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Cities XL Hints & Tips

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how extract oil from zones which are under water? there's some map with such zone.

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There is an offshore oil platform in the data but it is locked.

ETA: Never mind it is a MegaStructure that makes a challenging Blueprint.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Tell you what guys, from a complete newbie's perspective, this this thread here forum.citiesxl.com/viewtopic.php has answered so many questions. Can this please be made available somewhere so that other complete newbie's to this game can find it easily.

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Can you please explain to me how you built an over fly junction? I am finding it really hard at the moment to build one.

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Thank you spyke01 for this tutorial for circular streets. I was having problems to create proper circles.

I tried to make city according to the Venus Project city design. I had problem making accurate sicrcles.

 In any way, I reccomend to try this city design - it is VERY practical. 

Streets are not overcrowded, all services are easy accesible, lots of green surfaces, very ecological.

This city is small with 43 000 of people.

cxlscreenshotvenusone4.jpg

cxlscreenshotvenusone2.jpg

cxlscreenshotvenusone5.jpg

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Hi there CXL yonkies! Here is another one! :D

I'm new at the game, but figured out that the only way to see the radius of the effect of any service is by throwing very long streets lines, so you can see the effect of the service you're attempting to place. Also, the way the road lines are interconnected creates an impact to this radius.

And I have a question which cannot figure out by myself and it's about the residential roads, those with larger sidewalks which cannot be upgraded. What's the purpose of that kind of road? Because they seems to be more a pain when having to upgrade the roads or chaining the way than something helpful.

Any help will be greatly appreciated!

Ø3 :)

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Those roads were originally in the beta but beta testers did not like them so they were locked until recently.

You should not need to build service buildings until you have a neighborhood that demands those buildings so you should be able to see the area of effect for the buildings if you hover them near a road, even if the space is occupied. The color of the roads denotes how much service the buildings get and often buildings that are serviced also glow.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Those roads were originally in the beta but beta testers did not like them so they were locked until recently.

You should not need to build service buildings until you have a neighborhood that demands those buildings so you should be able to see the area of effect for the buildings if you hover them near a road, even if the space is occupied. The color of the roads denotes how much service the buildings get and often buildings that are serviced also glow.

Hello pal!

I forgot to say something. I have the latest version of the game: Cities XL 2012 (just in case).

So, I would like to know what's the usefulness of the roads with large sidewalks, since they seem to be useless.

About the services, I was referring to other thing, like for example, if you want to see how large the coverage of service buildings are, you need to build the traffic network first, since the service buildings only shows their effectiveness through the roads. This way, you can achieve an accurate coverage with the services and much more efficiency in their function by avoiding overlapping and the consequent waste of money.

Please, if you can tell me what about the roads with wider sidewalks I would appreciate it a lot. I don't think they are there just for nothing.

Thanks!

Ø3 :)

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Well they are "pretty" and fit with the theme of the culture you choose (they have different colors for American, French, German, and British roads are absent in default roads) and they are cheaper than default roads with the same capacity.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Well they are "pretty" and fit with the theme of the culture you choose (they have different colors for American, French, German, and British roads are absent in default roads) and they are cheaper than default roads with the same capacity.

So the normal roads, not the ones wihc come with the gift pack) which have a wider sidewalk are just because an aesthetic thing? They become useless since they cannot be upgraded or changed their way. It's hard to believe that the programmers would put something into the game which no effect on it, but a negative one 46.gif

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Some people like the look of them and not everyone upgrades their roads. The fact that these roads were not in the base game and that they are completely hidden when playing with default roads should tip you off. Adding content that does not work properly, in some people's eyes, is better than having very little content at all. The 2012 DLC came with a lot of broken buildings without road connections as well.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Some people like the look of them and not everyone upgrades their roads. The fact that these roads were not in the base game and that they are completely hidden when playing with default roads should tip you off. Adding content that does not work properly, in some people's eyes, is better than having very little content at all. The 2012 DLC came with a lot of broken buildings without road connections as well.

Oh, okay. Thanks a lot for the clarification, but even if the wider sidewalks are hidden, it doesn't mean they have no meaning. I thought, for example, that those roads allows a wider coverage for pedestrians, and as a second thing, better for zones where are many commercial buildings. I deduct this from reality, where offices and commerces usually have wider sidewalks because that way, the pedestrians cannot get congested and are more appealing for shopping.

For the there hand, because of just a couple of buggy buildings, such one in the medium density qualified workers which doesn't have road connection and another from the high density offices overlaps the street doesn't mean that the roads with a wider sidewalk are also buggy. I'm not saying they're not, because they may, but there is no correlativity between those building bugs with the wider sidewalks. That's just my opinion.

Missing someone with another explanation, or the same one, in order to confirm that yes: the roads with wider sidewalks are buggy or they has no effect over the game.

Thanks for replaying!

Ø3 :)

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Actually, now that I think of it, the roads with wider sidewalks have more pedestrian paths but not many pedestrians commute so that is rather useless (though every single pedestrian and car that commutes is a real worker who goes between home, work, and services).

And now for the Cities XL background story I just wrote up!

In Cities XL, they said that the Planets were recently discovered and the players get the special privilege of a 10x10km square of land to do whatever they want---by the "grace" of OmniCorp, the only global power and the party that allows the planets to be settled in order to take in profits from last resort trading. Because you and Don Madalff (good name, reminiscent of Donald Trump and Bernie Madoff) are the only authority in your region, you must supply all the necessities and luxuries for your citizens (some bankruptcy notes say that OmniCorp dissolved their subsidy or Don Madolf shut them down).


  Edited by OcramSeattle  
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Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Actually, now that I think of it, the roads with wider sidewalks have more pedestrian paths but not many pedestrians commute so that is rather useless (though every single pedestrian and car that commutes is a real worker who goes between home, work, and services).

And now for the Cities XL background story I just wrote up!

In Cities XL, they said that the Planets were recently discovered and the players get the special privilege of a 10x10km square of land to do whatever they want---by the "grace" of OmniCorp, the only global power and the party that allows the planets to be settled in order to take in profits from last resort trading. Because you and Don Madalff (good name, reminiscent of Donald Trump and Bernie Madoff) are the only authority in your region, you must supply all the necessities and luxuries for your citizens (some bankruptcy notes say that OmniCorp dissolved their subsidy or Don Madolf shut them down).

That now has sense! Thanks a lot for the reply, pal! 44.gif I have found that you're right about the large sidewalks by looking at the Pedestrian Routes in the Info Panel when clicking on a road. They use the sidewalks to go work/shop/etc (if near homes) and found that the sidewalks don't get clogged with pedestrians. I don't know if this is because the sidewalks are not the bigger ones, so they prefer going by car or if the small sidewalks are just okay. Anyway, it's not so essential knowing that, I think.

This game so so crazy!!! I enjoy it a lot, actually. Found many new ways to create more fluid or flower (from "much flow?") transit without the need of using buses as well. Urbanization! you know, like you have the east side, the west side, etc, each side has a different wealth of living, so for example, the ones at the east side are low wealth people who goes to low density heavy industries. That way you get the traffic going in the way you need and want.

Also found that a single one way road is able to allow till around 4-5 blocks of high density residences. I found this by just putting one road in one way to the factories and started to collapse when I surpassed the 5 blocks of 2x4 high density residents. that's a nice detail :)

Thanks a lot for your reply!!!

Ø3! 39.gif

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