Cities: Skylines

My traffics at 65%
Been playing with removing lights and in one area turned all the red to green. Just need to work across the whole city.
Didn't know you can do taxis !
 
No idea what my vehicle count is, I don't think unmodded shows it. 2.5k bike users, over 12,000 use public transport, zones are set out so walking is easy.

Tips for dealing with traffic:
  • Get people on bikes, cycle paths through the city reduces cars.
  • Treat your road network like a tree, motorways to 3 lane to 2 lane to single road, don't use single roads to join estates up.
  • Don't make zones too big, close zones allows walking.
  • Line roads between zones with paths, build estates. You don't want your trunk roads filling up because traffic is stopped for deliveries.
  • Run a secondary underground network of motorway to ease flow.
  • Intersect various modes of transport. People don't run on grids so mix up the transport a bit.
  • Cargo trains can take goods from factories to commercial as well as import/export, more load off the roads but make sure the stations have easy access and not directly loading onto a trunk road.
  • Replace busy junctions with highway ramps to aid flow. Internal city motorways are not uncommon.
  • build paths for pedestrians above busy junctions, traffic will not have to stop to let them pass.
 
Last edited:
I'm getting into this just now. My first city hit a bit of a wall around the time I got to 8k because I'd built everything with single lane roads so traffic just turned into a nightmare. I've had a few fresh tries at things just getting to like 2k to see how things work, and I've now taken a new city to 11k. It's got a highway right down the middle and then big roads and then little roads, which seems to be what people recommend and which is holding up ok. Garbage is a bit of a problem as all my landfills are getting full and incinerators are taking a while to catch up. Industry is dying a death for some reason. Not enough uneducated workers, but I'm not sure what to do about that. I've just rezoned some industry as offices and high density residential so I'll see how that works. I've also just spotted that there's a waterfall in the river so I'm gonna save up for a hydroelectric dam.
 
I'm getting into this just now. My first city hit a bit of a wall around the time I got to 8k because I'd built everything with single lane roads so traffic just turned into a nightmare. I've had a few fresh tries at things just getting to like 2k to see how things work, and I've now taken a new city to 11k. It's got a highway right down the middle and then big roads and then little roads, which seems to be what people recommend and which is holding up ok. Garbage is a bit of a problem as all my landfills are getting full and incinerators are taking a while to catch up. Industry is dying a death for some reason. Not enough uneducated workers, but I'm not sure what to do about that. I've just rezoned some industry as offices and high density residential so I'll see how that works. I've also just spotted that there's a waterfall in the river so I'm gonna save up for a hydroelectric dam.


Be a little wary of getting a head of yourself when going Hi Res, as they can bring further traffic congestion and demands of High Commercial etc, as well as being picky about jobs.

You can have Low Red fully educated and working in industry, some might show as being over educated but at least it helps raise industry to level 3 and thus produces less pollution. Policies can help as well.
Until you get the basics managed you might not wish to consider the workshop but I use a "modern" incinerator with a zero pollution footprint and a high capacity landfill from there.

Industry has to be placed near enough to commercial to send its finished goods to but also within a reasonable distance to the highway or rail etc to import / export the finished goods or raw materials from specialised industry as needed etc.

Good luck.
 
lol

They are "largely" useless :D

They make a little bit of cash but who cares - blimps are cool! :)

Not enough uneducated workers, but I'm not sure what to do about that.

Create a residential district specifically for your industry workers nearby or connected to the industry zone and then set the policy, from memory, School's Out - Prefer Work to Education. Requires a DLC, think After Dark.
 
Just been patched, now the new DLC is out.....

Good day to all of you lovely City Builders out there! We're less than two hours away from the release of Cities: Skylines - Concerts! Whether you're ready to throw up the horns or not though of course does not mean you shall go empty handed! Here are the full patch notes for today's patch which should be released in roughly one hour! Hope you like it!

1.8.0-f3

Paid content Concerts mini-expansion
Concerts mini-expansion
  • Festival management mechanics
  • Festival policies
  • Upgradable Festival Area
  • Three animated Festival bands
  • New Radio station
  • Chirper Hat
Free update for all players and DLCs owners
Cities Skylines base game
  • Content Manager Overhaul
    • Sort assets by
      • Active state
      • Update date
      • File location
    • Choose order of sorting: ascending/descending
    • List sorted by name by default
    • Assets can be selected by clicking them
    • Select all / Deselect all allows user to select or deselect currently filtered assets
    • Enable all / Disable all now affect only selected assets
    • Unsubscribe All button allows user to unsubscribe selected assets in Steam Workshop tab.
    • Multiple search terms can be used to filter the asset list by separating them with comma
    • Asset filtering by Steam tag: prefixing a search term with "t:" can be used to search for steam tags
  • Added "snap to all" option to Snap Settings Panel
  • Fixed: Pathfind causing problems with multiple policies
  • Added scrollbar to overflowing asset importer template category tab buttons
  • Content manager optimization: fixed saves with large amount of custom assets causing hanging
  • Fixed: Cut off text in What's new panel in KO
  • Fixed: Missing 'Load Scenario' localization when loading scenario in all languages except EN
  • Fixed: Missing translation for ''Toggle Traffic Routes View'' tooltip in road infopanel
  • Fixed: Citizen Modding: Cow and Pig model are turned 90 degrees clockwise in the preview window
  • Fixed: Issues with bulldozing and construction sounds
  • Added keymapping support for pressing the following buttons: Toggle Snapping Menu, Change Elevation Step, Toolmode Button 1-4
  • Traffic routes info view does not show bicycles for players who don't own After Dark
  • Fixed: Quickly pressing the "Esc" key multiple times, while opening a sub menu of the Pause Menu with the mouse, causes a soft lock
  • Fixed: The values displayed in the Transport view cannot be lower than 9 per week if it previously exceeded that number
  • Fixed: When the user removes the critical status on a building that has no road access, the road access status will be missing
  • Fixed: Multiple instances of a building can be placed at the same spot
  • Fixed: Some Unique Buildings do not follow the Alphabetical display order in Asset Editor
  • Fixed: Power lines, train and tram line tracks cables are unaffected by the fog
  • Fixed: Elevating terrain and using the undo feature leaves behind some remnants in Map and Scenario Editor
  • Fixed: Sometimes when opening the options menu and closing it with escape will result in a softlock
  • Fixed: The mouse pointer does not change into an excavator when bulldozing pipes
  • Fixed: The Water Tower's Info Panel description contains unclear information
  • Fixed: Wrong resolution appears in the drop-down menu when changing from the default to the highest when in windowed mode
  • Fixed: Russian text in Options \ Keymapping \ Map Editor goes out of bounds
  • Fixed: Eden Project description says that it "removes" pollution rather than "decreasing" it
  • Fixed: The "Zoned Buildings Distribution" text in a district's Info Panel is cut off in PL, ES and PT
  • Fixed: Two brushes can be highlighted at once in Map Editor
  • Fixed: It is possible to have Min values higher than the Max and vice versa in Theme Editor World Properties
  • Fixed: Maps downloaded from the Steam Workshop that are then imported and saved by the user do not appear in the Save Map panel
  • Fixed: It is sometimes possible to bulldoze roads outside of city limits
  • Fixed: Public Transport lines are not shown inside tunnels
  • Fixed: Buildings with "Operating at a reduced rate" text, overlap the info panel when playing with RU
  • Fixed: Sometimes, the No Road Access icon is not displayed when a Service Building no longer has access to any road
  • Fixed: Overlapping PL text of policies names under Big Town milestone
  • Fixed: The textures of the Landfill and Snow Dump become corrupted when viewed from afar after first importing its model
  • Fixed: Ships can travel on land and through dam
  • Fixed: Scenario Editor condition 'City Value' unclear
  • Keyboard shortcuts for changing road elevation / switching between over- and underground (page up / down) also switch between overand
  • underground mode for bulldozer
  • Garbage facilities show different stats based on how they work
  • Fixed: KO missing spaces between characters
  • Fixed: Cargo Train Terminal not working when build next to road with bicycle lanes
  • Fixed: Opening the settings menu while holding down the Free Camera keybinding causes the title to soft-lock
  • Fixed: Landscaping does not return cash or soil to original state when pressing Ctrl-Z in-game mode
  • Fixed: Keybindings are still active in-game, behind the save game pop-up
  • Fixed: Low contrast between red color and black text on "Adult" stat in district info panel
  • Fixed: Changing the Size of the Content Manager window causes the Last Updated text and Delete button to randomly change location
  • for some content
  • Fixed: Some Electricity generator buildings do not require water to function despite needing workers
  • Fixed: The use of an article is inconsistent for the service buildings' Info Panel description
  • Fixed: 'Custom assets/mods used: x' text overlaps 'Delete' button in Content Manager and is missing value of assets/mods in RU
  • Fixed: Cut off 'Subscribe to All' button text in PL in Content Manager
  • Fixed: Cut off 'Share' button text in PT in Content Manager
  • Fixed: City garbage service building stats going out of panel in DE, ES, FR, PL, PT and RU
  • Fixed: Some buildings (Wind Turbines, Adv. Wind Turbines) disappear from the screen when zoom out
  • Fixed: When placing power plant on non-electrificated area, its illumination/lights don't turn on until visiting an infoview
  • Fixed: When creating a style it can only be renamed once before the user needs to restart the game to rename it again
  • Fixed: New Game Custom Theme Dropdown Selector does not update immediately after enabling/disabling Themes in Content Manager
  • Fixed: Custom building assets containing sub buildings causing long loading times. Requires resaving assets.
  • Slightly reduced all custom asset file sizes. Requires resaving assets.

After Dark expansion
  • Fixed: Fishing Tours and Jet Ski Rentals effects seems unbalanced
  • Fixed: The 1x1_beach_Restaurant2 have incorrect names
  • Fixed: The "Harsh Prison Sentences" policy is inconsistent with its description

Snowfall expansion
  • Snowfall DLC icons are shown next to Snowfall builtin maps in new game panel
  • Added 'Priority Road' option for standalone Tram tracks
  • Natural Disasters expansion
  • Fixed: Fire Helicopter description text overflow the window and cover Water and Electricity usage in RU
  • Fixed: Small Emergency Shelter long description text overflow the window and cover Water and Electricity usage in RU
  • Fixed: Large Emergency Shelter long description text overflow the window and cover Water and Electricity usage in RU
  • Fixed: Tank Reservoir long description text overflow the window and cover Water and Electricity usage in ES
  • Fixed: Cut off Natural Disasters scenarios description in KO
  • Fixed: Overlapping Disaster Response Unit short description in building info panel in RU
  • Fixed: Overlapping Firewatch Tower short description in building info panel in RU
  • Fixed: Overlapping Earthquake Sensor short description in building info panel in RU
  • Fixed: Occlusion issue when panning the camera up while looking at a tornado
  • Fixed: Placing disaster trigger outside city area in the Scenario Editor makes camera jump to disaster location in-game
  • Fixed: Often, the helicopter AI follows the same pattern for multiple helicopters
  • Fixed: Citizens are leaving shelters during a disaster
  • Fixed: Rotating a Disaster in the Scenario Editor over the tooltip makes it disappear

Mass Transit expansion
  • Fixed: Missing Clark Cable and Cables Galore achievements updated description text translation
  • Fixed: Unable to trigger TUTORIAL_TEXT[RoadNamesOpen]
  • Fixed: Cut off Mass Transit scenarios description in KO
  • Fixed: Overlapping Ferry Depot short description in building info panel in RU
  • Fixed: Ferry Depot long description text overflow the window and cover Water and Electricity usage in RU
  • Fixed: Ferry Stop short description text overflow building info panel in RU
  • Fixed: [BlimpLine] tutorial title is too long and goes out of the text frame in DE, ES and RU
  • Fixed: Clipping highway props on two-lanes highways with sound barriers
  • Fixed: Intercity trains going to the monorail-train-metro-hub show "confused" status
  • Fixed: "Steve" for road naming achievement in ZH in not translated
Match Day mini-expansion
  • Fixed: Rebuild button in Stadium Info Panel is not localized in any language other than English
 
I have this but havent played it in ages, last played it before Snowfall even came out. Did they ever introduce seasons ? Would love to play on a city map where it goes through summer and winter for the different challenges.
 
So which DLC for this is worth getting? There seems to be like £50 worth up on steam. I'm wondering what to keep an eye on in the sales.

Many are on discount atm.
The last one is pants. Wait for it to go on sale.
Disasters is also meh. the music ones are about taste.
The rest are good, like Transit, Snowfall and After Dark.
 
Last edited:
Cities around 130k people now. Traffic at 70% so I've improved that.
City is a little nightlight to grow more. RCI is low, there's occasional peaks, but not in industry. Happiness is good, dropped taxes 1%, but that hasn't done anything but loose me money lol. Might be putting those back up.
Seemed to have dealt with the death collection, but it's meant putting an excessive amount of crematorium, way more than needed for an efficient city.
Its all getting a bit of a mess trying to improve rail and roads, I have ramps going all over the place etc....lol, but its improving it.
 
I'm at about 30k on my city just now. Industry is a joke, just no demand for it. I've got just the tiny chunk I started out with and then loads of residential and commercial and a few offices. My traffic is mid 80s, so I'm reasonably happy with that. I've got highways crossing my city in both directions, but trying to fit in functional intersections with the surface roads is hard. I like roundabouts, but they take up so much room. My metro system is working pretty well, about 3000 users a week, but I can't get buses working much at all. I've got cargo trains to try to take the pressure off the highway intersection in the middle of town. I might ban heavy traffic from that roundabout and force them to go round another way.
 
^^^ I have bought it, along with the Content Creators pack : European Suburbia. Not had chance tho to try it out as yet.

Early raters on Steam have given it a "Very positive" so far, 80% of the 88 reviews.
 
How good is this game in comparison to sim city? I play sim city although it was a disappointment compared to old ones, I need a new city building game please help
 
Back
Top Bottom