Cities: Skylines II

Cities: Skylines II

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icedude94 Oct 29, 2023 @ 9:41am
My example city save
For everyone needing help in how to set things up or curious to see how I got some things to work or have been reading my posts, this is the save for my city I've been using for testing and figuring out game mechanics.

https://drive.google.com/file/d/1N0vsOhaik-6f73z-qysxAs_rCbb16CZt/view?usp=drive_link

The highlights of the city:
- Working cargo rail for imports to industries and with a little bit of export.
- Working garbage system with a recycling plant, 2 incinerators and a industrial waste processing site.
- A simple but effective bus system.
- Working tourism with tourists brought in by bus and hotels for them to stay in.
- The police intelligence bureau building. Very interesting how it changes police behavior when you turn it on. The police cars go from random patrolling to actively patrolling solely around buildings at high risk of crime and dispatches directly from the station to respond to crime scenes.
- About 30k population with all the zoning types unlocked.
- Chemical and electronics signature industry buildings. Their labor numbers compared to their surplus production numbers proves that the surplus you see in the production window is not what is actually being produced but what the potential for production is. Specialized industries and signature industry buildings will actually lower their workforce to produce only as much as there is demand for.
-Very high efficiency in scores in industrial and commercial zones and very high well-being in residential zones.
-Full education system up to university with costs almost covered by the service fees.

Currently being affected by the mail system bug but there are so many other things boosting well-being and efficiency that the malus effect from "poor mail service" can be ignored.
Last edited by icedude94; Oct 29, 2023 @ 9:46am
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Showing 1-15 of 34 comments
icedude94 Oct 29, 2023 @ 9:44am 
You can use this as a starter city and ask me any questions about it. I'll answer the best I can. I've let the simulation run on full speed for hours on its own and the city is self sustaining.
Last edited by icedude94; Oct 29, 2023 @ 9:45am
Rory Oct 29, 2023 @ 9:46am 
How have you handled noise complaints?
icedude94 Oct 29, 2023 @ 9:48am 
Originally posted by Bearcologist:
How have you handled noise complaints?

You can mostly ignore the noise complaints. It mainly has to do with road hierarchy. The only people who really don't like road noise are the low density residential folks. Just don't zone them on anything larger than the simple 2 lane road.
icedude94 Oct 29, 2023 @ 9:52am 
You can actually use noise pollution to control your light residential demand. I went through a period of high medium and high density residential demand and zero low density residential demand because I had no open areas with road access and nowhere in the city was quiet enough.
Last edited by icedude94; Oct 29, 2023 @ 9:52am
Rory Oct 29, 2023 @ 9:53am 
Originally posted by icedude94:
You can actually use noise pollution to control your light residential demand. I went through a period of high medium and high density residential demand and zero residential demand because I had no open areas with road access and nowhere in the city was quiet enough.

That’s actually quite clever. I’m not the biggest fan of suburban sprawl and prefer more tightly fitted housing solutions that are becoming more commonplace. Plus I live in a city with brownstones and am a huge sucker for that aesthetic.
icedude94 Oct 29, 2023 @ 9:55am 
Originally posted by Bearcologist:
Originally posted by icedude94:
You can actually use noise pollution to control your light residential demand. I went through a period of high medium and high density residential demand and zero residential demand because I had no open areas with road access and nowhere in the city was quiet enough.

That’s actually quite clever. I’m not the biggest fan of suburban sprawl and prefer more tightly fitted housing solutions that are becoming more commonplace. Plus I live in a city with brownstones and am a huge sucker for that aesthetic.

Nice!

By having a high overall city happiness, just putting down simple 2 way roads in an area not inundated with noise is enough to send your light residential demand skyrocketing. Having available jobs to boot just keeps it maxed out.
icedude94 Oct 29, 2023 @ 9:58am 
I also have a tip for you to get those brownstones all neatly lined up in a row.

When zoning them, do not zone in the tiles touching the sides of your road grid until the other row houses have started building. Having tiles touching the side roads could cause the row housing to spawn attached the wrong road and facing the wrong way in your grid. Once the structures start building, you can then zone in that final 1 tile wide 6 tile deep strips at the side to finish it off.

This is how you get very aesthetically pleasing and realistic looking row home neighborhoods.
Bidule Oct 29, 2023 @ 10:05am 
thx
hubb Oct 30, 2023 @ 1:10am 
Having a city running for hours, have you noticed any sort of deterioration of ore/oil resourse fields? Seems like they do not
Last edited by hubb; Oct 30, 2023 @ 1:11am
icedude94 Oct 30, 2023 @ 1:14am 
Originally posted by hubb:
Having a city running for hours, have you noticed any sort of deterioration of ore/oil resourse fields? Seems like they do not

This city wasn't exploiting any ore/oil resource fields.

I was only exploiting forest and farmland. I did learn that the type of trees in the forest matter and not all trees grow wood at the same rates.
icedude94 Oct 30, 2023 @ 1:15am 
Originally posted by hubb:

And specialized resource extractor zones will not go at max production just because you built it, they produce based on demand.
LiteBreeze Oct 30, 2023 @ 1:35am 
This is a nice city! I like it, seems very efficiently designed, thanks for sharing.
Very different to my city. This is what I love about this game, everyone plays it differently.

https://drive.google.com/drive/folders/106HlqSyxYuJZ6u82yer8A8Q6bUFJycnG?usp=sharing

This city is my first play through of CS2 so I'm still learning how everything works.
icedude94 Oct 30, 2023 @ 1:46am 
Originally posted by LiteBreeze:
This is a nice city! I like it, seems very efficiently designed, thanks for sharing.
Very different to my city. This is what I love about this game, everyone plays it differently.

https://drive.google.com/drive/folders/106HlqSyxYuJZ6u82yer8A8Q6bUFJycnG?usp=sharing

This city is my first play through of CS2 so I'm still learning how everything works.

Thanks for the compliment! I'll take a look at yours.
hubb Oct 31, 2023 @ 3:17am 
Originally posted by icedude94:
Originally posted by hubb:
Having a city running for hours, have you noticed any sort of deterioration of ore/oil resourse fields? Seems like they do not

This city wasn't exploiting any ore/oil resource fields.

I was only exploiting forest and farmland. I did learn that the type of trees in the forest matter and not all trees grow wood at the same rates.
Started measuring. As of now, Pine has the highest growth rate. It overperforms others approx. by 60%. But many measurements needed. Maybe some trees better for different ways of using it in game...
Followed your recommendations, now with budget 1.5 mio having monthly profit of 1 mio. And education services profitable.
Pruciak Oct 31, 2023 @ 3:34am 
Maybe you can help me with this. Why do I have industrial demand at max even tho i have over 1000 free workplaces? How to regulate industry demand? Also, 1000 free workplaces but about 24% unemployment, what the heck? You explained the low residential demand nicely, so the bigger the road, the bigger noise pollution the lower low density residential demand i conclude?
Last edited by Pruciak; Oct 31, 2023 @ 3:39am
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Date Posted: Oct 29, 2023 @ 9:41am
Posts: 34