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Cities Skylines 2 Out Now!
perafilozof replied to Ulisse Wolf's topic in Cities: Skylines General Discussion
Here is my little satire on this burning wreck: -
New cities and highway designs Let's play
perafilozof replied to perafilozof's topic in Cities: Skylines City Journals
In this episode the city called Fish&Chips is getting a brand new fishing village with a different design across the river from the original one. It will have fishing industry on two shorelines, some high density and a wacky and roundabout way of entering and exiting the village and getting on and off the highway. -
Skid Cities - Developer Interview + Upcoming Features!
perafilozof replied to rob_mtl's topic in City-Building Games
Since we already have a thread opened for this game, let me jump in with more info> This is an overview of all the Features and Gameplay in Skid Cities, a Cyberpunk City Building Game which looks a lot like SimCity 4 but is also vertical in the way that you can build cities in the sky and underground on multiple levels. You can go the utopian or dystopian direction with androids, organized crime and evil corporations. If you would rather watch then read you can do so here: https://www.youtube.com/watch?v=HgZVh9drSLU ------- This game is a real throwback to SimCity 4 but in a fresh cyberpunk SF setting. I was playing a version of the game from Early Access and more features are being added constantly. The sole developer behind this game is hard at work on improving performance, adding features, zones, buildings, new gameplay mechanics and more. Currently you can play the tutorial, several carrier missions and in sandbox mode. So, as I mentioned, this is a Cyberpunk City Building Game. But believe me, that is not the feature you will be most fascinated by but by it’s verticality. Not only can you build on the ground, but you can build in the air and underground. And on multiple levels in both, going down or up for a hundred levels. To be able to follow the growth and development of your city and the people in it, you have more than a dozen graph and information layers at your fingertips. You can see the desirability for different zones but also everything from crime to androids. The graphs will help you understand what you need more or less of and what buildings to add. When you max out a zoned buildings level, 4 right now, it becomes a foundation for the layer above it. You can also palace your own foundations if you don’t want to wait for the buildings to upgrade to its maximum level. But when you want to build deeper underground, all you need is to lower the roads one level, create an excess shaft and you are ready to build on a whole new underground layer. When you go up, you can acutely have skyroads which require no support because cars will fly, think fifth element or Blade runner. At first glance the space for a new city might look smaller than you would expect, but when you start to multiply this space with the underground and above ground layers you end up being awed by the sheer size of the cities you can build in this game. Right now these dreams might escape you because the game has some performance issues with massive cities, but I have seen players make cities with over a million population so in this instance I am going to reserve judgement as this performance issue seams more limited in scope and not all players have it. Several performance patches have been posted so far. The developer has assured me that this is being worked on and so in the future you should have no trouble building multi million population cities in this game. You can write to him directly on his active discord channel. But let’s go back to the features this game offers. Beyond the zone buildings being upgradable there are multiple zone types and wealth levels. You have the poor zones, and regular factories, but also the rich people’s homes and corporate offices, as well as type wealth levels of commercial zones. Naturally each have their specific requirements for growth and upgrading. Poor citizens need augmentation stations, because they simply can’t beat android workforce unless they can upgrade their arms, eyes and even brains. They also produce unrest and crime so there are specific buildings to deal with these. More on this later. The rich citizens share the poor citizens need for water, but they also want access to nature parks, helicopters and android housekeeping. The factories require mines, while the corporate offices need an airport and even a rocket ship port to level up. Besides water you also have to manage, waste, unrest, crime, rouge androids, organized crime and dissent. For each of these there are specialized buildings which have a growing cost but also a growing range of influence. And this is where the puzzle gameplay starts to really kick in. These, and also the buildings required to level up each zone type give off a square influence range. And everything is squared in this game. So don’t expect curved roads here. It is in this complex overlap of police drone stations and eye augmentation stations that the difficulty is at. Figuring out the best layout of zones and plopable buildings requires trial and error as well as actually achieving population and other milestones to unlock them in the first place. There are also some things you won’t expect. Like the fact that level 4 buildings of rich citizens grow their own trees and produce their own water. Water is carried up by the foundations to the next layer level. In Skid cities criminals are shuttled off into underground jails, then there are companies and crime syndicates which will take root in your city once it becomes a fertile ground which matches their expectations. These conditions are especially created when you pass certain laws. So for example if you legalize addictions then organized crime will take root in your city and expand its reach. Each law costs to implement and to keep it running and it has both positive and negative effects. So while you might use a law to reduce crime, you will increase unrest. One thing I found lacking in this version of the game, are the city sounds. There are layer specific sounds like the wind on the sky levels and water dripping in the underground ones but the city itself doesn’t have sounds in it. The music on the other hand is solid and fits the games setting. One feature which makes up for this are SimCity like city news bulletins which inform you of current affairs, new developments and unlocks and tell you which crime syndicate or corporation wants to expand in your city. You can also read all about the newest android rebellions or dissidents blowing up buildings. If you try to manage everything with a tight fist in this game, you will start to see your utopia rating go down and your dystopia rating go up. There are really no penalties for this. It’s just your choice and it depends on the buildings you add to the city. You can pause the game of course, speed up time, but you can also turn the time from day, to sunset and night. There is a really handy option to switch the view from buildings to zones so you can more easily see your other buildings and roads in this urban vertical jungle. There is also a cool drone camera view in which you can take screenshots of your cyberpunk dystopia… or utopia. Thank you for reading or watching. Steam store page: https://store.steampowered.com/app/1242630/Skid_Cities/- 1 Reply
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Explanation & Solution for the not enough (educated) workers. Full guide!
perafilozof posted a topic in Cities: Skylines General Discussion
For the longest time I have continuously written answers to other players questions about the problems of Not Enough Educated Workers and Not Enough Workers on social media, forums, Steam, Reddit, you name it. As these questions never go away and keep getting asked, even so many years after the games launch and many patches I have decided to present the whole explanation and the possible solutions in an all-around Guide about these problems. This guide explains the problems and gives solutions for Not enough workers and Not enough educated workers in Cities: Skylines which can lead to abandoned buildings. I explain why both problems happen and present several solutions for each of them while giving an education and informative explanation of the workers / workplaces game mechanics. I also talk about citizen wealth, education, building leveling requirements and all types of Industry and commercial zones. Generic, agriculture, forestry, oil and ore specialized industry. It is now up on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2429141845 From the guide: .... ... If you have your own solutions and experiences with these problems I invite you to share your thoughts, ideas and anything else you would like to share about it. For those who prefer to watch rather then read, I got you covered with this video guide: -
New cities and highway designs Let's play
perafilozof replied to perafilozof's topic in Cities: Skylines City Journals
In this episode the GreatSpiralCity is enlarged with new spiral arms, new service buildings and more cims come to live and work in the new RCI zones. Road speed is increased to 140 km/h (90 mhp). I add a new generic industry district to make more goods and balance products import and export naming it by one of the suggestions my subscribers offered on the previous videos. -
What do you think which mistakes do players make most often?
perafilozof replied to perafilozof's topic in Cities: Skylines General Discussion
Hi, Thank you all for the extra posts and your experiences. I will soon put them all together into a new 5 Common mistakes video. But do keep these coming so I can make a third. -
New cities and highway designs Let's play
perafilozof replied to perafilozof's topic in Cities: Skylines City Journals
In this episode the city of ColdSnap gets a new district built with another unique design while since it has no additional industry to produce goods I have to import them from the region. The services are set up away from the Cims homes so that is going to be an interesting experiment to see will they cover and service those remote RCI&O zones. -
New cities and highway designs Let's play
perafilozof replied to perafilozof's topic in Cities: Skylines City Journals
In this episode the city called Fish&Chips is developed more with another area of RCI, more jobs are opened more population comes in, another fish market is placed while I am planning out how to start another fishing village with a different design across the river from the first one. -
What do you think which mistakes do players make most often?
perafilozof replied to perafilozof's topic in Cities: Skylines General Discussion
Hi, thx for the auditions to the discussion! I will mention these in my next, minus the "you know who" reference so I don't antagonize the horde of angry blind followers. -
[CSL] Fix for low or no RCI Zone Demand residential, commercial, industry
perafilozof posted a topic in Cities: Skylines General Discussion
This guide will show and explain to you how to fix low or no demand for RCI (residential, commercial, industry zones) in Cities: Skylines. Not only will you learn simple fixes for particular problems but also how to avoid getting into such problems in the future. In case you prefer to listen and watch than to read, here is a video form of this guide: Now let's start this guide with the simplest fix for low or no residential demand, and that is to reduce your Cims unemployment percentage. You do this by making sure you have a lot of open jobs in your industries, commercial or office zones. Your target unemployment percentage should be 8% because only at that point will the game allow more cims to move into your city. You can find out what your current unemployment percentage is by going into the population info view. Now you might start asking but how do I zone more commercial , industries and offices to get more open jobs if I don’t have any demand for commercial or industrial zones? Well that is something I will explain in more depth during this guide. Now I am going to show and tell you about other solutions for low or no RCI demand as well as some not so obvious ones but I am also going to explain the causes for this problem so you will have an easier time implementing these solutions and even finding your own ones. Each RCI bar can be low at times and even all three can be almost non existent if your city hits a few specific conditions. I have already briefly explained the problem and solution for low residential demand as this is something I see most players struggle with, and now I will address low or no demand for both commercial and industrial which are heavily intertwined and codependent as you will soon discover. What you must understand is that in this game a lot of the simulation is not realistic or driven by real world rules. This is something a lot of players have a hard time understanding and it’s why they struggle with the game. Cities: Skylines functions by its own rules and if you understand those rules and apply them to your cities you can’t fail. First of these rules is that an empty city has only the demand for residential zones for the simple reason that Cims want to move into your city so that the game can begin. In this the game is breaking from reality at step one because real people don’t move to an empty field in the middle of nowhere with no utilities or services if they want to live in a civilized manner, which you Cims obviously do want, as they don’t like not having water, power or garbage collection. Naturally this is so you could start a city in this game and as soon as your Cims move in they will start expressing needs. Besides the basic ones I just mentioned they have the need to work somewhere, earn money and spend it somewhere buying goods. This is where your first demand for industrial zones comes from. Newly moved in Cims need a place to work and earn their paycheck. This is directly tied into the employment / unemployment game mechanic, as unemployed Cims create a need for jobs and you get a demand for open jobs which you fill by zoning industrial or later office zones. Now that your cims have basic utilities, and a job at which they earn money, they need a place to spend it. This is why you slowly start seeing a rise in the commercial demand of a new city. Because industrial and commercial zones are liked by the production and sale of goods they each set off a chain of demands, to be profitable industrial buildings have to have somewhere to sell goods and for commercial buildings to have goods to sell they have to get deliveries. The demand and subsequent filling of the demand for one of these directly causes the increase in demand for the other. And so for a Cim to spend his paycheck a building in the commercial zones has to have goods on sale, and for it to have those goods it needs a delivery from a goods producing generic industry buildings. This is something you can see using the outside connection info view, where goods produced, imported and exported are shown in purple. This demand triangle, of residential for industry and commercial, commercial for industry and residential, and industry for commercial and residential is what keeps a healthy RCI demand system going. So why am I explaining all of this when the point of the video is a fix for low or no demand for RCI? Well it’s for you to be able to understand how you are wrecking this in game system I just outlined and creating this problem in the first place. As previously explained, an unemployment percentage above 8% will prevent new Cims from moving into the city as they have nowhere to work at, and the simplest solution is opening up new workplaces to have more room for new Cims to come to your city and work there. But what you are facing are empty demand bars for commercial and industry and you don’t know how to open up more jobs. In most cases this is caused by the players themselves as they have zoned too much commercial, industrial or offices and whacked the mentioned in game system out of balance. One hidden thing which is really easy to miss but will ruin your city and game is the fact that Cims can live with much fewer commercial zones in the city than the commercial demand shows. And it’s this overbuilding of commercial zones to satisfy an unnecessarily high commercial demand is to blame for knocking the RCI system out of balance, in most cases anyway. Now since this is not the subject of this video I won’t go more in depth as to why there is more demand for commercial zones then it’s necessary and I will leave it for another video. But it’s there and to prevent creating problems for your city just try to play with this simple rule in mind: leave the commercial demand bar at 50% all the time. So back to the city you built before you learned this. It has an excess of commercial zones which is about twice as much as it’s population really needs. This puts a major strain on your cities demand for goods deliveries diffusing the amount of goods which are produced or imported across a lot more shops than necessary and preventing them from operating with normal profit margins. Cims don’t enter all shops as there are too many, and each they enter doesn’t actually have enough goods most of the time. This leads directly to low or even no demand for C zones. So what is happening to industrial zones during all this? They are busy trying to produce massive quantities of goods and keep failing as there are just too many delivery requests. They order up massive amounts of products from the region or local specialized industry but the game can handle only so much and even in this city of Bedrock with a population of a million cims the actual quantities of products imported are really minimal compared to the number of Industrial and commercial zones. This is the reason I had a lot of trouble balancing RCI in this city. And since these industrial buildings are also not working properly as they are unable to produce all the needed goods since the game is unable to supply so many products, locally or from import, they are not operating profitably, can’t upgrade and start to go abandoned, and you lose jobs. With a loss of jobs your unemployment goes up, residential demand goes down and your over built shops in commercial zones lose even more profit as there aren’t as many shoppers as before. This is the final nail in the commercial zone demand as without buyers or suppliers of goods they can’t operate. This is the point when everything starts to break down and the entire RCI demand flatlines. You can do similar damage to your cities RCI balance by having too many specialized industry buildings and exporting your products out of the city, depriving the game of vehicles and agents to import enough goods to keep your commercial zones working. Similarly, concentrating on office zones to open new jobs instead of generic or specialized industry forces the game to bring in goods for commercial zones from outside, removing one keystone of commercial demand and that is providing a place for local generic industry to sell goods at. Since offices and the industry share one demand bar your loss of demand for commercial zones reduces the need for industry to sell them goods and in turn that means you can build fewer offices. Your takeaway from all I have said and shown should be that the fix for low or no demand is to find out which RCI you overbuilt and bring it down and into balance with other zones. When balance is restored and each zone starts to influence the other two in the way the game was designed, your RCI demand will once more be optimal and work in its intended cycle. New Cims move in, more jobs are demanded, more industry is built and opens up for Cims to work, demand for shops is created, new shops open up to let Cims shop for goods they produced in factories creating more need for industry which creates more open jobs which lets new Cims move in. And that is how you fix low or no demand for RCI in your cities. I hope you have both found this guide helpful. Thank you for reading and happy gaming. -
New cities and highway designs Let's play
perafilozof replied to perafilozof's topic in Cities: Skylines City Journals
In this episode of Designing new cities in Cities: Skylines I not only extend the spiral arms of this amazing city concept even further but also get a larger percentage of my Cims educated and stop having not enough worker problem in my commercial zones. With more citizens and older Cims now I have more bodies to pick up and my healthcare has to be up to the task. I also show you how a lot of the problems and popups might look like they need you to change something when in fact you just have to wait a bit for the service vehicles to get there or truck to deliver goods and products. In this episode I start naming districts using names you have posted as comments in my videos, thank you for that, keep thinking up more cool names -
New cities and highway designs Let's play
perafilozof replied to perafilozof's topic in Cities: Skylines City Journals
In this episode the inside area of the city of ColdSnap finally finished. I add a huge amusement park thank to the free Park Life DLC. I also add a business and relaxation area filed with trees, plazas, parks and statues, as well as more transportation by bus and a stadium. Then I go on designing the first expansion of this city outside the highway inner network. I show the road and infrastructure, service plans and the ideas for traffic flow. -
This game is still in Early Access on Steam but it's been updated many times and changed a lot too. If you would like to see how it beguins and how you can start a new village you can check out my video about the game here:
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I see nothing has been updated here. Well, the game is in Early Access on EPIC Store for months now, and the developers are making great progress. I did an introduction video about the game when it launched into EA and I also follow the development with update videos as a Let's play. If you are interested in this game you can check these out here:
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New cities and highway designs Let's play
perafilozof replied to perafilozof's topic in Cities: Skylines City Journals
In this episode the Fish&Chips city gets more educated Cims who will work in the old and new fish factories making more products out of locally supplied fish. I start designing my first Park district and adding attractions. The park needs a good name and I want one of you to name it. The traffic is still light on almost 3000 population and the roundabouts look awesome!
