So, how is it compared to Sim City IV?
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Cities: Skylines
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Considering installing this mod: http://steamcommunity.com/sharedfile...text=automaticDo not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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Originally posted by Sava View PostIt is the best city building game to date, imo.Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"
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I also don't know if commuters will use just one type of mass transit. Will they go from bus to metro?":anrY:
BY THE WAY FOR EVERYONE PISSING ON SIMCITY 2013 IN THIS THREAD, NOW THAT YOU'VE BOTH TORCHED MAXIS TO THE ****ING GROUND *AND* THROWN YOUR MONEY AT NIKOLAI'S LATEST EXCUSE TO SIT AROUND GAINING WEIGHT AND DRINKING MOUNTAIN DEW FOR HOURS ON END, MAYBE IT'S TIME FOR SOME OF YOU TO BOOT UP ORIGIN AND REVISIT THE GAME. SIMCITY 2013 HAS BEEN PATCHED NUMEROUS TIMES AND RECEVIED AN ARCOLOGIES FUTURISTIC EXPANSION. TRAFFIC BEHAVES LOGICALLY AND IT **IS** CHALLENGING TO MAKE **HARD** CHOICES ABOUT **WHERE** TO ZONE AND BUILD BUILDINGS LIKE THE LAW SCHOOL OR THE BUSINESS SCHOOL AND THOSE HARD CHOICES ARE LOST WHEN YOU CAN BUILD ON AN AREA THE SIZE OF NIKOLAI'S CHEST REGION THANK YOU
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THIS IS POINT BLANK FROM A COLOSSAL ORDER DEVELOPAR, OMG GUYS LOOKS LIKE SIMCITY ALL OVER AGAIN, NOT EVERY AGENT GOES TO WORK SOME OF THEM ARE LIKE YOU FAGS AND JUST POINT AT A BUILDING, PRETEND TO WORK THERE AND STAY INSIDE AT HOME ALL DAY :AMAD: :MAD:
All workers do not need to get to work. This would simply need too much processing power if all 1 million citizens left to work at the same time. The worker numbers shown in factory information windows are the employees assigned for that building, the ones who can visit it as a work location. Not all of the workers will visit the building at the same time, some might not ever visit it, but they are the ones marked to work in the building. Employees don't need to get to work, but there need to be enough people in the city to assign to each workplace.
If citizens get stuck in traffic they will return to their starting point and abandon the traveling. This mechanic prevents city-wide gridlocks from happening, because when the traffic got that bad, it was very hard for players to see where the actual problem was because the traffic info view showed all roads as congested. Now the traffic jam will stay, but not expand uncontrollably, so it can be found and dealt with. Traffic jams do affect the city, because citizens can't travel to shopping locations, tourists can't travel to shopping locations, goods don't ship to local businesses and raw materials don't reach the industry.
Industry needs connections to receive raw materials and ship goods to outside locations or businesses in the city. For the most tax revenue, you should produce raw materials locally, have industry make them into goods and have local shops sell them. The shared save (Worker bug) has a city that does not even cover the upkeep of the roads with the industry taxes because they do not ship to local commercial areas. All buildings spawn with a small buffer of the items they need (goods for commercial, raw materials for industry) and will only require a shipment once the buffer gets low. In the save's very small city the buffer lasts quite a long time, but if you let the save roll on top speed for about 15 minutes, the buffer empties and commercial starts to need more goods. In a larger city, the buffer is gone fast and thus buildings react to poor connections faster.
So basically goods and raw materials work as agents, but citizens are a combination of agent and statistical model. A good road network makes the city produce more tax revenue, and having public transportation to take citizens to work will benefit the player by generating ticket income. Tourists only spend money in the city if they can reach commercial areas.
The city is quite slow to react to changes, but this was a choice made for stability so you can't accidentally destroy your city by a few poor choices. There's always time to react and fix things.
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I started to have problems with goods around 50k pop. I suspect traffic may be to blame. I also have a workers shortage that is affecting my industry. Offices don't seem to produce enough goods to satisfy commercial demand. It was also partially my fault since I never built a cargo rail or shipping building.To us, it is the BEAST.
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I shouldn't have but I got this.
Why do you guys make your city so square? Although I do have traffic problems already at ~2k pop. Only at the entrance. I think I will do it a bit differently next time.
Also I have had to take loans twice.
JMJon Miller-
I AM.CANADIAN
GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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Originally posted by Jon Miller View PostI shouldn't have but I got this.
Why do you guys make your city so square? Although I do have traffic problems already at ~2k pop. Only at the entrance. I think I will do it a bit differently next time.
Also I have had to take loans twice.
JMTo us, it is the BEAST.
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