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Same with assets. It is way too easy to go on a binge and download a million assets all at once that you’ll never end up using. Start your voyage into the assets by coming up with a specific thing that you want to build in your city. For example, maybe you want a really realistic harbor. Go look at aerial photos of SeaTac, for example, to see how the piers are shaped and how the roads, rails, and buildings are arranged. Now venture into the workshop and pick up some containers, some cranes, and so on for your harbor. Now you can really build it and make it look both amazing and realistic.
For mods, I recommend starting without them for your first game. Many of the ones that people say that they cannot do without, like Move It, can really spoil the game. Others, like Traffic Manager, are rather dangerous tools. They can enable you to build great things, but at the same time you could also shoot off your own foot. Specifically, the traffic tools it provides allow you to solve traffic problems, but if used incorrectly your city will never recover. Leave it for later.
My personal favorites are Mass Transit, Snowfall, Industries, Campus, and Parklife.
Mods do add a massive breadth of fresh air to the game, but given the vast array of them vs. personal likes, is hard to suggest specific ones.
For me, some of them are as follows:
https://steamcommunity.com/sharedfiles/filedetails/?id=1619685021
https://steamcommunity.com/sharedfiles/filedetails/?id=725555912
https://steamcommunity.com/sharedfiles/filedetails/?id=2781804786
https://steamcommunity.com/sharedfiles/filedetails/?id=2016920607
https://steamcommunity.com/sharedfiles/filedetails/?id=1637663252
Maybe I will boot up CS1 someday again. I played CS2 for 10 minutes and then de-installed it.
4070ti BTW
TM:PE (traffic manager)
Intersection marking tool
Move it
Node controller
Network multitool
With these mods you can build realistic looking and functioning intersections, highway off and on ramps and generally have much more freedom in designing your networks (streets n stuff)
Some more mods that improves game balance:
Lifecycle rebalanced revisited
Outside connections
If you wanna unlock the whole map right away from the start, use the latest 81 tiles 2, you can also put electricity and water/sewage are delivered by your roads here f.ex.
Then there are the graphic mods, that's another long story, I'd recommend checking out some YouTube guides to start with this.
Happy modding!
https://www.youtube.com/watch?v=STsq9qE-w5M
That was entirely due to misunderstandings about traffic and city design. The game is remarkably bug free, and there are no systemic problems that would cause an unavoidable “collapse”. Cities certainly can die from traffic problems, but only as a result of poor play.
I will try to give you a brief example. Suppose one of your city’s residents becomes sick due to pollution. They will call for an ambulance. Of course they call the nearest clinic or hospital, measuring as the crow flies. If that clinic or hospital has no available ambulances, they will call the next closest and so on until an ambulance is dispatched to them. Now a hidden timer starts. If the ambulance arrives before this timer expires, then the patent will be taken to the doctor and their life will be saved. If the ambulance does not arrive on time, then the patient dies instead.
The dead body must now be taken by a hearse to either a graveyard or crematorium. Again, the nearest graveyard or crematorium is called, as the crow flies. If the hearse arrives in time, then the dead body is transported away and all is well. If not, then everyone else in that building moves out of your city.
Thus, even a small traffic jam can cause cascading problems across your city. It may require quite a lot of creativity to build your way out of the problem, since ultimately the problem is inadequate road throughput.
The After Dark DLC is a good one to get in this regard, because it adds bicycles (and some other stuff). Between walking and cycling you can get a fair percentage of the car traffic off of the roads entirely and on to the paths and sidewalks instead. Cycle lanes help too, but while they encourage cycle traffic they also take up space that cars (and more importantly the service vehicles) could have used. Some of the other DLC, such as the Industries DLC, add more traffic without offering many ways to reduce it. (But proper use of warehouses can really improve your commercial districts access to goods.)
It also added the first transit hubs; buildings that connect two or more transit networks together. These are nice but not strictly necessary, as you could also just put transit stops of different types next to each other. The bus hubs do have the advantage that they get the busses out of the roadway before they stop though.
It also expanded the highways in the game. The base game had 3–lane highways (plus 1–lane ramps). The Mass Transit DLC added 2–lane and 4–lane bidirectional highways, and 2–land and 4–lane single–direction highways. Those are especially useful once you start to really optimize your highway junctions. It also added asymmetric roads of various types, which are really good for optimizing your street intersections.
Before version 1.9.0 of the game, road types were effectively hard–coded into the path–finding system. Now anyone can go into the editor and design a new road with whatever lanes they want, and even custom graphics if they really get into it. You’ll find all kinds of road networks on the workshop, though some of them require features or at least textures or other assets from various DLC. It is very common for the Mass Transit DLC to be a requirement.
https://forum.paradoxplaza.com/forum/developer-diary/cities-skylines-green-cities-dev-diary-8-road-modding.1050864/