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Cities Skylines - The Simcity we should've got

Some people are driving on my pedestrian bridges according to this mod. I wonder if I need more police funding...

bridge.jpg
 
Reinstalling this atm, just got the After Dark dlc too.

Crispy (or anyone else) - haven't played it for a while, what are the must-have quality of life mods now? And any others you can recommend.
 
Trying to learn more about roads, I come across this guy's stuff.



There's more, of course, but this one... those roads.

Compare and contrast to my level of competence:

2015-02-12_00006-100568496-orig.jpg


(Not my picture, but displays my ability.)
 
I am "planning."

Cities 2015-12-27 02-24-21.jpg

Exact placement and size of various districts subject to change of course, but that's the rough idea.

Airport is in; cargo hub (rail and sea) at the top on the river is in, with rail that links to all three external connections; tourist port is in, with a small road to a nice bay-side hotel (tourist attraction) that overlooks the bay bridge.

Cargo hub will link to a smaller cargo rail station (or two) somewhere near downtown to try and avoid too much cross traffic, and hopefully if my road skills are up to it there will be a ring road to get goods where they need to be. Top 'villages' residential will feed the industrial area with workers hopefully, and no goods vehicles will be allowed in. There might be a secondary touristy commercial area in the south, to the right of the lower 'villages' area. 'Downtown' and 'offices' will likely flip to be horizontal rather than vertical as I have represented them here, so offices are in the north along the highway, and downtown is in the south with the prime coastal real estate.

I'm going to attempt more internal rail connections this time, but will likely lean heavily on metro systems since they're the simplest to deal with. Buses freak me out, I can never work out where they are best used - probably a loop or direct service to get people from one side of a district to another, rather than to go between districts? I'm not sure what the deal with the new taxi ranks is, I guess within the downtown area to let tourists visit different attractions? I like that when you put in bike lanes you see a considerable increase in bike traffic. I wish there were roads that still had nice greenery as well as the bike lanes (I have that extended network connections thing with extra roads but there aren't any included in that).

I wonder, if I extended that larger island out in the sea would it push a load of water inland or will it disperse into the sea? I'd love to have one or two nice tourist attractions on there and have it as a little island retreat. I generally don't like using the terraforming tools anywhere near water because the knock-on effects are usually disastrous, but maybe it's not as bad out in the ocean?
 
So after my latest AI-enhanced Rimworld colony fell prey to a tantrum spiral I've finally pulled the trigger on Cities Skylines after seeing it for under a tenner in the steam chrimbo sale - only one small town under my belt so far but seeing as the last city sim I played was Sim City 4 I'm pretty damned impressed by both the gameplay and the rather splendiferous graphics. It's nicely relaxing.

So... n00b question that was probably covered in the tutorial but think I missed it when repeatedly going "Argh! Why can't I make you drive on the left?!" and I've not yet read the whole thread yet; what's the benefit of setting up different districts like you've done in the map above? What makes this different from just zoning different bits...?
 
what's the benefit of setting up different districts like you've done in the map above? What makes this different from just zoning different bits...?

You can apply polices to districts e.g. tax breaks, heavy traffic bans etc. Also it's important for industrial areas as you can designate industry as forestry, farming, oil etc if it's located on top of that type of resource (check the resource view).
 
Aha, thank you,so you can tune policies more specifically... interesting. Presumably you could do things like have a low-tax housing area near to things like farms (which seem to prefer uneducated employees? Not sure I agree with that but ho hum...) so that poorer families will tend to congregate there? Is the metagame advanced enough for that sorta thing?

Looks like I'm not getting much sleep tonight trying all this out; I don't think I've ever set HGV restriction policies whilst simultaneously designing a tube system and heroically trying to prevent the gin leaking out of the bottle with my mouth before so this will be a novel way to usher in the new year.

<speaking as an ex-brixtonian insert obligatory snark about a policy to replace all low-rent commercial with high-density chain stores>
 
I haven't focused on policies too much so far because honestly I find the game quite easy - as long as you don't rush ahead of yourself and you add what it tells you it needs it's not too long before you start making a profit. I can't remember what size my first city got to (I probably mention it on here somewhere), but it never collapsed or did anything terrible.

This time I'm turning all the cheats on so I can plan an entire city from scratch, to give me some practice at making roads that don't look like ass and that actually work properly - I figure once I work out how to connect things together in a way that works, I'll be better placed to start my future cities without unlocks and let them develop naturally while actually knowing what I'm doing.

But yeah, stuff like HGV bans are useful to stop clogging some of your roads. I'll have no lorries in my villages, for example, so I'll have to ensure they have alternative routes to get stuff where it needs to go. Some policies will give you more tourism, some reduce crime, some reduce garbage production, and I've seen some (possibly new ones that came with the game update because I don't remember them from before) that prioritise certain types of education. It can get pretty in-depth if you're designing specific districts to funnel workers to specific industries - I always seem to end up with not enough workers and not enough goods, despite there still being unemployment. It usually works itself out, but I think it's one of the drawbacks to the way things happen in waves - like you'll have a mass die-off as everyone who lives in that suburb you created die all together (incidentally there's a retirement home mod that's meant to help with that, I haven't tried it).
 
I can't get Fine Road Heights to work with Traffic ++, which is mildly annoying because I really hate the steep slopes.

However, tunnels are a fucking godsend. I love them. Hide all your awkward shit underground :cool:
 
I'm trying to get back into this after only playing it a little when I first bought it. My problem is a general lack of forward-planning; I get carried away at the beginning, and then find it really hard to expand in a sensible fashion - I end up with stuff just shoved in anywhere it fits. :(
 
I'm currently building a city in phases as if I started in the 1750s. Got a tight dense city-walled core surrounded by fields and villages. But here comes industry! And railways! Oh my! Aiming for a realistic jumble of development patterns like London.

Later on, I will drop bombs on it :D

(infinite money and everything unlocked. there's no real "challenge" to the regular game so I may as well indulge my creative urges)
 
I'm finding watching letsplays of this on youtube to be quite relaxing but intresting to see people though process.

also sometimes just asking the question what the fuck is that one way system about
 
Mass Transit - official add on - is out.

(And yes, that's why I'm up and wide awake)

Ranges from practical and realistic things like ferries, through to the silly - blimps. Lots of fun things that aren't too crazy - canals, new transport hubs, and ah, yeah, monorails with unfeasible points (aka switches).

And there's a couple of whopping twelve track stations. One's a terminus, the other one through.
 
How is this at creating a more UK flavoured city? With odd twists and turns in layout from years of bad decisions.

How about the pre built cities? Bringing sanity to London or redeveloping it after the great fire or WW2 appeals to me...
 
You can definitely do a windy wonky european city with flyovers to nowhere etc. What it can't do is buildings with non-square corners, so you end up with wedge-shaped gaps everywhere.
 
Re: the European city thing up-thread, I've just started watching this:



Holy crap, you can adjust the curve etc of roads and stuff now after you've laid them? Did that come with a patch? I don't remember being able to do that last time I played (which was ages ago).
 
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