Mixture of statistics and agent based simulation

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trigorin

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I see a strange mixture of „classic” statistical and the agent based simulation in this game. We know that working/studying is simulated in as statistical: there is no need workers to reach their workplace, students to go to school, these effects are instant and constant. However products are delivered by agents, cims and tourists have to reach commercial buildings to spend money.

I suspect that happiness is also a statistical thing and it is tied to houses instead of cims. If you place a park somewhere, the houses in its range get an instant and constant happiness. It is not needed cims to go to leisure slots in order to earn happiness. Let me correct if I’m wrong.

And we can continue the list.

This way cims are traveling around a city for two main reasons:

  • generate some money and behaving like a real agent (shopping)
  • just to make traffic (make as if going to work, school, park etc.)

So I don’t see the real principal in this system. But I’m very interested in explanation.
 

stilgarpl

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You are right, except for education. Cims go to schools and if they are studying, they aren't working. You can see that in the description of Education policy.
 

Zarine

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Dev stated that all cim don't have to reach their destination to work/benefit their effect.
I think they said only 67k agent are out at the same time. Others stay in buildings thus it is possible that a factory is working without any workers going there for months.
 

trigorin

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Checked it, students neither have to visit the school in real. Here's then a big exploit: making a separate district with schools that has no road connection to the city. This way students will be assigned to the school but the whole school traffic can be excluded from the city traffic.
 

UndeadNightOrc

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So all that green road=good in the overlay when you place a school building down is pointless?

edit: so I just loaded up a save and checked a section of the city that I intentionally kept away from elementary and highschool (universities have a very far reach so it was difficult to totally cut them off from them). One residence had 1 uneducated, 5 educated, 5 well educated and 3 highly educated. And this is in a neighborhood that, according to the education overlay, was way too far from any elementary or highschool building to reach. It seems as though locations of schools has no effect, the game just checks the population pool and sees if you have enough people of the right age to fill the schools....
 
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RodyMetal

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Checked it, students neither have to visit the school in real. Here's then a big exploit: making a separate district with schools that has no road connection to the city. This way students will be assigned to the school but the whole school traffic can be excluded from the city traffic.
So same problem with Cim not reaching their work... I think building road connections is a bad idea in this game.
 

Mithkabob

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So all that green road=good in the overlay when you place a school building down is pointless?

edit: so I just loaded up a save and checked a section of the city that I intentionally kept away from elementary and highschool (universities have a very far reach so it was difficult to totally cut them off from them). One residence had 1 uneducated, 5 educated, 5 well educated and 3 highly educated. And this is in a neighborhood that, according to the education overlay, was way too far from any elementary or highschool building to reach. It seems as though locations of schools has no effect, the game just checks the population pool and sees if you have enough people of the right age to fill the schools....

School coverage on your industry and offices helps them level up. Other than that... I guess not?
 

AmpsterMan

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Aye the green zone outs only for land value and progression. Also, the number of students needed are semi agent, semi statistical. Unlike SC4 where you had a set percentage of your population being a certain age, in C:SL the Cims seem to have individual progression so you will get fluctuations in the demand for Cims to go to school.

In other words, in SC4, the radius increased the EQ of every building in the radius by a certain amount per unit time. In Cities:Skylines, the radius just determines which buildings are eligible for the education progression bonus with a multiplier determining how effective the progression bonus is. However, the education of said Cims IS an agent based simulation. Whilst they probably don't have to drive to school (or perhaps only a representative population do) they still take up a seat in schools' pool of available seats. When these Cims very educated, they increase in education level and if they live in a house increases the education of the Cims in that house. This means that you can have homes filled with illiterate Cims but the home be oght next to a school (thus fulfilling the progression need) and have very well educated sims living in a home on the other side of the map with zero school progression need fulfilled.
 
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