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Cities : Skylines

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,604
Codex 2013
My city was doing great until I built a cargo harbor. Then suddenly 7 million trucks wanted to pick up cargo all at once.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
My city was doing great until I built a cargo harbor. Then suddenly 7 million trucks wanted to pick up cargo all at once.
That's 7 million less cargo trying to get to your city through highways and such.
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
17,419
Location
Dutchland
I'm entertaining the thought of buying this game, but since my laptop is like five years old at this point I'm not sure if I can run it properly. So how intense is this game on your system?
 

Hoaxmetal

Arcane
Joined
Jul 19, 2009
Messages
9,173
My 4 year old i3 laptop runs it at stable 20-25 fps on medium settings. I haven't tried big city saves though.
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
17,419
Location
Dutchland
I'm running an ancient-ass Intel Core 2 Duo with a simple Geforce GT 220M. I'm lucky I can even run Skyrim on this thing.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,263
that didn't take long:

Terraforming mod in game. It is still tuned but it works and as i read it costs to do things.

http://steamcommunity.com/sharedfiles/filedetails/?id=411095553&insideModal=0&requirelogin=1

637x358.resizedimage
 

Hoaxmetal

Arcane
Joined
Jul 19, 2009
Messages
9,173
And this is why every developer (especially for games like this) should make sure that there are good modding possibilities. Banished comes to my mind - it's also a decent builder game from a small team but it doesn't have lasting value and will be forgotten in the next years.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
I wish we could manually adjust number of vehicles on the line or frequency of vehicles from other cities.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,263
Here is something someone did with that terraforming mod:

ZWfUxPS.png




And this is why every developer (especially for games like this) should make sure that there are good modding possibilities. Banished comes to my mind - it's also a decent builder game from a small team but it doesn't have lasting value and will be forgotten in the next years.

Cities:Skylines comes with full modding API. This is reason why there are already so many mods.

I wish we could manually adjust number of vehicles on the line or frequency of vehicles from other cities.

What is wrong with it ? You mean more cars?
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
There is too much trains coming from other cities if you have many stations. They are nearly empty and clogthe system. ON the other hand, some metro and bus line have not enough cars asigned to keep up with demand.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Wow, the "Fill the houses" mod is really useful. Finally plugged it in, and holy shit - 4K people moving in just into the empty apartments around the city.
 

Hoaxmetal

Arcane
Joined
Jul 19, 2009
Messages
9,173
My 4 year old i3 laptop runs it at stable 20-25 fps on medium settings. I haven't tried big city saves though.
Downloaded 70k city save and wow, only lost 5 fps. There are no slowdowns and it's perfectly playable. I guess this is the best performance I've seen in an Unity game.
 

imweasel

Guest
What the hell is this. Seriously.

This game is like the best Sim City ever made, yet it isn't Sim City.
 
Joined
Mar 10, 2011
Messages
1,160
Downloaded 70k city save and wow, only lost 5 fps. There are no slowdowns and it's perfectly playable. I guess this is the best performance I've seen in an Unity game.
Most surprising thing about this game. It runs a lot better than you'd expect even on old and pretty crap cpu's. Yes it does some trickery like big cities will have comparatively less traffic etc. but it runs well (all things considered) even with mods that address stuff like that.
It seriously makes Maxis look bad with their SimCity 5. Not only this does better job at begin detailed simulation it also does it in much bigger scale.

With that said it isn't perfect. Just off the top of my head there needs to be air pollution and clean energy needs to be more expensive than that, I seriously see pretty much no reason to build coal power plants even if their pollution is limited to immediate surroundings. Difficulty isn't much of a problem because you can tweak that with mods. Oh yeah, what's up with unlocking metro even before trains? Really? It would also be nice if you could just designate area for a park and it would be automatically/manually filled with trees benches and stuff, current pieces with arbitrary sizes just don't do it for me.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
With that said it isn't perfect. Just off the top of my head there needs to be air pollution and clean energy needs to be more expensive than that, I seriously see pretty much no reason to build coal power plants even if their pollution is limited to immediate surroundings. Difficulty isn't much of a problem because you can tweak that with mods. Oh yeah, what's up with unlocking metro even before trains? Really? It would also be nice if you could just designate area for a park and it would be automatically/manually filled with trees benches and stuff, current pieces with arbitrary sizes just don't do it for me
Game still feels very unfinished at places.
 
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Disgruntled

Savant
Joined
Sep 17, 2012
Messages
400
Jumped on this bandwagon. Its a decent city builder, which I havent really played since SC4 all those years ago. Not counting the Anno games.

But the atmosphere is of a beta release and not jam packed with content and polish like SC4 was.
Also it doesnt feel like a living city with a buzz of activity and various issues and proposals that would keep you informed and immersed in the position of a mayor. This is more hands-off which I hope they will address with a big patch in the future.

Still im having fun, unlike Tropico which couldnt keep me interested beyond a few hours.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,048
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.
minor gripes:

1. trains should be unlocked way earlier and should be less expensive. many american cities started out as tiny towns near rails, not highway exits
1.1: agriculture should be unlocked from the start and expanded to look more realistic.
2. i wish there was more starting money (120,000 is enough). It's hard to properly plan stuff out without making that first RCI, power, water cluster not get in the way.
3. highways and other roads should be unlocked from the start so I can make a proper highway exit from the start.
4. that mod that makes high density buildings have hundreds of occupants should be official. that along with a prohibitive demand cap for high density zones should really help stop people from making tiny metropolises and spread out more realistically.
5. as other posters have stated, wind power is too good. rebalance it by making 8mw areas more scarce.
6. the ability to set certain districts to only spawn certain building types, like in sim city 4. I want to make a historical old town with mod buildings, but ugly postmodern shit keeps spawning instead. this could be fixed by setting new policies for building types A B C D. from the content manager, you can categorize plots as A B C or D to make them only spawn in those districts.
7. stop calling us fucking chirpies, Paradox.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
Currently most of traffic is actually generated by bugs. Such as cars not understanding how lanes work, or people using services and jobs across the city while they have similar next door.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,263
Currently most of traffic is actually generated by bugs. Such as cars not understanding how lanes work, or people using services and jobs across the city while they have similar next door.


So it is like real life ?
I mean i have shop near me but i don't fucking buy anything there instead i usually go to other part of city.

As of lanes. It is not problem with lanes but with traffic design.

If you look carefully at those bugs you will see that most of the time it is connected to only one road that is used so traffic takes only one lane. Like in real life why the hell you would take 3 line if you want to turn from 1 line.

If someones will design lanes so that for example six lane will lead to different parts of city from different sides than all lanes will be used.

edit:

There are though some legitemate bugs
 
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Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Thinking to start using ramps a whole lot more, even on more "normal" roads - they take way less space, have better processing and funneling capabilities, only "problem" is that I won't be able to zone on the ramp side, but that's probably a good thing. Will have to start a new town though, I suppose, old one is becoming quite a weird mess. Or maybe take up a challenge and improve this, hmm.

Found out why everyone was constantly sick and dying in one of my residential areas. Turns out there was an incinerator hiding under an elevated patch of rail :lol: On the bright side, most of the inhabitants of those houses were young people. 90 young people? Not bad. Now that I fixed it, the density had decreased a bunch and it's desaturated by people that survive to older ages too. Bah.

Also - is there any actual reason not to have commerce zones ticked as "Commerce Enthusiast/Benefactor"? I gave it a try and it boosted my income by about 100%, so what the hell. Increased traffic or good consumption? Didn't notice either so far.

Some fun times with mods: got sick of endlessly plopping down incinerators and crematoriums. DLed a bunch of things that do the same stuff but more efficiently and/or without pollution, I know, it's cheating, but I don't think a town of 70K needs 10 incinerators (which generate traffic jams on their own) so fuck that shit. Plus the mod that lowers the amount of produced waste. Fun part: some of those incinerators are bugged, leading to hilarious results like one of the incinerators being full of trash, unable to process it. Of course I can't delete it either, and the Empty function doesn't work. Mega-crematoriums work as intended though, so finally I removed like 9 fucking graveyards from premises and left a few for decoration.

Oh yeah, and I think I recommend the Slower Aging mod. It's pretty cool, helps avoid the "death waves" a bit, or at least postpones them quite well, plus the Cim education takes longer, so you'll actually see L1/2/3 houses for longer periods AND enjoy a decent amount of Uneducated workers for your Industry. Of course, it will adversely affect High Education stuff, but that just means the game won't start spamming skyscrapers for a bit.

Edit: Browse real-time city stats in a browser mod is now a thing: http://steamcommunity.com/sharedfiles/filedetails/?id=411836742

Edit 2: Hoooooly fuck bros, a mod that lets you remove/add traffic lights at intersections. :bounce:

http://steamcommunity.com/sharedfiles/filedetails/?id=411833858
 
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