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Cities Skylines
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>highway only available at 2k population
Fucking why?
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>>344001303
Why the fuck would villagers need a highway
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Hey, we have this nice big highway going through your tiny 200 population town!
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Is there a mode where you can just build whatever you want without worrying about money and shit?

I love the Roller Coaster Tycoon games, but fuck I hate the micromanagment system with funds, hiring employee's, repairs, etc.

i just wanna build some fucking rollercoasters. or in cities skylines case I just wanna build rad as fuck cities without having to worry about budgets, unhappy citizens, etc.
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>>344001568
But Skylines is easy as fuck as long as you keep traffic in check (which is also pretty easy).
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>>344001401
Your point is retarded given all maps start with a highway.
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>>344001607
But what if you don't want to bother with that shit
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>>344001651
yes, a main highway your hick town needs to connect to the wider world
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>>344001303
Because Cities Skylines doesn't take place in some sort of communist shithole with a central planned economy

Fucking pinko scum you make me sick
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>344001568
You could probably download mods that stop them from ever complaining or needing anything, along with the unlimited funds default mod.

>>344001378
>>344001401
There is nothing more ugly than the starting highway connecting to double lane roads and you have no way of fixing it until 2k pop
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>>344001709
but you know what does?
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>>344001707
>>344001709
>want to sligtly readjust the highway you get at the start so i can fit my neighbourhood better
>raze a part of the highway
>cant rebuild it now cause <2000 pop
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>>344001568
In the mods section there are options for both infinite money and to have all your previous unlocks stay unlocked. This is even in the vanilla game. You still have to unlock everything one by one with the above, but you don't have to start over each new game.
>>
>best city simulator of this decade
>no dynamic seasons
>>
Simcity 4 is superior..
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If I've never played a city sim before, and I'm generally an uncreative individual, where should I start?

The genre has always seemed interesting to me, but I don't know if I have the mentality/patience for it
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>>344001303
You can always play without the pop requirements, and even if you want to keep them on, just use one-way roads for the first 5 minutes of the game and then upgrade them later. No big deal.
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>>344005693
Sim City 2000
>>
Anyone feel like the buildings are meh?

In simcity 4 it took real work to get some epic skyscrapers build. You had to build some massive sprawl to really get some serious commercial demand to spawn them.

Cities skylines the best ones are small as fuck, and the whole city feels unrealistic because there's almost no sprawl.
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>>344005693
SimCity 2000 - simple game with a lot of heart, everything has a purpose (no strange shoehorned crap). It's very old though.

SimCity 4 - better than simcity 2000 in many ways, but lacks all the cool disasters. Much newer feeling (released 9 years later). Also much more complex, but deeper at least

Cities Skylines - Way different. Much less about building massive cities and more about the finite details of urban planning.
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>>344001705

Then why are you playing a city builder?

Seems kinda pointless to me.

If you don't want to bother with that 'shit', play something more to your skill set. Perhaps League of Legends or Overwatch.
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>>344006737
You just said it yourself

City _builder_

I just want to build, not bother with shitty, lackluster economics
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>>344006797

Building roads is not economics, it's building roads.
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>>344006956
see
>>344001568
"Is there a mode where you can just build whatever you want without worrying about money and shit? "

"i just wanna build some fucking rollercoasters. or in cities skylines case I just wanna build rad as fuck cities without having to worry about budgets, unhappy citizens, etc."
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>>344007064
You can turn on infinite money and unluck everything in Cities Skylines.
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>>344007064
There's mods that give you unlimited budget and growth, that's all you need.
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So is this a good city sim game?

Is it better than sim city 4?
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>>344001378
Because planning, you mongrel, if the infrastructure is already there then in the future you don't have to bulldoze as much shit to expand the infrastructure.

There are cities being built right now with like 20 lane roads and nobody is really living there yet.
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>>344007231
Yes
No, but better than the newest SimShitty
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When's this piece of shit game going to have a real fucking sale? And I mean _real_ godddamn sale, not shitty -15% FFS!
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>>344007529
There's a 100% off on torrent sites right now. :^)
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>>344006797
Lol, then use the special creator toolset for simcity 2000. You can plop down anything and build anything for free. You can even draw your own buildings.
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>>344007562
I don't pirate out of principle, tho.
The principle being I kept ending up with piles of shit I never even bothered cluttering my system. And it would be nice to tip those bastards for making me have a little fun, but not too much obviously.
>>
I can make great cities in SimCity 4 with ease but I can't even get off the fucking ground in Skylines.

I mean, I SORT OF can, but the second I get a few tiers up, suddenly everything becomes really congested and inefficient, and then I start losing money, and then it all just gets worse and worse. I wanna make cool cities, but I just don't know how to start in a way that allows the city to not fucking shut down shortly after.

I usually get around future-proofing in SC4 by just starting a grid of avenues to the build 'zone squares' (Commerical on the outside, Residental on the inside, or all Industrial) in so traffic doesn't become unmanageable and each of the squares can be serviced by approximately equal-area coverages by buildings, but I just can't do anything like that in Skylines.
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>>344007940
I use it as a demo personally
See if I like it, if it's worth the price, buy it anyway i'm not a poorfag.
>>
Can I pirate the dlc with the steam version?
The dlc doesn't seem worth paying for at all but I don't want to miss stuff that seems essential.
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Ah yes, time for the weekly cities skylines thread.

>>344001992
it's a lot more fun to build a big semi-shitty city and then fix it later. solving the problem is part of the challenge/fun
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>>344007312
You can still plan you fucking idiot. Now it's just harder. Do you even think before you type at all?

Look, in the past you just laid the shit down like a fucking noob. Now you have to make your cities modular and open for expansions everywhere WHILE still being profitable and functional.

This is how it's like in the real world too you fucking dingus wingler.
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>>344008610
How about stuff like that in general? Does it work?
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Is there a way to save a 60k city where traffic got so heavy that trash and dead people pile up?
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>>344010367
>pinpoint problematic areas
>fix 'em
Don't see why not.
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>>344010537
The entire convoluted mess of my city is the problematic area, though.
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>>344007312
>nobody is really living there yet
and nobody will
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>>344001303
mods can fix it
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>>344010596
Proceed to step 2 then. Or start fresh with all your experience and don't fuck it up this time.
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>>344010873
I started playing yesterday, I don't even know what to look for, let alone fix it
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>>344010913
Look for places where traffic backs up. Fix those. Provide alternate routes. Remember not to put road crossings too close to each other. Git gud.
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>>344008143
That's because Skylines, like all current generation city builders (all two of them?) suffer from horrible mishandling of scale. Daily or even hourly budgets and timescales means you go from nothing to a metropolis in a few scant years. You find yourself having to build a traffic management system designed for cities of 10 million people when you only have tens of thousands. Downtown cores filled to the brim with skyscrapers, office towers and apartment blocks exist in the middle of open fields with none of the surrounding urban sprawl necessary to justify them. The sense of scale of these games is schizophrenic, and it's the number one reason why something like Sim City 4 will always be superior. Until they can fix the scale it will always feel off.
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>>344010913
Use the diagnostic tools provided. Find out what's causing congestion and provide alternatives like mass transit or pedestrian walkways. Don't just slap shit down willy-nilly, have a plan before you start laying out stuff.
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I played Cities like a year ago. Made some awesome cities. I hated how traffic got stuck everywhere and looked retarded. Was that shit ever fixed? Also were there more resources added? The end-game got rather boring fast.
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>>344010873
baka
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>>344011487
Oh dear god what the hell is this sprawling chaos, anon? What unholy abomination have you called into our world? What are its demands?
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>>344011487
>>344011283
This is a screenshot from before it got really bad.
It seems I have forgotten to save before I quit the game yesterday, so I guess I might as well start over.
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I just play the game using build everything any time mod.
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>>344011894
I tried that. It's boring
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>>344011917
I enjoy city builder more when i dont have an arbitrary quote to fill to get basic services available for building.
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>>344011845
I drew this up, just for you. There are a thousand better illustration of this because it is the most basic lesson of road design, but this one is especially for you, anon.
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>>344011845
Notice where those red traffic fuckups happen? Where there are large road intersections too close to each other. Spread them out.
With a few additional connections this could be saved. It's still decent for a fresh player.
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Im too dumb for this game.

I cant wrap my feeble mind around proper traffic/road management.

6 hours into the game and my first city is getting fucked because I cant get my garbage trucks around because they are getting stuck in this area of really bad traffic.

Cant refund it either, so Ive just wasted my money.
Looked up guides and stuff but like I said its too much too learn and let alone incorporate into my city.
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>>344012329
Thank you, I will cherish it.
>>344012493
It got a lot worse between that picture and 64k population. I didn't understand how industry works and why my garbage trucks didn't want to pick up garbage, so shit went south fast.
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Post some cities.
Inspire me
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>>344013819
Not much to post but have a few.
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>>344014786
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>the snow expansion doesn't add a Winter cycle, it just locks the city in permanent snowy winter.
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canals are fun
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>>344011487
JUST USE A GODDAMN CLOVERLEAF JESUS
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>>344016057
>roads suddenly change color
Real life has some serious texture issues, when is it going to get fixed?
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>install mods to fix the retarded traffic AI
>the performance takes a nosedive
Why do people still develop games using unity?
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>>344014847
looks very nice.
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>>344015834
why is that water going up
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>>344016907
it isn't

it's a poo lake that goes down into the bay

with enough length of canal, the water is fully clean by the time it hits the water pumps
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Cities was the biggest disappointment of the year. Such an uncreative boring piece of shit. It lacks soul. And then there's the dlc jewing
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>>344017587
why wouldn't you just put pumps in the lake and treatment plants in the canal?
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>>344018196
because the lake dries out if you have enough pumps on it and then you have intermittent water issues
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>>344018196
and the sea/bay (where the canal leads to) has infinite water from outside the map, so you don't have a shortage there, and you avoid the poo lake from overflowing by having it travel down a canal, and you also avoid it infecting your own water supply by having the canal be long enough for it to purify
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>>344008774
This

While C:S system is far from perfect, it at least tries to emulate growth instead of just handling you all toys so you don't even need to think about future, because everything is laid down since day 1
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>>344018305
>>344018431
I never thought it was possible to use so much water
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>>344011487
Nothing like a highway abomination
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>>344011845
First of all, here is a protip:
Use roundabouts. The sole fact you have a roundabout instead standard x-section allows even the shittiest system to double the capacity.

1) Don't get sections so damn close, it means shitload of lights and people trying to join in in limited time period - instant choke-point
2) People pick the fastest road around, so it doesn't matter that much how your roads are aligned, but what type of roads are those
3) One-way roads are great, learn how to use them
4) Don't build in a grid. Just don't. Unless the grid is really, really spacious, it will choke sooner or later
5) Don't try to build a single city early on - think about it as if expanding few different suburbs early on, THEN, when everything is unlocked, build the real city center and rebuild your suburbs
6) The most efficient (for traffic) design is honeycomb one. No, really. That's just how the algorytm is written and it's suprisingly close to reality
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>>344018514
after about 30 pumps encircling a lake it'll start to have major issues
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>>344012664
>Strategy game
>Surprised it requires thinking and patience
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>>344016705
>retarded traffic AI
You mean "I can't handle one of the most simplistic traffic simulators around, so I kit-bashed that with mod for idiots"?
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>>344012329
>>344018884
Different anon, but here is a question
Everyone keeps repeating how you should use as little intersections as possible... then how the hell you connect your roads at all? It's not like you can build a roundabout everywhere and not everywhere you are going to build highway-style in-and-out drives. Especially since in most cases the game will still add lights to those.
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>>344007810
i want to live there.
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I just dont get how you make EVERY CITZEN a unique person and then you have no graphs, no info on anything. remember how sim city had graphs for literally everything, WELL PUT THAT SHIT ON CITY SKYLINES, I NEED TO SEE WHAT THE FUCK I'M LOSING CITIZENS TO.
and don't start me on the taxes, who the hell thought not separating schools from high schools was a good idea. oh yeah and speaking of school, why do i have to build 30 schools instead of just one big school.
did the people that made this even test the game?
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>>344019260
you want to avoid 4 ways, use roundabouts if possible
you want to avoid traffic lights, use 3 ways if possible

there are times when you'll have to build 4 ways, but they can be avoided

>>344019609
if you want a big school with a big radius and student capacity, make one
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>>344019260
but that's what they're saying, use intersections, just try to use them as sparingly as possible, don't do what my brother does by attempting to fix traffic problems by making MORE intersections
if you have red areas around intersections, try to limit the number in that area and try introducing one way roads in places where there is little traffic in the other direction
>>344019609
>dunedin
>population :127500
>59 schools
>12 highschools
>3 places of tertiary education (only one university)
seems pretty realistic to me anon
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>>344020228
its not realistic, you don't need 354325325 schools with 300 capacity, you can build one school with 1k capacity
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>>344018884
>The most efficient (for traffic) design is honeycomb one.
I agree.
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>>344008774
>>344018449

Two retards who dont know how Las Vegas was planned.
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>>344019260
The answer is right in the post you quoted (img).
Furthermore, do not put intersections too close together, because that makes cars wait before the first intersection until they are 100% sure they can clear both intersections at the same time. Even if there are no traffic lights this means huge back ups.
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>>344017587
Huh, I never found a reason to use canals. This actually seems useful.
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>>344020512
show traffic map
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>>344006737
t. cuck who is shit at pvp games
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Is there a point to making one of those if you don't have access to highways at the beginning?
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>>344020793
This is the heaviest traffic area. It's red because there's a lot of traffic, but they're always moving.
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Why is the DLC so expensive, it's basically the same cost as the game and adds hardly anything.

>>344010367
Figure out where the load is coming from and you can add tunnels to spread the load, its not attractive but it works.
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>>344020924
no

make something in the asset editor if you want, but there's really no need that early in the game

ideally you can just start off with a roundabout and work your way up
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How do I fix this shit?
It's making me fucking mad!
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>>344020924
>>344021570
I use regular roads to layout my shit because the zoning helps you space out and keeps stuff on grid, then just upgrade it.
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>>344001568

Yes. Pretty sure there is a button right before you start a new map that even says "unlock everything from the start" and "free play mode"
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>>344021570
if you're making a roundabout starter point, just make a basic roundabout in the asset editor and plonk that in at the start slightly above the two highway points

then connect up with roads

you can always fix it later
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Are there any catastrophes or anything?
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>>344021570
You should be able to make the left road the same length as the right by bulldozing it for a few spaces, and then rebuilding it to the desired length.
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>>344022004
not in the usual way

though if you're messing about with the water too much you can flood everything
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>>344022004
Yeah, when a car cuts across 2 lanes on the freeway and your entire traffic network bogs down.
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>>344016445
Based Trump will fix it.
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>>344020512

The advantage of the honeycomb design is that every intersection is only 3 roads intersecting. It's just an improved grid.

The disadvantage is the same as with roundabouts and rectangular grids. They slow traffic down. Honeycombs have too many intersections and not enough long stretches of road.

For maximising traffic efficiency you need long stretches of road where cars can take advantage of high speed roads.

The most effective way of building a non-uniform non-grid traffic layout is to think of a Mandelbrot fractal, where every intersection is a 3 way intersection. Large roads like highways and 6 lanes should have long stretches without intersections, that then branch into 4 way. 4-way can be branched about every 3-5 blocks, that then can be connected to neighbourhoods that are made of normal roads in whatever fashion. They'll be small enough that traffic can't congest, and they all get led to larger roads with higher speed limits.

High speed roads should curve slowly, have very few intersections, not have buildings built by them so cars don't stop, and have no roundabouts.
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>>344021437
Something like this?
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>>344023183
sure, but I'd get rid of the intro roads and instead just use the circle as a universal roundabout that you can place anywhere and upgrade to other road types if you want
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Also another thing. For connecting with a 4-lane road, the smaller road needs to be long enough that cars can buffer, so no one block roads. Build the road to go a bit into the neghborhood, and then curve around itself.

If you don't the intersection can slow down traffic inside the neighbourhood.
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>>344016057
what the fuck is this

what kind of 3rd world shithole allows such design
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>>344020521
did they also plan everything within 5miles of the strip and north to be ghetto?

thank god I live in southern henderson
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>>344018514
This game is pretty retarded with its water physics. You can literally reverse the flow of rivers with enough poop shoots (like, two or three), cause major flooding (with a couple more), etc (pic related). Water physics is nice, but it's too dynamic in this game, to the point of being ridiculous.
>>
Is planning highways and transportation in this game as fun as factorio?
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>>344024336
>You can literally reverse the flow of rivers
That isn't impossible to do in reality
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>>344024720
I'd think so, yea
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>>344024336
Water outlets are just coded as water sources which means rivers that are flat and slow cant compete. There are way too many maps with rivers that only have one source for water, which is way too weak. And also, they tend to be really flat.
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>>344024014
Pretty sure it's written "something Way" so I guess that's in 'murrica.
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>>344024940
The little bit of water those should produce shouldn't affect it that much; or rather, they shouldn't produce that much water in the first place. In >>344024336 you can see where the original water line is, and even with just the two outlets from a small town the volume of water has increased quite significantly. Pic related is with a few more, and there are significant flooding issues in the whole map, even when corrected with canals.

>>344024781
Water doesn't flow uphill in reality, at least not without some significant energy pushing it. Uphill in >>344024336 is down in the pic (I had an intake quite a bit upriver, but the flow reversed from the sheer volume of poop I guess, and everyone got sick; it took me a while to figure out what the problem was, because it just didn't make sense).
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>>344024143
Kek
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>>344020641
But it answers nothing. I need to connect those small local roads. And they will end up with lots of intersections and jammed. I have no issues with high-capacity roads, those run smooth. It's my suburbs and industrial areas that are always fucked up with traffic in the end
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>>344027283
I think that may be where one way systems come in handy

Look at your layouts and try to plan out one way loops and routes
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>>344027283
You don't need a lot of connections. See >>344023885.
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>>344024014
Texas
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>>344021437
>2016-07-06_15-13-50.jpg
I want off, Mr. Bones!
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>>344006632
>Cities Skylines - Way different. Much less about building massive cities and more about the finite details of urban planning.

Yea that's what I don't like - it's not about the city anymore - it's just a design your city in details simulator...

I enjoyed simcity 2013 than skylines to be quite honest.
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>>344029073
Wow that's the first time I've ever heard that. SC2013 was irredeemable garbage when I played it.
>>
Why did I fall for the Cities Skylines meme? SimCity 2013 is unironically better.
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>>344029415
I feel the same, I regret wasting money on it - It gets from boring to more boring.
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>>344028002
But that's just a SHITLOAD of intersections. I don't get it, really. Everyone talks how you don't need crossings and should avoid them... after which they provide examples of stuff twice as convoluted as my own mess and say "here, this is gonna to work". Well it doesn't.
I literally can't use freight trains, because my roads get turned into parking lots, full of trapped cars. Used few different tutorials - traffic jam. Followed few let's plays to the T - I'm with traffic, the guy playing on video is having free roads.
WHAT THE FUCK?!

I really, really want to enjoy this game, but each time I go back to it, I end up with completely unmanagable traffic, even if following other people step by step.
>>
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So this my first city where I haven't rage quit and managed to get the 4k population milestone. How fucked up is my city?

There's so much poo flowing in to the sea but I'm not even half-way to unlocking water treatment yet.
>>
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>>344029415
>>
>>344030134
>City
>Posts some small-ass town
>>
>>344030219
Except from traffic and city size, everything is better in Simcity.
>>
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>>344030367
Let's put it this way. C:S is subpar game. And it's still better in every single motherfucking aspect than SC'13 can even dream about.

But you should just stick with SC4 with oldshoe's mod pack. No point playing any other city builder ever.
>>
>>344030367
Price, offline, mods, post-launch content.

I understand why people can think that sc2013 was better though, same why people liked LoL over SC:BW
>>
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>>344023885
How the hell is that even supposed to work?
>>
>>344030367
stop being contrarian
>>
>>344001303
Traffic in this game is just horrible. For very simple reason.
Every intersection has lights.
Every. Single. Motherfucking. One.

Shit's not working like that. And exactly because of those lights, you end up with retarded traffic all the time.
>>
>>344015834
Is it a mod?
>>
>>344031171
no it's part of the game

they added canals and terraforming and some stuff in a recent patch for free
>>
>>344017587
So you are saying you can take the poo water, put it into canal and if it's long enough, get drinking water out of it?
This is how I see it now:
https://www.youtube.com/watch?v=V6_oEmG7DzU
>>
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>>344030091
It's not the raw intersections that matter, it's what's connected to what, and how. You can have as many intersections as you want in each neighborhood. However, each neighborhood should connect to the feeder roads as little as possible; one connection ideally (though if it's made with one-way roads, you need an inlet and an outlet). The feeder roads then connect to the main roads as little as possible. Pic related, you can have your neighborhoods (blue) be a mess, but as long as the connections of the neighborhoods to the system itself (red, black) are simple, you'll be fine.
>>
>>344031170
>Every. Single. Motherfucking. One.
Except you're wrong.

>>344031171
Latest expansion added canals, not a mod.
>>
>>344031434
You still don't get it, do you?
I have traffic IN THE NEIGHBORHOOD. And no matter how I'm going to solve it, it's still there. Same with industrial zones - regardless of design, it;s the inside that gets congested, not the outside.
>>
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>>344031393
yeah
clean water by the end of it

obviously using the sewage plants and not the standard outlet pipes
>>
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>>344028659
upvoted
>>
>>344031720
Of course you have traffic inside the neighbourhood, how do you think people go to work and shops and stuff? But the only traffic you should have there is services, public transport and residents. If heavy traffic is going right through the neighbourhood you're doing it wrong. Block those fags via policies (ban heavy ttraffic/old town).
Now industry.... yeah..... good luck.
>>
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>>344032103
The traffic created by those people is bigger than anything else, so fuck this shit. I've got delivery trucks looking for shortest way, always. I've got people going for shortest way possible, too.

This is the best housing design I figured out, all with one way roads. It makes traffic managable, BUT services can't cover it, unless I build shitload of them (one set of everything for every two such blocks).
>>
>>344032103
Not him, but I simply tried to copy my city district into the game out of desperation once.
You know what?
Turns out the game clogged in all those places than are completely traffic-free IRL. So I've copied another city district out of curiosity. Guess what - traffic. I even kept the number of people living there similar.
The traffic AI is just retarded and applying common sense is the fastest way for failure
>>
>>344031720
heavy traffic ban?
make neighbourhoods smaller?
>>
>>344031720
Neighborhood traffic won't be so bad that services can't get around, since the traffic is distributed pretty evenly except at the inlet/exit: and like one anon said, said inlet should be long to absorb the traffic. If you don't connect two neighborhoods directly across from one another, you will have a three-way stop, and those use stop signs, which let traffic flow in a regular fashion, unlike the full-retard stop signs in the game (getting the mod that lets you control sign timing and such is a must).

Industrial requires more planning, but it operates on the same principles. Just use less spaghetti in the industrial sections.
>>
>>344032685
Fixed nothing.
And by making it smaller I'm instead creating heavy congestion on feeder roads OR covering shitload of land with tiny hamlets that need services.
>>
>>344032737
*full retard stop lights.
>>
>>344032737
>(getting the mod that lets you control sign timing and such is a must)
Then fuck this game. It's the final pebble to convince me the traffic is just badly designed on ground zero.
>>
>>344032857
can you take a screenshot

a visual aid would probably help here
>>
>>344032737
... or you can just play NAMed SC4 and stop bothering with retarded traffic AI and shitty script writing.
>>
>>344033012
Screenshot of what? Dozens upon dozens of failed designs? Or listing tutorials I used and failed with each of them?
I miss times when you could just build a grid big enough for things to work, but this fucking game gives you only 3 plots of land from each road as "connected", so no chance for that, either you leave shitload of empty space, or you end up with traffic choking everything into a halt.
>>
>>344033047
>implying SC4 doesn't have garbage traffic AI
I never had traffic so bad in CS as I have in SC4.
>>
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>>344032383
Tried with one ways before, but as you noticed - services get fucked by it. So I just irregular grid it up. It works well enough, I wonder why it doesn't for you. I'm also not using any mods to chnage/remove traffic lights.
>>
>>344033240
Don't blame the game for your apparent retardataion.
>>
>>344033250
>Not playing NAM
>Complaining
>>
>>344033447
Oh, right, it's my fault that I'm doing tutorial, step by step, fucking square by square and it still fails spectacularly after reaching roughtly 15k pop. That totally explains everything.
>>
>>344033768
If we had a screenshot or two we could probably explain to you what you were doing wrong.
>>
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>>344033298
I can assume by just looking on this I would end up with traffic in places marked in blue circles
>>
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>>344033298
>People are capable of doing such designs
>I can't go any step beyond grid
>Grid chokes before I can even call it a city
>>
>>344034063
You're retarded. You can see exactly where the traffic is heavy and where it's not in that picture.
>>
>>344034427
Not him, but your reading comprehension is fucking amazing
>>
>>344034063
Perhaps, but traffic in those circles is very limited. Only people that work/live there and services go through, that's not that much at all. Not enough to choke those points at least.
>>
>>344035065
What about delivery? And buses? And bus stops?
>>
>>344034063
Different anon, but what types of roads are those anyway? And are the bigger ones one-way?
It surely looks nice and neat, but the moment I start thinking about services, this goes from "nice" to "Jesus Christ, burn it with fire"
>>
>>344001378
It doesn't fucking matter. If I want to build a fucking highway I should be able to do so.
>>
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>>344035234
Busses are supposed to take people out of cars, so it evens out. And deliveries stay on the main roads, where commercial is. "Insides" are residential.

>>344035620
No oneways there at all.
>>
>>344035702
Same here. I always started with building railroad in SC4, just because I felt like it and it was easier to build with it already in place than adding it later due to dozens of different factors. Planning ahead just won't work in certain cases.
>>
>>344035702
Then tick the box that unlocks everything at the start
>>
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>>344034378
>>
>>344005315
I agree but only with an immense amount of modding.
>>
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>>344034378
Grids are rad, love the grid
>>
>>344037997
Holy shit, fix that road connection on south eastern highway interchange, it hurts my eyes.
>>
>>344037997
That's a vaguely acceptable grid though, even if it does waste a shitload of space.

The grid people get mad over is when the city looks like it was planned by comrade boris after a week long vodka binge using only ruler.
>>
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What's a highway?
>>
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this is how my cities always end up

live by the grid, die by the grid
>>
>>344001401
You know there are thousands of towns like this right?
>>
>>344039882
I'm sorry anon, thats horrible.
Hows the gridlock working out for you?
>>
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>>344039882
How does this even function, with so few highway connections

>>344038850
If you mean the disconnected highway at the bottom, i fixed it for you anon. It still goes nowhere though because i want peeps to take the scenic route to Linden
>>
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Is there a mod that removes the brown soil around factories?
>>
>>344040606
there is in the workshop
>>
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>>344031393

I work as a chemist, and we have a saying in the industry: "the solution to pollution is dilution". The poo's still there. It's just less concentrated. This is a pretty common tactic in the real world too.
>>
>>344011680
Is it bad I want to grab her creamy thighs???
>>
>>344040590
Much better, thanks.
>>
>>344041647
extremely
>>
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Actual planning of stuff is pretty hard...
>>
>>344008623

This is 100% true.

It's how basically every town and city in my state was built and I love it.

The game forces you to be inefficient at the start unless you're a plan-ahead faggot.
>>
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>tfw you can manage the traffic fuckery but your city looks ugly
>>
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>school two blocks away
>everyone is uneducated

FUCKING AMERICANS NEED TO DRIVE EVERYWHERE
>>
>>344006797
Sim City Societies was made for you. The game never found an audience, but now it found you.
>>
>>344044891
build walkways
>>
>>344037997
It's not a grid, you mong

>>344039183
This anon gets it. Grid means 90 degrees intersections and maximum space efficiency, with neat blocks, each the same size, spread evenly
Something like this:
>>344039882

And C:S, being designed by Scandinavians, has piss-poor traffic management, because Scandinavians consider 10 k people a fuckload and 500 cars a traffic.
>>
>>344015123
Biggest blunder ever. I ain't buying any more DLC after that.
>>
>>344039882
How to know the game is shit?
You can't build cities like that, because Stupid Made-Up Rules
>>
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Just dumping some screenshots
>>
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>>344039183
I never understand why people complain so hard about commie blocks. It just proves they never saw plans for any of such development nor how they look in practice.
>>
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>>344005315

>Simcity 4 is superior

At least I can make huge city in Skylines, instead of very small ones in Simcity 4.

Unless there is a way to make as huge maps, then please tell me.

And dont start with this "but you can use maps as districts for your one big city" - its not fun to constantly switch maps, with all saving in the background. Besides, I never saw that working properly.
>>
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>>344024014
You don't even fucking know. I used to have to take that way from working in Plano Tx and during traffic hour, you can forget getting home in less than an hour.
>>
>>344047513
>At least I can make huge city in Skylines, instead of very small ones in Simcity 4.
You sure you didn't confuse it with SC'13?
>>
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i'm really bad at city building games
>>
>>344046585
>>344047073
>>344047795
It looks like cheap-ass mockup
>>
I like how when you have a really big city the game noticeably slows down on third speed.
>>
>>344047757

SC'13 maps were even smaller, yes, but SC4 maps are still small compared to Skylines maps or even SC3 maps.

Or at least thats how I remembered SC3.
>>
>>344048123
I guess that's what they were going for. I enjoy desu.
>>
>>344048567
>SC3
>Bigger than SC4
Could you please stop shitposting?
And besides, SC4 maps were big. Really, really big.
>>
>>344048567
Wrong SC4 and SC3K are FUCKHUEG
>>
>>344046529
What are you talking about? You mean the fact that a city like that would have horrible traffic problems? Is that a made up rule?
>>
>>344026104
why the fuck did you put your sewerage at a point it would pollute two rivers instead of just one though
>>
>>344049019
>>344048710

Then why when selecting biggest segment avaible, I quickly ran out of space in SC4?

Again, I dont talk about region maps but segements, where you actually play. Switching between segments and developing each separately is a pain in the ass.
>>
>>344049556

That's Sim City 2013, you colossal fucking moron.
>>
>>344031720
dont build heavy commercial areas near population centres
build them like you would a heavy industry area; they get their own highway access
>>
>>344049169
I'm living in a city like that. And you know what the city lacks?
Traffic jams.
Exactly because how easy it is to manouver all around it and find the right place and road. As compared to weird-ass designs and/or cities that have their road net build in medieval or early modern period, so they are a clusterfuck of one-way roads circling all over the place.
So for me it's a made up rule, due to living in a city with 300k people in it and straight, interlocked roads all over the place. And the only place with traffic is historical centre, due to mentioned old roads remembering kings.
>>
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>>344049863

No, thats Simcity 4 for hell sake.

Look at this picture. Thats the region. Now look at the selected part with yellow frame. Thats the segment.

Holy shit.
>>
>>344034063
this is perfectly fine as it is
as long as traffic moves through the red areas instead of being backed up to hell you have a working traffic model
>>
>>344049979
>No you can't have shops where people live
>Build retarded malls on the city outskirts
Not sure what's worse. The fact this mentality was turned into game mechanics or that you don't see anything wrong with it.
>>
>>344050026
Now open the fucking segment and start building the city, you mouth-breathing moron to learn about such thing like MAP SCALE
>>
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>>344050026
>Intentionally loading region with small segments
It's still in size of 4 "city blocks" from C:S
>>
>>344037997
rezone so your heavy commercial districts are on the same side of the highway as your industry or have much better connections between them

highway/industry connectivity for heavy commercial is the biggest cause of congestion I find
>>
>>344050231

What the fuck are you talking about you manchild?

I said that segments - each working as separate city, with separate budget, mayor and population, only influenced to some degree by connected segments, but never truly forming full city - are way smaller than maps in Skylines. In Skylines, I start witch one such segment and quickly buy and adjust next ones. In SC4 never get past that initial segment. And since all work indepdent to each one, they never form one big city.

Do you even read what you write?
>>
>>344050125
you can absolutely have regular commercial where people live
you cant have fucking outlet malls in the middle of a housing estate
outlet malls belong on main roads
>>
>>344030134

looks fine anon, just remember to always make way too much public transport and you'll be fine
>>
>>344050371

Show me region with bigger segments. That was part of original question.

>It's still in size of 4 "city blocks" from C:S

Max 2. And in C:S you end with 8. With mods, much more.

If there are mods that expand segments in SC4 share it instead of going "hurr durr, muh SC4" all the time.

Holy shit, I forget sometimes how hard is /v/ to talk with.
>>
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MEMED
>>
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>>
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>>
Just use a mod you fucking nerd
>>
>>344049389
I didn't. The two at the bottom are flowing into the one at the top of the pic. Or were, rather. Instead of flooding downstream like you'd think, the extra flow turned the rivers to reverse. gg on that water physics, CO.
>>
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what y'all think of my new downtown core?
>>
>>344051875
claustrophobic/10
just like a real downtown!
good job anon
>>
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>fill up 1 entire spot on map
>not enough un-educated workers even though there are plenty of un-educated households far away from schools
>no demand for anything
>population rises and decreases by 10 people every day

I just don't know how to get my city started again.
>>
>>344050691
Who is talking about outlet malls? If you build just bunch of regular shops, suddenly your residential area will turn into clusterfuck with traffic full of trucks.
So you need to build American-style suburbs, where there is NOTHING, but housing and everyone is driving everywhere. That's just retarded and annoying. Build anything on-site, and the game punish you with insane traffic increase, because lo and behold, you need to build as if being brain-dead burger.
The worst part is how the game was developed by Finns, who are doing their own urban development in completely different direction, but still created a game based entirely on modern American urban development theory.
>>
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>>344050912
>Making things up
>Insulting absolutely classic of city-builders with made up things
>Holy shit, I forget sometimes how hard is /v/ to talk with.
>>
>>344007231
No. It literally has memes like """clean""" energy being more efficient than other. It's literal SJW Swedecuck Paracux shit.
>>
>>344052416

Have you considered that you may just be bad at traffic management?
>>
>>344052416
It would be nice to finally be able to build mixed zoning, or perhaps have commercials possible to get deliveries via backdoor (connect road from the back and trucks would use this instead of coming from the front)
>>
>>344007231
>Better than SC4
Are you insane? The only thing better than SC4 would be SC4 with updated graphics or just well-integrated graphics mods.

Plus the traffic system from the game is just insane piece of bullshit that instead of simulating real traffic, simulated American suburbia, where everything needs to be build separately in alienated blocks made of circling streets, or else traffic will kill you.

Nice game, but replay value is close to zero when you realise how fucked up it is on design level.
>>
>>344052868
Here, read this >>344052947

This alone shows how badly the game manages traffic and doesn't understand how services are provided.
>>
>>344053062

>where everything needs to be build separately in alienated blocks made of circling streets, or else traffic will kill you.

Have you considered that you may just be bad at traffic management?
>>
>>344051875
those bridges are a hot mess
>>
>>344053218
Have you considered that's not how traffic works?

The most insulting part is how the game was made by people who did Cities in Motion, game that handle traffic like a pro. It's literally a downgrade in competence of a company that SPECIALISED in doing this shit.
>>
>>344053392

Every single intersection in the downtown has a pedestrian bridge :3
>>
>>344052350
>>344052350
>>344052350

please help
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