Cities: Skylines

Associate
Joined
12 Mar 2013
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690
Location
Grimsby UK
Your saved game runs well, very smooth, with under 14GB of memory used, I have 32GB installed....

screenshot below

EC03218FA78D15C0BE5E8C1D7808FF3EBA46BA9D

10GB or so memory used on GPU. Low CPU load.

what do you think? I’ve just uploaded the latest one where I have tried to fix my rail network.

Oh and I tried to make an island prison also! Ha

I may up to 32gb then. Stays under 16 for me but uses 90%. And uses 99% of GPU vram (8gb)
 
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Soldato
Joined
15 Oct 2005
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Earth, for now
what do you think? I’ve just uploaded the latest one where I have tried to fix my rail network.

Oh and I tried to make an island prison also! Ha

I may up to 32gb then. Stays under 16 for me but uses 90%. And uses 99% of GPU vram (8gb)


Very interesting looking good. I have not played this game for quite a while. One or two quick and dirty / random points.....(understanding that I have most of the DLC)

Your elec budget, and water, is set too low. You know that as it is reduced at night due to your overall profits being low. But power and water / sewage issues occur.
Lifted those back up to normal levels and then to offset that introduced local district policies, as tax at 12%....

At each industrial zone instigate "Industrial Space Planning" that doubles your industrial output. Double exports and then more profits, flip side is more trucks on the road. BUT the industry needs to get to level 3 to be the most profitable.
High Commercial districts only get the "Big Business Benefactor" policy. Again those buildings need their levels lifted.
Similar could be applied to other types of created districts.

Public transport always runs at a loss. But I have never built that many tunnels as you have done. Look at the costs for your roads, nearly 92k. Having tunnels costs real money to upkeep.
You don't have any toll roads
You have no Farming, Ore, Oil or Forestry businesses exporting, other exports possible.

Only 3% unemployed. Try and raise that to double figures, no penalty for having unemployed but they act as a buffer for a death wave. As 29% of the people living with you are seniors that could happen and have a very real effect. You had 1080 deaths and 934 births, try and get your numbers up of people moving in.

Tourism isn't really being used and if it was then vanilla means very little profits. I helped that with a mod called "profitable tourism" that made having tourists a real value to the economy, but not in a cheaty way.

I used another mod called "Lifecycle Rebalance Revisited" this ensures people move in at different ages and skills and also die at different times etc. Really useful.

Only apply city wide policies that are needed for the full city. Apply more local district policies, like the ones noted, that can make you money or, for example, keep certain vehicles out of a residential district that are bordering an industrial or commercial one.

Your overall city looks very nice, like the balanced use of public transport as well as private cars. You could encourage more cycle use, with policies and specific cycle lanes etc. That frees up roads, also Cims will walk if the paths and overpass type paths are built, rather than crossings.

Didn't spend too long having a look, just a few minutes. As noted not played for quite a while.

Well done.

Your 16GB on the number of assets used should be fine. I used 2900+ assets and the 32GB was useful.
 
Associate
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690
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Grimsby UK
Wow thanks for that!

yes I haven’t really touched the policies at all, and have all the DLC but I have yet to do any of the specialisations in industry. The highway to the north that’s empty is going to be my farming/forestry and oil area.

I play with no night mode as I can’t see what I’m doing haha.

yes. I do have issues with “death waves” where I have full areas crying out for crematoriums.

the tunnel mess is the only way I managed to get the industrial area working..... for now.... my next project is to reduce the amount of tunnels I have as it’s like spaghetti junction under there. I think I messed up by not having a one way system around the edge of just industry and too small roads around the industry.
 
Soldato
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Earth, for now
IIRC Cims live for six in game years, so the faster you zone and the more who move in will represent your death wave in those six game years. Zone slowly and think about that mod, it will level that out. It is really good and can be added to a running game. Double digit unemployment is useful around 12% or so.

Cargo trains and industry work well together, doesn't need to be all about trucks and roads. Using those greatly reduces the trucks and thus the overall vehicle count.
 
Soldato
Joined
8 Nov 2003
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5,529
Location
Bedfordshire
Think I've found the limit to my 3x3 map without mods. Population hit 330k, suddenly had a huge influx of deaths, stock movement gone and a mass exodus. Population plummeted by 80k and a demand for housing peaked. I've re-zoned more housing in land I was going to use for other purposes and the population still continues to drop. Something has changed in the game dynamics since I played it a couple of months ago and it's killed off my city.

Well I found the issue, somehow industry 4.0 got turned off as a national policy. All my commercial space got wiped out as industry couldn't keep up with demand. 10m cash gone in a matter of days due to tax issues and I had to flatten whole areas of commercial space and industrial to get rid of the abandoned buildings and now industry over production while the commercial tries to catch up. Population back to 330k and income is flowing again, but the zones have still not recovered fully.
 
Soldato
Joined
3 May 2012
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Wetherspoons
Anyone able to recommend a good map theme for a UK based coastal town?

I've spent spent the last few hours stripping out assets in my game, think I might get started just doing the terraforming.
 
Soldato
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Earth, for now
@tamzzy pretty amazing layout and build there. Would have loved to use the CSL mapview when I was building cities.
You did ever so well to get such a population and only recently hit the CI limit. You must have planned that city well to keep under the other hard limits.
A pity that those limits are there in the game, perhaps more so with todays hardware.
 
Soldato
Joined
6 Oct 2004
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20,199
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England
The hardest part about building a city is the initial 30-60mins and initial setup......which is why I’ve restarted at least 60+ times and never got above 150k :p
 
Soldato
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15 Oct 2005
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Earth, for now
^^^ Kinda got disillusioned about investing so much time into the game to then find you feel compelled to end your city due to limits that you can only do so much to work around.

@tamzzy just go to your save folder

C:\Users\xxxxxxx\AppData\Local\Colossal Order\Cities_Skylines\Saves

xxxxx = your ID

find the latest save from your city and uploaded to share.
 
Man of Honour
Joined
26 May 2012
Posts
16,481
find the latest save from your city and uploaded to share.
thanks

Care to post your save file?
here: https://mega.nz/file/MnZiyYJY#tWmCezfc-Y2HMe2LiLSBiRCQXm_EZm1Jxiii-J35lPU

just fyi i had a 30min gander earlier...looks like the citizen instance limit has well and truely broken the city :(


You did ever so well to get such a population and only recently hit the CI limit. You must have planned that city well to keep under the other hard limits.
A pity that those limits are there in the game, perhaps more so with todays hardware.
haha, not really...just got lucky i guess :p
basically based it off concepts of real-life UK cities with inner and outer ring roads (motorways) and arterial links
all this "lane mathematics" malarkey seen on biffa's yt channel...pfft i've used them for years before he even came up with the idea
mass transportation is a must. getting 20k cims on mass transport = 20k less cars to clog up the roads
if they ever make CSL2 with increased limits, that would be amazing
 
Caporegime
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20 Oct 2004
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....
Soldato
Joined
15 Oct 2005
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Earth, for now
Looks like car park roads, which is basically just a road that you then plop decals down (but it actually works too!). Then the other ones are probably just working decals.

https://steamcommunity.com/sharedfiles/filedetails/?id=1285201733

One of the best 'mods' on CS. It makes the city look more alive for sure, rather than ghost cars.

Looks awesome btw :)


could be wrong here but I think that you can use the ploppable asphalt mod, and then line decals etc, to change the colour of that type of carpark if you wanted it to match where you have placed it. That level of detailing was not my style of playing tho.
 
Soldato
Joined
3 May 2012
Posts
8,656
Location
Wetherspoons
I'm honestly not sure. I haven't played the game in a little over 2 years, and I have a ton of stuff installed on my game that I can't remember what it does, so just taking a while to familiarise myself with everything, remember what everything does.

The darker car park is car park road, you place the lines over, the ones next to the visitor centre and downloaded also, sorry I can't be more specific.

I'm sure I'll pick it up more as I go, I know some of the mods I used to have have vanished, maybe they got outdated and the author removed them, I had to put "move it" back on for example.
 
Associate
Joined
12 Mar 2013
Posts
690
Location
Grimsby UK
Is there a way to lower the amount of trains coming externally empty?

i have a tail back or cargo trains, a lot full but a lot are all 7% full, seems a waste.
then on the red external passenger trains i have so many with 1-3 passengers and then others with 125 for eg,

i dont really see the point of running cargo trains 7% when there are 20+ trains at 7%! Could be just two trains then causes no issue
 
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