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Alkydere posted:I love seeing all the pictures in this thread of people reinventing the wheel when it comes to highways. Overpasses and frontage roads exist for a reason! In particular, those two really close underpass/frontage road intersections just below and to the left of the "Coleridge district" label are going to become a mess.
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# ¿ Mar 16, 2015 20:21 |
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# ¿ May 12, 2024 01:26 |
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Bolow posted:Ok is there a reason why all of the heavy industrial traffic absolutely refuses to use the middle overpass here Try changing that middle off ramp from two lane one-way road to a highway ramp and see if trucks take it then.
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# ¿ Mar 18, 2015 06:49 |
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Bolow posted:It's a two lane one-way in that picture. Like I've seen other smaller vehicles use it but the heavy semis absolutely refuse to go on it.
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# ¿ Mar 18, 2015 06:57 |
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Mortimer posted:hey here's this thing I talked about It seems to me that the "radius" of schools is only used for land value calculations, the education effect is global -- that is, you can have all your schools in a corner of the map and everyone will still get educated.
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# ¿ Mar 20, 2015 01:36 |
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RainbowCake posted:So I've run into a problem. Industry may complain for a while, but it usually goes away -- or you can bulldoze a few industry blocks and put up a few offices instead.
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# ¿ Mar 21, 2015 02:10 |
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Ofaloaf posted:tbh I'd really like to be able to make a high-density-but-not-really-high-rise slum city.
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# ¿ Mar 21, 2015 18:03 |
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The way I understand it, there are different kinds of goods. The four specialized industries input raw resources and output their specialized good (e.g. forestry goods). Then generic industry takes the four specialized goods as input and outputs generic "goods" which are used to stock commercial buildings. Office also output generic goods, but a very small amount. Any input that's not available gets imported (i.e. raw resources for the specialties, any of the four specialization outputs for generic industry), and any output good that's not needed gets exported. Don't forget if you choose the "Outside Connection" overlay you can see imports and exports.
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# ¿ Mar 23, 2015 02:41 |
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Galaga Galaxian posted:Also, is it just me or are Office Zoning buildings too short? Anyone else feel that (from a gameplay , not necessarily real-life, perspective) you need to zone way more office space than "feels right"?
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# ¿ Mar 24, 2015 04:03 |
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Christmas Present posted:meanwhile I'm over here having grown up in eastern Kansas and 99% of our highway access points look like this If anyone's interested, there are a bunch of those pre-made on the Workshop. They're called "Autobahn exits", so I guess it's not just a Midwest US thing either.
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# ¿ Mar 27, 2015 03:32 |
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This looks interesting: http://steamcommunity.com/sharedfiles/filedetails/?id=414469593&searchtext= Despite the gibberish at the bottom, it shows you how many "service points" a building is currently getting -- or more to the point, lacking.
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# ¿ Mar 27, 2015 06:17 |
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ModestMuse posted:I'm with you on this. Last night I was driving on this and thinking what a boss-level frontage road it was. And those marginal roads are pretty new, right? As in, they did a boatload of construction in that area and 10 years ago most of those roads didn't exist?
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# ¿ Mar 28, 2015 19:02 |
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Asciana posted:What services cover does general industry need to level up? quote:Here are the current factors applied to the service level that it checks against, there is a lot more math involved in figuring what is the actual number for each thing, but this should give you a rough estimate (and things to wonder about). I assume those numbers are fractions of a "level point". edit: maybe not, since they don't add up to quite 3. WithoutTheFezOn fucked around with this message at 20:39 on Mar 28, 2015 |
# ¿ Mar 28, 2015 20:36 |
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Rev. Bleech_ posted:am I the only one who will work on a city with full intentions of filling the entire map, get about 80,000 residents in, and decide that you can do better and start a new one?
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# ¿ Mar 30, 2015 04:24 |
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Baronjutter, off the top of my head, try adding more generic industry. I may be wrong, but I don't think specialized industry can supply commercial goods. That should at least help/solve the commercial problem. Plus everyone in your city is high.
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# ¿ Apr 1, 2015 02:02 |
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Eifert Posting posted:Where do y'all set your taxes early on? Each type complains separately. Seems like residential is usually first.
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# ¿ Apr 1, 2015 06:42 |
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Zombie #246 posted:Also how to you raise or lower roads?
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# ¿ Apr 2, 2015 03:37 |
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mr. nobody posted:I would like to ask the same question but differently from you, how do you color your bus lines? I have a small city with a bunch of blue bus routes and it's confusing and I would love to know how to make them colored differently.
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# ¿ Apr 4, 2015 03:35 |
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Subyng posted:Lane control and traffic light control is REALLY needed.
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# ¿ Apr 4, 2015 18:21 |
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GrossMurpel posted:Any idea what I can do in the eastern (residential) area? It's mostly commuting to work and shopping that's the problem there, I think. Then upgrade all the 4-lane roads to 6-lane. They're the same width and handle intersections slightly better. Regarding the west side, that's a lot of industry. Industry needs to go to other industry (specialized -> generic), commercial, and out of town. Your little red curly-Q north highway entrance ramp is probably almost all goods leaving your city -- if you put a highway exit on the west side (like near where your road crosses over top of the highway) a lot of that traffic won't go "through town". edit: also in my opinion, just because the road shows red doesn't necessarily mean there's a problem. If it's red with no backups, seems ok to me. WithoutTheFezOn fucked around with this message at 02:39 on Apr 5, 2015 |
# ¿ Apr 5, 2015 02:36 |
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Captain Mediocre posted:What can I do to fix the mess? Or rather, how should I have built things differently to avoid this problem? Also, try something like this: look at your map and consider the routes your garbage trucks will take (I assume that's the dump just to the right of the business district label).There's no way a garbage truck can go south of the freeway exit without looping north and then going through the central red road. That's a problem. It's not really a problem with only a few thousand people, but you're also ignoring the "tree" idea -- your traffic goes from highway to 2-lane to six-lane, instead of highway, 6, 2. That'll be a problem later. The one-way roads in the industrial section aren't helping you much. In that size of a block there's not enough traffic to warrant it, imo. Plus I don't think 2-lane to 2-lane road intersections create a traffic light. One more thing, consider where people actually go. There's not going to be a lot of traffic going from, say, Poplar Park to Moore Park (assuming those are both residential-mostly/only), but there will be a lot of traffic going from Moore Park to your industrial section. And lastly, like Blimpkin mentioned, the best thing I've done to help me make better functioning cities is try as best as possible to shrug off the idea that Every Square Has To Be Productive. Tough to do, especially if you played a lot of SC4. Oh, frontage roads, or marginal roads, are just roads that run parallel to a highway with (usually) limited highway access -- i.e. not every block or two. They serve to shunt traffic congestion off the highway ramps (which there would be more of if the frontage roads weren't there).
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# ¿ Apr 6, 2015 17:36 |
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Captain Mediocre posted:Do you mean a one-way 6-lane circle, or a 3-lane/3-lane bidirectional road? quote:Is there any good metric to judge how regularly to attach connections to these without clogging the thing up with intersections? And if you make roundabouts, make them out of highway pieces -- then they won't produce traffic lights like 6-lane roads will.
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# ¿ Apr 6, 2015 18:21 |
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GrossMurpel posted:
There's an Extended Building Info (or something like that) mod out there that seems to show that buildings do two things to level up: 1) They have to wait for education (called wealth for commercial) to build up -- an education/wealth progress bar starts at zero when a building levels up, and it has to fill (which takes time) before going to step 2 and leveling up again. 2) Once the education/wealth value is met, then it looks at land value. If enough points are provided by nearby services, the building levels up. That's what it looks like, anyway.
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# ¿ Apr 8, 2015 01:12 |
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WarLocke posted:I think I'm in love with this thing. Normally I'm not a fan of ramps on the inside of roundabouts but with the way the traffic AI works in Cities I think it would really work well. It's not quite the same, but this is my go-to highway/6-lane intersection: http://steamcommunity.com/sharedfiles/filedetails/?id=413214432&searchtext=Intersection+To+6. Works like a charm and is fairly compact. But I usually have raised highways.
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# ¿ Apr 13, 2015 03:23 |
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Eiba posted:Fun little fact I just found out, you can't! If anywhere gets education, then everywhere gets education.. Really to me it seems that you can do pretty much whatever until all your stuff is unlocked, but I seem to find that at about 100-115K pop no matter what I do the residential demand just goes away.
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# ¿ Apr 14, 2015 06:17 |
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That's a nice map (I got a city to 120K on it), but in case you're unaware the extreme SW peninsula's corner (where it says El Laguito on the real map) isn't part of the 25-tile grid.
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# ¿ Apr 19, 2015 00:16 |
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Redkist posted:That looks like you actually have a lot of traffic.
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# ¿ Apr 30, 2015 04:19 |
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Cephalocidal posted:Fun fact: There are parts of Chicago that actually work like this (minus the hearses) but they don't even need to surface most places. Lots of industrial buildings downtown have direct basement access for waste disposal onto the under-roads.
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# ¿ May 19, 2015 21:24 |
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Modest Mao posted:I'd be excited to see what ya'll make out of my map. Post some screenshots later.
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# ¿ May 26, 2015 19:31 |
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MisterBibs posted:How enjoyable is this game if you're not really strongly into Traffic Spergness?
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# ¿ May 26, 2015 20:55 |
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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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In particular, you need more population than the schools you have can handle. Or build fewer offices.
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# ¿ Jan 17, 2016 04:51 |
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If I had to pick only one mod to install, it'd be Traffic light toggle. That's the only thing I've ever felt I've needed to handle traffic problems. Having a "go-to" small roundabout and highway-to-6-lane interchange asset will save a lot of time, too.
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# ¿ Jan 19, 2016 05:47 |
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Sure, no problem with me. I personally think the traffic light toggle (and maybe arguably infinite resources) is more of a fix than an enhancement, but that's just me. Now that I think of it, though, I haven't looked at mods for a while and the one I always wanted was a mod that just doubled the number of jobs office buildings supply. That's it, just offices. Does that exist?
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# ¿ Jan 19, 2016 08:15 |
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Dred_furst posted:What do people think? As far as the actual monster, The very highest segment in the bottom picture (going from the E highway to the SW one) is probably redundant since you can still get there on that same ramp. And all of your exits are on the right-hand side except for one -- not sure the judges can give any style points for that. And I'm not sure why the southbound lanes of the highway coming from the north juke over to the east for a bit, crossing the northbound lanes. I would guess it's a pylon thing. Otoh, most of your curves look fairly smooth, so you've got me beat. Edit: all directions based on the last picture. Fake edit 2: I can't see a way to go from the top west highway to the SE highway southbound. I.e. From 9 o clock to 5 o clock. WithoutTheFezOn fucked around with this message at 09:19 on Jan 22, 2016 |
# ¿ Jan 22, 2016 09:14 |
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Thread title is still accurate.
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# ¿ Jan 26, 2016 03:06 |
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Try moving the stop from C to D first, and then adding a new stop at C? edit: wait, sounds like that's what you're doing. If it helps, to add the new stop at C I usually click a bit "before" the C station then drag the new dot into place.
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# ¿ Jan 28, 2016 05:47 |
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If you hover over a building's "level" bar, it'll tell you what's holding up advancement. For residences this is usually (always?) either "educate more people" or "cover with more services". The first one is self-explanatory (it takes quite a while for education to "filter" through your pop), the second one you can either guess, check all your services, or install a mod called Extended Building Information which will show you the real numbers for the building's influence by fire, police, health, etc.
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# ¿ Jan 29, 2016 18:51 |
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The tree brush mod I have, you use the numpad + and - keys to make the area it fills larger or smaller, then just paint like normal. (Right-click-drag to erase trees). e: to clarify, pick tree from park menu, use + and - to set size of brush, click-drag to paint. WithoutTheFezOn fucked around with this message at 20:37 on Jan 29, 2016 |
# ¿ Jan 29, 2016 20:33 |
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Metrication posted:Simcity 3000 had petitioners, different interest groups that came and requested stuff from you (I can't remember if these were just the regular city ordinances). Perhaps something based around that would work? Decision X helps one group but impacts another in a negative way.
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# ¿ Feb 3, 2016 23:15 |
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# ¿ May 12, 2024 01:26 |
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Your nemesis in this game is the intersection. Almost every intersection creates stop lights - two exceptions are those made of two 2-lane roads, and those involving a highway ramp. Minimize intersections and minimize the path industry needs to the "outside" and things should go fairly smoothly until you hit 30000 to 35000 pop.
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# ¿ Feb 16, 2016 04:18 |