Jump to content
ReneXL

Buildings, roads & population limits - time to lift?

185 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

do pedestrians and bicycles count as "vehicles?"  Maybe going car-free really does have an advantage in the game.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Pedestrians not, but bicycles are vehicles in the game.

Great.  I hope that bikers are former vehicle-users, not former pedestrians.  Otherwise, adding bikes just means we'll hit the vehicle limit faster.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Just illustrating: I have this city with only 11 tiles (2 of them full of water) and the vehicles limit is killing the city. The limit is 16384, and in this print, the city is very near this limit.

59383A9B147B1E71475B0D0EE95ED647B4F31410

Every time the vehicle count arrives on 16k, I need to clear traffic in the traffic manager, giving the city a breath. This shows how this limit is undersized and is annoying so many players - with or without 25/81 tiles mod. Note not all terrain is filled with high density.

My city is much bigger with 450.000 people (I've got 11 FULL tiles and the rest sparcely populated) and I've get to hit any limit. Could it be limits are actually already tailored to players' PCs? Or that you simply have too many mods installed? I only have 6 mods, and only two of them have anything to do with vehicles. 


  Edited by Linoa06  

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

My city is much bigger with 450.000 people (I've got 11 FULL tiles and the rest sparcely populated) and I've get to hit any limit. Could it be limits are actually already tailored to players' PCs? Or that you simply have too many mods installed? I only have 6 mods, and only two of them have anything to do with vehicles. 

With large population numbers, the game doesn't really simulate passenger traffic anymore, except on public transport. Most of the city areas, particularly residential and office areas, are completely dead and devoid of any traffic. You just have commercial and industrial traffic left on roads. Building or road limits are hit around 15 tiles. You can throw away your city if you hit any of those.

In my last city, I deliberately chose a map that didn't have too much space to build because of mountains and water. Still, it's no fun to always have those stupid limits as a thought in your head while playing. Building the game like this was a mistake.

In SC4 for example, your game just got slower and slower when you loaded too much stuff. Some people had to wait 30 minutes for their game to start up. I usually kept it more simple. Your game, your decision. Here, you get the stop sign shown when everything still runs fine. Honestly, this was the biggest dampener this game gave to my enthusiasm.


  Edited by Turjan  
  • Like 3

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Well on my system I have just hit 50k pop and my system is now starting to lag and I have a somewhat decent system, Core i7 2700k, 8Gig ram and a GTX 650 TI.. So this is by no means a substandard system but when the game gets this far going it is starting to get a bit much for it..

But to base the game on a what your PC can do may be a bit too much as those who do not have super fast computers will just be annoyed that there is a lot more available in the game but are unable to reach it because they don't have a super fast computer..

I used to have this very same issue with SC4 as I was stuck playing small to medium sized maps because if I played on large maps my system would slow to a crawl when the city got too big and this was on a Pentium based system

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

The limit ruins the game for me. I've seen it before in older games.

I used to love Caesar III, the game where you built Roman cities came out way back in 1998. I got the came in 2002 and my Celeron 1.1Ghz CPU was very powerful compared to what the game needed to run, and I hit the building limit over and over again! If I built densly then I would only fill a quarter of a large map, and I knew that was it - game over. :(

  • Like 1

14+ Million sims! Things are even nicer in Sunset County!

Sunset County - Check it out!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Oh, I never expected my suggestion will cause this 'discussion'.

And I'm totally agree (indiferent of the PC of everyone) to increase certain limits. I know all limits are placed for 9 tiles, but, as someone said before, more than 400K people play with more than 9 tiles. Cities Skylines is made with Unity 3D, is an engine that do not require a heavy PC to work smooth.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Someone got a position from CO about this limits?
I hope they do it soon, because it sucks...

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Someone got a position from CO about this limits?
I hope they do it soon, because it sucks...

The official position is that they are not going to increase limits, due to the reasons I stated above. IF they officially support a 25 zone expansion, they might increase limits slightly. But do not hold your breath expecting a dramatic increase in object limits. 

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I haven't played the game enough to reach any of these limits but that is a serious noose around the neck of this game; especially going forward as computing power will generally tend to increase over time (even if only slowly).  Also consider that those with "sub-par" systems today will eventually upgrade, bringing the overall average computing power of the game's user base up significantly and delivering them straight into the waiting arms of the problem.  At this point and in those terms, we can only await the "successor to the successor."

  • Like 1

Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

Visit my SC4 City Journal, Leicester County | Index | Street Map
Buffalo and Upstate New York BATs

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Someone got a position from CO about this limits?
I hope they do it soon, because it sucks...

The official position is that they are not going to increase limits, due to the reasons I stated above. IF they officially support a 25 zone expansion, they might increase limits slightly. But do not hold your breath expecting a dramatic increase in object limits. 

I really expect they consider it soon, or the success of CSL will be backfired...

We know the power of the community to make the fixes that the game studios don't do. Look SC4 and its modifications projects (NAM, CAM, etc).

Isn't about "make the game only for mega computers", is about to the players not be limited by a game rule that doesn't make sense in simulation aspect (and only for performance aspect). If the game have a "Metropolis Mode" with high limits for the simulation, I think the slow and fast pc players will be happy.

And considering what sabretooth said above, I really expect it limit raises don't come only in a CSL 2, when everybody may have better pcs. SimCity 4 never limited us by your simulation, but by your unitary city size. Anyway, you could do huge region (I have one with 6500km², 420+ big cities) and it's sensation of limitless still being the strongest point of SC4. It's what make I close the CSL and open the SC4 sometimes.


  Edited by Klyte45  
  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I have been playing SC4 for YEARS. Literally since it has came out. I've been dying for another Simcity game or a worthy game. I played Simcity (2013) religiously, even though I was underwhelmed  I was already sold when I seen the reviews on this game, but I've recently read that they have caps on the size of your city? Really? Since when did PC games start to do that?

Thats very unfortunate. It might not be a big deal to some but I love to replicate big cities. I'm from New York and I've lived in Tokyo for 3+ years of my life. Big cities with big populations is my way of life and how I view the world that I live in. Having a city the size of some of the cities that I've seen in Cities: Skylines with only 200K-400K people is extremely unrealistic. Especially living in places like NYC where the population is 8+ mill at least and Tokyo is 22+mill at least.

I hope to God they drop the limit. I want to enjoy a real realistic city building game. I dont even care if I dont even see the extra couple million on the screen.

 

 


  Edited by MassDaGod  
  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Unreasonable limits?

People:  Well, in the original 9 tiles, you could fit only the lower half of Manhattan and the near shore of Brooklyn.  The area is 36sq km, or 13.9 sq miles.  Manhattan density is 67K/sqmile, so that's around a million people, which is the game's limit.  Interestingly, that is denser than the densest District in Hong Kong.  Some cities in S. Asia (India, Bangladesh) are denser, but that's about it.

For 9 tiles, 1,000,000 is a TOTALLY reasonable limit.

Buildings: In addition, the building limit is 32K.  If your city is 1/3 each R, C, I/O, that's 10,000 res buildings, with 1000 additional services and other stuff.  L5 Hi-res holds 1.5 households per square, so a 4x4 holds 24 households, or a max of 240,000 households.  That's a floor of about 500K adults, but in the middle of a city-wide baby boom, there could be almost a million people, but only temporarily, and only if there's no seniors or empty-nesters. Notice that this gets us right back to the same limit: about a million people in a million tile city if you min-maxed it.

For 1 million people in a real world city, the building limit is pretty spot on.

Land area?  Each tile is 250 x 250 cells, or 62.5K cells.  If you zoned only 4x4 bulidings, the building limit of 32K would require 512K squares of zoned land.  Notice that that requires.... just over 8 full tiles!  Obviously, you'll need some roads in there, and some service buildings are larger, and there may be water areas.  At minimum, each building requires 4 cells of road as frontage, which means at least 25% of your built area has to be roads - and you've just exceeded your total area in 9 tiles.

For 9 tiles, there's enough land to almost build all the buildings at max.  But not quite.

Roads:  zoning the max requires 128K cells of road frontage.  The longest single road segments are 12 cells, but you can't use only 12-cell segments because then you lose 13% of your land area to a 4x4 square in the center of each block.  Some of those dead spaces might be occupied by the back end of deeper service buildings, like power plants and universities, but generally you'll have blocks 8 cells deep, requiring 10cell segments.  Those segments are all dead weight - you need them for connectivity, but none of your buildings need to face them.  The blocks can be very long - 36 segments long or more - because when your city gets min-max huge, you've got very little traffic anywhere.  So you don't need wide roads or freeways much, and you can use mods to raise speed limits everywhere.  But even in a huge block grid like this, you'll need about 20% more road segments for the ends of the blocks.  And so, 128K of road frontage is at about 12K road segments, plus another 3-4K for connections.  Yes, other networks like water and rail count against it, but that's still a far cry from the 32K limit.

For 9 tiles, many players will not even see the road limit, unless they are building LOTS of small segments of road, rail, and pipe.

Summary: Given the Official Supported Limit of 9 tiles, the building, road, and population limits are consistent and reflect the real world as well as allowing the vast majority of players to build 36 sq km of almost any realistic city.  DON'T Expect CO to touch those limits unless (a) it is easy, and (b) they are feeling VERY generous.

 

As for vehicles and agents, that's a totally different question.  Those two limits affect far more players, even in 9 tiles, and should be raised because of gameplay.  But those are much more related to the core of the simulation and raising them would have a MUCH larger effect on game performance.


  Edited by ethansprang  
  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Limits are Never "reasonable".

I wish I could mod that portion of the game to make population limitless.

Until there is a mod or CO lifts the limits, I will not invest my money into this game.


  Edited by MassDaGod  
  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

One thing that does leave a glimmer of hope is that, if I understood it correctly, the artificial limit of ~32k (2^15) buildings is capped even further by CO, as the used datatype that holds the ID's could theoretically store ~64k (2^16) values. So that would allow for double the number of buildings that could be placed/grown. Not sure if the same also applies to the number of roads or zoneable tiles.
The agent limit is a different issue though, and an unchanged agent limit with double the number of buildings would probably become much more noticeable than it can already be (I personally haven't reached any limits yet, but I've heard of cities that reached the agent limit that were pretty much devoid of any activity other than industrial/commercial/public transport, ie. pretty much being killed off due to lack of civilian activity and collapsed city services).

The built-in limits really are the 10-tonne elephant in the room, as imo. it does seriously impact long-term playability of an otherwise amazing and fascinating game. Even without After Dark you already have to keep the limits in mind when planning/building your city, which forces you to play with the handbrake applied - AD only exacerbates this problem, and future expansions will in turn make it even more noticeable (ie. worse).

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Unreasonable limits?

People:  Well, in the original 9 tiles, you could fit only the lower half of Manhattan and the near shore of Brooklyn.  The area is 36sq km, or 13.9 sq miles.  Manhattan density is 67K/sqmile, so that's around a million people, which is the game's limit.  Interestingly, that is denser than the densest District in Hong Kong.  Some cities in S. Asia (India, Bangladesh) are denser, but that's about it.

For 9 tiles, 1,000,000 is a TOTALLY reasonable limit.

Buildings: In addition, the building limit is 32K.  If your city is 1/3 each R, C, I/O, that's 10,000 res buildings, with 1000 additional services and other stuff.  L5 Hi-res holds 1.5 households per square, so a 4x4 holds 24 households, or a max of 240,000 households.  That's a floor of about 500K adults, but in the middle of a city-wide baby boom, there could be almost a million people, but only temporarily, and only if there's no seniors or empty-nesters. Notice that this gets us right back to the same limit: about a million people in a million tile city if you min-maxed it.

For 1 million people in a real world city, the building limit is pretty spot on.

Land area?  Each tile is 250 x 250 cells, or 62.5K cells.  If you zoned only 4x4 bulidings, the building limit of 32K would require 512K squares of zoned land.  Notice that that requires.... just over 8 full tiles!  Obviously, you'll need some roads in there, and some service buildings are larger, and there may be water areas.  At minimum, each building requires 4 cells of road as frontage, which means at least 25% of your built area has to be roads - and you've just exceeded your total area in 9 tiles.

For 9 tiles, there's enough land to almost build all the buildings at max.  But not quite.

Roads:  zoning the max requires 128K cells of road frontage.  The longest single road segments are 12 cells, but you can't use only 12-cell segments because then you lose 13% of your land area to a 4x4 square in the center of each block.  Some of those dead spaces might be occupied by the back end of deeper service buildings, like power plants and universities, but generally you'll have blocks 8 cells deep, requiring 10cell segments.  Those segments are all dead weight - you need them for connectivity, but none of your buildings need to face them.  The blocks can be very long - 36 segments long or more - because when your city gets min-max huge, you've got very little traffic anywhere.  So you don't need wide roads or freeways much, and you can use mods to raise speed limits everywhere.  But even in a huge block grid like this, you'll need about 20% more road segments for the ends of the blocks.  And so, 128K of road frontage is at about 12K road segments, plus another 3-4K for connections.  Yes, other networks like water and rail count against it, but that's still a far cry from the 32K limit.

For 9 tiles, many players will not even see the road limit, unless they are building LOTS of small segments of road, rail, and pipe.

Summary: Given the Official Supported Limit of 9 tiles, the building, road, and population limits are consistent and reflect the real world as well as allowing the vast majority of players to build 36 sq km of almost any realistic city.  DON'T Expect CO to touch those limits unless (a) it is easy, and (b) they are feeling VERY generous.

 

As for vehicles and agents, that's a totally different question.  Those two limits affect far more players, even in 9 tiles, and should be raised because of gameplay.  But those are much more related to the core of the simulation and raising them would have a MUCH larger effect on game performance.

Some notes:

  1. Roads, train tracks, pipes and power lines are in the same array. So, isn't so rasonable...
  2. 32 habitants per building (considering if all the 32k building are residential) isn't rasonable for 1M habitants. OK, CSL was projected to have only 9 tiles, but 30% to 40% of CSL's players aren't satisfected with 9 tiles. There's none so blind as those who want not see.
  3. Even for 9 tiles, 16k vehicles are absolutely unreasonable. In a city with 100k inhabitants in 9 tiles, is like only 1/6 of city could have his own car (I'm not counting: service cars, like trash truck and ambulances, public transports, trains...). It's absurd! This must be changed even 25 will not supported.
  4. They need to hear his players. Isn't about be generous. If they are success today is because we support the game, and not the opposite. I'm not telling they to work for free, but this is a problem is affecting a lot of players, and some of them don't know about this because not even player checks if his game limits was reached, but certainly they see the limits effects in his cities.
  5. Any limit on simulation is undesirable. Is like you buy a Ferrari with a velocity limiter at 50km/h.

Additionally, the vehicle limit is more absurd because the arrays count even the trains and trucks what is travelling to the edge of the map. Who never saw that big train queue attempting to exit the city? And the trains what want to go in a passenger station inside the city center, instead of stop on the first passenger station inside the urban perimeter? These trains generally have 8 cars transporting 1 to 16 passengers! WHY?

My cities with 25 or 9 tiles, even when arrives at 150k habitants, the population drops to 70k. All because the trash accumulating in the buildings. Why this happen? Because the vehicle limit prevents the trash trucks to be deployed! It's sucks a lot.

To solve this problem, it's a quite simple: add a "Metropolis Mode" at game. If it turns a dlc, I don't see a real problem, but this must be done or the CSL will die fast.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Please, please, PLEASE let this game be limitless or at least allow the hardcore gamers to mod it to be limitless.

 

Is anyone working on a limitless mod right now?

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I tried to raise the limit of vehicles. I post the source code here some posts before. But I have no success...

The 81 tiles mod is dead since the After Dark Update. The creator not appeared to tell when (and if he) will update the mod for the After Dark.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Please, please, PLEASE let this game be limitless or at least allow the hardcore gamers to mod it to be limitless.

 

Is anyone working on a limitless mod right now?

I doubt that that is possible in any feasible way, because the limits are set and enforced in the Core code, which is largely inaccessible for modders. And even if modders could find a way to increase the limits somehow (by overriding the Core code), it will be most likely break with every game update and generally make the game more unstable.
I'm afraid the only possible solution that is feasible in the long run is one implemented by CO itself.

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Someone got a position from CO about this limits?
I hope they do it soon, because it sucks...

The official position is that they are not going to increase limits, due to the reasons I stated above. IF they officially support a 25 zone expansion, they might increase limits slightly. But do not hold your breath expecting a dramatic increase in object limits. 

I really expect they consider it soon, or the success of CSL will be backfired...

 

Yeah not really. Of course people always ask more and more and more, but what CO is doing goes far beyond what you'd expect from most devs. Show some gratitude for what you already have people.

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hey, I'm just saying what I think. I'm not thankless with them, I want to help them to have a long success like SC4 have.

As I say, I'm not telling they to work for free. I want to pay for it if it demands so many hours of work.

I'm not the one that think it. CSL don't have that chronic problems like CXL had at launch (and the CXL team weren't competent to solve). The Colossal Order team is very competent: look to CIM series. But, this kind of problem (limits) are appearing now because more than 6 months was past since game launch. And more problems will appear from now!

They made a great game. The best citybuilder in 12 years. But it doesn't mean the game is perfect. We must say what is wrong, and advice what we think about them. If they don't want to hear me (and others what think like me) is their choice; the future will say who's wrong. And I don't have affraid to mistake because of excessive care, but I'll get much frustated if I don't tell them and in future see I was right and I don't tell it.

For last, we don't have to be grateful for they make a CityBuilder. We have to be grateful for they done updates like day/night cycle and deliver it for free. And, how I said before, I think the vehicle limit should be updated for free. The "Metropolis Mode", with other limits raises, could be a DLC. The both sides will be satisfied.

But it just a suggestion from me, a mere mortal who plays CSL.

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Someone got a position from CO about this limits?
I hope they do it soon, because it sucks...

The official position is that they are not going to increase limits, due to the reasons I stated above. IF they officially support a 25 zone expansion, they might increase limits slightly. But do not hold your breath expecting a dramatic increase in object limits. 

I really expect they consider it soon, or the success of CSL will be backfired...

 

Yeah not really. Of course people always ask more and more and more, but what CO is doing goes far beyond what you'd expect from most devs. Show some gratitude for what you already have people.

Show some gratitude for something you already bought? 
Tell me, why you paid the game? For showing gratitude? :D 

The game is not free, so NO gratitude in any way.

  • Like 2

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1. Roads, train tracks, pipes and power lines are in the same array. So, isn't so rasonable...

    Certainly not, as bus lines(huh), metro tunnels(!), metro lines(huh), train lines(!) all count to the same road limit.

    With the low poly graphics of CSL they should be able to support a wider range of building possibilities. CXL was all posh photorealistic 3D and the maps where bigger and the only limiting factor was one's hardware. With CXL if one has/had mid-range PC one was able to build the whole map.

    It looks like CO made a very fat game, but it's fat only to the point when one starts to expand out and have industry, after that's it's merely a designer tool --- until the building limits hit in. 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I personally like the "Metropolis Mode" idea. Even though my computer drops to 1-2 FPS on half full of 9-tiles (Core 2 generation), I would love to see such a DLC feature introduced.

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Someone got a position from CO about this limits?
    I hope they do it soon, because it sucks...

    The official position is that they are not going to increase limits, due to the reasons I stated above. IF they officially support a 25 zone expansion, they might increase limits slightly. But do not hold your breath expecting a dramatic increase in object limits. 

    I really expect they consider it soon, or the success of CSL will be backfired...

     

    Yeah not really. Of course people always ask more and more and more, but what CO is doing goes far beyond what you'd expect from most devs. Show some gratitude for what you already have people.

    This is why I am beginning to lose all faith in this community there is little to no gratitude, we have a developer / publisher willing to make a game that only really caters for a small niche market and people are panning it because the developers put in limits to their game so as to allow all computers to run the game at an acceptable rate..

     


      Edited by ghosty20  
    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    We should start a petition for "Metropolis mode" where there are no limits. If this game wants to stand the test of time like SC4, the limits need to be lifted or else the hardcore fans will move to something else.

    Limited people?
    Limited buildings?
    Limited vehicles?
    Really?

    Unsatisfactory.

    They named the game "Cities: Skylines".

    I dont know 1 City off the top of my head with a seriously sick skyline have only a max of 1 million people in it (let alone 300K-400K). Of course they are out there but most metropolises on Earth with great skylines have several millions of people. I want to emulate that in a city simulation.

    This game did a great job with EVERY but the limits. Bravo to the team for making the game the best city builder in a decade.

    Now let's see if their interested in listening to their fans.


    If you don't feel like I feel, please don't chastise me and try to convince me it's not important. Please

     

    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Someone got a position from CO about this limits?
    I hope they do it soon, because it sucks...

    The official position is that they are not going to increase limits, due to the reasons I stated above. IF they officially support a 25 zone expansion, they might increase limits slightly. But do not hold your breath expecting a dramatic increase in object limits. 

    I really expect they consider it soon, or the success of CSL will be backfired...

     

    Yeah not really. Of course people always ask more and more and more, but what CO is doing goes far beyond what you'd expect from most devs. Show some gratitude for what you already have people.

    This is why I am beginning to lose all faith in this community there is little to no gratitude, we have a developer / publisher willing to make a game that only really caters for a small niche market and people are panning it because the developers put in limits to their game so as to allow all computers to run the game at an acceptable rate..

     

    Yeah pretty much that. CSL offers SO MUCH MORE than any other city builder barring SC4 can - maybe more, because it's in 3D. They've got a dev team that will do anything to make the game better, and doesn't spend their time racking in the cash.

    Yet people say the game sucks and is backfiring because it doesn't cater to their shiny gaming rigs.

    You hear that they don't care at all about their fans.

    You hear that the game is "unsatisfactory" (nice standards you have there bro)

    I, for one, am quite happy they don't cater to their gaming rigs. That means more people with less powerful rigs can play it. Some people always want it all, quite sadly, instead of appreciating what they already have.

    Should there be a relaxing of limits? Definitely. I'd love to play bigger cities.

    Do the limits ruin my experience of the game? Certainly not. In many ways they allow a lot of my friends with lesser PCs to play the game.

    And for that I feel the community needs to thank CO. And it needs to be patient and remember that when SC4 initially came out, it was far from the best city builder ever made, too.


      Edited by Linoa06  
    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Unreasonable limits?

    People:  Well, in the original 9 tiles, you could fit only the lower half of Manhattan and the near shore of Brooklyn.  The area is 36sq km, or 13.9 sq miles.  Manhattan density is 67K/sqmile, so that's around a million people, which is the game's limit.  Interestingly, that is denser than the densest District in Hong Kong.  Some cities in S. Asia (India, Bangladesh) are denser, but that's about it.

    For 9 tiles, 1,000,000 is a TOTALLY reasonable limit.

    Buildings: In addition, the building limit is 32K.  If your city is 1/3 each R, C, I/O, that's 10,000 res buildings, with 1000 additional services and other stuff.  L5 Hi-res holds 1.5 households per square, so a 4x4 holds 24 households, or a max of 240,000 households.  That's a floor of about 500K adults, but in the middle of a city-wide baby boom, there could be almost a million people, but only temporarily, and only if there's no seniors or empty-nesters. Notice that this gets us right back to the same limit: about a million people in a million tile city if you min-maxed it.

    For 1 million people in a real world city, the building limit is pretty spot on.

    Land area?  Each tile is 250 x 250 cells, or 62.5K cells.  If you zoned only 4x4 bulidings, the building limit of 32K would require 512K squares of zoned land.  Notice that that requires.... just over 8 full tiles!  Obviously, you'll need some roads in there, and some service buildings are larger, and there may be water areas.  At minimum, each building requires 4 cells of road as frontage, which means at least 25% of your built area has to be roads - and you've just exceeded your total area in 9 tiles.

    For 9 tiles, there's enough land to almost build all the buildings at max.  But not quite.

    Roads:  zoning the max requires 128K cells of road frontage.  The longest single road segments are 12 cells, but you can't use only 12-cell segments because then you lose 13% of your land area to a 4x4 square in the center of each block.  Some of those dead spaces might be occupied by the back end of deeper service buildings, like power plants and universities, but generally you'll have blocks 8 cells deep, requiring 10cell segments.  Those segments are all dead weight - you need them for connectivity, but none of your buildings need to face them.  The blocks can be very long - 36 segments long or more - because when your city gets min-max huge, you've got very little traffic anywhere.  So you don't need wide roads or freeways much, and you can use mods to raise speed limits everywhere.  But even in a huge block grid like this, you'll need about 20% more road segments for the ends of the blocks.  And so, 128K of road frontage is at about 12K road segments, plus another 3-4K for connections.  Yes, other networks like water and rail count against it, but that's still a far cry from the 32K limit.

    For 9 tiles, many players will not even see the road limit, unless they are building LOTS of small segments of road, rail, and pipe.

    Summary: Given the Official Supported Limit of 9 tiles, the building, road, and population limits are consistent and reflect the real world as well as allowing the vast majority of players to build 36 sq km of almost any realistic city.  DON'T Expect CO to touch those limits unless (a) it is easy, and (b) they are feeling VERY generous.

     

    As for vehicles and agents, that's a totally different question.  Those two limits affect far more players, even in 9 tiles, and should be raised because of gameplay.  But those are much more related to the core of the simulation and raising them would have a MUCH larger effect on game performance.

    Some notes:

    1. Roads, train tracks, pipes and power lines are in the same array. So, isn't so rasonable...
    2. 32 habitants per building (considering if all the 32k building are residential) isn't rasonable for 1M habitants. OK, CSL was projected to have only 9 tiles, but 30% to 40% of CSL's players aren't satisfected with 9 tiles. There's none so blind as those who want not see.
    3. Even for 9 tiles, 16k vehicles are absolutely unreasonable. In a city with 100k inhabitants in 9 tiles, is like only 1/6 of city could have his own car (I'm not counting: service cars, like trash truck and ambulances, public transports, trains...). It's absurd! This must be changed even 25 will not supported.
    4. They need to hear his players. Isn't about be generous. If they are success today is because we support the game, and not the opposite. I'm not telling they to work for free, but this is a problem is affecting a lot of players, and some of them don't know about this because not even player checks if his game limits was reached, but certainly they see the limits effects in his cities.
    5. Any limit on simulation is undesirable. Is like you buy a Ferrari with a velocity limiter at 50km/h.

    Additionally, the vehicle limit is more absurd because the arrays count even the trains and trucks what is travelling to the edge of the map. Who never saw that big train queue attempting to exit the city? And the trains what want to go in a passenger station inside the city center, instead of stop on the first passenger station inside the urban perimeter? These trains generally have 8 cars transporting 1 to 16 passengers! WHY?

    My cities with 25 or 9 tiles, even when arrives at 150k habitants, the population drops to 70k. All because the trash accumulating in the buildings. Why this happen? Because the vehicle limit prevents the trash trucks to be deployed! It's sucks a lot.

    To solve this problem, it's a quite simple: add a "Metropolis Mode" at game. If it turns a dlc, I don't see a real problem, but this must be done or the CSL will die fast

    Agreed about vehicle limits - even in 9 tiles, that limit is far too low.  I said so.

    But my point is that, given the 9 tile unmodded limit, the road, building, and pop limits are reasonable. You can say you want 25 tiles, but from a gameplay standpoint, the limits (again, excepting agents and vehicles) are reasonable within 9 tiles, and with respect to nearly all real world human cities.

    25 tiles is more than 250% increase in simulation size - a massive increase in the graphics load and in the simulation computations. Some of the pathfinding calculations probably increase more than linearly with network size, so the slowdown would be even greater. 

    "Any limit is undesirable".... and if wishes were horses then beggars would ride.

     

    • Like 2

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections