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For example the city quay (the one with trees) is broken and causes excessive path unit usage. Removing all these will reduce your path count. If not automatically, you can use transfer manager mod and its feature to remove broken paths.
It was an example. Not the only possible cause. Large pedestrian area service points can do that too. So point in short: Figure out what asset is causing it and remove them from your city, then clear the broken paths with the mod function. You have to press a button in it, mod won't automatically do it.
I’ve understand what you said, but releasing path units is not my goal. Even I did have various methods on releasing path units, it’s going to be maxed eventually. The path unit limit is way below my demand of creating a powerful high-density transit network. That is why I’ve been seeking ways to increase path limits.
I had the same issue recently, my city is 506K population, all land tiles are pretty much used up (lots of water though, so only about 20 tiles or so to build on). 20K nodes/segments, 36K buildings, 590K citizens [stats from WatchIt] I haven't had path unit issues in a while (got rid of large service points, well, got rid of ped areas all together actually) but then recently, about a week after the update, my game started slowing down and transport lines were breaking. Uh-oh, path unit issues....
First, I used the Remove Stuck Vehicles and Cims button in TM:PE maintenance to clear them all out first, then let the game run for bit to accumulate some stuck ones so I didn't have so many to deal with, then using Broken Node Detector, used the find stuck citizens button to locate them, then went to each place they were found and re-arranged the roads/paths so they could start walking again.
I have also set up More Shortcuts mod so that Ctrl-Alt-C is TM:PE Reset stuck vehicles and cims, Ctrl-Alt-, is Transfer Mgr Clear Paths and Ctrl-Alt-. is Transfer Mgr Release Ghost vehicles. Makes life a lot easier if you have have frequent issues.
Once I got all the stuck citizens moving again, the game has been running nicely and I am at 207K path units.
McD
400k citizens will not need that many path units in any case.
There is currently no way to increase path units above the 524k and there most likely never will be. But you shouldn't need them. Pathing units normally get released once the cim or vehicle has traveled it's path, or if they get stuck and need to find a new path. These assets mentioned don't allow the release of those paths so they just collect over time - usually within a few hours of gameplay - until you max out
You seem a bit unwilling to fully consider some proven solutions to a version of this problem? Literally yesterday I built a bit of city quay around my university to verify if this is still an issue, and maxed out my path units within a few hours of building them. Replaced every segment, then used TMCE to release over 380,000 units! Now consistently sitting around 125-130k path units. 100k population with decent public transit use for my size - well over 10k transit trips/week. For reference, I was consistently around 125k at 70-80k population so it's not like it scales directly. City of 400-500k should still be low-mid 200k from others' posts I've seen. If you are 100% certain you have nothing but the basic small ped area service points and not a single city quay segment in your entire build, then you win the prize for being the first I've heard of who hit the limit without broken assets causing the problem
(also keep in mind there may be other assets that cause this issue that haven't been fully realized yet)
best of luck
Bus Route Count: 120
Metro Route Count: 3
Monorail Route Count: 3
Ferry Route Count: 5
Number of Airports (DLC): 2
Bus routes probably have avg length of 20-30km, longer ones are over 50km.
Granted, I accept that my city is probably not as large as yours since you have 4x my population, but damn
For what it's worth I'm not at all trying to tell you how to do things, but if I may be blunt - if you're actually hitting 524k path units without those broken assets which it sounds like you might actually be, then you gotta figure something else out if you want to keep playing that city. I just can't help but wonder if like 8 or 10 express passenger train lines for the longer distances, and maybe a dozen more metro lines in highly populated large areas could be your answer. Over longer distances they're SOOOO much faster and more efficient than buses (because traffic/lights). I'd bet that would greatly decrease the path units used up
Anyway, it's basically set in stone now that nobody will, or maybe even can mod the game for even higher path limits so don't hold your breath cause I don't think that's going to be the answer for you
Still doesn't explain that high count.
So at this point, without knowing how many stops he has on those ludicrously long bus routes, I can only make assumptions that it's the 120 suuuuper long bus routes that are using them all up. I mean, in my 100k city, with like 6k bus riders on 35 lines - the length of all of my lines together adds up to maybe 6 or 8 of his ultra long lines. If all those routes all only have a few stops then maybe that's not it, or maybe it still is...
Like I said I don't know exactly how the game calculates paths and what constitutes each path "unit". If units are calculated by distance not by how often the bus stops for passengers, then I could see those lines using a very significant amount. Also, there's the way game does or does not release pathing units, afaik the game releases them when whatever it is has reached it's next destination, then calculates a new path to the next. Perhaps with the very long routes, the game is holding on to too many path units at once before it can release them? I'm really grasping at straws here
My only other guess if it's not the long bus routes, is that he's discovered another asset that breaks pathing besides the service points and city quay, but nobody knows what it is yet