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Old 03-25-2015, 09:52 PM   #41
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Default Re: Cities: Skylines

http://steamed.kotaku.com/players-ad...nes-1693706363

http://www.gamespot.com/articles/gta.../1100-6425913/

This game is pretty chill
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Old 03-25-2015, 09:52 PM   #42
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Default Re: Cities: Skylines

Nice to know your magnasanti failed reach.
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Old 03-26-2015, 10:43 AM   #43
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Default Re: Cities: Skylines

Dunno about failed. 1.048 million is a hard cap put into the game by the creators. Same with breaking the # of objects in game.

Guess it's a good heads up to anyone that wants to try; don't bother.

Mr. Magnastani is going to be supremely disappointed.
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Old 03-26-2015, 11:14 AM   #44
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Default Re: Cities: Skylines

https://dl.dropboxusercontent.com/u/...ndom/city2.jpg

My new city design thing since my old one was pissing me off from being so fugly.

Edit: All zoned out now.

https://dl.dropboxusercontent.com/u/...ndom/city3.jpg


Why does nobody want this property?
https://dl.dropboxusercontent.com/u/.../CITYHOUSE.jpg

Hmmk...
https://dl.dropboxusercontent.com/u/...m/CITYBOAT.jpg

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Old 03-26-2015, 05:06 PM   #45
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Default Re: Cities: Skylines

Is there a way to mass bulldoze entire towns?
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Old 03-26-2015, 06:41 PM   #46
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Default Re: Cities: Skylines

Not that I know of, but there is an autobulldoze mod that will automatically bulldoze anything burnt down/abandoned etc.
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Old 03-26-2015, 06:47 PM   #47
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Default Re: Cities: Skylines

Izzy you're going to have a really rough time if you try to make all of your cities symmetrical like that. Also, having industry next to residential is bad, as well as turbines and land fills near residential areas

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Old 03-27-2015, 08:21 AM   #48
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Default Re: Cities: Skylines

Yup, but if I don't do it this way it endlessly bothers me how imperfect my city is. I can do zoning better though, I didn't know some of these things mattered.
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Old 03-27-2015, 09:18 AM   #49
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Default Re: Cities: Skylines

If you want to zone jobs next to residential, you need to zone offices. Putting things near factories is a recipe for disaster, as there aren't a lot of good ways to minimize ground pollution around industrial zones. It will also be extraordinarily hard to get decent land values or happiness.

You can create symmetrical / mathematical / etc cities, just block your industry outside of those areas, or don't use industry at all once you get offices. Industry drives commercial demand though, so it's nice to have it, but creating a residential / office city is easily possible (See my NYC).
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Old 03-27-2015, 10:44 AM   #50
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Default Re: Cities: Skylines

Is there any way to manually make elevated roads and train tracks?

Edit: Traffic really needs a bit of fixing. Cars seem to only take the shortest path to their route even though there may be multiple lanes or routes with less traffic.

Last edited by Izzy; 03-27-2015 at 11:46 AM..
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Old 03-27-2015, 11:53 PM   #51
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Default Re: Cities: Skylines

Press page up and page down to change elevation or roads.

Traffic is alright, albeit bad at redirecting when you open new routes. Traffic is the hardest to deal with in new cities. It becomes less of a problem later on.

To fix most traffic problems you need to know a bit of traffic theory. Firstly, rely on a 3 tier road structure to supply 'zones' - 1. Highways, 2. Major roads and then 3. minor roads. Your Highways should always branch off to major roads, with your minor roads coming off major roads. Intersections should always come off major roads and utilize roundabouts and other techniques to allow 1 way streets to maximize flow coming off highways into major roads.

Basically, this keeps the bulk of your traffic moving at high speeds with no stops. At this point you can alleviate most traffic problems, though some still arise in areas where the AI will bottleneck single lanes for no logical reason on major roads.

One of the bigger problems with traffic in the game is that you're forced to begin a city that breaks this rule immediately (a highway -> minor road junction). This always caused my traffic to be fucked up until I have a lot more money later to redirect everything and structure roads properly.

Also, the default initial interchanges are god awful. You can download mods of way better ones that direct traffic much more nicely.
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Old 03-28-2015, 11:23 AM   #52
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Default Re: Cities: Skylines

Just being able make roads go over other roads manually without using those 2 default highways is going to make this infinitely easier. Maybe I'll look into some addons.
Do you have any links to suggested mods?

I wonder if 6 lane 1 way large roads without zoning is better for traffic than highways.

Last edited by Izzy; 03-28-2015 at 02:17 PM..
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Old 03-28-2015, 03:36 PM   #53
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Default Re: Cities: Skylines

http://i.imgur.com/fjqMjYH.jpg

NBD

Suggested mods? Whatever you find fun, but 25 tiles is good, as is auto bulldoze. I always use those ones. From there I just like to download lots of building skins and interchanges.
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Old 03-28-2015, 03:37 PM   #54
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Default Re: Cities: Skylines

From what I've noticed, it'll only help if the traffic on that particular stretch of road/highway is going to multiple places. If the bulk of the traffic is only going to one spot or one on/off ramp then it would be easier to upgrade the secondary road. Just from my playing anyways.

Also, if you are using steam, just go to the workshop for the game and download everything that catches your eye. Buildings, interchanges, mods, etc. You're gonna end up with a ton of extra stuff. I recommend:

All spaces unlocked - http://steamcommunity.com/sharedfile.../?id=403798635
Auto transit colouring - http://www.reddit.com/r/CitiesSkylin...ine_color_mod/
Automatic bulldoze - http://steamcommunity.com/sharedfile.../?id=406132323

There are a ton others, google has a bunch of links to "best of" articles too

Edit: be sure to get some new maps! 8 or 10 or whatever it is isn't enough
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Old 04-3-2015, 11:50 PM   #55
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Default Re: Cities: Skylines

My newest work, Gargantua, @ 530k.

Decided that since they fixed commercial, I'd make a massive city that is more realistic + interesting in design than my last. Have booming oil, forestry and farming districts, sprawling suburbs and dense downtown areas, as well as an intricate highway system. Having a lot of fun with this city, though it's starting to bog down my cpu a bit too much now that it's getting massive.

A look from above the oil sector: http://i.imgur.com/bc73AM1.jpg

Forestry: http://i.imgur.com/eC9zqM3.jpg

Suburbs: http://i.imgur.com/ILeh5sz.jpg

And...a two tier bridge highway running through the middle of my city: http://i.imgur.com/RiLBoUN.jpg


Aesthetics wise, the biggest thing I'd like to see right now are (more) taller buildings so that you can develop more core commercial and office areas. Right now the only tall buildings you can set up are monuments, which is kind of annoying.
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Old 09-4-2017, 08:00 PM   #56
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Default Re: Cities: Skylines

Lmao bump.

I'm having a hell of a time dropping my citizen health below 20% for Lazaret Plaza. I have poo water in the water supply and all health buildings off. I don't really want to disable all garbage pickup because I'm not sure if I can recover in a reasonable timeframe. Any tips?

-o24
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Old 09-6-2017, 02:42 PM   #57
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Default Re: Cities: Skylines

If your city's big, it'll take a while for the crap in the water to make a big enough dent into the overall health, but that's usually the easiest way to get it. Just gotta rework the water and sewage once you unlock it and crank up health services.
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Old 09-17-2017, 09:46 AM   #58
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Default Re: Cities: Skylines

I should start a new city given all the updates. This game is super fun.
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Old 09-17-2017, 11:06 AM   #59
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Default Re: Cities: Skylines

This game looked like so much fun but I already had SimCity and wasn't sure how similar they'd be.

Everything in this thread sounds amazing though.
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Old 09-17-2017, 06:42 PM   #60
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Default Re: Cities: Skylines

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I'm gonna build a 1-1 ratio of thesunfan's ego
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