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/cbg/ - City Building General
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File: 2016-02-29_17-46-29.jpg (207 KB, 1920x1080) Image search: [Google]
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Please post something Edition

IRC: #SimCity on irc.rizon.net

--- News ---
Network Addon Mod (NAM) version 34 has been released for SimCity 4 just one month after the release of NAM 33. http://community.simtropolis.com/files/file/26793-network-addon-mod-for-windows-installer/
A third party patch named SC4Fix has been released for SimCity 4. http://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/
Colonial Charter: The Forge Awakens (CC v1.6) has been released for Banished. Major features include the ability to build cities on water. http://www.colonialcharter.com/
Snowfall has been released for Cities: Skylines. http://www.skylineswiki.com/Patch_1.3.0-f4

--- Cities: Skylines ---
>Wiki:
http://www.skylineswiki.com/Cities:_Skylines_Wiki
>Modding guidelines:
http://www.skylineswiki.com/Modding
>Skyline's official site/Paradox (sign up for free Zen Garden and future free items!):
http://signup.citiesskylines.com/
>Heightmap generator
http://terrain.party/
>Skylines essential mods
http://pastebin.com/HEcKw21a

--- SimCity 4 ---
Contains everything you need for SC4 - getting started guide, modpacks, links to various SC4 communities (with more mods/guides):

http://pastebin.com/Fg9qNhcM (embed)

Remember to turn off U-Drive It icons and minimise the game UI when you take a screenshot.

--- Banished ---
>Modding:
http://banishedinfo.com/

Old thread >>134324398
>>
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>tfw have an extensive underground pedestrian tunnel network

This can't be healthy
>>
How do you guys go about making more hilly plains maps? I want to do something like my home town with sunken highways mixed with rolling hills.

Also, what are some good mods for parks and playgrounds and such?

Cities Skylines that is.
>>
>>134586675
The fine road height adjustment mod is a must, thought I'm not sure it works with the current update yet
Terraforming tools help
And there are some mods specifically for sunken road walls too
>>
>>134587137
Would it be easier to just start with a basic flat map and slowly mold it the way I want it to be then?
>>
>>134587231
If you've got a lot of patience, probably
>>
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>>134586675
pick a map you think looks nice, don't think about it and just build.
>>
>>134588098
Aye. I just keep making grids or sloppy looking roads. It's always a fucking mess. Trying to work on spacing things out to look more natural.
>>
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>>134588231
i get what u mean. i get stuck making grids, but try using just the freeform or curved road tool.
>>
>>134584794
>Please post something Edition
>tfw I cant play C:S yet
>>
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>tfw my pic killed the last thread
also what's the difference between curved and freeform roads?
>>
wake up
>>
>>134588098
Comfy
>>
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survival bump. Let's get building, chaps.
>>
Someone give me a theme for my next city.
>>
>>134600427
Trump wins and Makes America Great Again. He demolishes Detroit and builds a utopian metropolis up on the ashes of pre-Trump economical defeat, what does it look like?
>>
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Post old screenshots.
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>>134603546
I have 12.
>>
These are all my own cities, but some of them have gone through Fotosketcher.
>>
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And this is my last one.
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>>134605070
Nice, how'd you manage to get the camera so close to the ground?
>>
>>134605385
First person camera mod lets you move the camera anywhere, even inside buildings. It's a necessity for getting the really fantastic screenshots of the little details.
>>
>>134605703
Thanks anon, I'll check it out and report back with more screenshots.
>>
>>134604028
Too much variety.
>>
Does anyone know whether there's an LA style storm drain asset on the workshop?
>>
does /cbg/ like webbums of intersections?
>>
>>134610280
Yes
/cbg/ loves webms of intersections
so post more
>>
>>134610280
dunno about /cbg/, but I like it
>>
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>>134610280
YES!
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>>134604818
https://www.youtube.com/watch?v=CHiVJRgMRHw
>>
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why is this guys oak tree so based
>>
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>tfw can't run cities skyline at a decent frame rate at anything other then lowest settings so it looks like a blurry mess
>>
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I wonder what it is about creating busy mass transit stations that's so autistically pleasing
>>
>>134614826
They represent life. The daily lives of thousands or even tens of thousands of people pass through that station, and they themselves are the lifeblood of your city being pumped through its arteries and veins.
>>
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rate
>>
>>134617692
Bretty kewl but the actual screenshot could have been taken in a way that showed off the city better.

I like how there are so many different colours of lights.
>>
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>>134617692
You have quite a bit of empty space in middle of blocks, should look into that
>>
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>>134611790
I'm getting massive retro-future housing poster vibes from this. Great stuff.
>>
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It's an airport.
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>>134623748
Yes. Very airport.
>>
>>134603546
Where are highway exits?
>>
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>>134603546
My first town
>>
>>134605385
anyone know what sidewalks are used here?
>>
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>that feel when your city finally starts to come together
>>
>>134603546
>>
>>134626430

i really miss seeing the toyota prius advertisements when i'm playing cities skylines tho
>>
>>134625625
Nothing special going on, just the normal Avenue with pavement/sidewalk placed along side it.
Theme I'm using is called 'Tura Coast' and I believe it changes the pavement and road texture to the one used in this picture. Of course when the pavement is placed along side a road like that, it removes the zoning behind it, so you have to use it with that in mind.
>>
>>134599223
I thought freeform had you pick the curve once and it used that angle for all future roads until you M2'd while curved made you choose the angle every time.
>>
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>>134603546
>>
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>>134584794
Got some humble beginnings for you /cbg/. How's it look?
>>
>>134603546
Just kill me already.
>>
>>134603546
>>134635296
>>
>>134635016
humble
>>
>>134614093
I know that feeling bro. My game starts bluescreening when i get close to 50 thousand people. Didn't stop me playing short stints tho. The dead have since been removed btw.
>>
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>>134614093
If it makes you feel any better, even people with amazing systems have trouble running that game. It's a lesson to game devs everywhere that you should never make a big game using Unity.
>>
>>134638187
>even people with amazing systems have trouble running that game
No, they don't. Idiots who install 6000 assets with 20000 polys and 4k textures each have trouble running the game.
>>
>>134635016
Solid start. Also it's funny to see how everyone always uses dirt roads for farms.
>>
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Sunken Bump
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>>134635016
I like it, even though the roads on the top left are a bit peculiar.

>>134641932
Sunken roads are the best.

Rate my train-station!
>>
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page 10 bamp
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>>134643021
You could get away with walkways at 9m elevation instead of 12m, and usually roads give way for rail and not the other way around like in the bottom left corner. But other than that it looks real nice.
>>
>>134643021
>rate my train station
Massive incline right next to station/10
There's no way a normal train would be able to get up that without a running start, and even then it would be undesirable.
>>
>>134647302
I don't have the mod for fine road height.
>>
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>>134647843
I should know, trains being my future profession and all. Good thing CS is an arcade city builder and not a hardcore train sim (which would be cool, though).
>>
>>134647935
You should look into getting it. It's all sorts of amazing. The forced elevated build mode makes all sorts of strange things possible.
>>
>>134648871
>forced elevated build mode
I thought it was just more fine control in road elevation. What is that thing you mentioned?
>>
>>134649689
With ctrl+left / right you change build mode to elevated, bridge (superb with rail), ground or normal.
>>
>>134649689
It means you can build elevated roads at any height, including ground level. You can also build ground roads at any height, including 24 metres (it raises the ground to meet the road height).

So what's the point?

Well, when building a highway offramp I use ground build mode to raise the road to 12 metres. This looks way more realistic than having huge concrete flyovers in the middle of nowhere. It ends up being a kind of earth ramp. Then I use the elevated mode to actually cross the highway, then back to ground mode on the other side. You end up with a concrete "bridge" between two earth rams. It looks very beautiful. Other functions would be using the elevated mode to create an elevated road at a height of 3 metres if you want a bridge to look "juuuuust right" (TM).

Also good for building seawalls out over water in ground mode.
>>
>>134611938
Is this silent hill?
>>
>>134650658
>>134650996
Woah, that's awesome. Thanks.
>>
>>134650996
Oh yeah, and super-duper easy sunken roads. Just set it to -12 metres in ground mode and it will sink the road automatically to the right height without making a tunnel. Then put it into elevated road and build a road over the road you just sank, and you have a sunken road underpass. Really good for rail crossings in the middle of nowhere where huge concrete flyovers don't make sense and for inner city highways so you don't have a fuckoff huge elevated six lane highway and instead have a comfy sunken road.

Also absolutely ball shatteringly fantastic for comfy sunken rail in the old town, when they had trains but not subways. And you can turn it back to tunnel mode to go from sunken to tunnel to sunken to tunnel and it looks fan tastic.
>>
>>134651157
I consider it an essential mod.
>>
>>134647935
I thought the Fine Road Height mod was broken.
>>
>>134651692
Works on my machine.
>>
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>>134651692
>>
>>134652137
Oh well then I'll go and reinstall it later today.
>>
>>134648871
Isn't it broken right now and you can't build any roads at all?
>>
>>134652760
Literally 2 posts above you.
>>
stop playing and post comfy
>>
>>134585016
There are probable more homeless people living down there then the game can model.
>>
>>134661407
>tfw no homelessness simulation
>tfw no real crime simulation
>>
Could someone be kind and drop me a link to the interchange in
>>134552050
I can't find it on Steam because the workshop search function is fucking terrible.
>>
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Built both cargo and a passenger a railway.

Losing money on cargo railway ofc but passenger trains are already profitable so it almost evens out.
>>
Please don't die again.
>>
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r8 my cliff city
>>
>>134671124
Those cliffs look awful. I'll need a higher resolution image in order to properly judge your city.
>>
>>134671124
looks kinda ugly m80 teebeeeych
>>
>>134671260
like with shift+f12?

>>134671365
I'm pretty bad at making decent looking cities, but they're functional
>>
>>134671614
Yes. Remember to resize it later to something like 2000 vertical pixels or something like that and save it as a jpg with 80-90% quality.
>>
>>134663238
>>134663238
>>134663238
Seriously guys, does no one present have a link to this?
I'm currently copying it myself, but it would be a lot easier and a lot nicer if I could just plop it.
>>
Page 10 bump.
>>
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>tfw your cozy town's mayor is selling out to ruthless Chinese industrialists and American real estate developers
>>
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bump
>>
>>134674330
https://steamcommunity.com/sharedfiles/filedetails/?id=501415755&searchtext=highway+to+road
look harder fgt
>>
>>134676626
how much buffer do you need between industry and residential? I normally space them at 10 or so units
>>
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>>134676906
I don't have a specific distance, but as long as there's no pollution inside the residential area, I'm fine with it. I also ban heavy traffic within my residential districts, so shipping trucks have to take the main roads around them instead of cutting through the neighbourhoods.
>>
>vm for wangblows has 10gb
>set textures to high
>game crashes
>>
>>134676726
Steam Workshop is stupid, so if you don't search exactly what you need, with exactly the spelling it has, you get either 6 million things you don't need, or nothing at all.
How was I supposed to know that it was "sunsstorm" and not "sunstrom"? I searched "sunstrom" and "sunstorm", which gave nothing. Then I searched "highway to road", which gave 52 pages of random bullshit that wasn't what I wanted.

Thanks anyway, though.
>>
>>134603546
>>
>>134681550
>>
Can anyone upload prop anarchy mod?
>>
>>134686404
https://www.google.com/
>>
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>>134686404
>>134687013
>>
>>134687013
>>134687239
No pirated edition available
>>
>>134687239
>using IE
>>
>>134687797
>being this stupid
Try all the links you get and then come back and thank me.

>>134687834
>being this stupid
Congratulations, though. You've made me open IE to check its private browsing mode.
>>
>>134687834
thats clearly firefox, you useless failure
>>
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>>134603546
>>
>>134688412
I haven't used ie or firefox in years
>>
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Development of the waterfront is coming along nicely. Developer Ronald Drumpf has secured another contract to build an office district across the river, pending city council approval.
>>
>>134688295
Nope, no luck
Not even the shady looking .info site
And nothing in the ramen mess
>>
DON'T FUCKING 404
>>
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>>134698954
It's gonna happen again. And there isn't anything anyone can do about it!
>>
do you guys ever make your own assets? I'm not the most creative person so they end up looking like shit
>>
>>134627762
how did u get the palms where they are? plopped them to fill in the holes the pathways left?
>>
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>>134704448
>half of it
one job
>>
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this "interchange" is gonna be a problem some day I just fucking know it
but for now let's ignore that
>>
>>134705895
are those tall skyscrapers part of the base game? I never seem to get anything that tall
>>
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>>134706313
I have so many assets installed I don't know which ones are base and which aren't. I was going for a cyberpunk look with this city so I downloaded a bunch of buildings with that aesthetic
>>
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>>134624970
Sewage/10
>>
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keep the dream alive lads
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>>134665749
What sort of voodoo magic you used. Profitable passenger rail? What?
>>
>>134684293
Delightfully dystopian, citizen.
>>
>>134703262
Parks mostly. If you have something like 5x9 plot, it's easier to make one yourself than try to find correct sized park from workshop that doesn't look shit or doesn't have ridiculous stats like bazillion visitors weekly (seriously stop doing that wtf)
>>
>>134705895
DESU it's a problem already, sheesh. Great opportunity to replace it with something cool though. Get to it.
>>
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>>134623748
>>134623865
That's an amazing airport! I'm totally jealous. Mine pales in comparison really. Also, why is your airport blue and mine is red?
>>
>>134706528
Now you just need nighttime fog and some vangelis. Replicant / 10
>>
>>134715497
Now call me colorblind, but I'm not really seeing the red/blue thing? Are you talking about the runway lights or what? Maybe it's a LUT thing? Tropical here.
>>
Are there any proper oil industry assets? Refinieries, overground pipelines, etc. Can't find anything like that in the workshop. I want to build a proper oil industry/harbor thing, and storage tanks and geothermal plants are the best I've got at the moment.
>>
>>134703718
I use a mod called 'prop anarchy', I highly recommend it. Allows you to place props and trees absolutely anywhere.
>>
>>134671124
>all that broken terrain

How can you live with that?
>>
>>134721506
I personally don't like building on maps with lots of flat ground, it leads to grids
>>
>>134716650
Look at the ATC Tower. Mine has red struts and the other guy has blue struts
>>
>>134721615
Must be a building color variation thing, like in growables.
>>
>>134721596
Yeah but the terrain textures are literally tearing, revealing the bright blue netherspace beneath. I'm all for interesting terrain, but not when it's causes texture tearing
>>
>>134722045
that's only because the graphics settings are at low
5770 can't handle cs easily
>>
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Thought on my main roads?
>>
>>134722651
Can't wait for a new version of rollercoaster tycoon
>>
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>>134722651
>>
>>134722651
sure it works, but having all those elevated and adding ramps would improve efficiency by tons
>>
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>>134723218
>>134723598
>>134723792
so elevated the entire way and with ramps going on to them as if it were the highway?
>>
>>134724717
yes
those roads are overbuilt, you should be branching off the highway with big roads, then branching off those with small roads, and not have everything connected by non-highway roads
>>
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>>134724851
is that better?
>>
>>134725412
yes
>>
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I think I'm slowly starting to understand how this works.
>>
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Just got back to work and making a cup of tea before diving into my city. After that I will play some Mafia because I never beat it as a kid. What a wonderful game.

>gas usage
>odometer
>police stop and fine you if you go over the speed limit or run a red light
>police don't shoot you if you don't have a weapon and not killing anybody at this moment
>driving physics feel extremely heavy
>cars actually bend from damage like in GTA IV

It was ahead of it's time, and still ahead of ours. What does /cbg/ play besides city builders?
>>
>>134726660
What the fuck am I looking at?
>>
>>134727032
Everyone makes mistakes.
https://www.google.es/maps/place/Sinthay+River,+Myanmar+%28Burma%29/@19.7905102,96.224824,1537m/data=!3m1!1e3!4m2!3m1!1s0x30c8b1199159fd7f:0x9ed192a5f6e1cdd0?hl=en
>>
>>134709680
>Plane flies with landing gear out
triggered
>>
>>134719354
neato. thanks.
>>
>>134693296
For real? Do you have the google results in english? You have the page that allows you to download mods for the pirated version in the very webm I made for you.
>>
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AYYYYYYYYYYYYYYYYYYYY
>>
>>134724717
>>134725412
Those squares make me want to kill myself but goddamn the windmills look comfy.
>>
>>134733592
>>>/d/
>>
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You know, I've only belatedly come to the realization that there aren't enough Mediterranean buildings on the workshop yet to fully pull this off.

Sure, there's a ton of residential buildings, but there's a startling lack of level 1 Mediterranean-ish commercial buildings of varying tile sizes. Right now I'm using some Russian and British commercial buildings to pad out the theme, but I hate myself for doing that.
>>
CS 21mb update! Canals?
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>>134735381
If that's the case, then I better not put down harbors until the update.
>>
>>134735381
I'm excited to see how many mods break and for how long.
>>
>>134715605
>[Synth intensifies]
>>
http://colossalorder.fi/ChirpyContest/

They're celebrating their one year anniversary with a bunch of Chirpy stuff I guess?
>>
>>134736221
>Later this month, Cities: Skylines will receive a free content update which will add new features and options for ambitious player-mayors. Players should be formally informed that they can perform mild terraforming on their cities’ formations, to reform former landforms into malformed formats. Canals and quays will also be available for construction, so that Paradox can officially say they have handed over the quays to the city.
>>
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Bump.
>>
>>134734530
Nah, this is the only way to keep /cbg/ from dropping off Page 10. Just look at the most popular generals.

We should turn Chirpy into a waifu
>>
>>134736559
>Canals and quays will also be available for construction, so that Paradox can officially say they have handed over the quays to the city

>tfw you spent autismal hours since Snowfall building canals and harbours manually
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>>134740193
>tfw you never bothered with canals because you had had enough of that puzzle-piece shit with Sim City 4.
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What do you guys think of my city so far?
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commercial district
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Page 10 bump.
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>>134744591
It's nice.
Stealth bump.
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bridges
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Why are mapmakes so bad at making maps? Rivers do not have huge fucking cliffs down their entire length, nor are they 1.3km wide for their entire length. Cliffs are cool, but they usually aren't the height of fucking mt Everest.

I just want a good, realistic map without these stupid ultra-dramatic landscaping features.
>>
>>134722651

wtf m8
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>>134734742
Holy shit that looks good.
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>>134751206
Remove UI next time.
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>>134744591
Too many bridges.
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>>134752247
good idea
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>still no tunnels in the map editor

Goddammit, I'm not making my island paradise if I need to place massive bridges connecting to the edge of the map.
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>>134734742
Damn son, that's amazing.
>>
>>134744591
The steep angles at high-way ramps on the east double roundabout exchange bother me
>>
https://www.youtube.com/watch?v=gjyaaMHe09s&feature=youtu.be

would you?
>>
>>134753445
>>134751206
Are pedestrian/bicycle ways actually part of the vanilla game?
>>
>>134762756
>that opening music

https://www.youtube.com/watch?v=qUmOltu83jk

That's music from fucking Sims 3. Can they actually use that?
>>
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>>134764195
Pedestrian yes, bicycle no.
>>
Can you guys post your traffic maps. I'm struggling with my city. Would post mine but I'm at work.
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>>134765309
My second city.
It's actually not very good and I'm planning some restructuring before going to 20k people.
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>>134766242
Why not have your inner highway just break off from the outside highway?
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>mfw RCI demand is always so low that I have to just let the game run overnight in order to fill up newly built districts
>>
If I build an Express/Collector highway system will cims actually use it as intended?
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>>134767110
>overnight

Dude, RCI demand can appear to be 0 and you'll still have people move in (albeit usually at a low weekly rate) for any residential areas you zone.
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>>134766903
Somebody send the fucking Mario Bros. because I need some plumbing done.
>>
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>>134765309
Sure. Still under construction, but traffic should be a-okay.
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Guys... it's not happening.
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>>134770460
>someone on the internet lied
big surprise
>>
>>134769992
Mother of god. What's the reason behind that back-up?

>>134770042
I like it anon. It'll look real nice when you're done.
>>
>>134771198
>What's the reason behind that back-up?
Sorry, don't understand what you mean.
>>
>>134771372
What's in the middle road that has all those buses/cars trying to drive down it?
>>
>>134771557
From this picture:
>>134766242
North 1/3: Industry + train station for products
South 2/3: living, offices etc.
>>
I am a necromancer.
>>
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Is there any way to make these not yield for each other? Theoretically they shouldn't, but they do so anyway. It looks like occasionally the incoming ones go a little too far forward and cut across the outgoing.
>>
I get the feeling that this thread will die as soon as I go to bed.
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>>134781081
i've got some screenshots to keep it alive lad
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>>134777893
i usually try to connect the road like this, naybe it'll help
>>
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And so the location has started. Based on Magdeburg rights, it should become the antithesis to all Corbusier's ideas. A dense, lively city full of mixed zoning and local community attractors.
>>
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Keeping busy.
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>>134584794
Pretty kool
>>
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First attempt at a thing.

Roads in the background are going to be a commercial district, up the coast is going to be the bulk of the city once that becomes a thing. Far off camera is industrial zone.
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>>134782786
Left and right are exits of roundabout, middle feeds back into it and the arcs flow with one ways back into the middle.
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Good night /cbg/
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>>
ded
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Bump.
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Passing by and posting an old image of mine for you all
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The new developments are now bustling. With renewed confidence, Ronald Drumpf now vying for contracts to build on the rest of the city's waterfront, but he now has to compete with Hongbao development firm, which recently built a mid-range shopping district closer to older neighbourhoods. This could get bloody...
>>
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>>134603546
this is the first pic in my screenshots folder
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>>134603546
heres a kinda-old screenshot
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>>134782394
>it should become the antithesis to all Corbusier's ideas.
>it's a grid
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>>134781683
Try a highway ramp lad
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>>134793835
Oy gevalt!
>>
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who /openttd/ here?
I'm too stupid for city builders, so I just downloaded some AI and let them loose onto the world.
>>
>>134795175
>too stupid for skylines
Wow. That's a new low.
>>
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>>134797384
I actually haven't tried Skylines yet. It seems nice, though.
>>
After reading up the differences between all the simicity 2000 versions, I am disappointed that there isn't a definite version of 2000 with all the best features.
>>
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Does this look 'natural' at all?
>>
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bump
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>>134801138
As much as I like /cbg/ being around, if it's not active enough to live on without blatant bumps, then shouldn't it be allowed to die? We could just post in /v/ or whatever, like the old days before /vg/.
>>
>>134802514
Probably not the worst idea tbqh
>>
>>134802325

breddy gud
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>>134799460
Depends on what you call natural. The south part looks kinda odd, given how it abruptly ends.
>>
Goodnight /cbg/. Please don't die while I sleep.
Unless I do.
>>
>>134767705
Yes. Cims alawys select the fastest way. Different roads have different speed limits. So if going on a highway would be a bit bigger in distance but still faster, they will go. If it's bigger in distance and a bit slower, but avoids traffic - they won't. AI doesn't account for traffic.
>>
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>>134603546

my shit-powered city from back near release of skylines, but I had to make a new screenshot because I couldn't find my old ones.
>>
>>134802514
/v/ can be awful though
>>
>>134809790
Beautifull!
Thread replies: 255
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