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Apr 23, 2015
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Why not? If you read about the state of the current hearse/gaarbage AI, it'd be a wonder if you didn't want them improved.

Anyway, I think it's best to go one mod at a time. We'll get the ARIS mods when we need them. As for the options of T++, I guess ee could leave them up to each player (they're all reversible, right?). There might be some chaos this way, but if anything it adds challenge/fun to the game. :) Besides, to negotiate about each and every option would simply take too long, with people coming and going.
 

ItalianGuy

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T++ overrides default AI because vehicles will follow the new rules (speeds, lanes, bus roads...). Improved AI lets emergency service use bus lanes, nothing else. Road customizer tool, even if one doesn't use it, must be enabled to keep all customised data and pass them to the following player. Now I don't remember the other options, but I guess that they're all real-time or graphics changes that can be activated or deactivate without problems (Improved AI included). We need unanimity before starting to use T++, no blames to whoever says no by me.
 

Myquandro

Major
Mar 31, 2015
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That's seems fine to me.

The problem I have with most AI "improvements" is that the solve a, in my opinion, non-existent problem. I have build several big cities with well over 100,000 citizens without any problem with hearses, garbage turks, etc. If everyone else wants these mods then I will agree, but otherwise I don't want to make the game easier if it's not necessary.
 
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Calad

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This takes a bit longer than usual. There is an annoying bug that prevents connected roads working. Dont know how to go around it but it takes a lot of my time and patience.
 
Apr 23, 2015
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Is it because of the mod (old and new road networks conflicting?) or just the default game's usual hassle? Roads have to 'snap' together for traffic to go on them; it can be tricky to achieve sometimes, but as long as they're running in the right direction (I've made this mistake *too many* times!), then it should work out eventually. Sometimes the game just decides you need a few extra clicks...
 

Myquandro

Major
Mar 31, 2015
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What is the status? Is Callad still working on the city or is he finished yet? And what about those problems, are these caused by the game itself or by the mod? It has been silent for almost two days now.
 
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Calad

Guest
Yes Im ready. Time went quickly with road projects, thans for saiving cash for it :D

I was able to work around that bug by using other types of roads than same type... so you may find a highway and then a small part of 6-line road connecting two highways.

Also I did noy include any mods, so next player can start to use trafifc++

I will write a diary on tomorrow, but here is save: http://s000.tinyupload.com/?file_id=56919686037830159276
 
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Myquandro

Major
Mar 31, 2015
634
191
I've downloaded the file and opened the city. I will now take a look at the city and in particular the road network and see what has to be done. The half million in funds that I have to play with should be sufficient for a lot of improvements.

I will use Traffic++ unless there is someone against it, if I haven't heard any of that by tomorrow I will include it in the city.

Edit:
Looking through the map there are a lot of things wrong with it, one way roads running against each other so no car can use them, missing links, weird choice, too many connections at some points, etc. I like a challenge, but t will take time to fix these things and be fairly sure that I haven't missed anything.
 
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Apr 23, 2015
716
379
No objections from me to using T++. In fact we might sorely need it to sort out some of the problems introduced by yours truly and Calad in our latest turns (I've since viewed some videos on Youtube and now realize that my roundabouts could be constructed a lot more elegantly).

Edit:
Looking through the map there are a lot of things wrong with it, one way roads running against each other so no car can use them, missing links, weird choice, too many connections at some points, etc. I like a challenge, but t will take time to fix these things and be fairly sure that I haven't missed anything.
It seems that Calad chose to undertake the grand Central area traffic renovation project that I suggested in my journal... However, imo, the results seem somewhat mixed, if not even baffling at some points. I didn't take a look at tunnels though (the game almost blows up the crappy computer that I'm forced to use once again), so perhaps the new highway layout will make more sense with them included.

These were the main things that immediately stuck out to me when viewing the save:

-- The Great Span bridge has been renovated, and somewhere along in the process, a few blue-prints apparently got misplaced (whether deliberately or accidentally is anyone's guess... o_O)... So the bridge only runs in one direction now, and for some reason the traffic isn't using it at all (or perhaps the game just ran so slowly that cars failed to materialize in the minute or so that I observed it). Should be a breeze to correct; just lay another bridge in the opposite direction. ...As was the case before. Perhaps Calad wanted to correct the bridge layout (it was somewhat uneven), and then simply forgot to add the second section, being distracted by something else?

-- A few of our water pumps and windmills seem 'turned off' for some reason? Perhaps the patch did something funky here; I can't think of a reason to do this, since you can simply adjust the budget. I doubt any of our citizens care whether their electricity is produced by wind or hydro, etc (although it would be really cool if they did!).

-- I noticed that there is a **** pipe running into the ocean off of Blue Pond once again, polluting the waters and ruining the nice view. Not that it matters too much, since the houses in Avenue Falls have all been bulld--, sorry, *renovated* out of the way of the new massive highway. (I do hope that Mr and Mrs Smith got a nice compensation for their ramshackle little cabin!) Perhaps this is a jab at some of my journal entries / own demolishings (*cough* fatcatvilla *cough*)? All in good spirits, in the best Finnish way ofc. :)

-- I must say that the new highway project has turned our rundown, ad-hoc, chaotic-in-a-slightly-romantic way, downtown area into a full-on concrete nightmare out of Megacity One. I fully expect to see judges roaming the streets in place of police any day now (what a neat little mod *that* would be, hah!). So if Myquandro's job is to logic-ify the new road layout, mine will be to beautify it (if someone doesn't do it before me; it's a long way to my next turn after all). This said, I commend the effort though, and appreciate not overusing the new tunnel feature (for the next game we might think of some restrictions, since it's all too easy to use tunnels to solve any and all traffic problems).

-- I noticed the beginnings of an airport near New Haven; while the road connection needs some work, and it seems a little close to the mountains (from a realism pov), it's a good thing to finally get some planes going! --The airport should also serve tourists pretty well, being close to the new 'shopping jungle', i.e. Tregonwell. :)

---

That's it for now... I'd be able to comment a lot more, and more positively I'd imagine, if I was able to truly view everything in detail. On the lowest graphical settings and waiting for 5-10 seconds to move the screen every nudge though, the errors tend to be a lot more noticeable than improvements. FWIW for my next turn I will have my good computer available again.
 
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Myquandro

Major
Mar 31, 2015
634
191
I've had to do a lot of redesign already in the city and are far from finished. I think my reconstruction works will be limited by in-game time and finance. Also a lot of families had to be relocated, businesses moved and streets demolished. The city however is starting to grow again. Due to the improved infrastructure more people are moving in and the city has a growing demand for residential and commercial.
 
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Apr 23, 2015
716
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What a nice place our city must be to live in... Every 2-4 years all the major through-ways will be renovated! Just when you think you've outsmarted the street system, *BAM* goes the bulldozer and you'll have to figure out a whole new way of getting to work, hospital, etc... If you can get there *at all*, that is. On top of this come all the road-works (that the game, sadly, doesn't simulate), along with the general chaos that they induce... A real dream come true (for the contractors, that is!). :p

Good to know that the city is in good hands though. :) Since I know it's my weak spot, I'll try and refrain from rearraging traffic too much in existing areas during my next turn; I'll leave the people of Old Town to stew in their troubles and look to the new developments in New Haven and elsewhere, only adding a few aesthetic touches in the old areas (barring some exceptions if I notice some clearly awkward arrangements).


EDIT: Btw the time has come to decide what to do about TheChaoticVoid's turn... He was last online last Sunday, but still hasn't replied to the pm that I sent him ages ago about his missed turn. Imo unless he posts in this thread before his turn is up, we should drop him from our roster. FWIW 6 players might be just the right amount, anyways.
 
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ItalianGuy

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Let's follow the rules, if he doesn't ACK in two days, we'll remove him from the list. It's only two days...
 
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Myquandro

Major
Mar 31, 2015
634
191
I'll agree with those two days.

Yesterday the citizens in the old parts of the city had to move. After a lot of debate, discussing the plans with the community and explaining all the possibilities the city decided to start a complete reconstruction of the inner-city highway. Hundereds of houses have been removed and residents relocated. It has been a mess before and after construction it's still a mess, there are just not enough funds.

Another big problem I worked on a highway by-pass for inter-regional traffic. Before I was elected for my second term as mayor all traffic had to go through the old parts of the city creating massive traffic jams. My new, unfinished, by-pass has very few connections to the city but is the fastest way for through traffic to take, this will reduce the intensity on the other roads and improves traffic a lot.

Then there is the new harbor. It's a decent harbor, nothing special, but it serves the city well and it dedicated expressway opens up new possibilities for future expansions. It provides better connections to the other regions and reduces the amount of traffic to the other harbor, improving traffic in the city.

My work is far from done and I don't have the time and money to do everything I think is needed for the city, but it definitely improves it a lot.
 
Apr 23, 2015
716
379
Before you finish, check the taxes. Set them to 9% and manage them through policies, if that's not already happening.
Wasn't it only the Residential tax that should be at 9 %? I'm not sure if the other taxes are as 'sensitive' to exploitation... Maybe it's better to be safe than sorry?

@Myquandro: I'm curious to see where you've built the new by-pass. Did you put it in a tunnel or demolish Calad Suburban for it? (Please don't tell me, I want to be surprised once I open the save. :))

@TheChaoticVoid: Ok, so once Myquandro posts the save, you have two days to give a 'got it!'. I'd appreciate an explanation about the missing turn as well, but as long as you play your new turn, meh, I'm ok with it.
 

Myquandro

Major
Mar 31, 2015
634
191
Short update:

My work as a mayor is almost done. My improvements to the roads seem to be worth the trouble and money as traffic is now flowing more then sufficiently for a city of this size. I've managed to keep an equal amount off citizens while removing residential area's in order to build more and better roads. I've build my cargo harbor and I've restructured the oil industry as the oil had all been used and there was nothing left.

Looking back at my year I've been productive and the citizens are thankful for what I did. This last month I've left to play won't take too long, but it will focus on putting my signature on the city. As a gift to me for building all those nice roads the city decided to build me a statue. I'm also going to put down some residential and commercial zones that now can be effective as people can reach them instead of ending up in endless traffic jams.

So, for the next mayor it's almost your turn. I should be finished within a day.
 
Apr 23, 2015
716
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The file is ready:

http://s000.tinyupload.com/?file_id=88235346888480839214

An update with photo's will follow soon.
I took a peek at the save, and all I can say is WOW! o_O You've consigned most of our traffic troubles to an ugly past that should've never been, and truly deserve the title of the Great Untangler (I tried locating your statue but failed so far; rest assured I'll rename it that way once I find it). :)

The highlights for me were how you made Corner-Stone truly deserve its name, as the, well, cornerstone of the traffic system in that area of the city. And you also succeeded in making a 6-lane road crawl up the cliffs below Varsity Heights, something that I couldn't do despite unreasonable amounts of effort.

Of course the traffic network remains an improved mess in the best of cases; you did phenomenally given the constraints (time, money, existing infrastructure), but to have some coordination from the beginning would've been still better. Maybe we could have a 'traffic planner', or planning committee (you and ItalianGuy?) in the next game, to ensure a smooth flow of traffic and no waste of resources correcting past mistakes? --In addition to our own districts, we could have roles like this in the general city: traffic planner, zone manager, etc. I'm not sure if there's enough 'vacancies' for everyone, but I'm sure we could work this out so that everyone has more or less equal responsibilities. --Maybe make it 'local traffic' and 'city-wide', since traffic is such a big part of the game in its current state? (Note that this doesn't mean you couldn't lay a single tract of highway if you're not the traffic planner; only that it's their main responsility, and you should always announce / negotiate your interference.) --We could make a thread for brain-storming the new district-based game, even way before we start it, so that we've got a working system once we do decide to roll the (wrecking) ball, somewhere down the line.

Some more comments regarding other matters:

-- Oilton may have been restructured, but it's also a home to bums and not much else (buildings abandoned due to lack of workers). I suppose the oil workers could not be re-trained for use i general industry... Hopefully the problem will be alleviated by new people moving into the city. (However, now the presence of these industries in such a remote area is a bit questionable, seeing as how the oil was the main reason for their existence in the first place.)

-- Someone should turn our windmills back on. Pronto. (Unless there's a good reason not to that I've managed to miss somehow.)

-- Smokestack Cove has been badly decimated by the new highway. It's the best area to demolish though, in many ways. I wonder why the workers from those industries haven't found their way to Oilton? Perhaps it's just a matter of time.

-- I notice that my new conceptual residential area has been partially filled with commecial zones. Whether done by mistake or design, to this I can say one thing, and one thing only: We are the Renovators. Expect us. ;)

-- I hope the tourists visiting our city have a good map of the tunnel network. :p

@TheChaoticVoid: You have two days to state whether you're playing or not (and a week's total time to play ofc).

@JerkyJerry: Be prepared to pick up the save in two days, if TheChaoticVoid doesn't emerge from the primodrial realm that he seems to have disappeared into. :)
 
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