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perafilozof

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Everything posted by perafilozof

  1. Cities Skylines 2 Out Now!

    Here is my little satire on this burning wreck:
  2. This is a short explanation of how to fix the problem of large population death waves, when Cim's lives come to an end at the same time by using the mod called: Citizen Lifecycle Rebalance v2.6. The problem comes from citizens, and in fact all population, that comes into a city is at the same age, which means that they live for the same number of years and create problems at the end of their lives. To many buildings have bodies waiting for pickup and many will go abandoned because there are simply to many for your cities service vehicles to pick up on time. This mod solves all of that by mixing the age of Cims, and the population that moves into the city. Link to the mod in the Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=654707599 A full video explanation with an example: https://youtu.be/zCxJIWsjBrw
  3. My opinion based on what I have see here, Reddit, on Facebook and Discord: These are some of the most common mistakes which players make when building cities in Cities: Skylines: Zoning too much residential which sets up future death waves and population decline Polluting the water supply and making Cims sick Losing money, credits, because of unused utility (power, water, garbage) capacity Zoning on all the roads resulting in traffic jams and low traffic flow Accidentally placing one way roads the wrong way creating havoc with roads which don't work or cars and trucks which get stuck on them Which would you add to the list? And which have you learned, the hard way, to avoid making? Shameless plug: I also made a short overview video on this subject, if you are interested to give feedback on and discuss the points above.
  4. Hi all! While my other Let's play, Road to 1 million population is on pause as I am trying the fix the problem of being stuck on 950,000 population I have decided to use all I have learned to start a new Let's play. This one is all about designing, making and testing new cities, highway and road designs in cities of up to 100,000 population with lot's of traffic of all kinds. This video is the first episode, with the name Best Highway designs for Cities Skylines, and represents just the first of many new designs that I will be making and testing. Everyone is invited to add suggestions and ideas about this and all other next designs and concepts.
  5. New cities and highway designs Let's play

    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.
  6. 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/
  7. 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:
  8. New cities and highway designs Let's play

    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.
  9. 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.
  10. New cities and highway designs Let's play

    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.
  11. New cities and highway designs Let's play

    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.
  12. 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.
  13. 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.
  14. New cities and highway designs Let's play

    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
  15. New cities and highway designs Let's play

    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.
  16. Foundation

    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:
  17. Industries of Titan

    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:
  18. New cities and highway designs Let's play

    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!
  19. New cities and highway designs Let's play

    In this episode of Designing new cities in Cities: Skylines I show you how the Spiral city gets an additional one way, underground, spiral which is going to be turned in the opposite way of the one on the ground level. Ramps connect both spirals and the traffic...?
  20. New to Cities: Skylines

    Honestly, They are different enough games and each have shortcomings that I don't even look at them as competition. Skylines is wide but shallow as a puddle when it comes to core gameplay. SimCity is very constrained but at least has deeper gameplay. Skylines style is based on the unity engine which is basic to say the least. SimCity has it's own, Glassbox engine which has amazing capabilities but wasn't utilized. Skylines is open for both mods and assets and lives because of them. SimCity is locked tight, was planed to be DLC and asset shop, before EA abandoned those plans. Both games fudge numbers, Cims/Sims and the underlining simulations are really far away from reality or logic. Both are glorified City paint tools. My concussion is that developers in this genre have realized that the real city building players are really small in number while fans who can't design cities if they life depended on it are the norm. So, they streamlined, simplified and fudged the games into screenshot generators. They sell really well, and have many players but under the hood are very bad games. I might get flak for saying this because it's a hard pill to swallow.
  21. New to Cities: Skylines

    I will link you some guides and tutorials: Traffic guide by Perafilozof: https://steamcommunity.com/sharedfiles/filedetails/?id=1831101257 How to fix Death waves and Cims dying at the same time https://steamcommunity.com/sharedfiles/filedetails/?id=2001650191 As for the videos: here is a playlist full of tips, guides and tricks:
  22. Traffic... This is the most searched topic about Cities: Skylines. And even after so many years of playing the game, it is still giving headaches to the mayors of virtual cities. I am going to write this out in several parts, as this is a comprehensive subject, but there will be a video attached so you can chose your preferred medium. The core problem of traffic is made up of several elements: 1. Vehicle numbers and types - topic of this post 2. AI traffic logic, lane usage, path choice 3. RCI zone design 4. Highways - city's regional connection (entrance) 5. Roads network design First part is going to be about vehicles, what kinds there are, where they spawn at(start at), how they travel and how they teleport (despawn), understanding all types of vehicles and the rules behind them will help you build better cities, and manage traffic more easily. Text or video, pick your media of choice: The short story is this: In order to prevent a disaster, that is triggered by traffic jams and city's service vehicles inability to reach problematic places in the city, we have to understand these vehicles and where they came from and how did they create that traffic jam. First question is what types of vehicles where in that traffic jam? The common traffic jam is made up by every type of vehicles: regional vehicles, delivery trucks/vans, cars and city services. Regional vehicles, these originate, as their name implies, in the region, outside the map, and they have two types. First type are the ones that are just in transit trough your city and the Second type are trucks and delivery vans who drive the loads of products for industry or finished goods for commercial buildings in your city. Both types don't have a home building in your city. They leave the city and the region after completing their deliver or if they are of the first type they just transit through your city. Depending on their objective you need to provide adequate road and highway network so that they can do their jobs quickly and not create traffic jams in your city. Delivery trucks/vans originate from industrial buildings inside your city. They spawn at industry buildings and depending on their type and cargo have objective to deliver products or goods to the next building in the chain. Having separate zones in your city that send out and receive these vehicles you increase the amount of time and space these vehicles need to finish their routs(jobs, objectives). If you produce more then you spend in your city you create extra traffic with exporters which need to find a way out of the city and into the region. Providing good, direct and fast connectivity to highways or cargo hubs becomes a must. Cars are Cims personal transportation vehicles. You can't eliminate their arrival from the region in them when they move in but you can reduce their need once inside the city. This can be achieved by zoning workplaces close to residences, by adding pedestrian paths, and numerous public transportation options. City services add up to a large number of vehicles. Garbage disposal, Firefighters, Healthcare, Deathcare and Police to name just the main ones. Huge cities require very high numbers of these vehicles to function. And each type has it's objectives that can be made obsolete if they spend to much time in a traffic jam. A Garbage truck that doesn't pick up garbage on time and a Cim gets sick makes for dead weight on a road and forces additional vehicles to be sent to those roads in form of a ambulance or even further down the chain, hearse if the ambulance doesn't get there in time. These domino effects can easily lead to abandoned buildings which leads to gaps in the electricity network which leads into ruin. The despawning, teleportation mechanic and the ingame vehicle number limitations provide a helpful respite form unending cycles of production, consumption and 24/7 work hours that create endless traffic which knows no ebb and flow, and because of which, it becomes impossible to deal with traffic at small scale, if it isn't designed into the city from the start. Large and huge cities benefit most from these hidden mechanic and limits, as they are working without actually having to obey the same laws that govern small cities, like delivery times, actual physical quantities and having to drive or take a ride to work. The long story: With the traffic overlay, which has a traffic flow bar, players can see what is the overall(average) percentage number of the traffic flow in their city. A higher number, for example 75,80,90% is considered a great traffic flow in a city. Besides this the overlay itself provides the "picture is worth more then a thousand words" effect with the color system of red for high traffic all the way down to green, low traffic, that provides a quick way of spotting problematic roads. This is a good visual representation, but it also lulls the player into a false sense of having a good traffic flow with the percentage bar because of it's average approach. While 99% of your streets and roads might be green, and have close to no traffic, a single part of your city might be experiencing a 99% congestion, and a huge traffic jam. This will still give you a high traffic flow % even if your are moments away from a disaster. *Why a disaster? Well because things in Cities: Skylines tend to fall down like a house of cards, or a domino train. It goes like this: A section of your city is having a huge traffic jam. Garbage pills up as city service vehicles are unable to get through the jammed roads to the building and remove the garbage. A single Cim gets sick. An ambulance is sent out form a near by clinic, but it too is stuck in the same traffic jam, only adding to it. That Cim is so sick, and with no aid, he/she dies. Now the cemetery / crematorium dispatches a hearse to pick up that dead Cim's body. But it never gets there. The body stinks up the whole building and it is abandoned after a short while. The longer the traffic jam is going on the more buildings become abandoned. And as this local event spreads, and more buildings are abandoned, they stop carrying over electricity. This is the final stage of this disaster as a break in the electricity supply stops every building from functioning and the city becomes a ruin as building after building is abandoned. Also, Death waves... need I write more? And so, is that one garbage truck to blame? No, it's not. It's all the other vehicles that made up that traffic jam preventing the garbage truck form doing it's job. A note here: A city's production, work, buying(spending) cycle in Cities Skylines is not only endless, but it also knows no weekends, holidays, or even night shifts. It does have a day and night cycle but it doesn't slow the city's RCI system nearly enough or long enough to take the heat of the roads for the night. Industrial buildings create goods and products 24/7 and require Cims to work 24/7 and shop 24/7. This means that there is little to no ebb and flow in a city but a constant unyielding pressure of hyperproduction an expenditure. I am not sure where the developers doing this on purpose to make a sociological/economical/political statement or it was just easier to make the game run like this. In any case the endless cycle is part of the problem as roads cannot clear as fast as more vehicles can spawn. In order to prevent a disaster, like the one I described above, from happening we have to understand these vehicles and where they came from and how did they create that traffic jam. First question is what types of vehicles where in that traffic jam? The common traffic jam is made up by every type of vehicles: regional vehicles, delivery trucks/vans, cars and city services. And those can be broken down further. 1. Regional vehicles, these originate, as their name implies, in the region, outside the map, and they have two types. First type are the ones that are just in transit trough your city, they move from one edge of the map to the other through the highways and your city, if your city has a connection to two highways that where not connected to each other at the start of the map. These vehicles are not counted in the Outside connections info view panel(import, export). Second type are trucks and delivery vans who drive the loads of products for industry or finished goods for commercial buildings in your city. These vehicles are counted in the Outside connections info view panel(import). Both types don't have a home building in your city. They are spawned at: the edge of the map, on a highway, or at a cargo station (train, harbor, airport). They leave the city and the region after completing their deliver or if they are of the first type they just transit through your city. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 2. Delivery trucks/vans originate from industrial buildings inside your city, and are not to be confused with delivery trucks and vans coming from the region(entering the city by a highway or cargo station). There are two types of these: city delivery and exporters. City delivery trucks will start at a farm, ore mine, oil field etc. (specialized industry type 1.) . and transfer raw products to a meat processing plant/mill, smelter, oil refinery etc. ( specialized industry type 2.) Next in this chain are new delivery trucks that spawn at those specialized industry buildings and transfer products to generic industry buildings(the ones that produce goods). At those buildings(generic industry) delivery vans will spawn and transfer goods to commercial buildings for sale. If any of these buildings, in this production chain, don't have a place inside your city to transfer their load(raw products, products or goods) to they spawn as exporters. These look for a rout out of your city to the region. This can be a highway or any cargo station ( train, harbor, airport ). These vehicles are counted in the Outside connections info view panel(export). Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 3. Cars, personal transport of Cims. First time you can see a car is when a new Cim is moving in to your city form the region. Next time you see a Cim using a car it might come to you as a surprise to see them spawning a car in front of them. It's called a "pocket car". For convenience sake Cims have the technology developed by Capsule Corp. right out of Dragon Ball(manga). This allows them to drive to and from any place they chose to, provided there are roads to drive on. Because you can't micromanage a Cims workplace it is inevitable, that as your city grows, and the maximum distance a Cim will walk is exceeded, they will start to use Cars, adding them to the traffic on your roads, to get to those far away workplaces or education buildings. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 4. City services spawn a LOT of vehicles. Garbage disposal, Firefighters, Healthcare, Deathcare and Police to name just the main ones. While there are green overlays placed onto roads when you are choosing where to build a city service building(hub), showing where their vehicles will reach and specific service be available, this isn't a line in the sand. Vehicles will travel farther then shown and try and do their jobs. A small city has a few of these buildings, and each spawns from 5-20 vehicles. While a large, huge city might have hundreds of these buildings which makes for thousands of city service vehicles. Some of these vehicles do have special rule sets and can brake road rules as they speed towards where they are needed. But, their numbers are many while the road space to fit them all is too small. And once they get stuck in traffic there are no new vehicles that can be spawned and sent to do their job instead of them. They have to find a way of getting to their objective and if they can't the objective will not be accomplished. This is one of the main reasons why cities fail as a traffic jam "captures", "snares", these important, non interchangeable vehicles. See(read)*. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. Before I write tips on how to handle these types of vehicles: Two additional notes: The game has a built in system of teleportation for vehicles. Not all, but some types, like delivery vans and trucks. This allows for instantaneous transportation of products and goods between industrial and commercial buildings, called despawning. This teleportation can be turned off with mods. When a delivery van's time runs out it will be despawned from the roads and his cargo teleported to it's destination. You can test this by turning despawning off, waiting for commercial buildings to have a "no goods to sell" sign pop up, and then when you turn on despawning once again those signs are going to disappear in moments. On top of that there is a hard limit on the number of vehicles that can be spawned in a city map at one time. This number can be viewed using mods, and it is about 16k. Once this limit is reached imports start to teleport to generic or specialized industry buildings as well as goods to commercial buildings(if you are importing goods). Not all of it, but what can't be spawned into vehicles. Cims also use this function to great effect when going to school or work. So while you might make a fantastical public transportation system it won't be used as much as the teleportation system. Now for the tips, and these are just some of them, more will be in the next parts of this guide: 1. To help regional transiting vehicles pass through your city, without adding to your traffic, make sure to have simple, fast and direct connections between two highways which where not connected to each other before you made your city. Ideally a underground highway before or after the cities entrance. 2. To provide importers, both trucks and delivery vans with direct access to their delivery objectives you need to watch your Outside connections info view panel and be aware what you are importing. If it's goods then you need direct connection from a highway or cargo hub to your commercial buildings. If you are importing products(forestry, agriculture, ore and oil) then you need a direct connection to those buildings which are the objective of the importers, generic industry or specialized industry 3. If you are exporting goods or products you need the same things like above, just in the opposite direction so that exporters can exit your city, and the map, as quickly as possible, and with the shortest travel time. 4. If you are producing goods locally, and making sure to add new generic industry buildings as you add new commercial buildings the you have enough to supply your demand locally. But, to deliver those goods from generic industry to commercial buildings you need to make direct roads possible or create these zones next to each other. 5. Making a city that has all specialized industries(type 1. raw products and type 2. manufactured products ) as well as generic industry (making goods) will reduce the level of traffic coming in from the region. But, it will increase the amount of inner city traffic. Once again, careful zone placement of vehicle spawn points next to their objectives will reduce overall traffic and vehicle travel time. 6. Main ways of dealing with Cim's "pocket" cars type of vehicle are public transportation, pedestrian paths and RCI zone layouts that provide work, education and shopping next door to Cim's place of residence. 7. Cities services vehicles require a more micromanagement approach. Not only do you have to plan out specific unzoned roads for easy and fast spawning and travel of these vehicles but you also need to take the specific service overlay and building influence distance with a large grain of salt. As the green effect of a building over roads isn't an exact view of a building's, and it's vehicles, area of effect. These buildings also allow for a large amount of micromanagement with their budget as lowering or raising it will decrease or increase the number of vehicles they spawn. You don't always need the maximum number of vehicles on the roads, and the buildings them self's will reflect this dynamically as they spawn or despawn vehicles deepening on the need of that service. But when you have large traffic jams, and you see in them large numbers of service vehicles just siting there unable to move, it is somethings better to simply reduce their vehicle count, wait for your other actions to reduce the traffic jam further and then let the remaining service vehicles do their jobs. Add more vehicles as the need arises so you roads aren't filled with extra vehicles which make the problems worse instead of better. 8. When moving from a few thousand Cims city to 20k,30k-50k+ Cims city you are faced with the hardest traffic as you can easily reach the games limitation of 16k vehicles while having minimal amount of roads and highways to put all those vehicles on. The volume of traffic on a low amount of roads and highways is what makes those midsize cities grind to a halt in one large traffic jam. To avoid this build loads of excess roads, double up on one way two lane roads, have multiple connections between each city zone and enough distance to create enough road space to fit all the spawning traffic. This will give you just enough breathing room to push past 50k Cims to 100,200k after which the roads and highways become free of traffic jams as there isn't any longer enough of vehicles to jam them up. 9. More in part #2. Thank you for reading or watching, I hope I was clear and to the point, and that this will help you in making great cities. Best of luck, Peter
  23. Traffic guide, part 1,2 and 3

    In this guide I am going to show you several types of RCI zoning and explain how their design directly impacts the traffic flow of your future city. Planning out the RCI which is short for residential, commercial and industry zones is not something players take seriously enough. There are 3 main ways you can zone RCI in Cities: Skylines and I will show you what this means traffic flow. As a bonus, the last part of the video will showcase the most advanced zoning designs and the ones that can prevent most traffic problems. By incorporating the C and I zones into your R zones you all but remove two out of three sources of high volume traffic. Sim cars and delivery trucks. You are left with the large trucks and tankers which deliver products to generic industry buildings which use them to make goods. These products you can make by yourself in specialized industry buildings, which in turn need raw goods created by industry buildings zoned and constructed on resources like forests, fertile land, oil and ore. The point here is that even those specialized industry buildings are constructed door to door. When you zone specialized industry on a resource you don’t just get raw product producers but also raw product users which create the actual products the generic industry uses. It’s another example of the Developers themselves pointing to us, the players, that certain buildings should be constructed right next to each other so that their production chains would deliver to each other instantly and without long distance transportation. So, by creating this chain of raw product, product, goods inside your city and reducing delivery travel time to a minimum you also reduce the number of active vehicles on the roads, at any given time, to a minimum. And by having generic industry buildings dispersed across the city and next to commercial and residential buildings you reduce the density of traffic overall which prevents traffic jams from ever occurring. In essence, you eliminate the cause of bad traffic which is way more productive than spending hours and hours in thinking up traffic road and highway patchwork solutions which never solve anything because the core issue is not addressed.
  24. New cities and highway designs Let's play

    City of Fish and Chips presents it's first working fishing village! In Designing new cities. I add many residential zones for homes, some commercial for shops, services and a fish market and factory to use all the fish my fisheries are producing. I add districts and use those new polices which came with the Sunset Harbor DLC, fishing licence, Dolphin-Safe Fishing, Sustainable Fishing and more.
  25. New cities and highway designs Let's play

    During this episode I start the 3rd city of the Let's play, I have named this city Fish&Chips because here I will be building a lot of fishing industry and using a totally new design for a city with multiple separated fishing villages. I build the highway, roads, place fish farms and fisheries as well as zone the first residential and commercial zones.
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