Stable vanilla city, 300k population, no mods. Thoughts (warning: spoilers!)

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alnaka

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Hi guys, this is my first forum post. Just dropping my two cents about the game. Im not a native english speaker. First of all, I'm not a hardcore gamer. I like to spend a few hour playing each day after my works day. This is my second city builder ever after the massively bugged SC2013, and let me tell you that CS was the perfect antidote to that frustrating experience. With yesterdays announce (Happy Birthday CO!) noticed that I be been playing on the same few cities for nearly a year now. Which is impressive in comparison to any other game I'be ever played. I managed to put 549 hours in this game alone. Wow!

So, I recently fully populated the 9 tiles of my first city and wanted to share a few observations and experiences. As mentioned before, this is my first city ever on this game and started it about a year ago.

Mac Game: Cities Skylines + After Dark + Snow Fall. Vanilla. No Mods.
Hardware: iMac 27" (Mid 2011), Radeon HD 6970 1Gb Vram, 14 gb Ram, HD 1 TB SSD.
Unlocked tiles: 9
Population: 300.000+ citizens
In game year: 2.228
Playing time: About 1 year (in and out)
Bank balance: $20.000.000+
Weekly income: $160.000+ (day)

Performance: In general the game is impressively stable and as gained more stability with each update/upgrade. My only complain is that once It passes the 150k population barrier there's no noticeable speed difference between x1 x2 x3. At times the games suffers sudden slowdowns and in general it is related to passengers waiting and piling up at the transportation stations.

RCI: As long as I can tell the ideal ratio is about (R): %50, (C): %30, (I): 20%.
RCI works as follows: Residential demands Commercial and then Commercial demand Industrial.
Note about Offices: You can satisfy Industrial demand with Offices, BUT then the Commercial will begin importing Goods from the outside via Highways or Cargo Hubs/Ports. This will quickly clog your access roads with delivery vehicles and bans. You can notice these process with the Outside Connections Panel -> Import. If you see too much Violet color and high import numbers rest assure that traffic will be a mess. And the consequence is that these delivery vehicles will not reach the Commercial building that requested it and a warning of "Not Enough Goods To Sell" will appear. If not satisfied the building will be abandoned soon after. Just plop enough Industrial to satisfy basic Commercial demand. Note: This way no visible Goods delivery vehicles are spawn between (I) and (C). To avoid traffic clogs simply plop industrial with as many connections as possible to residential and commercial areas (don't bottleneck it wit a single access road) and place it also near highways and cargo hubs for import/export. Remember that Commercial imports goods trough these Hubs so it is not necessarily a good idea to put them too near Industrial areas.

Important: Low Density Residential is only satisfied with Low Density Commercial. The same goes for High Residential with High Commercial. In my current city I reached a point where Low (R) just stalled. I was plopping only High (R) and (C) at that time. And the only solution was to begging plopping Low (C) again (I spent weeks trying tho figure this out...). Also, be really careful on erasing big areas since each new area is somehow linked to recently generated RCI. One time almost lost an entire +150k city because I wanted to relocate a huge Industrial area. This caused my whole Commercial to get abandoned and reached a point of no return, only fixed by an old Save Game.

Traffic: This is the main game challenge. I created a long underground grid with highways with many two lane ramps as connections (see the last pic). This eases the in and out traffic. This underground grid connects to every outside highway access. Remember that traffic between (C) and (I) is crucial. Not so important in case of (R) and (C) since citizens simply teleport to their destinations if necessary (or could spend months walking to a single commercial building and stay inside forever).

Death waves: Every couple game years the population recycles itself and these death/birth process generated the so called "Death Waves". This has no impact in the city at all. Just be patient. Something similar happens to Commercial and I believe is related to how good are you outside connections/ports.

District Policies: Not so important and mostly useless. The only usable ones are: Heavy Traffic Ban: to avoid heavy cargo trucks inside residential areas. Recycling: so citizens generate less garbage. Industrial Space Planning: to plop less and more efficient Industrial areas. Small/Big Business Enthusiast: to generate more income from commercial areas, but at the cost of increasing the Goods demand ("Not Enough Goods To Sell" dilemma). High Tech Housing: it plops nicer and less traffic prone residential areas.

Services: There is little to no challenge on balancing the city services whatsoever. To avoid complains/abandoned areas the service availability need to be well over the demand. And I mean over a 100 times more in some cases. Since services work for leveling up RCI this is no much of a problem.

Water/Sewage/Healthcare/Death Care/Fire/Police: Plop as many as necessary until every inch of road is green. Done.

Electricity: Unlock the Fusion Power Plant. Done.

Garbage: Set all districts policies to Recycling (this reduces city garbage production). Plop as many Incinerators as necessary. To avoid traffic jams put them in a separated area connected to a highway. It does not need to be near the city at all nor covering the roads with green color. Create 3/5 separated areas with 10 to 15 Incinerators in each corner on a 9 tiles city.

Education: Plop as many elementary/high schools as necessary until every inch of road is green. Be careful not to plop too many Universities. Just 3 or 4 is enough on a 9 tiles city or your industry will get abandoned since university graduates will no take cheap industry jobs.

Transportation/Tourist: Busses are "la creme" of traffic congestion. I only use Metros, Trains, Ships and Trams since these area the most effective and generate lest traffic spawn. Remember that citizens morph (literally) into cars if there are no other transportation options available. Set the trains and cargo in separated circuits to avoid jams. It is more important for cargo trains to go outside than passenger trains. Tourist are almost for cosmetics since theres no gain on income when they get to the city. Airport and Taxies are for visuals only. Sadly, plopping any kind of transportation circuit path is a huge mess in this game and erasing any road will cut the circuit in half and leave the transport vehicles clueless. Many times is better to erase all the circuit and start fresh.

Decoration: Plop as many decoration as necessary until every inch of road is green. I only use the Paradox Plaza, the new Fishing Pier and Volleyball Court since these are the best up-keep cost, size and influence area ratio effective.

Unique building: Use them for cosmetics only (I really dig the Snow Fall ones!).

Economy: Never touched the Taxes/Budget (ever).


So, I thinks thats about it. Great, fun and beautiful game overall with lots of things to do and spend time working on. There's only one big low point in my opinion and it is that CS is not really challenging. In fact, there is almost no danger at all regarding the city development as long as you over provide services and fix traffic flow (I remember forgetting SC2013 running on the background and then finding half my city burned to the ground or abandoned...).

As a wish list It would be great to add more depth and challenge to the game. Industry Specialization with different kinds of Factories like in SC2013 would be great too. And letting the player choose what kind of game he wants to play. Such as money, entertaining, tourism or farming oriented cities.

So, I hope that this post was no too boring and help other players to achieve their projects. If you be got any questions please ask. I leave you guys with a few pics of my city.
Best.
Screen Shot 2016-03-11 at 8.05.51 PM.jpg
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Screen Shot 2016-03-11 at 8.57.52 PM.jpg

Note: Underground highway system.

screen.jpg

General stats.
 
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benzoll

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Nice city, and tight, hehe. This fine, in 9 tiles 300k cims.
You could upload latest savegame in workshop to see it.
Your description of game mechanics are more than correct. Services are not keys (,except trash) but as needed to level up, they get.
In education university needless. In my new city of 90k cims, I not got none, and 40% population to be graduate university..
 

Simcity5

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Nice, traffic looks great, you would think more than 300 people lived there though :) Even 300,000 seems a bit low for a city that looks like that.

Yeah, thats basically it, if it wasnt for traffic, what exactly would have been a problem, nothing really. And Traffic is only a problem because it doesnt really behave how you expect. You are really just spending the whole time trying to look for workarounds and looking for traffic problems.

I agree theres very little depth, but yep, even with no depth you can still sink alot of hours in painting the perfect city. Its in desperate need of a depth patch or DLC.

Thats basically how I play the game, Zone till the green bar runs out than switch to C, then switch to I. Thats far too simplistic. I bever bother with budgets or messing about with the other stuff. Most of what I do is simply for what looks best, I sink more time in trying to make a perfect fit, or getting roads and things to look just right or the prettiest.

Next I think would be unlocking more tiles mod and keep going, If you still got the motivation.
 

muttonnoir

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Interesting post. Thanks for sharing. Nice to see a vanilla city playing within the basic rules of the game. Agree that greater depth is required but that will come in time. CSkylines is a great game that just keeps getting better. Looking forward to the next free patch later this month- canals and quays.
 
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Michael Matthews

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Wow, great city! And your explanation of game mechanics is spot on!

Have you done anything with specialized industry and commercial? They're hardly necessary but fun to play with IMO. Maybe something to try on a new map. Or make a city with no industry at all (i.e. delete all industry zones after unlocking offices and trains/ships). It works surprisingly well.

Also, be really careful on erasing big areas since each new area is somehow linked to recently generated RCI. One time almost lost an entire +150 city because I wanted to relocate a huge Industrial area. This caused my whole Commercial to get abandoned and reached a point of no return, only fixed by an old Save Game.

Yeah, this happened to me. I tried to bulldoze and redo my starting area when the map as a whole hit the 100k pop point. The economy crashed and pop fell to 50k very quickly. Only do this if you have a huuuuuge bank balance. It takes ages to adjust and recover. Better to redo things 1-3 blocks at a time...or if relocating wait until the new area is in place before bulldozing the old area.
 

alnaka

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Next I think would be unlocking more tiles mod and keep going, If you still got the motivation.

Unfortunately at this point city grout is painstakingly slow (about 10 seconds a day on x3). Unlocking more tiles may make the game even slower. It's related more to my gaming rig than the game itself. I consider this city done. What is truly amazing is the ability to re-work cities created so long ago.
 

alnaka

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Have you done anything with specialized industry and commercial? They're hardly necessary but fun to play with IMO. Maybe something to try on a new map. Or make a city with no industry at all (i.e. delete all industry zones after unlocking offices and trains/ships). It works surprisingly well.

Yeah, I'be tried every different kinds of Commercial specializations but found them for cosmetics only. In case o Industry, and again because of the "Not Enough Goods To Sell" dilemma, had to switch back all Industrial to standard so it produce more Goods for (C) rather than for Export. I really wanted to try a full Ore, Oil o Forest specialization Industry but I found puzzling the fact that Natural Resources run out so fast...
 
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I really wanted to try a full Ore, Oil o Forest specialization Industry but I found puzzling the fact that Natural Resources run out so fast...
The modders agree with you, as do most players... Sadly, the devs do not ('working as intended' -- lulwut do they even play the game? Ore and oil run out literally after 5 minutes -.-).

I didn't notice you saying why you don't use mods; is it because they might break the save when new updates come out? That's an understandable worry, and it's happened to many people with After Dark and Snowfall. There are mods, however, that are fairly minor in effect and are usually quickly repaired if they in fact do happen to break due to a new release. The Infinite Oil and Ore mod (redux version by BloodyPenguin) is one such mod, and imo well worth the use for almost anyone.
 
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Michael Matthews

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Sorry for not mentioning the mod (see stiiknafuulia's post above). Oil/ore are supposed to switch to import/export when their resources run out, but I have seen cases of them disappearing completely and/or not "not operating." Being able to make natural resources last indefinitely is a great thing (in that it allows us to build specialized cities or areas).

I believe the mod also allows for the painting of new natural resource areas. I've created some cities with huge farm industry, and one city with just various types of specialized industry (using cargo to support commercial). It turned out well, and was a nice break from the typical industry/comm/office approach.

Forestry you can just paint yourself (without a mod) using the tree brush. I didn't know that for the longest time. :oops:
 

alnaka

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I didn't notice you saying why you don't use mods; is it because they might break the save when new updates come out? That's an understandable worry, and it's happened to many people with After Dark and Snowfall. There are mods, however, that are fairly minor in effect and are usually quickly repaired if they in fact do happen to break due to a new release. The Infinite Oil and Ore mod (redux version by BloodyPenguin) is one such mod, and imo well worth the use for almost anyone.

Im not really into Modding and wanted to play the base game as simpler as possible. To be honest I experimented with some but felt like cheating on the game. I like the Achievements also. Besides, I'be read that the Mods break with every update/expansion and thats a shame.
 
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Im not really into Modding and wanted to play the base game as simpler as possible. To be honest I experimented with some but felt like cheating on the game. I like the Achievements also. Besides, I'be read that the Mods break with every update/expansion and thats a shame.
There is a mod to enable Achievements even while using mods (does it get any more meta than that? :p). Imo, you can't really cheat on single player games, but to each their own. As you said before, atm the game doesn't really have any challenge, and most mods don't really change that (there was one called Proper Hardness that actually made the game harder, but it's been discontinued afaik). The great thing with mods is that you can use just the amount that feels right at any given moment; ofc there are hardware issues to consider, but mostly it's just personal preference.

I think your city looks great for a city that's built without mods, and would probably look fabulous with some extra decorations. :) Iirc, the More Beautification mod takes all its content from the base game; it simply enables the placement of building props anywhere (things like billboards, hedges, etc). They're purely cosmetic and have no gameplay effect. So if you're into decoration at all, I'd recommend that mod at least (updates also can't harm your game in this case, since even if the mod breaks, the props will remain even if it is disabled).
 
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SpacemanUA

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Nice to see another vanilla fan :)
My city:
Unlocked tiles: 9
Population: 310k citizens and still increasing.
In game year: 2.068
Playing time: 3 weeks with long breaks.
Bank balance: +/- $10.000.000
Weekly income: +/- $10.000 but unstable
No mods, no monuments, unique buildings or other stuff like that that artificially increase some stats. Pure vanilla :)
And underground roads are really a mess :)
20160313024628_1.jpg 20160313024831_1.jpg 20160313025103_1.jpg 20160313024649_1.jpg
 
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JimmiG

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But...people are saying it's impossible to build a big city without mods because traffic will be horrible and you get deathwaves and industry breaks down etc. etc. :p
 
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