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Apr 23, 2015
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For me that is half the fun though -- trying to fix afterwards all those unforeseen problems that result from rapid expansion (especially expansions built by other people, who often make creations that seem totally alien to your own mindset). I did try to build the new areas I created gradually this time (once I learned about the death waves); I've mapped out the roads for New Haven, but I only zoned a portion of the new Residential areas in there.

As I've stated before, in the next game (or a parallel one I might start at some point) I'd like to explore the district concept in much more detail; the idea would be that each player has their own 'town', which then choose to convene in a council of sorts and try to create a metropolis out of the different infrastructures that they've built for themselves. In the beginning, as money is more tight (and especially if we play on Hard), we'd have to play a bit more traditionally though... Or we could opt to use a 'money cheat' to give ourselves enough money to start making these individual 'towns' from the very start. There could still also be a 'central', common city; but the districts would play a much more prominent role than in our current game, coming into contact and conflict with each other, instead of being safely tucked away in remote corners of the map. There would also be a strict 'no tampering' rule regarding them, meaning that you couldn't make changes to other people's districts without express negotiations (which would be plentiful as a result, I'd imagine).

In a way the game becomes about the inner politics of the city as much as about individual, dictatorial decisions... Some nice role-play action could be tied into this, although it's not really necessary on the part of all players, if they're not into that stuff as much as, say, I am. :) --This also means that there's always some wheeling and dealing to be done, even when it's not your turn, so it's easier to keep people engaged in the game without becoming bored while waiting for their turn to arrive.
 
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Spockyt

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As I've thought earlier (though not posted. My usual posting pattern on forums, is to read every thread, but only post when I think I have something to contribute that nobody else would think of) I'd be up for that, at some time.
 
Apr 23, 2015
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Good to know there's interest. :) However, as we still have our current game ongoing, work is picking up and I've a few trips upcoming (including a 2-week cycling trip to Norway sometime in July), I think it's best to start this game only a bit later on. We could also finalize a list of mandatory, save-altering mods by then (I'm thinking early August for the start of this game), as well as pick out a stellar map for it. (I'm making a flat, channel-filled 'European' map in my free time atm, but as much as I'd like to try out the European buildings, I think for this kind of game a more... Geographically challenged map would work better (it's too easy to divide flat territories). --It's a real shame that they opted to make the European building style map-specific, instead of district-based, as everyone expected and as would've been the sensible choice.)

@Spockyt: Do you have that report ready yet (or did I miss it somehow?)? Although the game has moved way past that point, I still want to hear the reasons for your choices (especially that artistic piece of traffic in the mountains :p).
 

Myquandro

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I'm currently looking into maps that I personally like to use for the next game. I'm probably going to post it within a couple of weeks because I need time to look through several of these. My preference is a realistic looking map unlike our current map.
 

JerkyJerry

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jerkyjerry, did you include pictures on your city journal?

I did not because as I posted I only constructed one road and changed another from a one way to two way. I concentrated on services and mass transit. I did not feel it was important to grow while the foundation of our city (police, fire, education, leisure, traffic, noise pollution) was as weak as it was. If we grew without repairing we would have had catastrophic failures all over the city.
 

JerkyJerry

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I'm currently looking into maps that I personally like to use for the next game. I'm probably going to post it within a couple of weeks because I need time to look through several of these. My preference is a realistic looking map unlike our current map.
Maps I like:
There is one called flatlands2.0 (I think) I would recommend this one as it would give us the largest (or one of the largest) areas to build on. To fit more things into; parks, unique buildings, monuments etc.. To have the highest population. To have multiple zoning possibilities. To have the most farm land and/or the most oil and/or the most forest. To have suburbs & a financial district & a downtown & sport stadiums area & a university complex & etc. etc. etc.

The other map I would like for our en devour is canals (I think). There are 9 or 25 square plots of land (depending on how many tiles we are going to use) all separated by canals. This map would provide each of us to have our own separate building area but at the same time trying to work together. It would almost be a map within many separate maps as services would be shared as would traffic! Which I think would be the most challenging as one square (player) developed one area one way then cims may have to travel there just for work as few dwellings would be there? Or one plot (mayor) could concentrate on education and then to try to get the cims from all over the city to that one plot to be educated etc.

Other than those types of maps I really don't care as long as it has more build-able areas than not. The hills and mountains look great and all but they can hardly be built upon and to me I think having more space to build on is better.

Just my 2 cents
 

JerkyJerry

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JerkyJerry

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New Cube V2
by xaxas's

But yours is basically the same so you get the idea
When I saw it I thought
Build Locally
Grow Globally
 
Last edited:
Apr 23, 2015
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New Cube V2
by xaxas's

But yours is basically the same so you get the idea
When I saw it I thought
Build Locally
Grow Globally
Goes to show how different tastes there can be. To me, this map is the antithesis of what I want from a map in this game. It's 100 % flat, boringly artificial-looking, and... And that's it basically; that is the full extent of its features.

The other map is a bit better, in that it's more natural looking, but I'd still prefer something a little more interesting. As a compromise, we might opt for a map which is mostly flat or rolling, but there's mountains outside the buildable area to give some nice scenery. And/or we might use the ingame terraform mod, to give more buildable space later on (and a use for the oodles of cash that we'll be able to collect as the game goes on; this would be a neat way of solving the issue of excessive money flows!).

I don't know about you, but I'd like to try out the new European buildings; that's one more reason to opt for a mostly flat map, because they don't look right at all if the terrain is too steep. But it'd have to be specifically made as a European terrain map, because it seems to be impossible to change the terrain type once you've started making the map... In the time it takes for us to finalize the mod list, etc, I'm pretty sure there will be plenty of suitable maps available though. We might even opt to use the map that I'm currently making; I've thought of some ways to enliven the terrain while keeping it mostly flat, but I'll keep the suspense up for now. :) (Besides, I'm notorious for starting grand projects and then not finishing them, so, it'd be wise to look for good maps on the WS first and foremost.)
 

Myquandro

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Mar 31, 2015
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I'm exactly in the middle. I don't like flatlands as it's too much flat land for me, but our current map is too much cliffs and waterfalls. My preference is a map with rolling hills, a big river on which ships can go, higher mountains to the side of the map and more flat buildable areas towards the river that shapes the center of the city. This might be "improved" by having one or two creeks coming from the mountains that give room for an effective dam and maybe one or more islands in the river like with Paris, France for some nice monuments. It would probably be a mix of the river of Paris, France on the hills of San Francisco, CA surrounded by the mountains of Hong Kong and the river being accessible for ships to give room for (a lot of) harbour(s). I just have to look which maps would come close to that idea (or that might surprise me in a different way.)
 
Apr 23, 2015
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I'd like a map like that as well; the reason I originally started dabbling with the map editor was that I couldn't find a map on the WS that had *everything* I wanted in a map, on the *same* map. To be fair it would be very hard to make such a map look 'realistic', which is also one of the criteria I have for it. EDIT: It doesn't help that there's no way to search the WS for the kind of map you want in these regards... Although I can't think of a way to easily implement such a search, either. Our best bet might be to start a thread on Reddit to ask about it tbh.

I do agree btw that our map has too many high cliffs etc... (Although the tunnels really help here!) I also dislike the graphical bug that vertical cliffs induce, meaning that when viewed from too far, they have those jagged little triangles in the upper and/or lower parts, which keep shifting when you shift the view around, so you can't ignore them even if you try real hard to. Uggh. Until they fix that (if they even know about it...), I think it's best to opt for a map without too many sheer drops in it. I'm not sure how steep a cliff has to be for the bug to manifest itself, but it does seem to show in a lot of 'cliffy' maps.
 
C

Calad

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In case anybody did not notice this thread has about 20-40% of all replies in city journals section! Next lets beat views as well!

Yes; I live on the top floor of a large hi-rise that borders it. It's not a part of the village itself, though it houses many students. Though my rent went up by 100 e when I moved there, the view is well worth it imo (especially because I don't have to stare at any giant roundabouts...). :)

4361667+_fe3750639f1a53d744cd5489ca84e0bc.png


@Calad: Btw be sure to play only 1 year, since that was the time that ItalianGuy and me played. (It almost felt longer than my previous 2-year turn tbh; I wonder if we'll have to go to 6-month turns at some point?)

Thanks for mentioning this. I will also update first page and please look it if there are any errors.

I did not because as I posted I only constructed one road and changed another from a one way to two way. I concentrated on services and mass transit. I did not feel it was important to grow while the foundation of our city (police, fire, education, leisure, traffic, noise pollution) was as weak as it was. If we grew without repairing we would have had catastrophic failures all over the city.
ok.

So have we reached any kind of conclusion about further mods? I will start playing today and my turn should be ready on tomorrow...

edit: where is the latest save stiiknafuulia?
 
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Apr 23, 2015
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In case anybody did not notice this thread has about 20-40% of all replies in city journals section! Next lets beat views as well!
Yes; although I think it's mainly because the people who really like making city journals might've opted to stay on the sites where they've done it so far, namely Simtropolis and the like. But as long as we've got enough players, as we have now, then it's no problem imo.


I'm not sure I fully get the comic... Is it a stab at the legendary Finnish envy? The other guy's jealous of the ice-hole, the other of the fish... Then they both end up stabbing each other, and the fish, and the hat (so it seems)? :p If anything, it's my last apartment you should be jealous of (although the view had nothing on this): in all the 8 years that I lived there, the landlady never once raised the rent; it remained cool and steady at 320 euros! o_O When I finally had to move away, I got to know that the other apartments in my building had rents of up to 450 euros... All I can say is thank god for old ladies and their senile hearts of charity! :D

I
So have we reached any kind of conclusion about further mods? I will start playing today and my turn should be ready on tomorrow...

edit: where is the latest save stiiknafuulia?
http://s000.tinyupload.com/index.php?file_id=09554689404498847777

Here is the link again; I posted it but it got buried in all the discussions. (Still I'm shocked to see it has zero downloads; did no one dare to look at all the havoc I was wreaking? :p)

As for mods, no conclusion has been reached as of yet (we were sort of hoping you'd clear our policy in this regard). Anyway, since Traffic++ and Traffic Manager now work with each other and the new patch, I see no reason for you not to start using them both. We will follow suit if you opt to do this. If we keep it to these two mods for now, it should be easy enough to get people to dl them before playing their turn.
 

ItalianGuy

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Traffic Manager creates an xml file in cities skylines config folder/cities_data. I don't know if when we export the save and the xml to another PC they are still linked together... So maybe we should use only Traffic++. We would lose custom traffic lights, yield signs and traffic lights toggling.
 
C

Calad

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Yes; although I think it's mainly because the people who really like making city journals might've opted to stay on the sites where they've done it so far, namely Simtropolis and the like. But as long as we've got enough players, as we have now, then it's no problem imo.
I was happy that our succession game so far has been the most active on skylies forum. I think we will easily beat views as well!



I'm not sure I fully get the comic... Is it a stab at the legendary Finnish envy? The other guy's jealous of the ice-hole, the other of the fish... Then they both end up stabbing each other, and the fish, and the hat (so it seems)? :p If anything, it's my last apartment you should be jealous of (although the view had nothing on this): in all the 8 years that I lived there, the landlady never once raised the rent; it remained cool and steady at 320 euros! o_O When I finally had to move away, I got to know that the other apartments in my building had rents of up to 450 euros... All I can say is thank god for old ladies and their senile hearts of charity! :D
It is about Finnish mentality. I know we live in same city but so far we have ignored each other so we would not stab each other to death


http://s000.tinyupload.com/index.php?file_id=09554689404498847777
Here is the link again; I posted it but it got buried in all the discussions. (Still I'm shocked to see it has zero downloads; did no one dare to look at all the havoc I was wreaking? :p)

As for mods, no conclusion has been reached as of yet (we were sort of hoping you'd clear our policy in this regard). Anyway, since Traffic++ and Traffic Manager now work with each other and the new patch, I see no reason for you not to start using them both. We will follow suit if you opt to do this. If we keep it to these two mods for now, it should be easy enough to get people to dl them before playing their turn.
Hm, okay. I think I promised to look them but I will look them again.

edit: this is it? https://steamcommunity.com/sharedfiles/filedetails/?id=409184143
 

ItalianGuy

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T++ has several options. We must enable the improved AI and the road customizer tools. If you want to suggest other options, let's discuss.

We also need ARIS and the hearse and garbage truck AI enhancer mods. They're compatible with T++ and the bigger the city gets the more we need them.

ARIS and its dependent mods can be removed without problems.