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Keltia_Vikinga

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What was new in this DD that they hadn't already told us?
The only news I noticed are :
  1. Night could be off like in the base game if we want (my question now is can we play also only by night, turning off the day?)
  2. New game experience because living cities more than ever and evolution of our cities keeps growing...
  3. Timing for day/night.
  4. The nice pictures...
but that's all...

And I noticed in facebook : new music will be!

En français : http://citiesskylinesfrance.forum-nation.com/t87-1ere-extension-after-dark-la-nuit-tombee#437
 
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Will Steel

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I am excited and eager. :)

Dear developers, how about allowing larger maps in the next expansion? This great game needs more space to build upon. Those of us with decent PCs can easily handle them.

Unmodded Skylines allows us to play on a 36 km sq. map with 9 squares allowed at most. Modded Skylines allows us to play 100 km sq. map (by allowing us to expand one more block), allowing a total of 25 squares.

Simcity 4, unmodified, allowed every metropolis to be as large as 256 km sq. And this game, Cities Skylines, following with the hard-coded policy of 'start in central square', should allow us to expand at least 324 km sq., i.e. expanding three squares outwards in every direction from the vanilla 36 km sq.

In other words, instead of current 3x3=9 squares expansion allowed, we should be allowed to expand 9x9=81 squares in total. And create maps that large, along with a few generic huge maps added from expansion.

That much space would be great, and actually allow realistic cities to be constructed unhindered, while it will be huge fun. Would you please consider this, dear devs? :D
 
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Greygor69

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Simcity 4, unmodified, allowed every metropolis to be as large as 256 km sq. And this game, Cities Skylines, following with the hard-coded policy of 'start in central square', should allow us to expand at least 324 km sq., i.e. expanding three squares outwards in every direction from the vanilla 36 km sq.

To be fair, SimCity 4 didn't have a an Agent Simulation so it could easily be bigger without the user needing a Cray Supercomputer to run it :)
 
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charlesnew

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Oh why does this have to come out when I'm away? The game was released a few days before I went on holiday, and now I'm going away for a week just a few days after After Dark is released. Nooo!
 

akeela84

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Oh why does this have to come out when I'm away? The game was released a few days before I went on holiday, and now I'm going away for a week just a few days after After Dark is released. Nooo!
Good for you then you hopefully will skip all the bugs that come with the patch and or the Addon. :D
 

charlesnew

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Good for you then you hopefully will skip all the bugs that come with the patch and or the Addon. :D

Actually, yeah. Now that I think of it, I won't have to wait for mods and bugs to be fixed...
 

Will Steel

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Oh why does this have to come out when I'm away? The game was released a few days before I went on holiday, and now I'm going away for a week just a few days after After Dark is released. Nooo!

At least you are on a holiday.

For me it is coming out right at the time when I have some of the life-deciding exams and I cannot afford to spend time doing anything other than studies.
 
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Wolfcoyote

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This game is gonna look incredible on my souped-up iMac Retina with 32GB of RAM and 1TB Solid State Drive.

I feel the same way (my iMac is the 27" that was available just before yours, and the game performs perfectly). I'm wondering though if the 16 GBs of RAM that I have installed will be enough; with eight tiles unlocked and around 110K citizens the game uses 6 GBs. and the free RAM seems to creep even lower with every play session. I'll be checking Crucial and other sites now just in case.

Also, thank God that I decided to spring for the top-of-the-line (at the time) model and made even further upgrades to it. If the game looks and runs perfect during the day on a 780M, imagine the Miami Vice-like look at night!

I can see it now: using the First Person Camera Mod, following a Ferrari and humming "In the Air Tonight" during the game's night period. A cookie to the person who knows what I'm referencing. :p
 

Wolfcoyote

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Oh PLEASE not HIM. Anyone but him. I am NOT watching Quill again. I watched all of P-tard's videos (edited name for obvious reasons) instead. He swears a lot, and yes, he started a new city from scratch but he made sure to utilize almost everything offered in the expansion, including how bus transit centers worked and the taxis. He even showed how to create a gravel road so that the police could reach the piers if there were crimes to investigate.
 

armarayo

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I feel the same way (my iMac is the 27" that was available just before yours, and the game performs perfectly). I'm wondering though if the 16 GBs of RAM that I have installed will be enough; with eight tiles unlocked and around 110K citizens the game uses 6 GBs. and the free RAM seems to creep even lower with every play session. I'll be checking Crucial and other sites now just in case.

Also, thank God that I decided to spring for the top-of-the-line (at the time) model and made even further upgrades to it. If the game looks and runs perfect during the day on a 780M, imagine the Miami Vice-like look at night!

I can see it now: using the First Person Camera Mod, following a Ferrari and humming "In the Air Tonight" during the game's night period. A cookie to the person who knows what I'm referencing. :p

Well people shouldn't get worried over RAM usage. Skylines prunes RAM quite efficiently, and besides RAM there is also VRAM that the game utilizes. When these are "full" RAM is paged to disk, and only your disk size and page file size are limiting factors, usually tons of it. Of course those with SSD's over "regular" hard drives there won't hardly be a noticeable performance hit when stuff is paged to Solid State Drive.

Mind you, those with low specs, subscribing to huge amounts of assets in the workshop will slow the game down. Some mods do too but most mods just enables functions where there is no performance hit. Like metro slope mod - none whatsoever affecting performance.
 

Co Starring

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Deathwavederp....


Prime example of why people complain about a so called "deathwave bug" (which isn't a bug, just bad understanding of the mechanics.)
This videomaker places a few hundred families in 1 go.
They all arrive at the same time, and die at the same time.
They call this a deathwave bug....
(Just explaining it again because we see new threads about the same topic every day)
 
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Wolfcoyote

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Well people shouldn't get worried over RAM usage. Skylines prunes RAM quite efficiently, and besides RAM there is also VRAM that the game utilizes. When these are "full" RAM is paged to disk, and only your disk size and page file size are limiting factors, usually tons of it. Of course those with SSD's over "regular" hard drives there won't hardly be a noticeable performance hit when stuff is paged to Solid State Drive.

Mind you, those with low specs, subscribing to huge amounts of assets in the workshop will slow the game down. Some mods do too but most mods just enables functions where there is no performance hit. Like metro slope mod - none whatsoever affecting performance.

Um...I know how hardware works; I used to repair Windows machines in my youth. My concern was in regards to the hardware I have at the present time.

Other readers may have the same concerns and therefore appreciate the advice, so I'll let the matter drop.
 

Will Steel

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Deathwavederp....


Prime example of why people complain about a so called "deathwave bug" (which isn't a bug, just bad understanding of the mechanics.)
This videomaker places a few hundred families in 1 go.
They all arrive at the same time, and die at the same time.
They call this a deathwave bug....
(Just explaining it again because we see new threads about the same topic every day)

Just a curious question - does the deathwave eventually fix itself (for the most part) over time, as new homes are built and families arrive at a various different times?

In Simcity 4, entire population at start was composted of young adults who got old together. But eventually as younger kids were born at different times and household ageing became mixed in most areas, the entire city demographics fixed themselves by the end of a century.
 

Brazilian Joe

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Initially the game has a little wave from the influx of people, but it tends to smoothen out.
The death waves people suffer are usually because of design problems like:
Badly placed poop outlets causing disease
Badly designed roads lead to congestion which leads to unhappiness which leads to people leaving, traffic gets better, people move in, congestion, here we go again

Playing super fast all the time contributes to death waves.
 
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armarayo

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a Cim lives about 6 years - how funny and uninnovative the day slider is (compared to other city builders), anyhow, there is are mods to extend a Cims life, but that also mean that they spent equal portion in elementary, high and uni schools as the life is extended. So that's not an answer to death waves.

Brazilian Joe mentioned few good ones, maybe someone would make a tutorial in Steam.

Also laying out roads and zoning first half or all of the city and then using demand mod to get a population almost at once ;) will eventually occur in a death wave.

I think there is no death wave bug.
 
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