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ma2412

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anyone tried to force nearly all cars to not drive in a city?
my idea:
- 2 (R + CI) or 3 (R+C+I) areas with no road connection between them
- each area has its own waste, health etc. so no need to drive between them
- massive public transport that will drive from one zone to another
- goods via trains to commercial and industry

is this possible?
any further ideas to achieve this?
 

ristosal

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- 2 (R + CI) or 3 (R+C+I) areas with no road connection between them
- each area has its own waste, health etc. so no need to drive between them

is this possible?
Not really, because the game's service mechanic doesn't understand a fancy design like this. They will eventually try to service buildings in the "wrong" district and get stuck in a spawn-despawn loop because they can't find a route. In the worst case this may cripple the city's whole service just because one vehicle fails to spawn somewhere.
 

Sheller

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They will eventually try to service buildings in the "wrong" district and get stuck in a spawn-despawn loop because they can't find a route. In the worst case this may cripple the city's whole service just because one vehicle fails to spawn somewhere.

This isn't quite right, though the effect you describe can manifest in certain cases.

It will happen if you don't have a service building of X type in every zone.

If you make three zones and put three crematoriums, you will satisfy death coverage.
This works for all services, and helicopters make it even simpler for those three services.

The test being suggested is one the OP should run on a small scale, and refine until he discovers the underlying mechanics.
Then he should share the results.

Just build it, OP.


I've got a 690k city posted that's divided into 5 distinct sections, and do not have the problem described.
The disagree is disagreeing with the game.
 
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Sheller

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Here's your test, OP.

It works just like you'd expect. The game even spawns cims into existence in their homes to get the ball rolling.

freight trains can come in, but not go out. The can go between the stations for when industry starts shipping to commercial.
Build something like this, and try to scale it up.

There's a clip of services working just fine too.

Cities_ Skylines_20200323102850.jpg Cities_ Skylines_20200323102910.jpg
 

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deanwebb

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I think in the Network 2.0 Mod that there are pedestrian/cyclist only zonable roads that permit emergency vehicles. Could use those for pedestrian-only cities, but where they meet freeway exits/entrances will be major pocket car exchange stations.
 

Sheller

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Small scale shipping in zone-segregated community

An inbound train from the int'l import hub picks up some bug spray manufactured locally, and delivers it to the mega shopping center.
 

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ma2412

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i made a sort of divided city, where the R is on one side and the C and I is on the other side. There is no road connection between R and C/I, only bus lines (within the districts) combined with monorail (between the districts).

buses and monorail are well used, people are driving from one district to another, but they only go shopping in the C, but not to the (light-blue) industry.

what i am doing wrong? people ARE using buses and monorail to get to the other district, but not to go working, only to go shopping...

any ideas to get it working?
(other stuff like police, garbage etc. is working fine as i use a mod for this and i place those things in every district)

Bild 2020-04-05 um 13.21.07.png
 

TTJ

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i made a sort of divided city, where the R is on one side and the C and I is on the other side. There is no road connection between R and C/I, only bus lines (within the districts) combined with monorail (between the districts).

buses and monorail are well used, people are driving from one district to another, but they only go shopping in the C, but not to the (light-blue) industry.

what i am doing wrong? people ARE using buses and monorail to get to the other district, but not to go working, only to go shopping...

any ideas to get it working?
(other stuff like police, garbage etc. is working fine as i use a mod for this and i place those things in every district)

View attachment 563490
Do you have enough highly-educated workers for the office zones?
 

Sheller

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i made a sort of divided city, where the R is on one side and the C and I is on the other side. There is no road connection between R and C/I, only bus lines (within the districts) combined with monorail (between the districts).

buses and monorail are well used, people are driving from one district to another, but they only go shopping in the C, but not to the (light-blue) industry.

what i am doing wrong? people ARE using buses and monorail to get to the other district, but not to go working, only to go shopping...

any ideas to get it working?
(other stuff like police, garbage etc. is working fine as i use a mod for this and i place those things in every district)


View attachment 563490

You're on the right track, but when you're starting from scratch you're going to have mostly uneducated cims that want to go to school, and aren't really prepared to flood into work places. You do still need to develop the early population along the game's first few milestones. (This is because the founders' lifecycle is a little different than their progeny)

If you've placed a university and other education immediately, cims will flood it before work.

Another path to success in this case would be to attempt the same sort of system, but on a smaller scale.
The great distance between the zones and the seeming distance left after public transport are potentially undermining your goals too.
(Office Space does best when placed directly next to residential)


https://forum.paradoxplaza.com/forum/index.php?attachments/base-game-low-cars-mp4.562052/
 

ma2412

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If you've placed a university and other education immediately, cims will flood it before work.

Another path to success in this case would be to attempt the same sort of system, but on a smaller scale.
The great distance between the zones and the seeming distance left after public transport are potentially undermining your goals too.
(Office Space does best when placed directly next to residential)
yes, i have placed them right at the beginning - should i activate "schools out" in the R-Zone to force peoples to get working? but then maybe there are not enough educated.

or ist it better to start with normal industry a little so uneducated workers can work there until the higher educated can start?



@TTJ:
my stats are as follows:
- population: 7338
- office: 1616
- available working places: 4038
- students: 2282
 

Sheller

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yes, i have placed them right at the beginning - should i activate "schools out" in the R-Zone to force peoples to get working? but then maybe there are not enough educated.

or ist it better to start with normal industry a little so uneducated workers can work there until the higher educated can start?

Definitely remove the university.
Also, try to never activate any policies that alter the cim lifecycle.
The game seems to do it by brute force realignment of your populations ages, and it will always cause population disturbances.
(Medical Center, Hadron, Schools Out, Education Boost, should never be used, they're broken levers)

If you've got the content creator packs, it's far better to use Faculty buildings when it is time to put University level buildings in. Unlike Elementary and Highschool, 25,000 eligible university students will only produce ~1/5 that many actual students.
(A key component of this 700k city was underserving university demand)

And underserving university demands will go toward keeping your workforce stable.

Yes, when starting from scratch it's always better to start with regular industry and limited education options.

(no university to start)

The office buildings are quite literally a job sink and 'clean aesthetic' industry type for when your city has grown big enough that adding more industrial will lead directly to 'not enough buyers' warnings.
 
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deanwebb

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The other thing I've seen is that workers that are far away from their jobs will just teleport. There's no in-game need to set up any transportation from residential to industrial/office zones. Aesthetically, we want to see them connected with roads and commuters going back and forth, but there's a chance that workers aren't seen going to or from work because they're teleporting.
 

Sheller

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The other thing I've seen is that workers that are far away from their jobs will just teleport. There's no in-game need to set up any transportation from residential to industrial/office zones. Aesthetically, we want to see them connected with roads and commuters going back and forth, but there's a chance that workers aren't seen going to or from work because they're teleporting.

Workers will appear to populate the buildings, and goods will fill the shelves if deliveries can be made, but commercial will run into the problem of not enough customers, and almost no industrial will spring up if a player attempts to start a city from scratch and doesn't provide at least a walk path from residential to the other zones.

A player will get numbers in the 'workers' field of the inspector view, but the buildings won't function properly.

It doesn't seem like there's a real teleportation function taking place beside when cims in an already populated city will populate new residential that's not connected.

But Residential does need to be connected to C/I in order for the game to work, and I/C need to be connected to a resource service.
 
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