Cities: Skylines

Cities: Skylines

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Skyd Jul 23, 2022 @ 9:04am
Noise Pollution issues
I don't often have any noise pollution issues because I'm careful about where I zone and place noisy things however, this 1 residential zone I have across the street from some farm industrial is complaining. Rather than just bulldoze or move I thought I'd see if I could get it down low enough to make them happy again.

Here's my question though, does anyone know at what % they complain? This building is at 18% noise pollution, or is it more nuanced than that and it depends on building type/level etc. Just curious how far off I am. I might end up just razing this one and putting a corner store there or something but this is a little experiment.

Also, any tips/tricks to reducing noise? I've got grass lined roads there and added some trees where I could.

https://steamcommunity.com/sharedfiles/filedetails/?id=2839297807
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Showing 1-15 of 15 comments
CyberVibes Jul 23, 2022 @ 9:11am 
Considering how much mixed zoned residential and commercial there are in most towns and cities in real life i ended up using this mod to nullify the pollution all my mixed zones work happily together now.

Always read a mods description before subbing and give a thumbs up and a follow for the author.
https://steamcommunity.com/sharedfiles/filedetails/?id=1263262833
OneJasonBradly Jul 23, 2022 @ 9:24am 
Noise can be mitigated by health care too. Many people think that healthcare is for happiness and land value but its much more than that.

In the video below I have hospitals to serve the towns health needs. Skip to the point where I shut off health and look what happens to the area right next to the commercial area. They become ill. This tells me if you place a hospital near by that building it will stop the sick icon from popping up for the hospital will deal with all who is sick and do it quickly. If you run the video longer to when I turn the hospitals back on you will see how much they effect the surrounding area.
https://youtu.be/FA9-h8g0qZI
Never mind the population benefits of using hospitals.
Last edited by OneJasonBradly; Jul 23, 2022 @ 9:28am
Skyd Jul 23, 2022 @ 9:46am 
Oh interesting, that makes sense I suppose considering the game considers noise pollution to be a "sickness" rather than an annoyance. Maybe I'll play around with that just to see.
Ripp (Banned) Jul 23, 2022 @ 9:59am 
You could try using a buffering strip.
remove about 12u - 16u of building in a row all the way around between Farming and residential. Then fill the empty space with trees or office space. Or you could use one of the remover mods like the one CyberVibes recommended. Or you could do both.

I prefer to build the natural tree buffer strip both for the noise and for the visuals. I then use a Remover mod as an insurance policy and to serve as a guard against other dev created failures.
OneJasonBradly Jul 23, 2022 @ 2:35pm 
Originally posted by Xeyeld/holeymoe:
I then use a Remover mod as an insurance policy and to serve as a guard against other dev created failures.
What do you mean by " other devs created failures"?
Ripp (Banned) Jul 23, 2022 @ 2:42pm 
Originally posted by OneJasonBradly:
Originally posted by Xeyeld/holeymoe:
I then use a Remover mod as an insurance policy and to serve as a guard against other dev created failures.
What do you mean by " other devs created failures"?

Any thing that should have some sort of intuitive realistic dispatching attached to it.
OneJasonBradly Jul 23, 2022 @ 3:01pm 
Originally posted by Xeyeld/holeymoe:
Originally posted by OneJasonBradly:
What do you mean by " other devs created failures"?

Any thing that should have some sort of intuitive realistic dispatching attached to it.
And you can't achieve that given the fact it's a game or simulation? Dang shame, Wonder what you are doing wrong?
Tsubame ⭐ Jul 23, 2022 @ 3:12pm 
Originally posted by Xeyeld/holeymoe:
Originally posted by OneJasonBradly:
What do you mean by " other devs created failures"?

Any thing that should have some sort of intuitive realistic dispatching attached to it.

Wholly agree with this.

We get it is game play related.

It is not hard to get around this, if we really wanted to.

It is not realistic at all. Since when you get sick and die en masse because of noise?

Sure, there may be some health consequences, but nowhere near like the game suggests. Lots of people worldwide live perfectly well nearby noisy transit lines, airports, etc., to variable degrees of tolerance/nimbysm. A more realistic approach would be decreased residential land values instead.

Obviously someone who is used to living in a quiet suburban area or rural area, or has a strong preference in living in one, will be more affected by the noise than someone who always lived or likes to live in a busy urban area.

Also, when living in cramped quarters like apartment buildings, often the building itself is noisier than the area around the building - think noisy neighbors. The building may be located in a nice parkland area, but if the sound insulation is poor, the neighbor is noisy, doing renovation, etc., then you will still have issues. Even houses may have this issue - I have seen people who complained about the noise of kids playing on their own backyard at daytime. It is all relative.

The mod suggested by CyberVibes is in my list of essential mods.
Last edited by Tsubame ⭐; Jul 23, 2022 @ 3:49pm
Ripp (Banned) Jul 23, 2022 @ 3:36pm 
OJB;

Well now you can say you tried. Maybe just write it all down somewhere and I'll try to get back to you a little later. In the mean time here's a little head start for you to work with...

"Wonder what you are doing wrong?" Ooooh Now you've done it. Now I'm really really angry. I'm Soooo Very Very Angry.

Tsubame:
👍
Last edited by Ripp; Jul 23, 2022 @ 3:44pm
MaxFX Jul 23, 2022 @ 3:46pm 
Originally posted by ⭐ Tsubame:
Sure, there may be some health consequences, but nowhere near like the game suggests. Lots of people worldwide live perfectly well nearby noisy transit lines, airports, etc., to variable degrees of tolerance/nimbysm. A more realistic approach would be decreased residential land values instead.
+1 to that!

If they ever bring out a sequal to this game, I hope it'll have a more mature/realistic approach to elements like this.
OneJasonBradly Jul 23, 2022 @ 3:54pm 
Originally posted by Skyd:
Oh interesting, that makes sense I suppose considering the game considers noise pollution to be a "sickness" rather than an annoyance. Maybe I'll play around with that just to see.
It can be an annoyance like the noise pollution on average in the clip I posted but areas where the noise is more intense has a sickly effect. In the clip without healthcare they weren't dying from the noise either but the area close to the commercial showed how sensitive the area was without protection. The way to look at it is there is only pollution which translates into poisoning. you can live possibly with light poisoning but more poison or heavy poisoning can kill if not treated.
OneJasonBradly Jul 23, 2022 @ 3:56pm 
So we understand that Cities is not reality, right? So why would you demand it to be or get annoyed when it does not follow real world rules. Why would you not find a way to work with what's there rather try to fight what isn't.
Complaining about what it is not is an endless list and serves no one that I can see.
This was their first attempt at a city builder and they blew it out of the park on their first try. I dare you to do better.
Last edited by OneJasonBradly; Jul 23, 2022 @ 4:00pm
MaxFX Jul 23, 2022 @ 4:07pm 
Originally posted by OneJasonBradly:
So we understand that Cities is not reality, right? So why would you demand it to be or get annoyed when it does not follow real world rules. Why would you not find a way to work with what's there rather try to fight what isn't.
I don't get annoyed by it, but it would be nice to have a simulation that's simulating the real world a bit more realistic.

I realize developers try to reach the biggest audience they can, because that's how you make the most money. Unfortunately this often leads to elements into games that are either way to easy/simplefied, or just unrealistic. The Natural Disasters mod is a good example of this. I mean, who goes and live in a city that has emergency shelters in it because it gets hit by disasters all the time?

Perhaps instead of a 'Hard Mode', have a more Realistic Mode. And I know that using Workshop content in the form of mods and assets can get you what you want, but it has taken the community seven years to get this far. That's a lot of time!
Last edited by MaxFX; Jul 23, 2022 @ 4:20pm
Tsubame ⭐ Jul 23, 2022 @ 4:25pm 
Originally posted by MaxFX:
Originally posted by OneJasonBradly:
So we understand that Cities is not reality, right? So why would you demand it to be or get annoyed when it does not follow real world rules. Why would you not find a way to work with what's there rather try to fight what isn't.
I don't get annoyed by it, but it would be nice to have a simulation that's simulating the real world a bit more realistic.

I realize developers try to reach the biggest audience they can, because that's how you make the most money. Unfortunately this often leads to elements into games that are either way to easy/simplefied, or just unrealistic. The Natural Disasters mod is a good example of this. I mean, who goes and live in a city that has emergency shelters in it because it gets hit by disasters all the time?

Perhaps instead of a 'Hard Mode', have a more Realistic Mode. And I kow that using Workshop content in the form of mods and assets can get you what you want, but it has taken the community seven years to get this far. That's a lot of time!

Well said.

You can make a game and not exaggerate things just for gameplay purposes.

Originally posted by OneJasonBradly:
So we understand that Cities is not reality, right? So why would you demand it to be or get annoyed when it does not follow real world rules. Why would you not find a way to work with what's there rather try to fight what isn't.
Complaining about what it is not is an endless list and serves no one that I can see.
This was their first attempt at a city builder and they blew it out of the park on their first try. I dare you to do better.

The fact the game is successful is unrelated to the mechanic being discussed at hand. The game is successful because the game is good as a whole - also, no real competition as well - not because of this flawed mechanic per se. There is always room for improvement/discussion, even in a great game like this.

The "dare to do better" argument is fallacious and not really a proper counterargument to the posts given.
OneJasonBradly Jul 23, 2022 @ 4:41pm 
"The "dare to do better" argument is fallacious and not really a proper counterargument to the posts given." True, my apologies in that matter.
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Date Posted: Jul 23, 2022 @ 9:04am
Posts: 15