|
Has anyone actually tested how people choose where to work or shop? It seems absolutely random. To test things out the other night I bought up a huge 25 tile map and made 4 cities in the corners, huge distance between them. Each town was pretty much identical but I built them one at a time. The first town worked great. ALmost no one would drive because the shops and jobs were all within a few blocks in any direction. I made a 2nd town patterned after the first but I noticed way more traffic, way more in both towns. It seemed half the people in town A worked in town B. So I made town C, same story, more traffic, less walking. People would live in town A, shop in town B, and work in town C. Finally I made a 4th town, even worse traffic, I had to add a train system between the towns which became extremely busy for such tiny populations (each town was about 3,000 people). So I thought maybe it just takes some generations for people to sort things out, to move to the right town, to shuffle into a closer job. I let the game run on full speed while I did some things around the house and had dinner. When I came back, nothing was better. The train was actually making a huge profit and was moving about 1/4 of the maps population each week between the 4 towns. Maybe I missed something, but it seems people don't really take distance into account when picking where to work or shop, and there are no mechanics in order that slowly shuffle people to either move closer to their job when housing opening up, or pick a closer job when a job opens up. This essentially makes trying to make any sort of realistic mixed-use city useless. You actually are better off clumping different types of zones in massive segregated areas so you can perfectly control the traffic flows. When you try to build local shopping or employment centres for districts it's far more likely the people using them will be from across town while the people next door will ignore those shops to drive across town. Seems pretty easy to fix. Just have cims weigh distance more heavily (or at all) when picking where to go shop or play and have cims re-check for closer housing or a closer job every X weeks/months. I mean that's how it works in real life. Sometimes i'll have to drive across town to go to some specialty shop that only exists there, but most shops are the same so you pick the closest one that fits the need. People generally try to live nearish their work, but sometimes jobs change and after putting up with a hellish commute, people move closer. Or they love where they live and keep looking for a similar job but closer to where they live. Baronjutter fucked around with this message at 22:02 on Mar 26, 2015 |
# ? Mar 26, 2015 21:56 |
|
|
# ? May 23, 2024 09:29 |
|
Tsunami's on demand. http://steamcommunity.com/sharedfiles/filedetails/?id=412924260 Have a tsunami delivered to your door step with a click of a button.
|
# ? Mar 26, 2015 21:58 |
|
well can you build tokyo?
|
# ? Mar 26, 2015 22:00 |
|
I can't stop subscribing to people's buildings. My cities are going to end up with nothing but real name brands and pop culture references at this rate.
|
# ? Mar 26, 2015 22:40 |
|
Can I get some screenshots of cities built around highways? Here's mine right now: There's major traffic jams at every roundabout but more importantly it looks like rear end I'd like to see some sensible/efficient ways to make the highway not split your city apart.
|
# ? Mar 26, 2015 22:40 |
|
The first person view mod is amazing. Combining it with the follow vehicle function and a long elevated railway through your city and it's pure awesome.
|
# ? Mar 26, 2015 22:46 |
|
Elman posted:There's major traffic jams at every roundabout but more importantly it looks like rear end I'd like to see some sensible/efficient ways to make the highway not split your city apart.
|
# ? Mar 26, 2015 22:46 |
|
Elman posted:Can I get some screenshots of cities built around highways? Here's mine right now: It looks like you would benefit from upgrading the roads within your industrial district and giving it its own dedicated Highway connection. That, and connect your major commercial areas to the highway in a way that lets the industrial zone navigate to it. You want to keep trucks off of your city roads wherever possible. Consider a cargo train station by the commercial district, too- delivery trucks can spawn from there if you connect it to another cargo depot by your industries.
|
# ? Mar 26, 2015 22:48 |
|
So here's a question. Let's say you have one water source: a river flowing from north to south. If you place water treatment plants in the middle of the river, at some point in time the water flow reverses and poo starts pushing into the northern half, against the water flow. First of all, what? Secondly, what the hell do you do about that?
|
# ? Mar 26, 2015 22:50 |
|
The big die-off of 2088 took out 30,000 people and the city's future is uncertain, welp. I've still got 4 tiles left so I'd hate for it to end, but if this is it then man, what a ride.
|
# ? Mar 26, 2015 22:53 |
|
Elman posted:Can I get some screenshots of cities built around highways? Here's mine right now: The best things I could find to make it actually 'fit' without actually making the highway just be the basis of your traffic network are to have a parallel one way 4/6 lane road to the highway just a bit further in (but not that long, maybe a couple of 'cells' in a grid or something like that) with one way connections to the highway, and that a couple of connections from which you start to form the new neighbourhood. Bonus points if you raise the highway somewhere before or after, and link up one side to the other so it doubles as a turn around lane and gives you one direction of travel unimpeded. Not too many connections to not have too many intersections on that main road, and the highway doesn't tend to get stuck because too many cars want to go that way. And obviously, give any industrial or commercial districts their own connection either to this road or to the highway. Place these connections at the end of a long road so that they don't have an intersection too quickly, and spread out perpendicularly from that. I avoid roundabouts like the plague starting out around a highway, because no matter what I do, it ends up turning into 90% junctions, 10% actual zoning to keep traffic flowing. e: For the poo water thing: placing dams will do that. Otherwise, the best thing is just to keep the pumps as far away from the sewage as you can. Damming it yourself between the two also helps a lot.
|
# ? Mar 26, 2015 22:54 |
|
What is the minimum effectiveness of mass transit before your bus stops etc can be considered useless or laid down by an idiot?
|
# ? Mar 26, 2015 22:55 |
|
Chewbot posted:So here's a question. Let's say you have one water source: a river flowing from north to south. If you place water treatment plants in the middle of the river, at some point in time the water flow reverses and poo starts pushing into the northern half, against the water flow. First of all, what? Secondly, what the hell do you do about that? Just reposition your pumps and dumps, you've already laid out the sewage pipes and electricity.
|
# ? Mar 26, 2015 22:58 |
|
I could watch trucks go in and out of the freight cargo station all day, man this game is addictive and scratches that city building itch I've had for a while. Figuring out how to keep all the industrial trucks from clogging up my roads is a pain in the rear end. You do not want to see my road layouts.
|
# ? Mar 26, 2015 23:01 |
|
Inspector_666 posted:Just reposition your pumps and dumps, you've already laid out the sewage pipes and electricity. Seems like putting the water treatment at the far south and pumps at the far north doesn't change anything. The poo just piles up and keeps pushing north like the edge of the map is a wall. Chewbot fucked around with this message at 23:08 on Mar 26, 2015 |
# ? Mar 26, 2015 23:05 |
|
Chewbot posted:Seems like putting the water treatment at the far south and pumps at the far north doesn't change anything. The poo just piles up and keeps pushing north like the edge of map is a wall. Dam in between them (and probably 5 years ago by this point) would fix the problem until the inevitable shitnami.
|
# ? Mar 26, 2015 23:09 |
Whoops! I know, I'll redo the bridge higher up that'll fix it. Oh. (I did figure it out, had to delete the track under it, then set to play, then watch as it lazily hauled itself up onto the track) Also the Mars map (love that map) is almost Australian Outback looking, if you made one with a lut that was a touch redder and put a big rear end table cape style rock in it we could build our own Alice Springs. (edit: someone mod some gum trees!)
|
|
# ? Mar 26, 2015 23:13 |
|
Can anyone think of some way a mod might make water more interesting? Right now it feels more like an annoyance and money sink, as there's not really any sort of "planning" involved or interesting problems to solve beyond "poop upstream" or "not enough pumps".
|
# ? Mar 26, 2015 23:14 |
|
Elman posted:Can I get some screenshots of cities built around highways? Here's mine right now: That's always fun. Here's mine, currently sitting at 55.000 people: There's a few more things like a cargo harbour sitting in the north, but nothing all that interesting. And while it might look weird and janky as hell, I have no congestion at all. I think you might need more on and off-ramps. Those things are amazingly versatile for solving traffic problems. EDIT: Oops, sorry forgot timg
|
# ? Mar 26, 2015 23:18 |
|
bitcoin bastard posted:Dam in between them (and probably 5 years ago by this point) would fix the problem until the inevitable shitnami. Heh, here's a fun expirement for an alt save file. Turn off all your sewage plants for a couple weeks and your pop will drop to a couple hundred. Turn em back on and everything builds up again within a couple weeks. Complete city reset of disturbing proportions (and now your entire population will probably die simultaneously in about 60 years). Oh, and your water flow will self-correct. Guess it's time to build a dam.
|
# ? Mar 26, 2015 23:19 |
|
Chewbot posted:Heh, here's a fun expirement for an alt save file. Turn off all your sewage plants for a couple weeks and your pop will drop to a couple hundred. Turn em back on and everything builds up again within a couple weeks. Complete city reset of disturbing proportions. *flips switch from poop to citizens*
|
# ? Mar 26, 2015 23:21 |
|
Red Mike posted:a parallel one way 4/6 lane road to the highway just a bit further in (but not that long, maybe a couple of 'cells' in a grid or something like that) with one way connections to the highway, and that a couple of connections from which you start to form the new neighbourhood. I wish there was a way to have something like Seattle's Viaduct, one way on one level, the opposite on the other.
|
# ? Mar 27, 2015 00:19 |
|
I LIKE TO SMOKE WEE posted:I wish there was a way to have something like Seattle's Viaduct, one way on one level, the opposite on the other. As a Californian, double-decked viaducts always make me think "oh hell no" thanks to childhood memories of the Cypress Street Viaduct collapse in the '89 Loma Prieta Earthquake. That said, can't you do that using the no pillars mod?
|
# ? Mar 27, 2015 00:27 |
|
http://steamcommunity.com/sharedfiles/filedetails/?id=409073164
|
# ? Mar 27, 2015 00:27 |
|
Yeah this poo poo is pretty cool, but at the same time stacking roads/rail on anything that isn't a completely straight line is headache inducing. I really want a version that just lets me build on top of roads.
|
# ? Mar 27, 2015 00:31 |
|
Let me build two lane highwaaaays
|
# ? Mar 27, 2015 00:33 |
|
SynthOrange posted:Let me build two lane highwaaaays http://steamcommunity.com/sharedfiles/filedetails/?id=413687519
|
# ? Mar 27, 2015 00:42 |
|
As in one lane each direction? Its not an ideal solution, but you could always string two "ramps" next to eachother. If you leave a tile's space between them, its even enough space to upgrade to normal freeways later on.
|
# ? Mar 27, 2015 00:44 |
Does anyone have any good spots on the Passes map for hydro power? There's not much flow to begin with, but the power estimator is terrible.
|
|
# ? Mar 27, 2015 00:45 |
|
SynthOrange posted:Let me build two lane highwaaaays by the same guy: Some Roads
|
# ? Mar 27, 2015 00:45 |
|
I've been working on a Napa valley-esque farmlands. It's only about 12k people, but is 90% low-density, dirt roads and 4-lane roads (I wanted to make a city using the worst possible roads). I laid out the streets similar to how they do in Napa. Farmland's surprisingly hard to make look "full". Aerial: Western district: Eastern district: Chewbot fucked around with this message at 01:03 on Mar 27, 2015 |
# ? Mar 27, 2015 00:50 |
|
Mr. Powers posted:Does anyone have any good spots on the Passes map for hydro power? There's not much flow to begin with, but the power estimator is terrible. I don't think that there's a good spot for a dam on that map. I was unable to strike a balance between getting rivers to flow decently and preventing them from flooding absolutely everything.
|
# ? Mar 27, 2015 00:52 |
|
That doesn't look a thing like the Napa Valley. I don't see a single massively sprawling vineyard. Looks good.
|
# ? Mar 27, 2015 00:56 |
Fish Fry Andy posted:I don't think that there's a good spot for a dam on that map. I was unable to strike a balance between getting rivers to flow decently and preventing them from flooding absolutely everything. It is still an awesome map, but I end up with poop harbor because of the low flow. That's not a bad thing.
|
|
# ? Mar 27, 2015 00:59 |
|
Mr. Powers posted:It is still an awesome map, but I end up with poop harbor because of the low flow. That's not a bad thing. Yeah, I might go back and take another look at it at some point. There are a few decent spots for dams, mostly in the deeper gorges about midway up the mountain, but they tend to flood everything downstream. e: The basic problem with making rivers in custom maps is the fact that, since the water is simulated, it needs to actually simulate flowing from its source. This means that if you make a change to the water source at the top of a mountain at one end of the map in order to fix a problem at the opposite end of the map you need to wait for the water to flow all the loving way across the map and then wait and see if that problem occurs. In River Valley I had an issue where my source was outperforming the drain and would slowly flood the map over the course of in game years, but since the depth of the river is so shallow I had a very fine window to work with. I basically had to run the simulation for 30 minutes, even using a mod to max out the simulation speed, in order to see if I had fixed the problem. It took me about five tries. turn off the TV fucked around with this message at 01:08 on Mar 27, 2015 |
# ? Mar 27, 2015 01:00 |
|
That "more building names" mod is a keeper. right next door to an elementary school, no less yum!
|
# ? Mar 27, 2015 01:06 |
|
Bunleigh posted:That "more building names" mod is a keeper.
|
# ? Mar 27, 2015 01:11 |
|
Chewbot posted:I've been working on a Napa valley-esque farmlands. It's only about 12k people, but is 90% low-density, dirt roads and 4-lane roads (I wanted to make a city using the worst possible roads). I laid out the streets similar to how they do in Napa. Farmland's surprisingly hard to make look "full". Use custom parks with the field texture to make your farms look bigger and more realistic.
|
# ? Mar 27, 2015 02:22 |
|
Subyng posted:Use custom parks with the field texture to make your farms look bigger and more realistic. This is really lame though. Surely someone could mod in larger plots for farms.
|
# ? Mar 27, 2015 02:32 |
|
|
# ? May 23, 2024 09:29 |
|
Chewbot posted:I've been working on a Napa valley-esque farmlands. It's only about 12k people, but is 90% low-density, dirt roads and 4-lane roads (I wanted to make a city using the worst possible roads). I laid out the streets similar to how they do in Napa. Farmland's surprisingly hard to make look "full". This is beautiful man. I love it when people hand craft small rural towns:
|
# ? Mar 27, 2015 02:35 |