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번역 관련 문제 보고
Garbadge , hearse , police ?? Only 2 of 10 or nothing or flickering ??
This mod will show you any limits
https://steamcommunity.com/sharedfiles/filedetails/?id=531738447
Some screenshots would help to help ( noise - population - zoning bird view )
Do you have any sick people in your city ?
What´s your traffic flow ?
*****************
To clarify, there seems to be a bug in the game that limits a map's agent cap. "Agents" meaning any individual cim, whether they are working, traveling, shopping, dead, whatever.
C:S theoretically supports high-population cities ranging up to a half million or more, but many people have been reporting over the years that something in the game's code can prevent growth in some cases that isn't explained clearly by the game's logic.
Traffic flow is fine throughout the city, I'm thinking it may be something else causing unintended traffic delays. I know that about 1/3 of the time when I select POV on a pedestrian they are locked into some kind of repetitive trance on the sidewalk, I suspect that vehicles are bugged the same way. The game could use some more robust pathing logic.
This is probably my tenth city from scratch, it was master planned, but I've have organic growth cities suffer the same fate.
It's a default map, but there are several downloaded buildings and roads. Some of the custom parks connect pathways. Depending on how robust your collection is, it may be a lot to acquire for a review, but if you are interested, it could be helpful to have someone else take a look at it.
My only guess at this point is that some of the mod vehicles themselves may be the problem, but the thing I would need to know is what state you saw the city in, after running the clock a few weeks. On my end all demand in flat or minimal, with icons all over. I'm guessing now that having too many custom vehicles in the game is affecting spawn rates of other vehicles somehow. Something else to try anyway, thanks.
I asked cause the warnings you described seem natural, CIMS expire after about 6 years (if I remember correctly) and as your city grows, you usually hit a "death wave" when the first batch of CIMs expire en masse (hence the dead bodies). When you mentioned "economic warning icons", which ones exactly did you mean? This is because sometimes traffic problems can cause delays in trucks reaching commercial buildings and they just respawn back in industry and soon your commercial buildings may run out of goods to sell (the same goes for industry buildings, they will complain there are no raw materials to produce goods if raw materials cannot reach them).
Not enough services covers, medical, death care, garbage, fire, police, education, public transport, and leisure. You have NO medical coverage in your industrial area. You have NO death care coverage in your industrial area. Fire and Police just barely cover. No education coverage. That is what the industrial area is complaining about. I dropped two medical clinics in your industrial area, one on each side, dropped two crematoriums one each side, a couple of plazas, and two high schools, one each side... think of them as trade schools for the industry.
let the game run, and the industrial area all stopped complaining, except for garbage pickup, which the distance travel for the garbage trucks is just too far, so I dropped two incinerators into the industrial area, and no more garbage troubles.
Now that the factories are all happy, except for workers, which as you city grows, will correct itself, all the commercial quit complaining about enough goods to sell.
the problem was not that the services were not spawning enough vehicles, it was that the area was not covered by the necessary services to keep the factories happy. To see if an area is covered by the service, click on the service to build the correct building, and watch for the roads to turn green, no green, no service... has little to do with the spawning of vehicles.
1+
Another point is your big old town center piece . l really like the idea , but it forces to detours along very slow roads for delivery . l build 2 tunnel to connect your bayside to your industry and switched off all traffic lights => 90% traffic flow .
Beside this , you should get the GreenCities DLC for your residential commerce , because you are poisoning your pops with noise and at some places with industrial pollution too . Bio stores don´t produce noise and only 50% traffic / Cluster produce goods to lower imports without any noise or traffic
Your industry is not that way it should be . There is a supply chain to build a succesful balanced ( less import - export ) industy . You should care about it before getting bigger .
My main question would be : what kind of city do you want to build ? How many pop do you want to reach ?
Most suprising for me is the Active Vehicle Count of 16300 . Congratulation you hit the limits at 35000 pop or your vehicle custom content is messing with the limit mod .
https://steamcommunity.com/sharedfiles/filedetails/?id=1742110641
https://steamcommunity.com/sharedfiles/filedetails/?id=1742106480
https://steamcommunity.com/sharedfiles/filedetails/?id=1742107681
https://steamcommunity.com/sharedfiles/filedetails/?id=432751211&searchtext=
edit links
https://steamcommunity.com/sharedfiles/filedetails/?id=1107521505
https://steamcommunity.com/sharedfiles/filedetails/?id=1424507440
https://steamcommunity.com/sharedfiles/filedetails/?id=1742265074
However, I finally got around to turning off all my vehicle assets and let the game run on 3x speed for 10 minutes or so, and miraculously my demand returned to medium demand!
I am thinking we are both right to a degree, my industrial zoning design is definitely flawed and I had way too many custom vehicle assets, some of which were spawning more than I thought, possibly due to some of them having a lot of different paint jobs available.
Rennes was started as practice to build a compact urban area around a junction of freeways, which is another area I could more improvement in. I would like to build a realistic, large scale city at some point, so I am learning which mods can best help me with that, without overloading my computer.
As far as the vision for the city, I wanted a mixed use waterfront with open spaces, an old European style old town center: narrow ring roads bounded by wide boulevards to carry non-local traffic around the core, and a few gridded suburbs filling in the remaining nearest areas.
The rest of the map would be used for resource extraction, including a small farming town at the nearest patch of arable land, and small cosmetic villages in remote places, or perhaps a second smaller city, I hadn't thought that far ahead.
https://steamcommunity.com/sharedfiles/filedetails/?id=1742106480
l use the extended info panel that listed the vehicle count in game and his city was too empty for 16000 cars + he told about his custom vehicles . l took the AVO and searched unusual vehicles - not my usual content , found the oil trucks and the boat and disabled them + removed them from the map . All in game on pause .
unpause and the av count dropped in a second to 3500 + the deblocked outside ship routes send some hundred ships with goods
Later on l had a talk with 1JasonBradly . He knew about that bugged boat . lt seems the asset creator removed negative comments about his shtt
l didn´t test the Oil trucks again , but think they are ok .