Cities: Skylines

Soldato
Joined
8 Nov 2003
Posts
5,531
Location
Bedfordshire
This game just got a whole lot more interesting, with 150k population building masses of residential, commercial and office space was getting a bit dull so I thought I'd tap into specialist industry to exploit the riches of oil and ore after nearly bankrupting my city trying to get the 40% crimerate achievement, everything going great making 80k with parks and transport everywhere... then suddenly ALL of my commercial crashed due to lack of goods.

All my transport is fine and flowing with trains servicing both industry and commercial, highways between zones, good bus service and public transport, no extreme queues... suddenly I was +80k to -80k. I didn't want to un-specialise my zones as I had agri and forests right next to residential areas.

In the end I had to de-zone some office and zone more industry, tick the box to double industry output, improve some junctions to handle the traffic and then hope. My city is back in the positive figures after closing a load of public buildings but it's amazing how quick it can go pear shaped.
 
Soldato
Joined
20 Feb 2009
Posts
3,276
Anyone know of a tool that makes placing roads in the map editor easier?

I have found a lot of nice maps but uneven motorways ruin it a bit for me. When I place motorways myself I usually place 1 way streets first then upgrade them since it has a grid around it.
Wish I could do something similar in editor so that I can fix the nice maps :)
 
Associate
Joined
24 Mar 2012
Posts
1,736
Location
Im In Me Mums Car
Guys is there any sort of mod that allows for more complex road systems? I'm sick of having these intersections everywhere with traffic lights causing a huge backlog of traffic congestion.

For example when a small side road from a residential estate joins a main road, rather than it being a traffic light intersection I want to place 'give way' roads.
 
Soldato
Joined
14 Mar 2011
Posts
5,421
Guys is there any sort of mod that allows for more complex road systems? I'm sick of having these intersections everywhere with traffic lights causing a huge backlog of traffic congestion.

For example when a small side road from a residential estate joins a main road, rather than it being a traffic light intersection I want to place 'give way' roads.

Look for Traffic ++ and for the updated version of Traffic Manager (note the original version's author stopped work on it and it was taken over by someone else under a different name)

The combo of these two (they work with each other) allows for exactly what you describe and plenty more besides (like bus lanes... restricting certain roads to certain types of vehicle etc.
 
Associate
Joined
24 Mar 2012
Posts
1,736
Location
Im In Me Mums Car
Look for Traffic ++ and for the updated version of Traffic Manager (note the original version's author stopped work on it and it was taken over by someone else under a different name)

The combo of these two (they work with each other) allows for exactly what you describe and plenty more besides (like bus lanes... restricting certain roads to certain types of vehicle etc.


Thank you! That sounds ideal, maybe I can take on roleplaying of Hull City Council too and find a mod to add bus lane cameras down every street ;):D
 
Soldato
Joined
8 Nov 2003
Posts
5,531
Location
Bedfordshire
Good traffic management is possible in vanilla (unmodded) but it relies a lot on mixing residential + commercial, lots of highway usage and footpaths. Any major junction needs to be bypassed with footpaths as traffic has to stop to let people cross. Also line your major roads with footpaths to avoid development along them, reduces traffic loading/unloading, ambulance/fire blockages. I'm on my second city of 150k but designed to be pretty, there's not much traffic thanks to public transport (10% of the population), tunnels, and footpaths everywhere.
 
Associate
Joined
24 Mar 2012
Posts
1,736
Location
Im In Me Mums Car
Im still on my first city, sitting at 157K population. Not got round to installing the traffic mod yet. I only have 2 quite heavy areas of traffic, although one seems to have been resolved now after a bit of tweaking with minimal disturbance to the properties around it.

I seem to have hit a bit of a wall now though, Im trying to zone more industrial as there have been several commercial properties with the notice "not enough goods to sell" so logically thought industrial will produce more goods for the shops/commercial?

But it seems to be taking forever for my industrial zones to become populated, even in the slightest with 90% of them remaining empty. Is there a knack to it? Earlier on in the game <100K, soon as you placed a zone it was getting built upon. Same story for commercial too, Im trying to unlock a unique building and need 20,000 commercial squares. Ive created a large commercial zone pretty much all by itself now and applied a policy to reduce tax in that district. I've turned the game off for the night though now so not sure how well it will work, but looked promising from the couple of minutes I gave it before turning it off.

So yeah in short, my zones just aren't becoming populated as much anymore, all have good transport links, much better than my original city zones because Im now making use of tube's and trains, where as before I relied 99% on the roads. All new zones are linked directly to the highway too so its not as if they're in hard to reach areas.
 
Underboss
Joined
23 Oct 2013
Posts
11,355
Location
Guildford
I think the 'generic industry' makes the goods for the shops in your City to sell.

My first city had no industry, only offices and then I was reliant on import/export so I couldn't grow it all that well.

I have the 'Extended Building UI' mod, shows what each building needs before levelling up, be in less noise, better police/fire coverage. Might be worth adding it if you don't mind mods.
 
Underboss
Joined
23 Oct 2013
Posts
11,355
Location
Guildford
I find is decent, although industry always complains about noise, not much to be done with that sadly. Any trees turn brown very quickly.
 
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