Cities: Skylines

Well i spent 4 uours trying to make Swindons magic roundabout last night rather than actually playing. Sadly you cant do it as the roads are too snappy even with the snap feature off.
I did however make a basic alternative as close as i could which has 5 roundabouts, interconnected feeding off one and added it to the workshop and people are subbing to it lol
 
Well i spent 4 uours trying to make Swindons magic roundabout last night rather than actually playing. Sadly you cant do it as the roads are too snappy even with the snap feature off.
I did however make a basic alternative as close as i could which has 5 roundabouts, interconnected feeding off one and added it to the workshop and people are subbing to it lol

Link? I do love a roundabout on this game - and as Swindon has a mental one I'd like to try it please.
 
Link? I do love a roundabout on this game - and as Swindon has a mental one I'd like to try it please.

Its really not as good or like you think as so far it appeara impossible to do it just like the real thing. I'll link when i try to redo it this afternoon.

Im going to build spaghetti junction too which should be a lot easier
 
Its really not as good or like you think as so far it appeara impossible to do it just like the real thing. I'll link when i try to redo it this afternoon.

Im going to build spaghetti junction too which should be a lot easier

Epic, I haven't used the Assett Builder yet but have a few from the workshop which are nice.

Might have a little play with a few roundabouts later.
 
No, im the same. Theres 9 shades for land value, and i seem to be at 8, the residential and commercial area on the other side of the highway is at 9, a proper lime green, whereas the offices arent. ive tried adding parks and a tier 5/'V' monument, and neither has had any impact. Ive also tried reduced office tax policy for the district.

Im gonna persist with it, but in all my high value areas they're always just short. I've just knocked down a highrise residential in the middle of my best district, 62m/m value, and replaced it with an office... nothing is growing there, which is rather odd.

I wonder if city population is a factor also. I'm only hovering around 30k atm (although it looks a lot bigger). Everything else seems to be in place.

I've noticed that Industry demand is quite often disproportionally large, and I'm sure it's related to lack of jobs per unit of office zone, best illustrated with the picture below.

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This is a view of my downtown area, and highlighted is the tallest natural building in my city (obviously it's commercial, but I'm sure it holds true for office as well). It's 21 stories high, yet only provides jobs for 15 people. Should realistically be more like 500 I would think.
 
Pretty MASSIVE bug if you haven't read about it.

Residential DO NOT need to be connected to Industrial or Commercial. They'll teleport there and "Work from home".

You can test this out by having Industrial connected to the highway along with Residential and Commercial, but not have them connected to each other. They'll fulfil their worker demand requirement, but you'll get zero traffic. Once residential areas fill up with people, disconnect it from the highway.

It essentially breaks 1/4 of the game, as traffic management is part of the game.

EDIT:

Developer has replied to the issue:

Lets see if I can shed some light to this issue!

All workers do not need to get to work. This would simply need too much processing power if all 1 million citizens left to work at the same time. The worker numbers shown in factory information windows are the employees assigned for that building, the ones who can visit it as a work location. Not all of the workers will visit the building at the same time, some might not ever visit it, but they are the ones marked to work in the building. Employees don't need to get to work, but there need to be enough people in the city to assign to each workplace.

If citizens get stuck in traffic they will return to their starting point and abandon the traveling. This mechanic prevents city-wide gridlocks from happening, because when the traffic got that bad, it was very hard for players to see where the actual problem was because the traffic info view showed all roads as congested. Now the traffic jam will stay, but not expand uncontrollably, so it can be found and dealt with. Traffic jams do affect the city, because citizens can't travel to shopping locations, tourists can't travel to shopping locations, goods don't ship to local businesses and raw materials don't reach the industry.

Industry needs connections to receive raw materials and ship goods to outside locations or businesses in the city. For the most tax revenue, you should produce raw materials locally, have industry make them into goods and have local shops sell them. The shared save (Worker bug) has a city that does not even cover the upkeep of the roads with the industry taxes because they do not ship to local commercial areas. All buildings spawn with a small buffer of the items they need (goods for commercial, raw materials for industry) and will only require a shipment once the buffer gets low. In the save's very small city the buffer lasts quite a long time, but if you let the save roll on top speed for about 15 minutes, the buffer empties and commercial starts to need more goods. In a larger city, the buffer is gone fast and thus buildings react to poor connections faster.

So basically goods and raw materials work as agents, but citizens are a combination of agent and statistical model. A good road network makes the city produce more tax revenue, and having public transportation to take citizens to work will benefit the player by generating ticket income. Tourists only spend money in the city if they can reach commercial areas.

The city is quite slow to react to changes, but this was a choice made for stability so you can't accidentally destroy your city by a few poor choices. There's always time to react and fix things.

In Skylines citizens would not leave for work at the same time. Right now they have locations they are likely to visit, which differ per age group. Young adults with jobs (non-students) and adults are very likely to visit their workplace, seniors prefer parks and other leisure locations, children and teens go to school and all ages go shopping. If the citizens reach their destinations, the city runs better and makes more money, but it is not catastrophic if they do not reach the places, so players have the time to make fixes and can play even if they are not very skilled with traffic management.

To keep the system requirements reasonable, the game simulates about 65k of citizens moving around the city at the same time. So that size of cities would be possible to simulate with actual agents. But since we had the aim of one million citizens from the start, we had to be creative and combine systems to help the cities have life, but not so much that they get congested with cars and citizens and make your computer explode in a fiery ball.

Some one was also asking about the crime rate. The crime rate is affected not only by police, but also by citizen happiness. Basically the happier citizens are, the less likely they are to turn to crime. So when you try to get a high crime rate, turn off many services to lower land value and lessen available services, so that citizens will be miserable.

Getting citizens to the workplaces offers a small efficiency boost to the workplaces, but not much, because the player cannot affect the fact that not all citizens are able to go to the workplaces and it would feel unfair to punish them for that.

PS. I too love Banished!
 
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Pretty MASSIVE bug if you haven't read about it.

Residential DO NOT need to be connected to Industrial or Commercial. They'll teleport there and "Work from home".

You can test this out by having Industrial connected to the highway along with Residential and Commercial, but not have them connected to each other. They'll fulfil their worker demand requirement, but you'll get zero traffic. Once residential areas fill up with people, disconnect it from the highway.

It essentially breaks 1/4 of the game, as traffic management is part of the game.

That's unfortunate, but it seems like a design choice. In honesty, it shouldn't make much of a difference provided you don't purposefully exploit it.
 
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That's unfortunate, but it seems like a design choice. In honesty, it shouldn't make much of a difference provided you don't purposefully exploit it.

Yeah it makes sense what they have done, its just i don't know. It makes me feel like i prefer Sim Cities artificial population inflation as a better method for dealing with this issue.

Simulate 65k population, but make each car have more "population" in it to compensate. So then your at least having to be worried about traffic management.
 
I have so many people Dying in my city and requiring body pick up... yet when i click on my Crematoriums (i have about 30) everything is in the Green... haha i must be doing something wrong
 
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