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What you do need to watch for is reaching your agent limit.
If that happens (again, it is not dependent on population count), then you may certainly see issues with other services such as the emergency services, deathcare and garbage. If you have not reached your agent limit, then any service provision problem you experience is due to lack of coverage.
Ok, so what exactly is agent limit?
Cuz I kinda get the sense that the problem I described still stands, it just has a different cause. But from the sound of it, I sense that there's basically just a problem that comes when your cities get too big, and be it population or items on screen, whatever it is, the sad truth remains, and that truth is that there is a cap on your dream city. But again, technology has its limits I guess so what can we really do other than move forward.
Well at least visually- sure didn't have an effect on the game until NAM.
I just hope as 81 zones did for the current game- others will come out that will further add to the playability.
I think the devs are away and by far more responsive than the latest sim city.
The main agent limit is Traffic agents. The game has 64k (65,535) traffic agents it can track. This limit is automatic self-controlling and the game will do things like, despawn vehicles that won't make their destination, teleport workers that can't make their destination, not spawn traffic if it can't make it's destination before spawning, not even spawn traffic in mature areas so as to keep agents low in larger cities.
This will be your biggest challenge. You need design your city to have good mass-transit to keep vehicles off the road. Good industry/commerce interaction to keep vehicles off the road and keep import/exports as low as possible.
There are other agent limits, like road limits, tree limits, pathing limits, etc.
There's a mod called CSL show more limits. It will show most of the agents in the game and their limits.
http://steamcommunity.com/sharedfiles/filedetails/?id=531738447
It's not enough to have a beautiful city, but maintain balance of agents in your city.
EDIT:
oops, I forgot the most import limit to the game, and that's your computer. Your computer has a limit to how many agents it can track itself. To build outside the 9-tiles this game is designed, you'll need a good CPU. I highly recommend a quad core as dual cores just don't have the power.
Nice city by the way!
If you won't to avoid the problem, just use 25 tiles. I have lower specs than you and a higher population of 185k, and I'm still able to do slow and medium game speeds. With 81 tiles, your CIMs have to travel farther and thus stay on the road for longer periods which means that there's more people driving
What we have here is a 'large town' simulator. It's simply beyond the capabilities of 2016 hardware to model millions of different 'agents' in a realistic manor as well as depicting them in a graphical setting like a game.
I myself got a true indication of just how 'small' Skylines is when I tried to make a London Map last year. Even after reducing the scale so the map itself was at least 30% smaller than a true 1 to 1 scale to make it reasonable to play, I could still only fit in the city center, Westminster to the East End in the full 25 unlocked squares area.
Even so, the entire thing ground to a halt before I could fill it and we are talking not even 20% of London's area being covered.
This isnt a dig at the game, what it does is remarkable, it's the fault of our own hardware that means a 'True' City Simulator is still impossible.
Maybe Cities Skylines 2026?
http://steamcommunity.com/sharedfiles/filedetails/?id=472592622&searchtext=manor
Cities XXL can go up to 50 million citizens but their citizens are not real so perhaps this could help with out affecting live population?