (distance, not speed) route.
yeah but will your drivers use all the lanes instead of only being in the one lane they will need to exit on 50 miles away
B.net: Kusanku
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webguy20I spend too much time on the InternetRegistered Userregular
Perfect timing. I've put CS on the back burner trying to get through Assassin's Creed 4. I should be able to finish it just in time for After Dark to drop.
GnomeTankWhat the what?Portland, OregonRegistered Userregular
After Dark dropped this morning (US time). Haven't had much time to play it yet, but I will when I get home from work. So far the changes seem great, and they've integrated a couple of different mods ideas in to actual game features.
Responding to the traffic engineer stuff, here is the effect that makes it so that adding a faster road doesn't necessarily reduce congestion: https://en.wikipedia.org/wiki/Braess'_paradox
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mastertheheroProfessional Video Editor & Book AuthorRegistered Userregular
Oof that's too complicated for my brain in terms of vidya games.
Posts
Get a pedestrian walkway over the road!
In fact, get pedestrian walkways everywhere!
I need to get back into this game again now that tunnels are a thing. My dreams of creating a beautiful hippy city with almost zero above-ground car traffic can finally become reality!
Steam (Ansatz) || GW2 officer (Ansatz.6498)
http://imgur.com/a/TX2Rh
About 200k residents. I need to fix the railway that cuts across the bay at the front though because cruise ships clip through it. Though I can't make train tunnels across water...
Watching OfficialNerdCubed do his play-through of Cities: Skylines made me get back into the game again, as he was playing on a custom map that looked pretty sweet, and it also made me want to try some of the mods I didn't yet have. Really loving how tunnels change the game, and I think I'm finally getting a handle on how and when to use roundabouts. Reading this thread has inspired me to want to try a double-decker roundabout, so I think I'll give that a go next time I play. :P
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Death waves also seem to have diminishing returns - if you leave you city long enough it will stabilise such that deaths = births.
I've really been enjoying the Nerdcubed playthrough. He's really creative and enjoyable with it. I've kinda fallen off his other vids but this has been really fun. I need to get my desktop set back up with my monitor instead of in my living room so I can play some more.
You really, really shouldn't let me be in charge of road design.[/spoiler]
A hint to anyone trying to diagram this out: At least one off ramp overlaps itself. Twice.
3DSFF: 5026-4429-6577
I'd say "every way" is overstating it. Skylines' economic simulation is much simpler. It's more about traffic management.
There's for sure a ton of overlap though, and the degree of mod support is fantastic. And furthermore, the developer has strongly suggested that they plan to add more mechanical depth to the game with patches and expansions, so I would expect it to even more fully eclipse SC4 in due time.
defiantly not as feature rich, huh.
That's pretty bold of them.
my favorite part of this is the suspension bridge over nothing
Why cant my face stop twitching.
Keep at it.
3DSFF: 5026-4429-6577
"Stay in your lane. Do not deviate. U-turn when possible."
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
-Day & Night cycle, visual and a change to the simulation
-Taxi service
-Bicycles
-Beach front zoning
-Entertainment zoning
-Jails
http://www.rockpapershotgun.com/2015/08/06/cities-skylines-after-dark-preview/
I feel like there should be some happy medium between using those two kinds of roads, but I haven't quite found it yet.
Under and overpasses. You can now dig roadways deep underground and use them to run bypasses connecting your hot spots. My last city had a nasty spiderweb of tunnels connecting my industrial to commercial, bypassing the residential areas. I can suggest removing the grid links to those areas and replacing them with your custom made bypass tunnels.
The basics was having like, minor roads inside neighborhoods or defined areas, then those dump to gathering roads that shuttle people to major arteries, which take them to other parts of the city.
http://imgur.com/a/z1rM1
http://imgur.com/a/oF557
neighborhood -> gathering -> artery
Don't let your neighborhood roads connect to arteries because then traffic will slow to a crawl as people take the shortest (distance, not speed) route.
Means you can have 2 lane roads coming off your collectors without a traffic light on the collector every 50 metres.
B.net: Kusanku
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
https://en.wikipedia.org/wiki/Braess'_paradox
I wonder if they added battery banks like Sim City has. I will have to pick this up tonight. Didn't realize it had already come out.
...
..so why did I just buy the goddamn expansion, I'M SO WEAK, A FILTHY DIRTY CONSUMER WHORE.