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Sometimes they can just walk when the come up out of the metro stations. If you add buses, try to keep them running perpendicular to the metro. If they run parallel, they tend to use one and not the other.
I would suggest saving your city under a different save file and experiment with it. Switch on infinite money if you have to. Good way to learn rather than ruin your current city.
am I right to assume that using a metro for long way travel and then connect that with bus station for short way travel (to the office) is a good way to reduce traffic?
I am currently thinking of how to improve my city but I would like a confirmation first bevor I rebuild my city.
do the citizen see that going by metro and then by bus is actually faster than taking the car and driving around the whole map?
is there a rule of thumb that could be usefull to me? thanks.
I typically would use metro for businesses for tourists/shoppers/visitors/etc.
I use buses to get workers to jobs and shoppers to commerce (to metro). Metro in residential is bad as it will cause huge noise pollution and make cims sick and cause lots of other problems.
Ideally you want cims to walk to work (12 blocks max) So keep residential close to jobs, or they will use vehicles that clog roads.
Tourists will walk and drive all over your city. I try to make tourists districts in shopping mall fashion to keep traffic at a minimum, so tourist stay in one spot. I usually have outside train connections nearby, as well as cruise ships and airports so tourists are off the highways as much as possible.
In the long run, it doesn't matter which modes of transportation you use. It's more important that zones are balanced with quick walk/drive times, this will reduce traffic more than anything. Same for road layout. Cims need to get where they need to go ASAP.
How do I fill a pond in a city park and not let it overflow? I used the fresh water outlet to fill it, but it doesn't know when to stop pumping, it would flood my city. On the other hand, if I turn it off, the water will eventually evaporate. I tried using the water pumping station to pump out the excess, but sadly it doesn't do so continuously, but in spurts, which would cause ugly waves to form.
How do I fill a pond in a city park and not let it overflow? I used the fresh water outlet to fill it, but it doesn't know when to stop pumping, it would flood my city. On the other hand, if I turn it off, the water will eventually evaporate. I tried using the water pumping station to pump out the excess, but sadly it doesn't do so continuously, but in spurts, which would cause ugly waves to form.
I've got that mod! But I had one problem with it, namely, when I raised the water level (to raise the level of a river), it rose *everywhere*, and that caused water to appear where there was none before when the terrain was low enough, for example, on a road outside the map boundaries, which caused a flooding that I couldn't fix because I couldn't scrap the road and raise the terrain there. Perhaps I was using the tool wrong. Can you change the water level for individual water sources without affecting other bodies of water?
I've got that mod! But I had one problem with it, namely, when I raised the water level (to raise the level of a river), it rose *everywhere*, and that caused water to appear where there was none before when the terrain was low enough, for example, on a road outside the map boundaries, which caused a flooding that I couldn't fix because I couldn't scrap the road and raise the terrain there. Perhaps I was using the tool wrong. Can you change the water level for individual water sources without affecting other bodies of water?
Thank you guys for your tips I'll try some in a newer better city.
For now I have still some questions about the new zones some DLCs bring with them.
For instance industries:
Is there any point in still zoning normal and or specialised industries? The special zones with special buildings seem to be doing their job.
Also I noticed that mixing the DLC ore industry with the specialised ore industry zone that the latter would consume all the natural ore leaving non for my factories to produce glass and metal, rendering all the stuff I build useless.
So wile I feel like the DLC industry is cool and all is there still need for the normal (generic?) Industry?
Some goes for the commercial zone, is it okay for me to only use one type of commercial? Like only the party thing or only the tourist? The eco specialisation however does not generate that much money. So is there a best zone or do I need all of them for diversity for my citizens? Also what's the generic commercial zone good for? Only for selling goods my industry produces? Would my city not work is I don't have those?
Last question is about all the campus and park zones.
To get my campus working do I have to delete all my normal single building unis? Same with the parks? Do they replace all the little ugly parks with tiny radius?
You don't have to, but typically the Campus universities have massive capacities, and they might benefit from reduced competition for students. I think that there's only so far students will go though (not sure), so if the city is very spread out, it might be better to keep the others.
I suggest that you just turn them off rather than bulldoze them and see what happens. (If you are on infinite money I guess it doesn't matter.)
Is there any point in still zoning normal and or specialised industries? The special zones with special buildings seem to be doing their job.
Also I noticed that mixing the DLC ore industry with the specialised ore industry zone that the latter would consume all the natural ore leaving non for my factories to produce glass and metal, rendering all the stuff I build useless.
So wile I feel like the DLC industry is cool and all is there still need for the normal (generic?) Industry?
Generic industry can still be used, since the capacity of the DLC industry is limited (unique factories are indeed unique buildings after all).
The finite resources are always a problem for industry, but if e.g. ore runs out, the corresponding buildings will import ore instead, just like the generic industry does. Or use a mod to make them eternal (there is an official setting for this). Alternatively, use the Extra landscaping tools mod to paint new resources.
Some goes for the commercial zone, is it okay for me to only use one type of commercial? Like only the party thing or only the tourist? The eco specialisation however does not generate that much money. So is there a best zone or do I need all of them for diversity for my citizens? Also what's the generic commercial zone good for? Only for selling goods my industry produces? Would my city not work is I don't have those?
The specialized commercial zones are not intended for the entire city. You need generic commercial (or at least the organic and local produce one).
Leisure and tourism commercial do not level up and have different uses than generic commercial.
Without commercial zones, you will not make much money, because industrial goods that get exported give you nothing, and your cims lack shopping opportunities.
Do cims chose the closest available job to their home? For instance if I had a remote industry with workers from far away, if I were to build a new settlement next door would those cims take over the jobs from the cims that have a longer travel time or would they have to wait for available jobs because the old workers died or choose a job nearer their home in downtown?
Do cims chose the closest available job to their home? For instance if I had a remote industry with workers from far away, if I were to build a new settlement next door would those cims take over the jobs from the cims that have a longer travel time or would they have to wait for available jobs because the old workers died or choose a job nearer their home in downtown?
From my experience, that doesn't seem to be the case. I did exactly what you mentioned, built a village close to my industry, far from the main city, and the cism still went to work on the other side of the map.
From my experience, that doesn't seem to be the case. I did exactly what you mentioned, built a village close to my industry, far from the main city, and the cism still went to work on the other side of the map.
Probably because the Industry was full of workers already. You need to build them together. But you will always have strays. But you can reduce them dramatically.
Probably because the Industry was full of workers already. You need to build them together. But you will always have strays. But you can reduce them dramatically.
Even if I zone them at the same time, they won't actually build at the same time. I perpetually have much more demand for industry/offices, so it will build faster, while residential will take quite a while to fill in. So the Industry that built up first will get occupied by workers from the other side of the city, while the newly moved in cims will, again, have to find jobs elsewhere because the positions close by were filled by someone else. I think this could work only if you either have no demand for either, or high demand for both.
This doesn't answer if the residents do over time shift their workplace closer to their homes. Is this not the case?
What if someone's work is so far away that by the time they reach their office it's already afternoon/night? Will they immediately return home without having actually worked? Do they then generate no products?
Or would cims in that case rather consider unemployment? Or is this a thing only highly educated cims chose to do?
I'm finding the game basically unplayable just now because the windows taskbar is visible in game. I can't see my population, how much money I have, or zoning demand levels - anything on the bottom line. Alt+tab doesn't fix it. Found nothing in options. Anyone encounter this and know a fix?
Trying to get my population to join my campus university, I have like 3500 eligible for uni however I only have around 1000 students while having room for 2700.
Why do the other places not fill in? I have both a metro and a bus station nearby. Could it be that the travel way is still to long for some?
Or do the people simply prefer work over studying?
There is also the chance that they prefer work over studying.
You might want to activate the policy that makes it more likely for them to stay in education.
I don't know, if campus attractiveness has anything to do with it, but that might very well be the case. People not studying was also an issue before Campus, however.
Ok thank I will try the education edict, however improving attractiveness of the campus is very expensive as it's only possible with more buildings and those are a high money sinkhole.
Next thing I'm curious about is that I'm trying to build residential "hives" if I can call them that.
Areas with no road connections, the only "exit" being a metro. I want to force my people to use the public transport more (and milk them off their money with the high ticket fees).
Do they actually fall for that? I do have 600+ pops using the single metro connections but do some of the residents simply refuse to use it and do they stay unemployed? Or are they able to pick jobs without ever attending them because they can't (or rather don't want to) get there (by metro)?