motorised mallard
Member
Ain't no need for roundabouts. Just avoid making any 4 way intersections.
*looks at his traffic map, anime sweat drop*
*wink wink nudge nudge*
Ain't no need for roundabouts. Just avoid making any 4 way intersections.
*looks at his traffic map, anime sweat drop*
Wow, the Achievement enabler mod worked. Impressed. I just need to get a city above 50% crime rate (Or find a save file on the workshop with that rate?) and I'll have the last unique building and the last monument.
BTW, how in the world do you get the Earthloving achievement? Is it possible to have no ground or water pollution at that point in the game? Wouldn't you need to forego using incinerators completely and use only dumps and switch over to water filters?
I think my mistake in this game is in wanting to create a giant sprawling city, rather than smaller districts, each with their own highway access. Every attempt I have made in creating a sprawling city has ended up in nightmare traffic lol.
I think my mistake in this game is in wanting to create a giant sprawling city, rather than smaller districts, each with their own highway access. Every attempt I have made in creating a sprawling city has ended up in nightmare traffic lol.
You can still keep sprawl, but you just have to make sure that vehicles have a direct route they can take to particular destinations that allows them to bypass driving through the road that everyone else wants to take.
And proper separation of your industry trucks, so that they don't interfere with the rest of the traffic.
Quesiton for you roundabout experts:
What kind of streets should be using for the roudabout, and what kind of streets should I be using for the exits?
What works best? Also, how many entrances vs exists in a roundabout? Or are you guys using two ways for them?
I've been using one ways, one coming in and three going out, but I'm finding this is not working well. Either I get traffic lights or the traffic just doesn't flow through efficiently.
You need one-way road for the roundabout, either 2 lanes or highways; 6 lanes introduce traffic lights at every intersection, thus defeating the point. As to the connections to the outside, I'd actually use 2 ways.
How do you make curved roads with a smooth curve, anyways? Whenever I try it I need to build it in two or more parts, which leads to a lot of unsightly/unrealistic bumps in the road due to how the curve and free-form tools work.
I must say I'm quite proud of how my first city is evolving. Screw grids! Long live curves!
Make the first part of your curve, then make sure the curve tool is selected. Next, extend out from the direction your existing curve is going; It should snap to a particular spot. Then click and it should curve naturally from your existing curve, drag your mouse to where you want to place it and click a final time.
Population Changes:
Changed population modifier for Low Densitiy Residential Level 3 from 30 to 25
Changed population modifier for Low Densitiy Residential Level 4 from 35 to 20
Changed population modifier for Low Densitiy Residential Level 5 from 40 to 15
Changed population modifier for High Densitiy Residential Level 1 from 60 to 120
Changed population modifier for High Densitiy Residential Level 1 from 100 to 200
Changed population modifier for High Densitiy Residential Level 1 from 130 to 300
Changed population modifier for High Densitiy Residential Level 1 from 150 to 500
Changed population modifier for High Densitiy Residential Level 1 from 160 to 640
Changed population modifier for Low Density Commercial Level 1 from 50 to 30
Changed population modifier for Low Density Commercial Level 2 from 75 to 60
Changed population modifier for Low Density Commercial Level 3 from 100 to 120
Changed population modifier for High Density Commercial Level 1 from 75 to 120
Changed population modifier for High Density Commercial Level 1 from 100 to 250
Changed population modifier for High Density Commercial Level 1 from 125 to 500
Changed population modifier for Offices Level 1 from 50 to 200
Changed population modifier for Offices Level 2 from 110 to 550
Changed population modifier for Offices Level 3 from 170 to 1200
Changed population modifier for Industry Level 2 from 150 to 200
Changed population modifier for Industry Level 3 from 200 to 300
Changed population modifier for Farms from 100 to 25
Changed population modifier for Forestry from 50 to 100
Balance Changes:
Changed electricityConsumption for Low Densitiy Residential Level 1 from 60 to 50
Changed electricityConsumption for Low Densitiy Residential Level 2 from 60 to 55
Changed electricityConsumption for Low Densitiy Residential Level 3 from 60 to 60
Changed electricityConsumption for Low Densitiy Residential Level 4 from 60 to 65
Changed electricityConsumption for Low Densitiy Residential Level 5 from 60 to 70
Changed electricityConsumption for High Densitiy Residential Level 2 from 28 to 32
Changed electricityConsumption for High Densitiy Residential Level 3 from 26 to 34
Changed electricityConsumption for High Densitiy Residential Level 4 from 24 to 36
Changed electricityConsumption for High Densitiy Residential Level 5 from 22 to 38
Changed garbageAccumulation for Low Densitiy Residential Level 1 from 100 to 50
Changed garbageAccumulation for Low Densitiy Residential Level 2 from 100 to 45
Changed garbageAccumulation for Low Densitiy Residential Level 3 from 60 to 40
Changed garbageAccumulation for Low Densitiy Residential Level 4 from 40 to 35
Changed garbageAccumulation for High Densitiy Residential Level 1 from 70 to 40
Changed garbageAccumulation for High Densitiy Residential Level 2 from 70 to 35
Changed garbageAccumulation for High Densitiy Residential Level 3 from 40 to 30
Changed garbageAccumulation for High Densitiy Residential Level 4 from 30 to 25
Changed waterConsumption for Low Densitiy Residential Level 1 from 120 to 80
Changed waterConsumption for Low Densitiy Residential Level 2 from 110 to 75
Changed waterConsumption for Low Densitiy Residential Level 3 from 100 to 70
Changed waterConsumption for Low Densitiy Residential Level 4 from 90 to 65
Changed waterConsumption for Low Densitiy Residential Level 5 from 80 to 60
Changed incomeAccumulation for Low Densitiy Residential Level 2 from 160 to 140
Changed incomeAccumulation for Low Densitiy Residential Level 3 from 240 to 180
Changed incomeAccumulation for Low Densitiy Residential Level 4 from 360 to 240
Changed incomeAccumulation for Low Densitiy Residential Level 5 from 450 to 360
Changed incomeAccumulation for High Densitiy Residential Level 1 from 70 to 80
Changed incomeAccumulation for High Densitiy Residential Level 3 from 130 to 120
Changed incomeAccumulation for High Densitiy Residential Level 4 from 160 to 140
Changed incomeAccumulation for High Densitiy Residential Level 5 from 200 to 180
Changed incomeAccumulation for Offices Level 2 from 200 to 160
Changed incomeAccumulation for Offices Level 3 from 300 to 180
Changed garbageAccumulation for Offices Level 2 from 50 to 75
Changed garbageAccumulation for Offices Level 3 from 25 to 50
Changed incomeAccumulation for Industry Level 1 from 200 to 240
Changed incomeAccumulation for Industry Level 2 from 240 to 300
After mucking about with the designs in this paper on residential grids, and reading up on fused grids, I decided to make my own.
[...]
http://steamcommunity.com/id/halyhaly/myworkshopfiles/
Can someone explain me why my citizens are ill even if there are tons of hospitals right next to them and more than anything the dirty industry is on the other side of the map?
Can someone explain me why my citizens are ill even if there are tons of hospitals right next to them and more than anything the dirty industry is on the other side of the map?
Nope water is clean.... i don't know... i think i'll dezone everything and start from scratch.
Dude your map is swastikasI'm thinking of redesigning my industrial region with alternating grids to reduce intersections at main throughways.
Oh my god. As someone who barely scraped together a zone, I am in aweMy glorious exchange, it's not even it's final form.
Speaking of roundabouts, you can never get big enough.
I started using this one as a parking lot for all the special buildings, but I actually like them there so they're staying.
Just learning the ropes, have a profitable but small suburban city. I discover "fertile" areas ripe for farmland. Great! Then I check the ground pollution from the industrial district I started with.... whoops. Lesson learned for next city.
I believe ground pollution goes away after awhile if you stop polluting that area. Someone correct me if I'm wrong.
The biggest traffic breakthrough I had was when I started to branch traffic off of one ways. For example take a six lane one way and use two lane one ways to send traffic to different areas. You can put three two lane one ways at the end of a six lane and have two lanes go left, two straight and two right. In a lot of cases this works way better than a roundabout, especially for traffic coming off a highway or a one way bridge.Spent all day trying to reorganize traffic into one way streets. In the end, the traffic situation ended even worse, so I spent the rest of the day rearranging it back to two-way streets. Traffic still terrible. FML
This is definitely one of the problems I have as well. Should probably read up a bit on traffic management, easily the worst stats in my game in that area
How about a lot of noise pollution? That causes citizens to get sick as well.
If you ask me, it's a bit too quickly. I'd rather have it stay and require cleanup of some sort (planting trees and waiting a bit, or having to do a second bulldozing run, or plopping down specialised buildings that emit trash,...).Yes it does, rather quickly too.
AWESOME MOD ALERT!!!
COMPLETELY rebalances the income/population of low/high density zones, making high density SUPER packed (thereby increasing traffic!)
http://steamcommunity.com/sharedfiles/filedetails/?id=410344523
Makes some other changes to garbage and income gained, and it should be really nice to now see like 500 workers in a single high res building instead of the wonky vanilla numbers
I'm thinking of redesigning my industrial region with alternating grids to reduce intersections at main throughways.
Quesiton for you roundabout experts:
What kind of streets should be using for the roudabout, and what kind of streets should I be using for the exits?
What works best? Also, how many entrances vs exists in a roundabout? Or are you guys using two ways for them?
I've been using one ways, one coming in and three going out, but I'm finding this is not working well. Either I get traffic lights or the traffic just doesn't flow through efficiently.
Cities: Skylines still topping the Steam charts. Essentially confirming 1 million sales will be reached in short time.
In other news, bad timing for a Tropico 5 sale.
God. Got the game today. Played 2 hours like it was 2 minutes. This is another Civ 5 style time sink isn't it??
That's a really good "post" actually! Clearly shows how to avoid traffic-flow-killing intersections.Highways and offramps. These are the only road type that does not spawn pedestrian crossings or traffic lights.
http://imgur.com/a/2ySM2
I spent a bunch of time putting this together to be my main intersection downtown, and I can't place it because "slope is too steep". I wonder if it's a bug or something because everything is flat.
It was gonna have a nice park in the middle and all offices and other tall buildings. I'm bummed.