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Trapezound posted:On the topic of pedestrian overpass spider-death:
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# ? Jun 24, 2015 10:54 |
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# ? May 25, 2024 22:12 |
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Voyager I posted:Your posts are a disaster.
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# ? Jun 24, 2015 15:30 |
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Is there any kind of notification for when a city service catches on fire? I had a hospital burn to the ground and had no idea until my health rating suddenly went in the shitter.
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# ? Jun 24, 2015 19:17 |
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MikeJF posted:I'm still disappointed that nobody's made this unique building: Might look into it, but i'm more into the SC4 mayors house.
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# ? Jun 24, 2015 23:55 |
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Fishbus posted:Might look into it, but i'm more into the SC4 mayors house. Skylines is the most realistic city simulator because it doesn't assume the mayor lives in the loving White House. Like a true god you never leave the sky.
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# ? Jun 25, 2015 19:05 |
Curvature of Earth posted:Skylines is the most realistic city simulator because it doesn't assume the mayor lives in the loving White House. The most realistic city simulator is one where the city is barely functional and any attempts to change the roads or add public transportation is met with billionaires complaining that their neighborhoods are getting crowded with filthy millionaires, those goddamn peon scum. On a tangential note, does anyone recommend a map of the Bay Area so that I can pretend to fix it? Or ruin it for sadistic pleasure?
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# ? Jun 25, 2015 19:30 |
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GrandpaPants posted:On a tangential note, does anyone recommend a map of the Bay Area so that I can pretend to fix it? Or ruin it for sadistic pleasure? Which Bay Area? https://steamcommunity.com/sharedfiles/filedetails/?id=405973971 https://steamcommunity.com/sharedfiles/filedetails/?id=408561493 San Francisco? https://steamcommunity.com/sharedfiles/filedetails/?id=444767136 Oakland? https://steamcommunity.com/sharedfiles/filedetails/?id=414935405 Or something more east coast? And prebuilt or blank?
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# ? Jun 25, 2015 19:51 |
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I built so many water intakes in one spot that it gradually reversed the flow of the river, and I didn't notice until I saw the sewage water flowing in both directions from their outlets. I've swapped out all the raw sewage stuff for water treatment plants, but I fear a plague may break out before all the old sewage dissipates.
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# ? Jun 25, 2015 23:23 |
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Immediately turn off your existing pumps and connect a new group in a farther-away, safe area?
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# ? Jun 26, 2015 02:34 |
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I'm sure there's some examples of well balanced water systems in custom maps but the safe play is water towers because that aspect of map making can be counter intuitive.
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# ? Jun 26, 2015 02:50 |
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Well the problem is the game doesn't handle flow in an easy to interpret manner.. especially when you get down to sea level where water has a tendency to idle. You can't really do any dramatic elevation changes without the simulation going bonkers so most rivers are extremely shallow slopes and this makes it easy for pumps to reverse the flow.
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# ? Jun 26, 2015 02:55 |
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I just figured out that when it comes to planning a city, especially road layout, I have no imagination. I just go with square or rectangle shaped blocks.
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# ? Jun 26, 2015 03:09 |
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BigRed0427 posted:I just figured out that when it comes to planning a city, especially road layout, I have no imagination. I just go with square or rectangle shaped blocks. I did the same thing too. Give it some more cities and you'll find that once you make a pleasant district with winding roads that still maximize zoning, you try some more poo poo. It took me this game to finally figure out how to loving make highways. They were rocket science to me in the Sim City games, I just ended up making a half assed tunnel in the middle of nowhere that cost me several thousand simoleons.
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# ? Jun 26, 2015 03:33 |
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BigRed0427 posted:I just figured out that when it comes to planning a city, especially road layout, I have no imagination. I just go with square or rectangle shaped blocks. The best things I've found that help with that are to lay roads along any shorelines or river fronts first, so that you have a clear squiggly line to work off of. It also helps if you try to build your city as several smaller settlements that eventually grow into each other-- when I have the money and space, I build an entirely disconnected block off in some untouched land, lay down essentials there, and then connect it back to whatever hub/metropolis/urban monstrosity I got going on elsewhere. Even if the new bit is just a square and I drew a straight line from it to Gridtopia, I probably didn't managed to make the new suburb's streets run perfectly parallel to Megagridton when I drew it out, so there's gonna be some jankiness there in the long run. Or, most simply of all, always use the free-form road tool. It'll get janky eventually that way.
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# ? Jun 26, 2015 04:00 |
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Sometimes it helps to have a prebuilt starter city to break up grids. It forces you to bulldoze sections to fix things. Or change up the layout, because you've got money and the city is already built but "badly". I learned to do that with the one by SonOfADiddy on the workshop. Just search for starter on the save games section. Fargin Icehole posted:I just ended up making a half assed tunnel in the middle of nowhere that cost me several thousand simoleons. Tunnels to nowhere? Hundreds of thousands of wasted dollars? Most realistic city sim 2015.
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# ? Jun 26, 2015 04:09 |
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Bel Monte posted:Sometimes it helps to have a prebuilt starter city to break up grids. It forces you to bulldoze sections to fix things. Or change up the layout, because you've got money and the city is already built but "badly". Making a bad city that needs a lot of tweaking and restructuring is the easiest thing in the world. I've played SimCity that way for years. Just slap stuff around at random, barely paying attention to what you're doing, for a half hour and you'll have a sizable but dysfunctional city that you can then have fun fixing. Works for me
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# ? Jun 26, 2015 04:51 |
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BigRed0427 posted:I just figured out that when it comes to planning a city, especially road layout, I have no imagination. I just go with square or rectangle shaped blocks.
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# ? Jun 26, 2015 05:15 |
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I really want to make a DC/Paris style city at some point. Grand avenues radiating at different angles from important landmarks, imposed on a grid of smaller streets.
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# ? Jun 26, 2015 05:39 |
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VostokProgram posted:I really want to make a DC/Paris style city at some point. Grand avenues radiating at different angles from important landmarks, imposed on a grid of smaller streets. That's pretty much how I design my cities, except that beyond natural landmarks I basically just make up where a landmark might go and whack it in later.
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# ? Jun 26, 2015 05:47 |
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For some reason the 2 starer highway lanes mess me up. I'm never really sure what to do with them, so I just merge both of them into a 6 lane road and draw that through my city. I really freak out about that for some reason.
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# ? Jun 26, 2015 06:06 |
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Use this every time http://steamcommunity.com/sharedfiles/filedetails/?id=449834343
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# ? Jun 26, 2015 06:15 |
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Bogan Krkic posted:Use this every time Too bad that road type isn't unlocked at the start...
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# ? Jun 26, 2015 11:33 |
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Had a bit of a break with the game and surprisingly my city from the previous batch loaded just fine with all the assets and stuff intact. Not going to retrofit tunnels here, so I'm going to call this one done. Proper highway network and interchanges keep traffic in control. Good public transport helps too. Industrial zones are spread over the area, with this being the largest one: Given the size of the city, there's always some construction work going on: Farming communities thrive on the outskirts of the city:
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# ? Jun 26, 2015 12:19 |
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Friction posted:Had a bit of a break with the game and surprisingly my city from the previous batch loaded just fine with all the assets and stuff intact. Not going to retrofit tunnels here, so I'm going to call this one done. That is amazing, the attention to detail and the roads. They are perfect. You have won the game.
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# ? Jun 26, 2015 12:55 |
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Friction posted:Had a bit of a break with the game and surprisingly my city from the previous batch loaded just fine with all the assets and stuff intact. Not going to retrofit tunnels here, so I'm going to call this one done. Those agricultural districts! Mine always end up looking like garbage because I try to arrange them into blocks.
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# ? Jun 26, 2015 13:40 |
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Friction posted:Had a bit of a break with the game and surprisingly my city from the previous batch loaded just fine with all the assets and stuff intact. Not going to retrofit tunnels here, so I'm going to call this one done. Are there any more big content patches on the horizon? I'm pretty content with the tunnels and the mod scene is pretty healthy but I'm wondering what they'll do next.
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# ? Jun 26, 2015 13:53 |
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Dang, look how close those opposing onramps are. They look perfectly contoured AND have space for buildings inside. Your drawing skills are like a hand-crafted Alden shoe vs my cheapo Florsheim. Are you an architectural draftsperson or something?
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# ? Jun 26, 2015 17:37 |
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Friction posted:Had a bit of a break with the game and surprisingly my city from the previous batch loaded just fine with all the assets and stuff intact. Not going to retrofit tunnels here, so I'm going to call this one done. That city is beautiful. Bravo. Unfortunately all of mine end up looking like garbage
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# ? Jun 26, 2015 18:07 |
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How does one go about uploading a save game to the workshop? I tend to make semi intricate layouts before zoning. I'll build clear districts but not zone it then save it as a template. If I upload these to the workshop will people need to have the same mod layout I have? I'm subscribed to maybe 15 things. Mostly assets and growables, and precision engineering, fine road heights, and road color changer to name a few. No traffic++. This last one I've made is really nice looking so I'd like to share it.
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# ? Jun 26, 2015 19:02 |
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If you go to the content manager at the main menu, find your save, there should be a little checkbox or something to send it to the workshop.
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# ? Jun 26, 2015 19:24 |
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Just started this and am enjoying it, I still feel like it's missing an coolness that SimCity 4 had. My question is, I got a little bit of a large body of water at the edge of my plot, so I put both a sewage thing and a water thing on it but obviously separate. The sewage eventually ended up flooding the whole water from the shore to the edge of the plot and the water pump became unusable. I was really looking for the water going "downstream" but it's not a river... what can I do about this.
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# ? Jun 26, 2015 19:51 |
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Kraps posted:Just started this and am enjoying it, I still feel like it's missing an coolness that SimCity 4 had. We would have to see the map to tell you specifically, but If there's just like a big lake and nothing else, then you'll have to use water towers for all your water, and just pollute the hell out of that lake. Usually there's an actual river someplace, though, and you might just have to extend a huge sewage pipeline out to it.
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# ? Jun 26, 2015 19:54 |
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How does one set up a distant mining colony (or forestry or oil)? I thought that connecting the remote location with a rail station would allow workers to go from the city to the colony but that doesn't appear to be the case...
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# ? Jun 26, 2015 20:28 |
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double nine posted:How does one set up a distant mining colony (or forestry or oil)? I thought that connecting the remote location with a rail station would allow workers to go from the city to the colony but that doesn't appear to be the case... It may take a while for the simulation to catch up to it. Assuming that it having 100% of transportation handled by rail (a transit station and a cargo depot) will work at all, the Cims will take a while to plot a route from their homes to the industrial colony that leads them all to the outgoing train station in the main city.
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# ? Jun 26, 2015 21:05 |
double nine posted:How does one set up a distant mining colony (or forestry or oil)? I thought that connecting the remote location with a rail station would allow workers to go from the city to the colony but that doesn't appear to be the case... Workers seem to have a strong preference to work close to home though, so your distant colony will be the absolute last place people from your main city will work. So you'll have a lot of empty buildings out there unless you've got a healthy excess of unemployment. That said, building a nearby town should help in that case. Those people will strongly prefer to work at the local mines than commute all the way into the city, no matter how educated they are. And they'll be quite educated, incidentally. Even if they physically can't get to school.
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# ? Jun 26, 2015 21:12 |
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Eiba posted:It works eventually. Online classes
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# ? Jun 26, 2015 21:21 |
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ModestMuse posted:Too bad that road type isn't unlocked at the start... Heh, use that and all roads unlocker
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# ? Jun 26, 2015 21:47 |
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Okay, when it comes to employment/unemployment, what's a good balance to strike? So far I seem to hover around 95% unemployment most of the time (also is there a way to see these stats without pausing the game? It's a little weird to hit escape to get those stats)
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# ? Jun 26, 2015 22:11 |
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double nine posted:Okay, when it comes to employment/unemployment, what's a good balance to strike? So far I seem to hover around 95% unemployment most of the time (also is there a way to see these stats without pausing the game? It's a little weird to hit escape to get those stats)
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# ? Jun 26, 2015 22:13 |
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# ? May 25, 2024 22:12 |
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I think around 10-15% is safe when you're expanding, but once everyone is settled into jobs and no places are complaining 5% or so is fine. But good to keep it high. 95% seem.. impossibly high.
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# ? Jun 26, 2015 22:24 |