Cities: Skylines

Cities: Skylines

Statistiche:
Citizens leaving and high demand for housing
Hey! People suddenly leave my big city by the hundreds (around -600) and the need for housing increases pretty quickly.
All while I already havespace for around five-thousand households more.

Any ideas what could go wrong? D:
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What do the avatars above your buildings say?
They are all happy. Citizens have a general happiness of 88%, yet I get - for me unexplainable - waves of emmigration or deaths once I am at around 180.000. I then get -600 to -1000 until I am back to 150.000.
Put two crematoriums in each large residential districts and one in each industrial district, and these so called "death waves" are a thing of the past.
Maybe post a save of your game. It is easier to see your city in motion and quicker to solve, instead of playing 20 questions and guessing what could be the issue.

From the game's main menu, go to content manager/savegames, then locate the saved game and click share. make sure it is set to public.
But don‘t laugh about Newbie-Town! ;_;

Also: I uploaded it now! :O
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1545744534
Ultima modifica da Mallow, The Bunny 💗; 22 ott 2018, ore 13:56
Bummer. City isn't showing up in game. The mods subscribed no problem and show up in game, but the saved game is nowhere to be found. Not in content manager nor load game. weird.

Can you make sure it is set to public. I assume it would have to be in order for me to see it.
It is set to public in the workshop. :o
Is it because I only linked mods that actually change the game rules like the 25 tiles mod? I have others active, with new building themes, but I thought they wouldn't be needed. D:
``nd 180.000. I then get -600 to -1000 until I am back to 150.000.``
population 180000 divided by 260 weeks lifespan = 692 death a week at average
and if too much pop lives in high residential areas this average can swing between 200 - 1200 a week , depending on your zoning proportions of high and low density
And a pop count of 4% going up and down is a very usual stat in a real life city
Messaggio originale di BucketBrain:
``nd 180.000. I then get -600 to -1000 until I am back to 150.000.``
population 180000 divided by 260 weeks lifespan = 692 death a week at average
and if too much pop lives in high residential areas this average can swing between 200 - 1200 a week , depending on your zoning proportions of high and low density
And a pop count of 4% going up and down is a very usual stat in a real life city

That's my second city. :D
I have only high density cause it gives more cash! x3

And yeah, I guess the deaths per week were somewhere around 590 or so!
25-tiles isn't needed. The inner tiles stay unlocked as they are meant to be unlocked. The outer 81-tiles need the 81-tiles mod active as they aren't designed to be unlocked.

I finally got it to show up and load.

The biggest issue seems freight and industry.

The top industry has no workforce nearby. Cims must travel too far across the map to work, so they fail. Maybe better public transportation options?

Same with commerce. Most of your commerce is too far away and they mport freight and cause issues.

Your farming isn't on agriculture resources, so it is not only exporting most all of it, but it imports it as the grlound won't grow anything.

Way too much forestry as well. It goes to generic industry and exports the rest clogging streets,

poor road access to generic industry, so you get failed deliveries. same for commerce.

There seems to only be one highway interchange into your city, which seems the starting tile. You need to add other interchanges into the city for quick deliveries.

Make sure commerce and industry is on the highway so they can get freight in and out of the city without traveling across your residential and other districts.

If you filled the top portion with residential, you could provide better workforce.

Maybe rip out the airport and run a highway into your industry.

Connect your cities to each other much better across the highway as well.

Overall looks fine. Just some balancing to smooth things out. Remember, cims need to get things done on time or they fail. So keep that in mind when expanding. Try to balance all three rci and jobs worker raitios.

Once you expand past the 3x3 grid the base game likes. It starts getting out of balance real fast
Did see my Undercity? I tried to get people to the highways underground. x3
My other ways onto and away from the highways are under the ground, too. :D

Oh, but I didn‘t expect that industry would import. Thought they‘d just produce less. :(
I guess I need to destroy it and build polluting industry, then. Sad!

So I guess I‘ll build a new living area into the north once they wish for housing again. Where that useless street is I built earlier, I mean. So I‘ll have some guys actually working there!
Those aren't underground highways though. Streets are way too slow and it's killing your city.

It might be OK if you get rid of all the exporting. But it's definitely is out of balance, and just too long of trips.

The game like around 1 km trip times, give or take. I think highways suspend the timer. Same with trains and public transportation.
Mmmhhhh. That's good to know. I guess it would be better to just start a new city with this knowledge, but I'll keep going. That'd be a nice challenge. :D
My very own traffic scenario! :O
You can also use Real Time and make the day lengths a bit more sensible so your citizens are more willing to travel realistic distances to go to work (I think that's built into the mod, you can set a threshold of how willing they are to give-up the trip). People do 2+ hour commutes IRL but in C:S, your citizens tend to be the laziest MFers known to man-kind.

1km? Jeez, I only got 1km within my workplace by EXTREME luck, most of the time usually 10+ km away. What a joke this game is sometimes.
Ultima modifica da Gameboy Nitro; 22 ott 2018, ore 21:27
Messaggio originale di Stonehammers:
Put two crematoriums in each large residential districts and one in each industrial district, and these so called "death waves" are a thing of the past.

Actually, it is a different kind of death wave. This is a cycle of life and death wave. Cims get old and die of natural causes (old age). But that age is only 4-years. Well the game has a randomness routine to keep things from falling into patterns to make it look more realistic. Well, this causes and imbalance of births and deaths. you will get a boon of births, then levels out equally, then a boon of deaths. So it cycles like this over and over. I noticed it when they released After dark and the day and night cycles. The randomness seems to be part of the day/night cycle of the cims are less active at night so it reduces their activity, then during the day they increase the activity. Same with usages, power and water are less at night. But all this cycling seems to have worked its way into life cycles as well.

Messaggio originale di Nitrous Oxide:
1km? Jeez, I only got 1km within my workplace by EXTREME luck, most of the time usually 10+ km away. What a joke this game is sometimes.

That's the thing. This is a game. This isn't real life. It would be impossible to have it all like real life, so they have o make adjustments and fudge things here and there so it at least resembles reality if you don't look too closely.

But I would call this game very well done, for being a game. especially it has come about in piecemeal form. It's amazing it function this well.
Ultima modifica da MarkJohnson; 22 ott 2018, ore 22:22
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Data di pubblicazione: 18 ott 2018, ore 13:28
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