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Cities : Skylines

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,535
Location
Russia
Interesting stuff is a fair model of water flow. I have build a dam and as a result sewage output backed up to intake pumps and half the city died of illness. Pussies.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
I think that traffic and city composition not resembling what you'd expect in real life for corresponding number of residents might annoy me a lot. Towns with 25000 inhabitants might have a few ~10 storey apartment buildings, but they sure as shit don't have congested roads and they'd be lucky to have commuter trains at all, much less having a train come in to the platform as soon as one's left, not even cities with a million people have that (though they do have congestion, obviously).

Sounds like they really need to reduce the fraction of residents that actually go to work, or adjust things better with regards to how long it takes for them to get to work in game versus how long it 'should' take in real life. It's great that it's a true simulation, but whether or not it reasonably matches what you'd expect in reality is a pretty big deal for me.
Sounds great. I know what you mean, but you have to give in regarding realism somewhere.

Other city builders just give you fake numbers (like Simcity 2013, which just faked the numbers you saw) or just don't bother with simulating the inhabitants and thus show just a loose visual representation of some spreadsheet numbers (all the rest). But if those people you simulate actually show up in traffic themselves, combined with years clocking over in seconds to minutes, you have to reduce the number of inhabitants.

So, the most "realistic" mod that solves your problem would be just to multiply all numbers that show on houses and in spreadsheets by something between 10 and 100. Fake, but looks "realistic". By the way, with the current rate of time compression, I would go the opposite way and actually multiply the number of people that fit on buses and trains, and more importantly cars, by between 5 to 10. Skyscrapers with 15 inhabitants and buses with 120 seats work relatively well with this kind of time compression. You have to somehow represent the multiplier that lies between a realtime simulation on a vastly accelerated city time scale. By the time your Cim reaches work from home, whole city quarters may have been built.

By the way, did anyone else notice that they seem to have increased the base speed of the traffic simulation compared to the previews?

Edit: My suggestion to just fudge the numbers wasn't meant sarcastically. It's probably the best and easiest solution for this intrinsic time problem, and it will soothe the mind when looking at the game screen.
 
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Dead Guy

Cipher
Joined
Sep 12, 2012
Messages
281
I'm not sure how SC4 worked, but with the inherent problems with the disconnect between traffic simulation speed and how time passes that you describe, I think I might prefer a model where the traffic doesn't consist of entities travelling places, but is more of a graphical description of how highly congested the game has determined a particular road or station to be. I would still want sims to live somewhere, work somewhere and choose a route between those places, but is it really important for them to 'physically' go the distance? In some ways I'm willing to be fooled if it can suspend disbelief, and fudged numbers wouldn't necessarily be a breaker either as long as people don't happen to specifically state that everything will be modeled when it isn't. To be clear, I'm not asking for absolute realism either, just enough that blatantly unrealistic things don't keep bugging me. Cars disappearing in the middle of an intersection doesn't really bug me for some reason, maybe because I rarely zoom in and because I can accept a somewhat imprecise description of the simulation in that regard.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,535
Location
Russia
Routing traffic is about only non-trivial part of C:S. Without showing car moving it's really hard to model, and more importantly, visualise functioning of non-trivial road systems.
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
Junk city? Look at my 3rd world suburbia shithole


FdV4h3y.jpg






Muh clusterfuck roading system

YHLNafL.jpg
 
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Alienman

Retro-Fascist
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Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The thing is, I'm actually struggling to get "lower class citizens" so they can work in the factories and what not. But for some reason everything upgrades so easily in the game. I want filthy 10-storey buildings like I got in Sim City 4 but it's almost impossible in this game. Even if the schools are several kilometers away they manage to get educated and somehow get enough money to transform their shack into a villa with pool and everything.

Even your "3rd world suburbia shithole" has some pretty nice houses with solar-power thingies on the roof and so on. Don't really know what is going on here, but who is doing all the dirty business in the city? I have a hard time believing professor rocket scientist is going to settle driving a dumpster.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,859
The thing is, I'm actually struggling to get "lower class citizens" so they can work in the factories and what not. But for some reason everything upgrades so easily in the game. I want filthy 10-storey buildings like I got in Sim City 4 but it's almost impossible in this game. Even if the schools are several kilometers away they manage to get educated and somehow get enough money to transform their shack into a villa with pool and everything.

Even your "3rd world suburbia shithole" has some pretty nice houses with solar-power thingies on the roof and so on. Don't really know what is going on here, but who is doing all the dirty business in the city? I have a hard time believing professor rocket scientist is going to settle driving a dumpster.

I got this figured out.

Basically you need to look for what workers job wants. So in case of shitty low industries they take uneducated people. Along with timber, farms and other kinds of industries.

People in city go to school if it is available so they will be no longer uneducated just after finishing elementary school. Those people will try to look for jobs that require educated people aka services (blue).

So what to do ? Simply don't build schools. Or build them in other parts of city. For example keep neighborhood without school in place A and build school in place B. People from place A will look for low wage jobs and people from B will look for blue jobs.

Higher level industries also require educated people just not as much as blue ones. So this basically means that if you will start to educate people your city will go more into modern way of city where services are #1 and productions is secondary.

TL,DR: It works same as in sim city 4. To have low wage industries you need to stop educating people.
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In other news i found this. Skylines is gift that keeps on giving:

Q4q7fyO.gif
 

Havoc

Cheerful Magician
Patron
Joined
Nov 1, 2009
Messages
5,520
Location
Poland
Grab the Codex by the pussy Insert Title Here RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker Pathfinder: Wrath
Gonna make myself only village + farms city. Problem is with having to build parks to beatify the area. I would love to make the villages in woodlands, but trees give no beauty + you plant them... one... by... one. It's fucking stupid.

 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
I'd love a transport tycoon game with the roads building and traffic from this game,would be even better for those that don't want to care about the city, maybe their next game will be something like it.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
I'd love a transport tycoon game with the roads building and traffic from this game,would be even better for those that don't want to care about the city, maybe their next game will be something like it.

We could call it "Settlements in Movement"
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
I'm not sure how SC4 worked...
Cars disappearing in the middle of an intersection doesn't really bug me for some reason, maybe because I rarely zoom in and because I can accept a somewhat imprecise description of the simulation in that regard.
SC4 had just traffic "noise" as representation of calculated congestion. Cars would blink into existence, persist between 5 to 10 seconds, and then blink out of existence again. The NAM has a setting to extend the time you see the cars. There are other mods that male the cars truly persistent, which then causes gridlock problems. Btw, traffic just moves around on the map, preferring the roads which the simulation calculated as "most congested".

But yes, just fudging the numbers wasn't such a bad apparoach in SimCity 2013. The main reason people were upset was just that Maxis lied about this (and many other things). Then again, looking at a number doesn't really bother me, but that's because I didn't expect anything else. It was the same in the CiM games.

Here is my city in video format: [snip]

Junk City - The city of sirens and early death
Very nice. The layout looks quite realistic.

I still like the buildings in this game. They are somewhat repetitive, but there are some truly nice modern designs in there.

I also like that, when you change district policies, sometimes the buildings will change.
 
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