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CapnAndy posted:I just started playing this and I have some questions. Turn off "tilt-shift" in the graphics options. quote:Speaking of models, do high density residential and office buildings eventually look different when they level up? Because they look super similar right now (and they both look like apartments, the office stuff doesn't look at all like offices). I'm assuming you're playing on a "European" map. Basically each map can be 1 of 4 "biomes", and a recent update added European buildings that are exclusive to the "European" biome (temperate, tropical, and boreal are the other three). Assuming you just picked the first map on the list when you started a new city, based on your description it sounds like you're playing with the European building set, in which case the answer to your question is, no, high density buildings don't really look any different when they upgrade. But they DO with the default building set (which all the other biomes have). quote:Can someone explain to me low density residential vs. high density residential? I'm not sure why high density is better, or what situations it's for, or what -- it attracts young adults, great, but they show up uneducated and it's not like they can go to elementary school. Do they go straight to college? (I have a college they can go to.) It seems like low density is better because they have kids? Or am I completely misunderstanding it? This game is so easy once you know what's happening that all decisions basically come down to aesthetic choice. Do you want high density? Then zone high density. Obviously high density will generate more traffic, so that is one consideration. quote:How do garbage places interact? Do landfills collect everything and then send the trash off to incinterators, or are they competing for trash and they keep what they get? What happens when one gets full, will the other landfills send their trucks out farther to pick up the slack? I had one landfill get full and it caused a garbage wave all over the city and I wasn't at all sure what was going on. Not 100% sure about this one, but what I do know is that when a landfill is full, when you select it, there is a button to empty the landfill. The garbage trucks will then move the garbage from that landfill to any other available landfills. If you have an incinerator, I believe that emptying a landfill will send the garbage to be incinerated instead. Incinerators also have their own fleet of garbage trucks that will collect garbage independently of landfills and send the garbage straight to the incinerator. quote:I like the game quite a lot on short notice, but holy poo poo does it refuse to hold your hand at all. Would a simple "here's how you build poo poo, click on the flashing button and then put the things where we tell you" tutorial have been so hard?
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# ? Sep 7, 2015 06:08 |
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# ? May 25, 2024 20:41 |
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at the date posted:This is completely realistic, though? Not really. Many businesses have offices, and many of those businesses also require manufacturing and retail availability. There are few businesses out there that require office space and do not supplement either retail or industrial areas, like accounting and legal services, I suppose. Outside of those (and offices for things like non-profits), pretty much anything office related I can think of is attached to something that is sold in stores, and/or made in factories and need warehouses. So having offices not have any purpose in the supply and demand of anything besides "jobs" is really weird and unrealistic. Edit: But even then, plenty of accounting and law firms do work with OTHER businesses that DO have retail and industrial requirements. The scope of office based businesses that need neither is very, very small. ToastyPotato fucked around with this message at 06:48 on Sep 7, 2015 |
# ? Sep 7, 2015 06:27 |
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Yeah this is why I liked the Cities XL model where "office services" were just one of the imputs/demands that industry had. It didn't generate any freight traffic obviously, but the demand didn't come from nowhere.
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# ? Sep 7, 2015 06:39 |
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I think the real complaint isn't that offices don't produce traffic or pollution, but its that offices don't interact with the other jobs in any way whatsoever. Industry involves a chain to create finished goods which are then transported to the commercial zones to be sold. Offices are completely out of the loop. Even something so basic as limiting office demand based on the overall proportion of "real" industry would be better than just letting it feed directly from industrial demand. Edit: beaten Nicodemus Dumps fucked around with this message at 06:52 on Sep 7, 2015 |
# ? Sep 7, 2015 06:50 |
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Baronjutter posted:Yeah this is why I liked the Cities XL model where "office services" were just one of the imputs/demands that industry had. It didn't generate any freight traffic obviously, but the demand didn't come from nowhere. This is the only idea I want from C:XL.
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# ? Sep 7, 2015 06:52 |
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I'm working in a 28 story office building right now and no one in the building is involved in either supplying commercial goods or manufacturing goods.
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# ? Sep 7, 2015 06:57 |
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Since they already have a level system for RCI, fitting offices in should be easy. Higher level Commercial and Industry should create modest demand for Offices. Likewise, highly educated CiMs with reasonable wealth (higher level Residential) should also create some demand for Offices (think startups). Higher level Offices should create some demand for Commercial and Industry. C, I , and O would all create demand for Residential, as they need workers. Everything feeds into everything else that way, and it prevents the spread of Office plague since zoning Offices has diminishing returns. Bogan Krkic posted:I'm working in a 28 story office building right now and no one in the building is involved in either supplying commercial goods or manufacturing goods. This is the part where you could explain what is in a 28 story office building that involves neither of those things and is also not one of the examples I named already. I guess I can also add government offices to that list as well. Insurance I guess? There are a lot of insurances that do business with industrial and commercial businesses though. ToastyPotato fucked around with this message at 07:01 on Sep 7, 2015 |
# ? Sep 7, 2015 06:58 |
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Koesj posted:File -> print, or Ctrl + P rather. Choose whatever print to picture thing (like CutePDF) you've got installed as your printer. Holy hell, this is great info, will give this a shot tomorrow Reaaaalllly impressed with the airport, am I seeing that screenshot correctly, the jets are using the taxiways you laid down, to get to the runway?? That's amazing. I loving love this game.
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# ? Sep 7, 2015 06:59 |
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Haha this thread is now, "How Cities: Skylines Made Me Question the Foundation of the Global Service Economy."
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# ? Sep 7, 2015 07:52 |
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ToastyPotato posted:This is the part where you could explain what is in a 28 story office building that involves neither of those things and is also not one of the examples I named already. I guess I can also add government offices to that list as well. IT and banking services.
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# ? Sep 7, 2015 08:13 |
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All office buildings in the game are 100% telemarketers.
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# ? Sep 7, 2015 08:23 |
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I work in one of many 5 story office buildings in this area of my city. We've got the Dutch consulate in this building, accountants, data warehousing consultants, property managers... I could keep going. It's a pretty bizarre statement to say that office space is only needed by retail or industrial companies. That said, offices in game should be fixed since they're pretty boring and don't seem to fit in the with the game mechanics very well. What I'd like to see happen is to only have skyscrapers in office zones and none in commercial.
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# ? Sep 7, 2015 08:58 |
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What would be a simple solution is that you'll get a demand penalty for production industry or offices if the ratio between the two goes too far in one's favour, due to the way each supports demand for the other.
MikeJF fucked around with this message at 09:09 on Sep 7, 2015 |
# ? Sep 7, 2015 09:06 |
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captain innocuous posted:All office buildings in the game are 100% telemarketers. Time to mod in disasters.
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# ? Sep 7, 2015 09:19 |
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MikeJF posted:What would be a simple solution is that you'll get a demand penalty for production industry or offices if the ratio between the two goes too far in one's favour, due to the way each supports demand for the other. An even easier solution would be to tie office demand to higher education level. Sort of like how hightech used to be in SimCity.
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# ? Sep 7, 2015 09:40 |
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Sorry my highly educated cims are too busy with their logging and farming jobs to staff offices.
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# ? Sep 7, 2015 09:42 |
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MonoAus posted:An even easier solution would be to tie office demand to higher education level. Sort of like how hightech used to be in SimCity. Why not both?
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# ? Sep 7, 2015 10:38 |
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MonoAus posted:An even easier solution would be to tie office demand to higher education level. Sort of like how hightech used to be in SimCity. I hope they're already tinkering with economic models for the next expansion because, as mentioned, its very nearly ignorable beside dictating what spread you want since any taxes is good taxes and everyone ends up educated. I never expected to say this after SC4s RCI progression tricks driving me away, but I want more RCI hurdles.
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# ? Sep 7, 2015 13:01 |
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ToastyPotato posted:This is the part where you could explain what is in a 28 story office building that involves neither of those things and is also not one of the examples I named already. I guess I can also add government offices to that list as well. Even then, some government offices require industry. I work for the DoD in acquisition, and while the organization where I work is purely offices, we only exist because we're interacting with industry on behalf of the government to build things for us (in my case, flight simulators - high tech, yes, but there's still a production line in a factory involved).
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# ? Sep 7, 2015 13:04 |
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Frogfingers posted:Time to mod in disasters.
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# ? Sep 7, 2015 14:27 |
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P.D.B. Fishsticks posted:Even then, some government offices require industry. I work for the DoD in acquisition, and while the organization where I work is purely offices, we only exist because we're interacting with industry on behalf of the government to build things for us (in my case, flight simulators - high tech, yes, but there's still a production line in a factory involved).
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# ? Sep 7, 2015 15:40 |
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I think some of you are failing to realize that this is a game, not reality, and games are better when the systems interact with each other instead of being disparate parts. Yes in the real world not all offices are associated with industry, but from a gameplay standpoint it makes no sense to have industry/commecial interact with each other but offices are completely independent from the rest of the employment system. Industry, commercial, and offices should each affect each other in some way.
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# ? Sep 7, 2015 15:55 |
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popewiles posted:I think some of you are failing to realize that this is a game, not reality, and games are better when the systems interact with each other instead of being disparate parts. Yes in the real world not all offices are associated with industry, but from a gameplay standpoint it makes no sense to have industry/commecial interact with each other but offices are completely independent from the rest of the employment system. Industry, commercial, and offices should each affect each other in some way.
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# ? Sep 7, 2015 16:04 |
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Bogan Krkic posted:IT and banking services. IT and banking for who? Hard to believe that building provides no services for any commercial or industrial business what so ever. Are the banking services a part of an actual bank? Does that bank not have locations people can visit? Because that would end up being commercial in the game as well. If not, I would be shocked if banking services that large were only handing out savings and checking accounts to individuals. I am going to guess they have things like investment services (which need businesses to invest in) and loan services (business loans are kind of a big deal) as well as banking accounts for businesses in general. MonoAus posted:An even easier solution would be to tie office demand to higher education level. Sort of like how hightech used to be in SimCity. That is fine if it is also a part of the other suggestions. Alone, it would basically be exactly how it is right now.
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# ? Sep 7, 2015 18:13 |
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Hadlock posted:Holy hell, this is great info, will give this a shot tomorrow Thanks! And yeah the airport is pretty much fully functional; airport roads mod! e: I've been playing around a bit with the Maperitive ruleset and command line, and there's definitely ways to get things to look at least slightly better (warning: 5222x5061 703KB .png) Koesj fucked around with this message at 01:10 on Sep 8, 2015 |
# ? Sep 8, 2015 00:38 |
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I guess I haven't really investigated it enough then. To me it seemed like Office and Industrial demand are the same, so whatever is used to calculate demand for smokestacks and sawmills could be satisfied with an office instead. Perhaps showing it as a separate demand would be better. Like I said initially, all office buildings should really be removed from commercial zones and only available in office zones or get rid of the office zone altogether. I really like that retail commerce and entertainment/service commerce will be separated in After Dark.
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# ? Sep 8, 2015 02:08 |
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MonoAus posted:I guess I haven't really investigated it enough then. To me it seemed like Office and Industrial demand are the same, so whatever is used to calculate demand for smokestacks and sawmills could be satisfied with an office instead. Perhaps showing it as a separate demand would be better. It also works the other way. Commercial importing goods will generate Yellow demand. You can then attempt to satisfy the demand with offices. Since education is universal, they'll probably get staffed. Maybe at the expense of what industrial you might have, that already can't supply your commercial stores with local made goods. RCI is kind of a mess. Putting aside any sort of social commentary on the merits and issues with a service based economy, the big problem is the game isn't even internally consistent. Maybe that's the intent to allow people to choose their own split of industry vs offices, but that also feeds back into the "real" part of the game, traffic management, since industrial (and concentrated commercial) are the challenges in that system, and offices can depopulate your roads.
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# ? Sep 8, 2015 02:22 |
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Something I just found out: you gotta change every instance of Cimtographer saying things have 'levels' into 'layers' in JOSM. Only then can the process of getting your road bridge heights deconflicted truly begin, because a lot of elevation changes don't get parsed by Cimtographer. Have fun editing in JOSM and then exporting through Maperative! e: or in gmaps format, whatevs still some artifacts around! Koesj fucked around with this message at 03:43 on Sep 8, 2015 |
# ? Sep 8, 2015 03:15 |
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Koesj posted:Something I just found out: you gotta change every instance of Cimtographer saying things have 'levels' into 'layers' in JOSM. I would pay money for this sort of thing to be an officially supported feature (that didn't require work or tweaking or external applications.)
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# ? Sep 8, 2015 05:50 |
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ToastyPotato posted:I would pay money for this sort of thing to be an officially supported feature (that didn't require work or tweaking or external applications.) That'd probably have to happen on a dev server as well though, so good luck convincing them on shelling out money themselves, not to mention valuable time. I put some more of my currently useless time into getting the map just right, but I guess I shouldn't be breaking up babby's first spatial economics conversation with too many pics. So here, have a link instead.
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# ? Sep 8, 2015 06:29 |
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zedprime posted:RCI is kind of a mess. Putting aside any sort of social commentary on the merits and issues with a service based economy, the big problem is the game isn't even internally consistent. Maybe that's the intent to allow people to choose their own split of industry vs offices, but that also feeds back into the "real" part of the game, traffic management, since industrial (and concentrated commercial) are the challenges in that system, and offices can depopulate your roads. I just think that Offices feel half-baked. Not that I'm complaining at all, Skylines is by far the best city-builder in existence.
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# ? Sep 8, 2015 06:58 |
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Something is not right here...
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# ? Sep 8, 2015 20:17 |
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Metrication posted:The new airport in After Dark: Guy's c'mon, how about the ability to design our own airports
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# ? Sep 8, 2015 20:32 |
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Or how about airports that don't look like podunk regional terminals.
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# ? Sep 8, 2015 20:36 |
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xzzy posted:Or how about airports that don't look like podunk regional terminals. Scale wise probably wouldn't work in the sense that the average player will bitch and moan about how it doesn't fit basically anywhere they want it too. Custom airports would be awesome, but even then you'd still have to have premade airports for most people.
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# ? Sep 8, 2015 20:38 |
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ToastyPotato posted:Scale wise probably wouldn't work in the sense that the average player will bitch and moan about how it doesn't fit basically anywhere they want it too. Custom airports would be awesome, but even then you'd still have to have premade airports for most people. In real world scale DIA takes up roughly the entire game map with 25 tiles unlocked.
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# ? Sep 8, 2015 22:04 |
Do you guys remember Simcity airports where you upgraded them into 5 wide runways with no way to taxi or anything.
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# ? Sep 8, 2015 22:10 |
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Decrepus posted:Do you guys remember Simcity airports where you upgraded them into 5 wide runways with no way to taxi or anything. I remember Sim City 2000 airports which were random clusterfucks of buildings and runways. Simpler times.
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# ? Sep 8, 2015 22:16 |
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Fish Fry Andy posted:I remember Sim City 2000 airports which were random clusterfucks of buildings and runways. Simpler times. SimCity 3000 did that too, right? I loved that feature, no airport looked the same. Though it did waken my inner sperg where I'd bulldoze components of the airport until it randomly developed the way I wanted.
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# ? Sep 8, 2015 22:20 |
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# ? May 25, 2024 20:41 |
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xzzy posted:Though it did waken my inner sperg where I'd bulldoze components of the airport until it randomly developed the way I wanted. This. I'd try to bonsai my airports until they looked almost sort of realistic.
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# ? Sep 8, 2015 22:26 |