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16 FavourableAbout DiArmada
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How long will you continue building on a city once you've reached the last milestone?
DiArmada replied to DiArmada's topic in Cities: Skylines General Discussion
Thanks for the reply. Looking at some of the PM's I received there are many more options I could've added. keeping saves until a better computer is in your possession had not occured to me. Other people are building cities until perfection is achieved or until a certain number of citizens are living in their city. It's very nice to see how different people play this game. -
after placing one or more monuments I tend to begin a new city, even though there's still plenty to do. recently I went back to a "completed" map and continued building for a few hours, which was great. that made me wonder how long you all keep playing on a map. *edit: thanks Linoa06, now people can actually respond to the thread.
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Garbage and Dead Bodies ....
DiArmada replied to herbigharo32's topic in Cities: Skylines General Discussion
when the streets in my city are full of garbagetrucks it's usually a traffic problem. I guess it takes too long before the garbagetruck reaches it's destination therefore more trucks are sent to that area. this only adds to the traffic problem. a decent infrastructure which can handle and guide huge amounts of traffic will prevent the need to build extra incinerators. cemetary's and garbagedumps will get filled to the max at one point, while crematoria and incinerators can be used until you're done with the map. trash isn't handled locally but has a large range. In most cities I've built the incinerators are all next to each other. It's basically a dead-end street which has a dedicated roundabout-exit. the roundabout is connected to ramps which lead to the highway. No trafficlights or other traffic will slow down the army of garbage trucks. -
Let's talk about the next paid expansion & free patch
DiArmada replied to boformer's topic in Cities: Skylines General Discussion
DLC -parking garages -income from parkingfees (also in the streets) - parking policies the idea for this came from the different types of road. in residential areas I use "normal" roads which are packed with parked cars. when upgrading this type of road there isn't space left for parking. most of the buildings have some parking space but I was wondering where all the other cars went. if parking becomes a feature it would add to the immersion IMO. -
Let's talk about the next paid expansion & free patch
DiArmada replied to boformer's topic in Cities: Skylines General Discussion
@boformer: if somebody hasn't already made a mod it would be nice to see it in one of the next official patches. @Mr_Maison: are you talking about a single line? if so then it's quite a long line, isn't it? so far I've created two lines with stops opposite of each other. the second line goes in the opposite direction ofcourse. -
Let's talk about the next paid expansion & free patch
DiArmada replied to boformer's topic in Cities: Skylines General Discussion
Free Patch Suggestion the option to duplicate bus stops on the opposite side of the road, therefore creating a busline for both ways. when a busline is completed the busses only go one way. It's not that hard to create the second line yourself but it would be handy if there was an option to do that automatically. -
Starting from existing village / town
DiArmada replied to SamInside's topic in Cities: Skylines General Discussion
how many citizens would that town have at the start? (if any) -
I would like some suggestions on the starting road layout
DiArmada replied to Fujiwara Taiki's topic in Cities: Skylines General Discussion
at first you aren't allowed to zone office space, but that's a great buffer between residential and commercial or industrial zones. Industry also requires a great road connection, so the area around it is covered in highway entrance/exits and roundabouts connecting to 4 or 6 lane raods./ -
I would like some suggestions on the starting road layout
DiArmada replied to Fujiwara Taiki's topic in Cities: Skylines General Discussion
so far I've only built four cities and this was the best solution I could come up with so far. it works but it's not perfect. I'm sure somebody else has a better way. -
I would like some suggestions on the starting road layout
DiArmada replied to Fujiwara Taiki's topic in Cities: Skylines General Discussion
when starting a new city I like to connect the highway to a roundabout. At first you aren't allowed to build highway, the one way three lane road creates trafficlights, but with the low traffic this isn't an issue. In this case all industry is on the right. A gap is left for the future highway. A small strip of commercial zone lies close to a residential block on the left. All roads are two-way, except for the roundabouts ofcourse. later on I like to build highway connections like this. the roundabouts lead to 4 or 6 lane roads but all zoning is restricted to the small 2 lane roads. one leap ahead and the highway is connected to the existing one on the right. on the left side the highway still has a dead end, but it does a good job for local traffic. this is the end result. it's not as beautiful as some of the more "organic" cities I've seen people build but the traffic flows pretty well. -
Questions about roads and layout
DiArmada replied to chengda85's topic in Cities: Skylines General Discussion
that's my experience as well. I like to connect the loose end of the highway on vanilla maps to the rest of the highway. that results in a "circular" highway through the city. this highway isn't just for in- or ex-port but it's become a vital part of the city street plan. having much local traffic on this highway saves a lot of traffic elsewhere. at first I wasn't very keen on taking down things I'd built. but it's really no problem. it's like Linoa06 said: those lvl 3 buildings got such a high level because of the services in the vicinity. if those conditions haven't changed the level ups come quite quickly when the new buildings pop up. -
hello fellow mayors, low and high density commercial are blue when zoning. the demand bar is also blue for commercial, while industrial is yellow. office zones are blue as well, as a newb I assumed office space counts as commercial too. so I was quite surprised to read in the virtual manual that office space is in fact industrial space. when industrial demand goes up you can build offices. wouldn't it be more logical if office zoning would have a yellow colour?
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Industrial needs for city services
DiArmada replied to DiArmada's topic in Cities: Skylines General Discussion
thanks for the reply, Blake. as long as the roads in residental zones are green, instead of grey, when looking at the education info? or do the inhabitants of homes in grey areas still get to a school? -
do industrial zones require service buildings like hospitals or schools? there are several industry buildings demanding more city services. the coverage of firefighters, police, crematoria, parks, electricity, water, highway access and freight trains is sufficient. after adding metro and buslines they do got a bit happier though.
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How can I boost the import of new people to my city?
DiArmada replied to DiArmada's topic in Cities: Skylines General Discussion
that may have been the cause of another problem which evolved. the industry was having issues selling their products; there wasn't enough demand if I understood correctly. the suggestion was to zone more commercial space, but... the commercial zone had problems due to lack of customers. so buildings became abbandoned in the industrial and commercial zones. at first I thought that the different zones were too far apart, although the connection is good. things went better once more people came to live in the city.
