@Spockyt: Thank you for uploading the save!

(Whaddayaknow, Steam actually works very well for this.)
A 'few' comments after a small glance:
-- Wow!

My first reaction was, 'is this the same city?!'. There are many new areas and even existing ones have been expanded greatly.
While this has decimated our budget (from $48k / mo to $ 11k / mo), somehow you've also managed to gather over $ 2 million in cold,
hard cash for the next mayor. A very good job imo.
-- At the same time, I'm a bit worried about the rate of change that happens within a single turn (not just yours, but everyone's).
As we get more money, things will only escalate further. More money also means longer turn times, due to 'pause creep' (it's no wonder that
it took you so long for your turn, with the way you totally transformed the city! I don't know how you had the patience with all those crashes

).
Imo we should change to a 1-year turn time for this next turnset, in order to keep the city recognizable for each player, once the save comes back
to them. (Part of this is the fact that we have 7 players; with 4-5 the problem -- if it is one -- would be much smaller). I'd appreciate a comment
from Calad on this, but I think that you, ItalianGuy, could try to play for one year, see how things look with the rate of change compared to your
last turn, and then play another year if it seems appropriate. The other players will just follow your example, so that everyone gets to play either
1 or 2 years.
To be fair, JerkyJerry (aka 'The Great Service Reformer') is partially responsible for giving us a swimming pool full of cimoleons to spend at our leisure. Jerky move, that.
-- You seem to be an even bigger fan of hi-rises than I am. Tbh the city is becoming a bit too blocky for my taste (although CO is to blame for this, too, in that as buildings level up, they become more and more blocky). ... I might choose to renovate some areas on my turn for pure aesthetics (including some self-made monstrosities). In the past, time was of the essence and money a concern as throngs of new people had to be accommodated... Now that we're rich, some improvements can be made to make the city a more liveable-looking place. (Note: I didn't say 'liveable'. All you have to do is fool most of them most of the time.

)
-- Sort of related is the issue of you ruining Varsity Heights. Sorry for being blunt, but in my vision it was meant to be a typical European 'university district', in that it has small buildings, with lots of parks and paths and plazas etc all over the place, to give it that nice and cozy 'mecca of higher studies' feel. Right now it has... Hi-rises. Uggh. To be fair, you couldn't know my plans, and might've overlooked to infer them. Or you simply disagreed, which is fine too, since our opinions hold equal sway in this game. However, the residents of those hi-rises had best brace themselves for dynami--, hmm,
renovation. The pendulum swings both ways (odd how those resemble a small wrecking-ball -- a mere coincidence I'm sure).
-- The road around Copper Cliffs is no longer a precarious mess thanks to you.

I never thought of using six-lane roads -- they took up too much space
and were too expensive, I thought. But what a difference it makes for the traffic! --Or is it the new tunnels? Perhaps it's a combo effect; either way,
thanks for clearing up that particular knot of asphalt.
-- On the other side of the traffic coin, I'm not sure what the logic was in building the metro system? It seems to make wild turns here and there for
no apparent reason, although the general form is circular and it covers most areas of the city, which is good. Is there some sort of limitation as to
how you can draw the tunnels under the ground? Or were you still in a fever when you drew up those blueprints (you can freely confess; we're all mayors
here and have drawn plans under the influence of various diseases and substances!

)?
-- Our Fire budget is still blazin' out of control (although this is more Jerry's ugly legacy). $ 45k is no where near the limits of being considered
decent or appropriate; in fact even fairly outrageous people would blush rather healthily at it. I wonder if they're driving around in gold-rimmed fire-trucks and using
Coca-Cola for extinguishing (so they can drink on the job, so to speak)?

Be advised that in my term I aim to slash-and-burn this budget,
and damn to Hell the consequences (cue operatic concerto of sirens). --What do we need the money for, you might ask? Well, there's this
golf-course in Dubai that I've been eyeing with *importing* in mind...
-- Most of our Industry seems to have been replaced with Offices, and you've also build many new Office areas. I recently read that it's good to build
them in between Residential and Commercial areas, since Offices don't care about the noise pollution that shops produce (must be all those cash-registers ringing
all the time!), while it's the bane of Residential zones. This seems to be what you've aimed at; while nice, I'm not sure how I feel about all the regular
industry being relegated to the dustbin or history. Perhaps it's due to the current bug/feature where after you build a University, all the people will quickly
get educated (even if they live on the other side of the city), leaving no workers for the 'smoke-stack' industries? In this case it is, while lamentable,
more understandable.
-- I noticed you renamed 'Brown Pond' to 'Blue Pond'. Nice touch, since the nearby muck has been cleared; although the pond itself
was never polluted, it sort of gained that name by association (not to mention because I hated the way it hamstringed our traffic options,
due to bridges being too costly at that point in time).
-- Is there any district among the many that you created that you'd like to 'preserve' for yourself, meaning that you wouldn't like it altered (even
though technically in this game anything goes, we've adhered to certain gentlemanly deals so far, regarding 1 'personal area' per player)?
Note to
@ItalianGuy:
-- I see that somewhere along the way, in all this confusion and excitement, the intention to build a harbor got side-lined, and as a result we still have none, even though
the citizens requested it a good four years ago. The next mayor should aim to rectify this; with our oodles of cash, frankly it doesn't matter where you build it,
and you might as well build three while you're at it.
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Now for some comments in pictures (as well as some humor):
http://imgur.com/a/LgtEo#0
(I realize that the comments are mainly neutral/negative, but it simply makes for better drama. I'm more than happy with the way you ran the city,
even if the rate of change is a bit extreme (due to the 2-year turn time + growing wealth, as mentioned previously).)
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On mod use:
The mod we used was simply the 'Unlock All Areas at Start' mod; apparently it's not needed after it's done its thing, so, we're all good.
--If we use it again, though, there's a bug with it that will need to be avoided somehow (in our current game it didn't turn up):
Basically it sometimes happens that zones and pedestrian paths become invisible outside the initial starting tile, rendering the game
pretty much unplayable. Luckily it can easily be tested for in the beginning; just something to be aware of for the potential next game.
(Btw it wasn't the patch that caused this bug, as I encountered it some time before.)
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@ Everyone (especially
@ItalianGuy, since you're the next player -- although you may already know about these issues):
I recently read up on hearses and garbage trucks and their pathfinding problems in the game. While our city has managed without problems so far, as have many others, when the problems do hit you, they can often be insurmountable. Imo to be safe rather than sorry, we might opt to use these three mods in the next game:
http://steamcommunity.com/sharedfiles/filedetails/?id=433249875&searchtext=aris
(ARIS Enhanced Hearse AI)
http://steamcommunity.com/sharedfiles/filedetails/?id=439582006&searchtext=aris
(ARIS Enhanced Garbage Truck AI)
http://steamcommunity.com/sharedfiles/filedetails/?id=421028969&searchtext=aris
(ARIS Skylines Overwatch (dependency for the other two mods, required to have them run properly)
Here is an illustrative piece about the problems with hearse and garbage truck AI:
http://steamcommunity.com/sharedfiles/filedetails/?id=419601634
The main things to be gleaned from it, if you didn't bother to read the whole thing:
-- "An incinerator plant has a consumption of two full trucks per week."
(This means that we should delete all our incinerators and replace them with landfills asap!)
-- Never let a landfill begin emptying; it can royally screw up your traffic!
-- You should scatter your trash and deathcare services throughout the city, not concentrate them
(as several mayors, myself included, have done so far). (The AI mods would help in this because they
make deathcare/trash services district-based, meaning that the trucks and hearses serve their own
district first and foremost -- how it should've been from the beginning, imo.)
-- Never put long stretches of roads without any turns near landfills etc; the trucks can only turn
around in intersections, meaning that they can go across the whole map to turn with the wrong kind of
road-layout! (This problem is very well illustrated in that linked Steam post; if nothing else, it pays dividends
to take a glance at that part of the rather long post.)
---
A more general note about one odd quirk of the game, related to death care: there are so-called 'death waves',
that can overload your deathcare services when hundreds of people suddenly die all at the same time. This is due
to people building huge residential areas all at once (which, e.g., I did during my turn); all cims live to the
same ripe old age in the default simulation, meaning that once all those residents who arrived in a short period
of time turn 80 (or whatever the 'death age' is), then you're in for a rude surprise as their corpses start to litter the streets!
--There is a mod to address this issue (surprise surprise), but I think we'll be ok so long as we remember
not to build huge stretches of Residential all at once, but rather zone the roads and then fill in the area gradually
with houses, assuring smooth departures once the number of those residents' allotted days is up.
--That's it... Whew, I feel like I've already played my turn even though I only wrote a comment! Ah well, ain't nothing
better to do.
Fine road height mod is not compatible with 1.1.0.
Yes; I noticed that as I tried using it for the first time yesterday. --This is the trouble with using too many mods: if a patch breaks just one of them, we have no way of knowing which one it is, and must decipher it manually (or scour the forums for the info), then inform all the players to disable it, then re-enable it once it's updated, etc. Therefore we should stick with 3-5 mods, imo, if we opt for them in the next game.