Cities: Skylines

Apparently the key things with the road layout is to use 2-lane roads where possible because they don't have stop lights at the intersections so traffic flows more freely, and try to use one-way roads leading in and out of the city and in the industrial districts. That's what I understand from watching a few youtube videos anyway.
 
1.0.6b - Patch notes
Windows: dependencies to the visual studio runtime have been removed. Addresses the issue where ColossalNative.dll would fail to load for users missing/having wrong msvcrt dlls.
Windows/OSX: fixed an issue where some users would not have permissions to access an user folder
Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
Linux: various runtime optimizations
Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines
Mac/Linux: fixed a crash when selecting a building in the Asset importer
All platforms: added some debug info which may be useful when trying to help users in trouble
All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed
Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up.
nerfed parks decreasing commercial demand
road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
building effect radius is more accurate
added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel).
added a chirper volume slider in the Audio options
intro screen can be skipped with mouse click or key press
fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
killed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)
fixed holding down mouse button and release over ui keeps some tools active
fixed tooltip stays visible when using shortcut to open area view
fixed parking spaces still working for burned down buildings.
fixed mouse raycast use normal mesh for burned down buildings.
removed airplane engine sound from unlockpanel...
fixed minor text issues in different languages
fixed wrong tree shadow alpha with pollution or water
fixed bulldozeing ship/airplane paths in map editor even when they are not visible
fixed pedestrian bridge color slightly wrong from far distance
 
1.0.6b - Patch notes
road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads

Great :) Hope dual monitor lock will come soon too.

I started a new city today on one of the south Europe maps and was so happy to see that pollution does not look very purple there!
 
has anyone found the key to good layouts at the moment? is a grid system generally the best or just a random free for all?

I usually start with a 3x3 grid. Leave the center square for police, health, schools etc. Put a few shops around the outside of grid and fill the rest with houses.

Have a main road running away from the city to industry etc. Not too far otherwise fire/police can't reach it.
 
I started a grid system in the first square. I filled it about 90%. traffic is reasonable but with 40k happy people it gives me a huge income to build the other tiles properly. At some point i'll go back to that tile but for now it's just an enormous cash cow.

My biggest issue now is there's no demand for residential so i'm growing slowly (50K).
 
Does anyone know whether having good pedestrian footpaths that are short distances and link residential to office/Ind actually takes any cars off the road? Likewise with buses, if you provide a good bus service will people travel by bus does it remove cars from the roads or are buses just additional vehicles?
 
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