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On another side, try switching off all of the mods, and re-run the city in vanilla state. If this does not work, consider doing the same for any assets you may have. I can't guarantee it, but it may work. I found my system went into a 2fps loop after the update because of an incompatibility between the updated game, and the compass mod of all things [no offence to the compass developer!!].
Also consider your network as a whole - do the service vehicles have a huge convoluted distance to travel, despite them being close in proximity to the offending buildings.
Then, consider the aspect of time. Drop a new crematorium next to the area of bodies, and watch the hearses leave and go to the bodies in a close zoom - it is possible that in each building there are multiple bodies - so the hearse will need to travel back and forth several time before the icon disappears. This will have to happen for each building in any case, and this does literally take longer than one may think.
I have excluded all the common reasons, such as deathwaves and seeding the population, toxicity/pollution and illnesses due to population, healthcare coverage and access, and similar topics. Their explanations and solutions can either be found in the Guides section, or through searching the older discussions here for closed threads where solutions have been found for problems.
I hope this helps, and I hope you are not as crazy as your avatar may suggest?!
There is no real fix from this, check the list to see:
_do you have space elevator, turn it off, it uses a lot of agent to generate tourists, then bulldoze the road in front of it to force tourists despawn.
_industrial spawns too many trucks, and too long way from factory to store (and way back). Make use of train, cargo ship.
_There is a neat trick, is that only need to use 1 way road leading to cargo ship/train, you dont need for them to turn back after dropping goods, they will jsut despawn, and new one will spawn ! MAGIC ! (also it keeps the agent count low)
_do you have a big pile of cars going from residence to commercial ? use same trick as with industrial, 1 way road, force them despawn after reaching it.
I also encountered this when I accidentally put some landfills on a dead-end one-way street, instead of a two-way street. The street types look identical and you need to look at the intersection markings very carefully to tell the difference.
work with all kind of service, but i dont recommend because fire truck cant get to those 1 way. Only use this trick with cargo station and non-flamable service such at landfill and Incineration Plant. Add a fire station next to the cargo to keep it from burned down.
[worried face]
Should I then expect a whole heap of problems like Chris has been having?
Well honnestly... I would not try that statement with service vehicules... It's totally true for any other vehicule than services, but I always have seen written everywhere (hence not tried it myself) that service vehicules are the only one that should not despawn... (I may be wrong though...) and in order to leave their building need to have the route out and back totally planned. Unless you delete the route once it was already in use ofc...
Agent limit is the limit of thing the game can simulation giving at any moment. Although C:S has 1 million population limit, not every people get to be "processed". Agent limit is splitted between vehicle (all kinds) and people who commute (resident and tourist). This was made to keep the game from overload.
_Services cost agent, trucks, van, trains, ships, planes, all cost agent. The longer time they stay on road, the longer they occupy the agent. That is why traffic jam is terrible when city grown bigger.
_People are a bit tricky, some of them get to be processed by going out to work, to store, to park, etc. They cost agent. The other just sitting home and maybe never get out (like us !) but they are still regconized with jobs and stuff. They dont cost agent, they are just number, Neo.
65k is both big and small depends on how you use it. As I mentioned before, there is no real fix for this, but you can do some trick to make the agent count stay reasonable. Especially with trucks and vans. They dont need to return to factory / cargo bay after loading their goods to destination. Force them despawn, save those agents for service that need more. People is the same. Cut off road connection to various place of city, force them to use public transport, they still count agent, but they dont use car, so they will spend less time driving and get traffic jam.
Hope this will help.
Thank you very much for explaining this to me. Although I understood that the game does literally have a simulated route for each person and vehicle that is moving around a city, I had no idea that this was exacted to such a degree for the entire game as it is being played!! As I mentioned in a different post a while back, it has been a very long time since I dabbled with programming, and now the developments seem to mock my inferior attempts before - the scope of what you have described is quite remarkable! Nonetheless, it does perfectly explain the point above that you were making, and I thank you a lot for clearly explaining a complex process that defines the whole game. Thanks again for this, it really has been illuminating, as it will now also help me predict and/or avoid any future problems I may get along these lines - cheers :)
I do have a question regarding this and my city, which is not directly related to Chris' OP, but may be a result of the above issue - in my current seaside resort [very loose term!], I have 31k population, many landmarks [as I wanted to site them early on with the superstructure], and a very efficient MT strategy. However, when I click on the unique buildings/landmarks, each still only receives about 10-15tourists and 20cims per log cycle. Is this simply a normal number, as it was similar in my first teaching city, or is there something I am not doing correctly? The only things that can directly affect tourists in this new city is that I do not yet have an airport or cruise terminal sited, but I imagine I shall get those done in the next game session.
Many thanks again for your explanation, it has really helped me a lot.
[Hopefully this post will be allowed, as I received a ban yesterday for writing too many posts lol !!]
If CO also made touist like resisdent, split them for simulation, we may have bigger number (and income !) Lets hope they will change it in future.
Anyway, thanks again Nita for all your help and explanations.