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Cities: Skylines

1235720

Comments

  • Registered Users, Registered Users 2 Posts: 13,080 ✭✭✭✭Maximus Alexander


    jonny666 wrote: »
    Sim City promised something similar but never really pulled it off. Sims would just go to any old job and any old house

    This game is much slower than sim city. After 3/4 hours I only have about 3k people. Enjoying it so far though.

    I like that it's slower. I find myself spending more time with each neighbourhood, crafting it's aesthetics and making sure everyone's happy.


  • Registered Users, Registered Users 2 Posts: 12,636 ✭✭✭✭errlloyd


    I get the feeling this game might be cheating though. No day or night cycle means we will never get the mad traffic problems we got in SC. More than that though I've read that only a reasonably low percentage of sims are actually going to work daily. While you can have a population of 1mn, only 64k sims can actually move at a time. So it's good, better, easily, but I think they're cutting corners.


  • Posts: 13,822 ✭✭✭✭ [Deleted User]


    This game is insanely unrealistic. I added a policy to curb water usage; installing water meters of some description. The citizens rejoiced and welcomed these new measures with open arms. Ridiculous. 2/10


  • Registered Users, Registered Users 2 Posts: 3,992 ✭✭✭Korvanica


    This game is insanely unrealistic. I added a policy to curb water usage; installing water meters of some description. The citizens rejoiced and welcomed these new measures with open arms. Ridiculous. 2/10
    These are not Irish citizens. Its very realistic. :pac:


  • Registered Users, Registered Users 2 Posts: 3,655 ✭✭✭Gamer Bhoy 89


    This traffic issue needs to be fixed. Look at all those ambulances. I highlighted each one and they were all going to one of two places. I said it before, emergency vehicles need to be patched to bypass heavy traffic
    16795347545_9758500ca4_c.jpg


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  • Registered Users, Registered Users 2 Posts: 3,500 ✭✭✭Drexel


    ^^ I see the same stuff in my cities. Im not too bothered as long as they are getting where they are supposed to on time. It doesnt look great though having them all lined up sitting in traffic.

    I have been thinking about having my fire stations, hospitals and graveyards just of my central highway. Just a slip road and the one building. Have them divided evenly on either side of the road then. They should be able to get in an out quick enough then.


    Has any one tried any mods yet? I havent but please post here if you find a good one.


  • Registered Users, Registered Users 2 Posts: 3,655 ✭✭✭Gamer Bhoy 89


    jonny666 wrote: »
    I have been thinking about having my fire stations, hospitals and graveyards just of my central highway. Just a slip road and the one building. Have them divided evenly on either side of the road then. They should be able to get in an out quick enough then.

    Sounds like a good idea. I'll try that.


  • Registered Users, Registered Users 2 Posts: 26,578 ✭✭✭✭Turtwig


    How is this game lads?

    Getting into the final stages of planning towards a new PC. Getting this game and GTA V are then hot on the agenda. So, yeah, how is it?

    For reference, I loved Sim City 4 and very much enjoyed Cities II. (Even if it at times it felt like having to research an encyclopaedia to figure out stuff.) And if it's relevant love Tropico IV.


  • Registered Users, Registered Users 2 Posts: 1,905 ✭✭✭Noxin


    So after starting again as I didn't bother to save my game I found out I'm a nub at these games.
    It took me 5 restarts until I've finally managed to get what I think is some sort of stability. Not a whole lot of pop at the moment.
    About 2k but not had this amount before without running out of cash too quick. Now I have a steady 1kpw and ever so slighlty increasing pop.
    Enjoying it none the less. Town is fugly as hell though. Basic square model but no traffic issues so far.
    Think I'll use this town to learn how to play this type of game :)


  • Registered Users, Registered Users 2 Posts: 3,655 ✭✭✭Gamer Bhoy 89


    Turtwig wrote: »
    How is this game lads?

    Getting into the final stages of planning towards a new PC. Getting this game and GTA V are then hot on the agenda. So, yeah, how is it?

    For reference, I loved Sim City 4 and very much enjoyed Cities II. (Even if it at times it felt like having to research an encyclopaedia to figure out stuff.) And if it's relevant love Tropico IV.

    It's being referred to as the best city building game since SimCity 4. Not my words but I would be inclined to agree. If you loved SimCity 4, then this is definitely the best City building game on the market. The game sold 250,000 on day-one which is apparently the developer's record-breaker, which is fantastic considering how small the company is.

    I usually play my PC games a few hours at a time then take a break and play something else. But I have been up early 2 days in a row now to play this and I haven't turned it off. Currently 30 hours of play time. There are little bits that need patching but good lord it should not take away from the massive improvement to that of SimCity 2013.

    Even better so for you is that you'll be able to dive into the large amount of mods and custom content that are already expanding very quickly.

    I couldn't recommend this game any more than I already am. I'm geeking out like hell right now. It's a breath of fresh air.


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  • Registered Users, Registered Users 2 Posts: 1,905 ✭✭✭Noxin


    hah, go above 2k pop and the traffic issues hit. It's total gridlock mon. Maybe just needs a bit better planning by me.

    For Turtwig - Enjoying it very much. Worth a shot.

    I must admit though, I'm a bit disturbed at seeing hundreds of smiliey faces when I put down a cemetery.


  • Registered Users, Registered Users 2 Posts: 12,636 ✭✭✭✭errlloyd


    This traffic issue needs to be fixed. Look at all those ambulances. I highlighted each one and they were all going to one of two places. I said it before, emergency vehicles need to be patched to bypass heavy traffic
    16795347545_9758500ca4_c.jpg

    Emergency vehicles is a fair point, but calling that traffic bugged isn't. They're all stacked in the lane they're in presumably because they are all turning right at the next junction, just like in real life.
    Noxin wrote: »
    hah, go above 2k pop and the traffic issues hit. It's total gridlock mon. Maybe just needs a bit better planning by me.

    For Turtwig - Enjoying it very much. Worth a shot.

    I must admit though, I'm a bit disturbed at seeing hundreds of smiliey faces when I put down a cemetery.

    The trick with traffic is to make sure your motorway exits are okay. Industrial generates way more traffic than residential / office / commercial. So in particular you need to use one way systems and whatever in industrial sites.



    Turtwig wrote: »
    How is this game lads?

    Getting into the final stages of planning towards a new PC. Getting this game and GTA V are then hot on the agenda. So, yeah, how is it?

    For reference, I loved Sim City 4 and very much enjoyed Cities II. (Even if it at times it felt like having to research an encyclopaedia to figure out stuff.) And if it's relevant love Tropico IV.

    It is an excellent game after 2 days. Completely limitless, you can check out pictures of people using hydro dams to reclaim vast areas of sea, or accidentally flooding their cities. I'm not one of these people who often mods games, but because of the small dev team the one thing the game lacks is variety of small aesthetic things like buildings. The mods are coming thick and fast though, so the game is looking prettier by the day.


  • Registered Users, Registered Users 2 Posts: 13,080 ✭✭✭✭Maximus Alexander


    errlloyd wrote: »
    I'm not one of these people who often mods games, but because of the small dev team the one thing the game lacks is variety of small aesthetic things like buildings. The mods are coming thick and fast though, so the game is looking prettier by the day.

    Also, because they give you access to the Unity APIs, there's basically no limit to what can be done in a mod. There will be some amazing mods for this in time.


  • Registered Users, Registered Users 2 Posts: 19,233 ✭✭✭✭VinLieger


    Noxin wrote: »
    hah, go above 2k pop and the traffic issues hit. It's total gridlock mon. Maybe just needs a bit better planning by me.

    For Turtwig - Enjoying it very much. Worth a shot.

    I must admit though, I'm a bit disturbed at seeing hundreds of smiliey faces when I put down a cemetery.

    Roundabouts I heard were the solution to all traffic problems while watching the streams, I took this with a grain of salt till i tried them and instantly fixed all my problems.

    Ive been using this from the workshop as my highway on an off ramps

    I edited it slightly to remove the normal road connections coming off the raised roundabouts as they were causing slope issues when trying to place it.

    It wont work for everything but that's what the workshop is for


  • Posts: 13,822 ✭✭✭✭ [Deleted User]


    Anybody tried building a dam yet?

    PTVtheM.jpg


  • Registered Users, Registered Users 2 Posts: 1,905 ✭✭✭Noxin


    Anybody tried building a dam yet?

    Haha, nice.
    Just saw this too:


  • Registered Users, Registered Users 2 Posts: 12,636 ✭✭✭✭errlloyd


    VinLieger wrote: »
    Roundabouts I heard were the solution to all traffic problems while watching the streams, I took this with a grain of salt till i tried them and instantly fixed all my problems.

    Ive been using this from the workshop as my highway on an off ramps

    I edited it slightly to remove the normal road connections coming off the raised roundabouts as they were causing slope issues when trying to place it.

    It wont work for everything but that's what the workshop is for


    At least they were. If you are in a residential zone, roundabouts should do it, so this roundabout is my main intersection for two zones of about 25,000 population. Now it's reaching it's limit, but I designed this for Aesthetics, not functionality. I also left it as the only junction for ages to see how much it could handle. It did quite well.

    2EAF8E637040CB236BCE8E96E35CF9251EDFE6F3

    Here is from the road :D

    CF12EDB5C1FCF980947E7827744B28F867BD8E76

    However this beast of a junction was built for an industrial park which doesn't expand anymore than the screenshot. Originally I was using Highway off ramps to connect the highway coming in with the highway coming across, but I had to expand that to full highway the whole way with no off ramps because the traffic was so bad. It's just volume, I actually can't make that industrial estate any more efficient, and it wouldn't matter, highway can't handle any more.

    CD8A3D40893A7FDD25E6D1D63A00B7FCA65229B4


    The reason for this is that the game cheats residential and commercial, but not industrial. So the game doesn't actually force each of the sims to go to work, that would require too much simulation. If an office says it has 16 works, it might only have 4 inside, in a fact a high proportion of sims simply never make it. However it doesn't cheat industrial, industrial needs to import materials, and it needs to export goods. So you will always have WAY more traffic in industrial zones.


  • Registered Users, Registered Users 2 Posts: 730 ✭✭✭Morpork


    Cool... Just discovered you can change the colour of your bus lines by clicking on one of the buses from the line and 'Modify Line'. The best part is the buses also change colour to match the line!

    Also, what's with the massive congregations at the bus stops?


  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    Is the only way of handling increased garbage to just build more incinerators/landfills?

    The possibly one thing that I feel SimCity has over this is the ability to upgrade buildings instead of building new ones.


  • Registered Users, Registered Users 2 Posts: 366 ✭✭doccy


    I got up early on Saturday morning so I could get a few extra hours building my city ... seriously, this game is more addictive than crack. How long before I start studying motorway designs for ideas?


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  • Registered Users, Registered Users 2 Posts: 2,792 ✭✭✭2Mad2BeMad


    I thought my city was awesome.... until I saw pictures of you're citys

    F you guys :L my city looks like **** now haha


    have 30k pop, think I made a bad mistake, had alot of low resident areas, about 10k pop after I realized I could build high areas, I rezoned everything, so I made every area that was low, high.

    Que all the pop dropping down fast, money going down fast, went into debt by about 50k(used bailout) still in debt,
    then fast forward, all new pop comes in
    money starts coming in
    TOO MUCH POP COMING IN
    they need more electricity,more water pumps, more sewage disposal, still in debt, couldn't buy anything
    everyone abandons , debt gets worse, game over :L
    lucky I saved before the rezone


  • Registered Users, Registered Users 2 Posts: 19,233 ✭✭✭✭VinLieger


    2Mad2BeMad wrote: »
    I thought my city was awesome.... until I saw pictures of you're citys

    F you guys :L my city looks like **** now haha


    have 30k pop, think I made a bad mistake, had alot of low resident areas, about 10k pop after I realized I could build high areas, I rezoned everything, so I made every area that was low, high.

    Que all the pop dropping down fast, money going down fast, went into debt by about 50k(used bailout) still in debt,
    then fast forward, all new pop comes in
    money starts coming in
    TOO MUCH POP COMING IN
    they need more electricity,more water pumps, more sewage disposal, still in debt, couldn't buy anything
    everyone abandons , debt gets worse, game over :L
    lucky I saved before the rezone

    Small changes are key, add low density res first then upgrade gradually sections to hi density res, never operate on the base power, water, sewage required, always have a decent surplus


  • Registered Users, Registered Users 2 Posts: 3,500 ✭✭✭Drexel


    my city took an unstoppable nose dive at about 16k people. I started to make a nice bit of money and went mad spending and before I knew it I was losing 11k an hour. Services had to be cut. Taxes raised. People are leaving in their droves!

    I dont think it can be saved!


  • Registered Users, Registered Users 2 Posts: 19,233 ✭✭✭✭VinLieger


    Currently stable at 20k although my main city cannot take too much more as it currently is setup with entry exit points sao gonna have to sit down and do some replanning


  • Registered Users, Registered Users 2 Posts: 12,636 ✭✭✭✭errlloyd


    No one has posted in a day, so I thought I might share some city screenshots. I'm trying to make it pretty, but I'm not very artistic.

    About half of the developed land in my city, containing probably 2/3rds of the population.

    1024x819.resizedimage

    I am trying my best to stop using the grid. I guess relentlessly pursuing population was boring, when I realised it was virtually impossible to create traffic in residential areas I became more comfortable experimenting.

    4A7C57FE239AE248E3EB1E35D6DEEEFB6713EB2E

    Tried my best to copy Central Park in New York by turning 4 city blocks into parkland, the added land value didn't make the buildings nearby as highrise as I had hoped.

    3367F8A2CC6F293C67DD87C4D22C81960075370A

    Probably should have only raised this rail up one level instead of two, trying to create that Dublin city centre feel.

    BD56995E3EB1D4FD70DE63502EE69B6980D326AE

    In that "radial" designed district, the roads that go out like the spokes of a wheel would have buildings develop on them, which I didn't really want, I wanted the buildings to develop on the curving streets. So you have to use the footpaths to block the game from zoning the sides of the spokes. I used raised footpaths on the middle spoke, and they're actually pretty successful.

    25123A2D1BE54EF94801C0179A5EA6A24BF8FBF6


  • Registered Users, Registered Users 2 Posts: 3,992 ✭✭✭Korvanica


    OSI wrote: »
    I've read the grid design is actually a poor choice for traffic management to, so I'm going to start branching out into my interesting designs myself. I have found however that the game doesn't encourage this as the services won't reach very far along a curved road.

    I've noticed this too, its a little annoying and doesn't make much sense.

    These Triangle and Hexagon Cities are awesome.
    OSI wrote: »
    The raised footpaths are a good idea. There's a guy on reddit who managed to build a city that had no traffic bar the services and industry as he built footpaths everywhere, and the pop will happily use them instead of driving.

    That was genius, but the fact that the peds will walk across the whole city is a little bit wierd.

    Heres the car free city for anyone whos interested.


  • Registered Users, Registered Users 2 Posts: 2,890 ✭✭✭Julez


    Quick (possibly stupid) question:
    When marking out a district for coal, oil, forestry... whatever, how do I know that that resource can be found in that area? Is there a map filter that should show what resources are available where? I know in the tile screen there is a bar that signifies how much of a particular resource there is, but are we meant to lay the industrial zone in a specific location.

    Cheers


  • Registered Users, Registered Users 2 Posts: 2,890 ✭✭✭Julez


    OSI wrote: »
    Click on the filters icon in the top left, one of the options has little green crystals on it, click on this and you'll see where all the resources are.

    Dunno how I missed that! Thanks OSI!


  • Registered Users, Registered Users 2 Posts: 19,233 ✭✭✭✭VinLieger


    So I built my hex tool according to this guide here http://imgur.com/a/P47dZ

    And have made a decent swathe of them.

    However none of the residential I zone in the hexes is being built on. All the office and commercial space is taken up immediately but even putting tax relief on residential doesn't encourage people to build, I have parks and services covering everything but cannot figure it out.


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  • Registered Users, Registered Users 2 Posts: 5,780 ✭✭✭jamo2oo9


    Just bought this today. So far, it was going grand with a mere population of 2.8k and then I started going bankrupt because of the dead bodies littering all over my city.


    Tried again with a different set up but still the same thing.. Any idea what to do? I've built 8 cemeteries and 4 crematoriums but no success..


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