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Cities: Skylines |OT| Not Related to Cities XL.

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So, assuming RCI demands are for the most part met, what is the driving factor in getting new people moving into your city?

Do you have a sliver of demand in the bars? If yes, zone that.

If not, try to make your city more attractive (if you're printing money, try reducing taxes globally.)

Can someone let me know if my laptop can run C:S?

AMD A8-3520 APU Radeon HD 1.6GHz / 6GB RAM

Radeon HD what? Not all Radeons are made equal.
 

MattyG

Banned
What's the best way to deal with sewage? Just put a grain down river from a pumping station? On my test city, that made the river super polluted, but it may be necessary.

Also, how do you guys generally start out? Do you make a small neighborhood, a small shopping district and a small industrial district on the outskirts of a zone and expand inward? I understand the mechanics and everything, I just can't figure out good building patterns and stuff.

And roads... good god, I'm shit a building roads. My test city died because of my poor traffic management. I need to learn how to properly use one way roads, rotarys and the like.
 

Seventy70

Member
I'm having problems with picking up dead people. I'm not sure why. There are areas that are complaining about waiting for pickup when there's a cemetery right across the street. If I look at the cemetery, it says only 3 hearses are in use out of 13. What am I doing wrong?
 
I'm having problems with picking up dead people. I'm not sure why. There are areas that are complaining about waiting for pickup when there's a cemetery right across the street. If I look at the cemetery, it says only 3 hearses are in use out of 13. What am I doing wrong?

Traffic Issues and from my experience bumping up medical in the budget helps.
 
Do you have a sliver of demand in the bars? If yes, zone that.

If not, try to make your city more attractive (if you're printing money, try reducing taxes globally.)

Slivers here and there, yes.

And I have more money than I know what to do with. I don't feel like I should be expanding much - because of the low RCI.

I'll beautify what I got.
 
"Protip" for newcomers, zone with the 4 lane roads if posssible, leave the 2 lane roads for small side alleys.
After reaching the point, again, where 2 laners won't do it anymore and upgrading would require moving a lot of service buildings and metro stations I've decided to not to use the 2 laners beyond the start and small side streets/dead ends.

But boy does it run smoothly now.
 
What's the best way to deal with sewage? Just put a grain down river from a pumping station? On my test city, that made the river super polluted, but it may be necessary.

Also, how do you guys generally start out? Do you make a small neighborhood, a small shopping district and a small industrial district on the outskirts of a zone and expand inward? I understand the mechanics and everything, I just can't figure out good building patterns and stuff.

Yes in terms of sewage, that's how you have to start. You eventually unlock a water treatment plant that eliminates the pollution.

Generally I started out by doing a general road layout of a portion of my city, created water and power infrastructure, then zoned residential and commercial close to each other, and industrial further away. Be sure you get your electricity and water/sewer set up before almost anything else. I once wasn't paying attention setting up roads and such and I forgot to put power to my sewer drain and ran out of cash!
 

Cth

Member
Radeon HD what? Not all Radeons are made equal.

Oops, sorry about that.

AMD Radeon HD 6620G
It's faster than Intel HD Graphics 4000 (the real minimum spec GPU for 720p all low/min at ~30fps).

You should be able to run the game with a more-than-acceptable frame rate at 720p low (>30fps), so long as drivers work.

Simulation speed should be dependent on your APU's own processing power, and the game is optimized for multi-threading, so you should be mostly fine, but the simulation speed might be slower than what you'd get on an i5 or i7.

Thanks for the in depth explanation, it's much appreciated! From my experience the video card has been the bottleneck on this laptop for gaming.

Thanks again!
 
It felt a bit funny that in my second attempt at a real game, I've put the sewer drains a little bit too close to one of the water pumps, so there is some minor water pollution issue (about 15%). Doesn't really affect the city health, but eventually I noticed that there is some water pollution issue while checking the data maps.

I relocated the pumps and drains a bit further apart as soon as I needed more capacity in both.

Oops, sorry about that.

AMD Radeon HD 6620G

Thanks!

It's faster than Intel HD Graphics 4000 (the real minimum spec GPU for 720p all low/min at ~30fps).

You should be able to run the game with a more-than-acceptable frame rate at 720p low (>30fps), so long as drivers work.

Simulation speed should be dependent on your APU's own processing power, and the game is optimized for multi-threading, so you should be mostly fine, but the simulation speed might be slower than what you'd get on an i5 or i7.
 

Linius

Member
Thought I'd take a couple of images from a lecture I had this year with some common road junctions.

vfqb.png


From left to right/top to bottom: clover-leaf junction, trumpet junction, windmill junction ( for this one I'm not sure about the English name), turbine junction and the star/maltese cross.

wfqb.png


This is a fairly common traffic gyratory. Local traffic uses the roundabout to move around and on every side of it you can enter or leave the highway flying over it.

xfqb.png


And here's a partial cloverleaf. Commonly used to connect a highway and local road flying over it.

These are still widely used to construct roads in real life. Would be interesting to see how they work in this game.
 

Jisgsaw

Member
Here's a good tip if you want to clean up your zones at intersections - place a pedestrian path alongside the road. Works with either pavement or gravel paths:

QG07CQW.jpg


Note that these paths would be bulldozed if you upgrade those roads later on, so if you plan to try this on somewhere you plan on upgrading move the paths further away by one square.

That... is some great idea, thanks.
 

Cth

Member
Thought I'd take a couple of images from a lecture I had this year with some common road junctions.

Nice, thanks for posting!

Any thoughts on diverging diamond interchanges? The locals here are infatuated with the design as of late.
 

Mik2121

Member
Current status of my city. Population is at 81k! Keep getting lots of money but for some reason my airport is getting no use AT ALL. Like, I'm actually getting 0 tourists through it. So weird...


Some shots:

My whole town.

My space elevator. For a town of 81k population, having an space elevator is quite something!

This is the Central Park district in my town. The whole thing isn't showing in the shot though.
 
Looking back at my screenshots, I just realized that all the buildings are clones of each other, without even colour variation. Yikes!

It's way more obvious when you're using an adapted grid layout.
 

Mik2121

Member
Looking back at my screenshots, I just realized that all the buildings are clones of each other, without even colour variation. Yikes!

It's way more obvious when you're using an adapted grid layout.

Yep. Not many building designs. Hopefully with all the mods and assets and stuff, we can get maybe even official pack updates that add more variation or something.
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Yep. Not many building designs. Hopefully with all the mods and assets and stuff, we can get maybe even official pack updates that add more variation or something.

Its been mentioned several times even before release that they'll be working on more visual looks.
 

Grief.exe

Member
Well, I just spent about 2 million dollars reconstructing my highway system into a 4 way intersection that crosses over the middle of my downtown area.

Plenty of trial and error, plenty annoyed citizens forced out of their property, but I think it will be a good move overall. Allow me to alleviate traffic between my two factory areas and downtown, while giving everyone fast access to the highway system.

Also a good investment for the future as I continually push my downtown area further and further northward.
 

Mengy

wishes it were bannable to say mean things about Marvel
This is becoming a monstrosity.

Damn, that looks great. Is that a map you made or downloaded? Looks like an interesting map.

Well, I just spent about 2 million dollars reconstructing my highway system into a 4 way intersection that crosses over the middle of my downtown area.

Plenty of trial and error, plenty annoyed citizens forced out of their property, but I think it will be a good move overall. Allow me to alleviate traffic between my two factory areas and downtown, while giving everyone fast access to the highway system.

Also a good investment for the future as I continually push my downtown area further and further northward.


Yeah, I'm going to need to do some road remodeling too. My city has outgrown what I started with and it's hurting traffic badly. It will take a lot of destruction but if I want to solve my traffic woes it's necessary.
 

Unai

Member
As far as I can tell, it's better to maximize the budget before adding a new water purifier, generator, landfill etc, right? Then if I run out of resources even with budget at 150%, then add into the map whetever I need and manage that budget againg if I can.
 
As far as I can tell, it's better to maximize the budget before adding a new water purifier, generator, landfill etc, right? Then if I run out of resources even with budget at 150%, then add into the map whetever I need and manage that budget againg if I can.

A new building is likely to be more efficient than raising the budget (I've noticed that 150% budget means about 25% extra...)
 

InertiaXr

Member
Could anybody explain to me how the metros work differently than buses or show your current setup? I have metro stops on all 4 corners of major intersections but sometimes I can't have a metro go from one station to the next station a mere 30 feet away or so, but sometimes I can? Should I maybe drop 2 metro stations per road intersection, just have the metros on opposite corners so that people can cross the intersection on foot twice at most? The metros also seem to take really bizarre trips through the tunnels, can they not use 4 way intersections underground or something? Where I live has basically no public transport at all, so I'm unsure how metro tunnels should be built when covering an entire city.
 

Heinous Hat

Neo Member
Whoever figures out what (if any) Antialiasing Compatibility value works for this game in Nvidia Inspector, I will draw your avatar in MS Paint. I tried the typical Unity value (0x004000C1) but no dice. It's DX11 so there might not be an override at all, but I would love to be proven wrong.

I may settle for downsampling but I hope to figure out overriding AA first.

That flag actually does work, but it's finicky.

Firstly, you need to force dx9 by entering -force -d3d9 as a launch parameter in Steam game properties. Then open Inspector, create a profile for cities.exe and set it up with the 0x004000C1 flag (C3 and C5 also work) and your desired AA method (use override). Your selected AA method will only work in free camera mode, NOT in building mode with the UI active. You can switch cameras back and forth though without breaking it. Also, the tilt-shift effect needs to be off (slider at minimum) when you start the game... after loading a city, you can re-enable it.

I was able to apply both SGSSAA and traditional (OGSSAA) supersampling. To my eye, only 8x sparse grid or 3-4x regular ss eliminates all shader aliasing and cleans up distorted details at medium to far range (e.g. window frames and such). At that level, my game is largely unplayable on a 760(4GB). 4x sparse grid is OK, but a tad blurry for my taste. Negative LOD values did nothing for me, so I ended up using 64bit SweetFX to apply some sharpening.

All of this experimentation was before the in-game resolution mod came around, which is way more practical, doesn't blur the image and has fractional performance cost. Even at max settings, the res mod doesn't look quite as good as say 8x SGSSAA, as there's still some temporal creepy crawlies at distance, but it's relatively minor.

IMHO, the driver method isn't worth the effort unless you can somehow get it to work in all camera modes. Having the UI on apparently utilizes a different rendering method. You're also forced to use d3d9 rendering path... I don't see any obvious downgrade there, but lighting might be a little better in dx11.

I took a bunch of screenshots while dicking around with it and I'll post if anyone wants them, but it's largely irrelevant given how well nlight's mod works by comparison. Most of the difference can't be observed in a still shot anyway.

Now back to actually playing :)
 
Thought I'd take a couple of images from a lecture I had this year with some common road junctions.

vfqb.png


From left to right/top to bottom: clover-leaf junction, trumpet junction, windmill junction ( for this one I'm not sure about the English name), turbine junction and the star/maltese cross.

wfqb.png


This is a fairly common traffic gyratory. Local traffic uses the roundabout to move around and on every side of it you can enter or leave the highway flying over it.

xfqb.png


And here's a partial cloverleaf. Commonly used to connect a highway and local road flying over it.

These are still widely used to construct roads in real life. Would be interesting to see how they work in this game.

Turbine junction aka swastika junction. Neo-nazi cities fans rejoice.

I'm going to try to recreate the Roundabout/highway thing in Zwolle.
 
You sir, have sold me.

my city so far

happy with how downtown is going, for the most part, not so happy with the suburbs :/

Didn't see this posted in the last few pages but holy shit this is amazing

http://steamcommunity.com/sharedfiles/filedetails/?id=406684124

Idk - nothing but amazing, my god. What's the best starting tip - I feel like I am having trouble just getting my city to take off.
 

HelloMeow

Member
Damn, that looks great. Is that a map you made or downloaded? Looks like an interesting map.

Is that a caldera? :D

I modified a heightmap of a crater and imported it. It's flawed though. It's a bit too big, the floor is blocky and building on a slope requires gravel roads everywhere.
When I'm done with this city I'll refine it and upload the map. Here is the height map.

uYeDkWB.png
 

OchreHand

Member
I saw over at Reddit that a former Maxis artist is making building mods. That's pretty exciting. I thought one of the better things about SimCity 2013 was the art.

Edit: oh and someone already made a Los Santos map. Mannnn! :D
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
I saw over at Reddit that a former Maxis artist is making building mods. That's pretty exciting. I thought one of the better things about SimCity 2013 was the art.

Would be hilariously awesome if a bunch of ex-Maxis artists put together an art pack.
 
One place I see the limitations of such a small team is asset creation. There are quite a few identical buildings.

Supposedly more building are coming in the first patch, and I'm sure they will be selling building packs later on as DLC. Plus since this game has full Steam Workshop support, we will be seeing a ton of content from the community as well.
 

Irobot82

Member
That's right Maxis closed down right? So no more SimCity's?

edit: Or not. I can't remember all the studios EA has shuttered.
 
These guys will probably be expanding in the near future, so who knows... maybe someone from Maxis will like to move to Finland. Until then, having someone from Maxis doing stuff for this game workshop is fantastic, no matter how little it is.
 
That's right Maxis closed down right? So no more SimCity's?

edit: Or not. I can't remember all the studios EA has shuttered.

Yes, the studio behind SimCity and Spore was shut down last week.

Doesn't mean we aren't getting any more Sim City games, it just means they won't be called Sim City anymore. RIP Maxis.
 

Linius

Member
So I started a city. Had some roads leading here and there. Created a comfy residential zone and buildings spawned rather quickly. Also made sure there was space for commercial and industry zoning. Took care of electricity, water and sewage systems. And yet literally no one is moving in and by now I'm in negative money. I have no clue what I'm doing wrong
D5Jy4CR.png


And obviously both industry and commerical buildings had little worker icons on top of them asking for employees. Strangely enough there were two folks on the Twitter stream at the very beginning.
 

Seventy70

Member
My industrial sector is saying that there's not enough workers. How do I solve this issue. I got a 9K population

I'm having a similar problem. My commercial zones are saying there aren't enough goods due to the lack of industrial, but if I make industrial, I get not workers because everyone is too educated. Do I need to turn off some schools or something?

My whole city is a mess right now. My coal plants aren't getting materials for some reason even though they are opened to the road. I wish this game did a better job at telling you where things are going wrong.
 

Krakn3Dfx

Member
Made the mistake of firing up Cities from work over an RDP connection to my home PC. It worked, and it worked really well. That was over an hour ago.

so-good.gif
 
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