Question on the "upgraded" roads with the grass or the trees. Does the lack of parking have any impact or is that just a visual thing? Would I create big problems if I put those kinds of roads all throughout my residential areas?
I've noticed that instead of parking their cars on the street, cims will instead leave their cars in the driveways of their homes (or the parking lots around back of their apartment towers) There always seems to be some kind of parking space on buildings that cims will make use of if the street has 'no parking' signs up due to decorative grass/trees
When you make a building asset you can have the option of creating a place where cims go in/go out of the building and a parking spot for a vehicle.
Question on the "upgraded" roads with the grass or the trees. Does the lack of parking have any impact or is that just a visual thing? Would I create big problems if I put those kinds of roads all throughout my residential areas?
I was having a massive issue in my low density commercial area where they kept complaining about having no customers despite being surrounded by residential. After years (in game) of bulldozing abandoned shops, I replaced the tree roads with parking roads and it's stopped.
But my high density commercial doesn't seem to have the same issue. Perhaps those buildings include parking. Also, why is there no Car Park structure?
CS isn't really an indie game. Paradox is a pretty large niche publisher and Colossal Order has been with them since they were founded.
Yeah, it's a small team but it's not like they're just barely scraping by and/or no one has ever heard of them before. It's a well known publisher and a developer that has made similar games in the past for that same publisher.
Welp, my tropical paradise city just suffered a poopocalypse.
Apparently poop can slowly travel upriver under some circumstances. By the time I noticed this, it was too late to do anything; the poop had reached my water pumps, and there was no room to move them further upriver because I didn't own that square yet. My healthcare system was overwhelmed immediately, which led to a catastrophic death toll. People are leaving the city by the thousands. Hearses, ambulances, and escaping people are blocking traffic everywhere, rendering all services useless and grinding the city's economy to a halt. If the citizens were capable of rioting, this would feel like Dwarf Fortress. Time to start over I guess; didn't like my traffic setup anyway.
Welp, my tropical paradise city just suffered a poopocalypse.
Apparently poop can slowly travel upriver under some circumstances. By the time I noticed this, it was too late to do anything; the poop had reached my water pumps, and there was no room to move them further upriver because I didn't own that square yet. My healthcare system was overwhelmed immediately, which led to a catastrophic death toll. People are leaving the city by the thousands. Hearses, ambulances, and escaping people are blocking traffic everywhere, rendering all services useless and grinding the city's economy to a halt. If the citizens were capable of rioting, this would feel like Dwarf Fortress. Time to start over I guess; didn't like my traffic setup anyway.
The situation is pretty simple.
Water pumps actually pull water out of where they are, so if you have enough of them pulling water out of a single spot in a river, you can be draining water faster than water comes downstream which means that the engine will simulate that by pulling it from the direction that was previously downstream.
you can use a dam to separate the water pumps and the poo, since dams can terminate out in the water. I saw a picture of a city using the same zone i'm on and I wish I knew about it before I wasted a square just to move the treatment plants.
Kudos to the Cities Skylines team. It's gotta be one of the most popular indie games on YouTube-- I constantly see "let's plays" show up for it.
Glad to see this type of game after the recent dissolution of Maxis and the Simcastrophe that was the last SimCity game.
Not only that the Youtube tutorials for modding have been pretty pimp too. (It helps that asset migration is dirt-simple). I haven't seen anyone tackle Mono (C#) plugin support yet, so when I'm done with Balamb I may investigate that...
That is, if Y'all don't want other buildings made for it first [Hint: Any requests?]
I rebuilt my industry district as best as I could according to the advice to reduce the number of intersections and using snaking paths and roundabouts wherever possible. The result looked good in theory, but once it got going the traffic problem was worse than ever.
Maybe I should just reduce the length of the snaking paths and make additional industrial areas rather than trying to centralize like this.
I rebuilt my industry district as best as I could according to the advice to reduce the number of intersections and using snaking paths and roundabouts wherever possible. The result looked good in theory, but once it got going the traffic problem was worse than ever.
Maybe I should just reduce the length of the snaking paths and make additional industrial areas rather than trying to centralize like this.
Before:
I want to make a tree-like structure for my roads when I get home from work today, just to see how fucked it is.
You'd have a trunk, which is the highway, which filters out into main arteries, and then filters into small roads. Everything would be one way. At the center of town would be a massive roundabout connecting the two halfs of the system.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited March 2015
@Vic try connecting the ends of the snaking paths to each other.
also, I think you're overusing big roads
small roads are better because Cims give them a lower priority when choosing where to travel. a Cim will only use a small road if there is no other way to his destination, which means they are essentially local traffic only
@Vic try connecting the ends of the snaking paths to each other.
also, I think you're overusing big roads
small roads are better because Cims give them a lower priority when choosing where to travel. a Cim will only use a small road if there is no other way to his destination, which means they are essentially local traffic only
you can manipulate that to control where they go
In this scenario that doesn't matter, because there is only one possible path to each industrial building. I'll try connecting the ends of the snaking roads though.
I'm not sure there's a way to do large dense industrial zones that won't have traffic problems. Even doing just a single winding path seems to have bad issues due to the number of semis entering/exiting industrial buildings. Which wouldn't be a big deal if it didn't mean functional fire coverage quickly becomes impossible.
I think next city I'm going to go with small pockets of industrial each with their own dedicated on and off ramps and see if that works better.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
i mean, in a purely optimal sense this is probably right, i think offices also require a lot more footprint for the same number of workers though.
but cities is easy enough that it's mostly about making a city look like how you want unless you're me and randomly lost 20k weekly income for no reason.
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
This would work too but some of the specialized industry types are really good income sources
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That_GuyI don't wanna be that guyRegistered Userregular
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
This would work too but some of the specialized industry types are really good income sources
right, but income isn't ever a bottleneck in this game, whereas the pollution (noise and ground) and traffic that industry creates almost always is.
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
So, on the education point.
Are you guys making sure you've set the industrial zones up so they can upgrade? Because provided they're upgrading with your city, they'll have more higher education jobs, have less pollution, and people get less bitchy about taking them because they aren't forced into solely uneducated jobs with their degrees.
I've yet to actually run into an actual issue with people being overeducated at factories. The happiness hit is negligible, and they still take the jobs because, while they've had too much school, the jobs aren't entry level menial labor so it isn't really that bad for them.
Actually when I think about it I've never run into a pollution problem outside of water pollution due to the water mechanics shenanigans
The traffic is the biggie. At this point I'm just curious to see if I can even have a largish oil/ore industry presence and prevent traffic issues within those areas.
I might install the infinite resources mod. Tired of demolishing specialist sectors. I don't want an oil industry for two weeks, I want it as part of the build of my city...
Any ideas as to where to put outcrop suburbs/fledgling towns? Or should I just dump them whereever? I kinda want cities to grow into each other but there's not much point really in making little commuter towns unless you just *want* to.
+1
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
I rebuilt my industry district as best as I could according to the advice to reduce the number of intersections and using snaking paths and roundabouts wherever possible. The result looked good in theory, but once it got going the traffic problem was worse than ever.
Maybe I should just reduce the length of the snaking paths and make additional industrial areas rather than trying to centralize like this.
Before:
FWIW, I suspect the T in the third industrial area is giving you problems, which is why that intersection looks busier than it should be. There's probably a traffic light there causing all the cars to get backed up.
I want to make a tree-like structure for my roads when I get home from work today, just to see how fucked it is.
You'd have a trunk, which is the highway, which filters out into main arteries, and then filters into small roads. Everything would be one way. At the center of town would be a massive roundabout connecting the two halfs of the system.
Very fucked because your services would have a hell of a time getting to stuff all the way at the end and wouldn't service anything before them. Garbage specifically would potentially be very bad because the trucks have to make a fill circuit just to make pickups.
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TIFunkaliciousKicking back inNebraskaRegistered Userregular
my citizens live in what can only be called bliss. These 'Elementary Schools' just complicate everybody's lives and I've decided not to include them
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
Enjoy your commercial areas never having enough goods past about 80k people. Cargo ships and trains can only import so much before the sole points of good entry/exit absolutely crush your traffic system.
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
Enjoy your commercial areas never having enough goods past about 80k people. Cargo ships and trains can only import so much before the sole points of good entry/exit absolutely crush your traffic system.
Do Offices create or consume (or are neutral on) goods?
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
my citizens live in what can only be called bliss. These 'Elementary Schools' just complicate everybody's lives and I've decided not to include them
Having kids running to and from school would just endanger their lives anyway. It's better off if they just stay home watching TV.
Now that I think about it, a mod where cars sometimes ignore crosswalks and can hit pedestrians would be pretty entertaining. That'll teach those bastards to obstruct traffic through congested areas.
Ninja Snarl P on
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
Enjoy your commercial areas never having enough goods past about 80k people. Cargo ships and trains can only import so much before the sole points of good entry/exit absolutely crush your traffic system.
Do Offices create or consume (or are neutral on) goods?
Or just eliminate industrial areas entirely as soon as you have offices unlocked. It may just be me, but offices seem like a strictly superior way to handle industrial demand vs actual industrial areas. Offices don't require you to artificially undereducate your population, they don't generate any noise pollution, and they generate much less traffic.
Enjoy your commercial areas never having enough goods past about 80k people. Cargo ships and trains can only import so much before the sole points of good entry/exit absolutely crush your traffic system.
Do Offices create or consume (or are neutral on) goods?
yea, I had a pretty massive industrial sector right near one of the entrances to my city. my original goal was to remove it, worst case relocate it. After removing about 1/3 of it my income had dropped significantly, from a profit of 30k down to about 5k (there are other factors), and a bunch of my commercial places started complaining about lack of goods.
So I'm probably going to rebuild the industrial sector further away from my population center and just connect it with a couple of roads. The entire experiment was mostly to reduce the amount of traffic on my "main street" which succeeded. It is just going to cripple my city's economy, that's all =/
Also not helping is that i"m having another die off, this time in two separate blocks of residential areas. my population has dropped from 100k to almost 80k. that's a combination of my fleet of hearses being overwhelmed and the fact that I'm also taking away the industrial jobs, but I've been trying to sort all that out. I've been following hearses around and they just seem....slow. I mean each one I have can hold 10 bodies, which in itself is just...weird, but they take so bloody long to pick up 10 bodies that I'm wondering if they are stopping for lunch at every house. I cannot wait for the variable death time patch to come in.....
Posts
I think even people in the UK would tell you to get the F out.
When you make a building asset you can have the option of creating a place where cims go in/go out of the building and a parking spot for a vehicle.
Someone should make a fractal-style roundabout system.
I bet it would perform not-terribly.
It looks like you invented this...
Glad to see this type of game after the recent dissolution of Maxis and the Simcastrophe that was the last SimCity game.
I was having a massive issue in my low density commercial area where they kept complaining about having no customers despite being surrounded by residential. After years (in game) of bulldozing abandoned shops, I replaced the tree roads with parking roads and it's stopped.
But my high density commercial doesn't seem to have the same issue. Perhaps those buildings include parking. Also, why is there no Car Park structure?
Yeah, it's a small team but it's not like they're just barely scraping by and/or no one has ever heard of them before. It's a well known publisher and a developer that has made similar games in the past for that same publisher.
Apparently poop can slowly travel upriver under some circumstances. By the time I noticed this, it was too late to do anything; the poop had reached my water pumps, and there was no room to move them further upriver because I didn't own that square yet. My healthcare system was overwhelmed immediately, which led to a catastrophic death toll. People are leaving the city by the thousands. Hearses, ambulances, and escaping people are blocking traffic everywhere, rendering all services useless and grinding the city's economy to a halt. If the citizens were capable of rioting, this would feel like Dwarf Fortress. Time to start over I guess; didn't like my traffic setup anyway.
The situation is pretty simple.
Water pumps actually pull water out of where they are, so if you have enough of them pulling water out of a single spot in a river, you can be draining water faster than water comes downstream which means that the engine will simulate that by pulling it from the direction that was previously downstream.
Not only that the Youtube tutorials for modding have been pretty pimp too. (It helps that asset migration is dirt-simple). I haven't seen anyone tackle Mono (C#) plugin support yet, so when I'm done with Balamb I may investigate that...
That is, if Y'all don't want other buildings made for it first [Hint: Any requests?]
Cim comes from Cities In Motion.
Edit: and in this case probably stands for Citizen in Motion.
Maybe I should just reduce the length of the snaking paths and make additional industrial areas rather than trying to centralize like this.
Before:
I want to make a tree-like structure for my roads when I get home from work today, just to see how fucked it is.
You'd have a trunk, which is the highway, which filters out into main arteries, and then filters into small roads. Everything would be one way. At the center of town would be a massive roundabout connecting the two halfs of the system.
also, I think you're overusing big roads
small roads are better because Cims give them a lower priority when choosing where to travel. a Cim will only use a small road if there is no other way to his destination, which means they are essentially local traffic only
you can manipulate that to control where they go
In this scenario that doesn't matter, because there is only one possible path to each industrial building. I'll try connecting the ends of the snaking roads though.
i would request the planet express building from futurama :biggrin:
I think next city I'm going to go with small pockets of industrial each with their own dedicated on and off ramps and see if that works better.
i mean, in a purely optimal sense this is probably right, i think offices also require a lot more footprint for the same number of workers though.
but cities is easy enough that it's mostly about making a city look like how you want unless you're me and randomly lost 20k weekly income for no reason.
This would work too but some of the specialized industry types are really good income sources
http://steamcommunity.com/id/ThatGuy3141/screenshots/
I am particularly proud of the way I layered the highway, railway and road.
right, but income isn't ever a bottleneck in this game, whereas the pollution (noise and ground) and traffic that industry creates almost always is.
So, on the education point.
Are you guys making sure you've set the industrial zones up so they can upgrade? Because provided they're upgrading with your city, they'll have more higher education jobs, have less pollution, and people get less bitchy about taking them because they aren't forced into solely uneducated jobs with their degrees.
I've yet to actually run into an actual issue with people being overeducated at factories. The happiness hit is negligible, and they still take the jobs because, while they've had too much school, the jobs aren't entry level menial labor so it isn't really that bad for them.
Actually when I think about it I've never run into a pollution problem outside of water pollution due to the water mechanics shenanigans
The traffic is the biggie. At this point I'm just curious to see if I can even have a largish oil/ore industry presence and prevent traffic issues within those areas.
Any ideas as to where to put outcrop suburbs/fledgling towns? Or should I just dump them whereever? I kinda want cities to grow into each other but there's not much point really in making little commuter towns unless you just *want* to.
FWIW, I suspect the T in the third industrial area is giving you problems, which is why that intersection looks busier than it should be. There's probably a traffic light there causing all the cars to get backed up.
Very fucked because your services would have a hell of a time getting to stuff all the way at the end and wouldn't service anything before them. Garbage specifically would potentially be very bad because the trucks have to make a fill circuit just to make pickups.
Enjoy your commercial areas never having enough goods past about 80k people. Cargo ships and trains can only import so much before the sole points of good entry/exit absolutely crush your traffic system.
Do Offices create or consume (or are neutral on) goods?
Having kids running to and from school would just endanger their lives anyway. It's better off if they just stay home watching TV.
Now that I think about it, a mod where cars sometimes ignore crosswalks and can hit pedestrians would be pretty entertaining. That'll teach those bastards to obstruct traffic through congested areas.
neutral, I believe.
They are neutral.
So I'm probably going to rebuild the industrial sector further away from my population center and just connect it with a couple of roads. The entire experiment was mostly to reduce the amount of traffic on my "main street" which succeeded. It is just going to cripple my city's economy, that's all =/
Also not helping is that i"m having another die off, this time in two separate blocks of residential areas. my population has dropped from 100k to almost 80k. that's a combination of my fleet of hearses being overwhelmed and the fact that I'm also taking away the industrial jobs, but I've been trying to sort all that out. I've been following hearses around and they just seem....slow. I mean each one I have can hold 10 bodies, which in itself is just...weird, but they take so bloody long to pick up 10 bodies that I'm wondering if they are stopping for lunch at every house. I cannot wait for the variable death time patch to come in.....