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Myquandro

Major
Mar 31, 2015
634
191
I've now finally solved the problem. After trying several things and reading through all that was posted here I've been able to locate the correct folders. So, even before I've got my new PC I can play this game.
 
C

Calad

Guest
I think the best way to develop city is to make other zones close to starting area and when population is higher old zones can be without grave consequences bulldozed.

I also see need for a highway, another option is to build a bridge and expand city on the other side of river but then building a damn is more challenging.
 

Myquandro

Major
Mar 31, 2015
634
191
I think a dam is definitely the way to go for power generation. I've build one in this map that could produce more then 2200MW and I think that if you try more places that you can get even better results.
 
Apr 23, 2015
716
379
I'm next. See you in 2019 :)
You are? And how did you make this brave deduction? :p Well, I suppose it doesn't matter too much; after all we will play dozens of turns probably. So maybe this would be a good order of players:

Calad
ItalianGuy
stiiknafuulia / Myquandro (you may go first if you want to)
Myquandro / stiiknafuulia
TheChaoticVoid
JerkyJerry
 

ItalianGuy

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@stiiknafuulia Calad told me I was next in a private message.

Done!
It was a real mess. I had to fight vs various things all together. Traffic, dead, garbage, lack of money...
I changed some roads to alleviate traffic, and added some connections. Everything I changed in the existing territory was to avoid the death of the city.
An other thing. I stopped the game on 3rd and not on 1st of january, I'm sorry.

Here is the new save:
http://s000.tinyupload.com/index.php?file_id=22777767189506496800

zDlEPe7.jpg

I started a new area not far from the existing city, to alleviate the residential demand.

fpJedWx.jpg

This is the backbone of the new area's traffic: the avenue becomes a one-way circuit. (you can follow this as a guide, the area can be modified as you wish)

5hRH4Cg.jpg

I foresaw traffic problems and updated the existing junction. (it's still far from perfect)

XHqwMQ4.jpg

The milestone that unlocked the train station! I can claim my mesa!

gzq4iGu.jpg

Heavenly Falls is turning into Purple Falls...

xE8I1mB.jpg

I built some wind plants, there is a lot of wind up here!

SvJSiWY.jpg

It was so difficult, but I managed to add an other connection to the highway. Traffic was killing public services.

xoD2vyQ.jpg

Even the trains will turn purple some day...

49iqc5R.jpg

I added a new hellish connection to the highway. It was very difficult, and I managed to connect it to two of the existing districts.

OS4ncWP.jpg

My turn finished and I took some screenshots. This is Calad's district, I added a double one-way system to alleviate traffic. All the traffic passed through the same two-lane road...

tLOkLrW.jpg

This is an expansion to a central district. I added a new res area. You have to study that new little area because I used pedestrian paths to change the zones shapes.

u3SJjRm.jpg

This is the entrance district. It's not a tower district but it will become eventually. Keep posting screenshots of it :)

Cs7lbDI.jpg

This is the new area of the first screenshots. It has low density residential on the backbone roads and high density on new internal roads. I used pedestrian paths here in strategic points.

Rj4IZ3F.jpg

This is my mesa area. I had to fight against low budget so it's only a placeholder. It is completely isolated. It has a train station that connects it to an other station near the farms, and has all local services. I zoned only residential and offices.

a4GprDw.jpg

This is the statistics of the first four years of this mess.
 
Last edited:
Apr 23, 2015
716
379
Wow, that was quick! My fear of week-long turn times seems to be unfounded (at least in the beginning). :)

So, Myquandro, do you want to go next or do you want me to pick it up? Mind you, if/when it's my turn, I'm not going to play straight away, since I think it's good in SGs to have some discussion before taking major actions. Of course there's so much room to go around with in the beginning that I could just build up a previously 'empty' area, but anyway, I like to discuss things almost as much as I like actual building. So if I am to go next, I will likely do it sometime tomorrow evening.

EDIT: Looking at those screenshots, it seems you're good at clearing traffic (and other) jams! :) Good to know that we have someone to count on in case some other mayor might make, err, more eccentric decisions (I've no idea who that might be... :how do you do an eye-rolling smiley on these forums?: ).
 
Last edited:
Apr 23, 2015
716
379
Alright. I will take a look at the save and post some questions/observations tomorrow morning, then play my turn towards the late afternoon/evening (I have some errands to run in the middle of the day).
 
Apr 23, 2015
716
379
Alright, so I couldn't wait and took a gander at the save... Oh dear, do we got our work cut out for us (mainly because we *cannot* cut out things!)!
The natural cliff terrain around our city-blocks may appear scenic, but I foresee it maintaining a death-like grip on our future growth prospects,
unless we simply pick a new direction to expand in and leave the current areas to fend for themselves as the fire-ridden slums that they might be
destined to remain anyways.

Yes, ladies and gentlemen, I give you... Fires!:
r4OKYhq.jpg


NqFyaqA.jpg


bBb6skn.jpg

In retrospect, it might've been a good idea to keep the new city-blocks somewhat closer to existing ones in order to avoid this... We can afford to build more
stations, but of course that money could've gone to financing some more useful development.


Then there's this:
PidgvjO.jpg

I'm not sure why this abandonment is occurring; I think (and hope) it might be simply because there's not enough people in the city to man all those factories, meaning that building
more residential should solve the problem (I've noticed that you have to build way more Residential in this game than in SC4, compared to Industrial and Commercial).


This was the place I was planning to have the dam in (note the cost though! it will have to wait until we're quite a bit richer):
fH7iRa1.jpg



If we do want to work with our current area, I will require three things:

1) Two years of time (duh)...

2) Money ($60k; it seems like a bargain with those conditions tbh)...
ggwCUJw.jpg


3) And the mandate to effect this massive makeover:
NnZjyt5.jpg

I'm not sure how effective farming is as an industry in this game; if it comes right down to it, I might have to replace the farms with regular industries.
That plateau is a prime spot for an industrial area, being so close to the highway, and it should be the most efficient industry possible.

--------------------------------

Even with the adoption of this ambitious new battle-plan, the fact remains that the impossibly meandering, steep highways and ramps will hamstring our development to a great
extent in the (not-too-distant) future. I mean, I did want a challenging terrain, and I even suggested this map, but there's such a thing as a losing hand when it comes to challenge.
Frankly I didn't realise just how cramped the space would be in some areas of this map. I mean, we could re-do some of the highways down the lines, but there's only a few viable
routes across many areas, all of which will lead to serious traffic issues.

So, while this might not be a popular move (erasing several hours of hard work), for this reason I propose a change of maps to this one, called Last Paradise (that just became available, which is why I didn't suggest it before): http://steamcommunity.com/sharedfiles/filedetails/?id=435329225

Here are some pictures:
PtFuMCz.jpg

ttgfibX.jpg

1hNL39C.jpg

NhhS8qQ.jpg


It's from the same guy, but apparently he's also learned from his mistakes with Heavenly Island 2: notice how the highway takes a scenic route, yet
remains very accessible throughout the map. Overall I'd say this map looks like much less of a traffic nightmare, while still being scenic enough
to make your mouth water! (--No trainline though is a bit of a bummer; I might make one if we do decide to change the map.) EDIT: And ofc the central island can act as a highway-traffic hub on this map, greatly alleviating any possible traffic issues.

I can well understand if the people who've already played their turn do not wish to change maps at this point; however, if we do want to do it, now would be the time
(before the city gets too big). Either way, I will either start the new city or try to work with our existing one to the best of my ability come tomorrow afternoon.

EDIT: @Calad: I thought we never really finalized the list? So I posted one a few hours back;

Calad
ItalianGuy
stiiknafuulia
Myquandro
TheChaoticVoid
JerkyJerry

If it's not to your liking, feel free to alter it (even if it means I have to skip my turn).
 
Last edited:
C

Calad

Guest
Thanks for the list, this one will be valid now.

This map definetly is challenging but I dont think we should give up right away. Lack of tunnels is a real problem but this game is about searching solutions and not running from them. Metro can be one solution to connect cities together.

btw can that original highway be demolished?
 
Apr 23, 2015
716
379
Whew!

I've finally played my turn... Two years was a lot longer than I expected! I practically transformed the face of the city, trying to make some sense of the traffic arrangements.
(Btw I'm glad you didn't let me give up, Calad. :) It was major fun trying to untie the knot that the city was tying itself into; it remains to be seen whether you think I've
succeeded or not.)


http://imgur.com/a/FN4Vx?#0
(hope you've got a good connection; it's over 60 large images! :O)


Most of the comments will be in the imgur album (I find that it's much easier to format than a forum post), but here are some general comments:

What were my actions and their rationales:

- I preserved the long avenue as the main artery of the city, and tried to build the major traffic arrangements around it. To this end I had to raze half of
the district of Fat Cat Villa, replacing it with a huge roundabout. Sorry, fat cats (I hope they don't sue me, or I'll have to raise their taxes!)!
FWIW, I reserved a nearby scenic cliff area for the rebuilding of Fat Cat Villa. I think they'll appreciate the view there much better than at
the bland plateau that is now occupied by my monstrous (but very useful!) roundabout.

- Many areas were expanded to make the city soar in population; I also started several new developments. A few areas look fairly ugly due to masses of high-rises
with very little services; however, space was at a premium and those people will still pay taxes, regardless of their dying grandparents and noise-pollution-ailed,
half-psychotic children (yes, I'm a terrible person -- but a great mayor!).

- I added greatly to the fire-safety of the city. (It's strange how in this game you need more fire stations than police ones, since in the original SC
you had to have a PD on every other block! Certainly a nice change though.)

- I built a huge dam that is capable of producing up to 980 MW! However, since we don't yet need anywhere near that much, I slashed the power budget by half
in order to keep a better cash flow. Remember to increase it before building new power plants! We can have at least 45-55k residents before any new plants
are needed.

- I claimed a district for myself, a remote-ish island that I named 'Stiiknafuulia Resort'. So, if you're inclined to gentlemanly conduct, mind the beach
while you stroll around it. ;)

- I also renamed many existing districts, mostly with similar names that sounded (imo) more 'realistic'. E.g. 'Shopping Area' became 'Central', and
'Beachside Area' plain 'Beachside'. Feel free to alter the names further as the city develops; or even rename them back to the original names if you prefer them.

- I leave you with 21,000 citizens and almost $ 300,000 in cash; it should be plenty for any hare-brained schemes that you can come up with. :p


What are the pressing tasks awaiting the next mayor (Myquandro), and those who come after:

- I lowered some taxes in the beginning of my turn to boost demand, and forgot to raise them back later on! Probably cost us at least a good 100,000. Oh well, such is life (of a mayor). :p

- As we will reach 25k citizens soon, a harbor becomes available for building. Where it should be is at your discretion, naturally; imo, the most logical spot would be
the area where the railroad enters our main industrial area (Smokestack Cove -- a charming name, isn't it?), since harbors are primarily for shipping industrial goods
in and out of the city, as I understand it.

- As of now, our city has *zero* public transport of any kind. I would advise against clogging our already troubled streets any further with buses, but if that's your thing,
have at it! Personally I'd opt for metro though (although I haven't checked how costly that might be... Given our mountains of cash though, it should be a doozy).

- Similarly, as we approach 50,000 citizens (as may well happen during your turn), an airport can be built. Imo it would be best located somewhere high up in the mountains, to prevent
any, well, *disagreements* between planes and buildings/mountains (although I'm not sure if that can even happen in this game?).

- A hospital might already be available to build; it would help with our 59 % Health Approval value, I'd imagine.

- I've highlighted some possible areas for logical expansion; they're more suggestions than anything else. I'd actually prefer it if you'd ignore them and just built
an industrial resort in the middle of the ocean. The more nightmares to sort out, the more fun to be had! :p

- The main game bug/feature where Industrial zones need parks nearby in order to fully develop is rearing its ugly head. I didn't remember the whole thing until well
towards the end; be sure to accomodate the proles' delusional wishes (nothing like sipping some tea in a nice Japanese Garden while that airplane factory is spewing
its toxic fumes in your drink!).

- I'm not sure whether most District Policies are worth it. Without mods, it's impossible to know if some policy produces more money than it costs in upkeep.
Imo, it might be best to use the policies simply for flavor, since the money seems to be fairly endless in this game anyways.

- There is one exception, and that is the 'Ban Heavy Traffic' policy. Given appropriate District shapes, it can be used to banish truck traffic from sensitive
areas (hint: where the rich folks live), something I didn't think of until it was already too late to alter my existing road network. A future mayor with
no sentimental attachments to my creations might well be able to utilize the policy to a great effect, given a few major (and many minor) rearrangements.



Some comments about the game in general:

- Imo, the 2-year time limit already seems excessive. I tried to restrain myself quite a bit, and yet I built up huge swathes of new areas, and altered many existing
ones. And I still had almost 300k in my pocket when I ended my turn. So, after the first round is done (3 more players), I propose a change to a one-year turn time.
Trust me, those who played before me: it's a whole new ball-game when the cash starts rolling in! There's plenty of time in a single year.

- I think it might be possible to activate a mod, play with it activated, then disable it and upload the save like nothing ever happened. It depends on the mod of course,
but most mods that don't add any assets should work like this. Imo, it's best not to try it with this game, but it's something to keep in mind for a potential next one.

- Imo, the in-game terraform mod might make the game too easy. It's already very easy to make money, and the terrain isn't as big of an obstacle as I thought;
the roads are capable of much greater bends than in SC4. So even if we do go with mods in the next game, it might be best to opt against using it.

- For the next game, activating Hard Mode will be a given I think, since the game seems to be very easy on the default setting.

- re: Traffic Manager etc: we should start making a list of 'mandatory' mods now, imo. I think something like 5-10 mods would be well manageable, given how easy mods
are to activate / de-activate in this game.


That's all for now I think. Here is the save; good luck Myquandro:

http://s000.tinyupload.com/index.php?file_id=40414335827550750675
 

ItalianGuy

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I built the passenger station in the farmlands to connect my Mesa to the city. If you move it, remember to recreate a train lane for my powerless hermits. And don't listen to their cries for power, they will fix the power plants some day, or die trying.

Good job, stiiknafuulia!
 

Myquandro

Major
Mar 31, 2015
634
191
I'll see what I need to do to improve the city and make it grow.

As for mods. I would like Traffic Manager to use. There are other mods I use, but there less needed to make a perfect city.
 

Spockyt

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I'd be quite happy to join this, if you do not mind... and good luck to the person after me.

Regarding mods for future use, the only one I request is Enable/Disable Traffic Lights (might be slightly off with the name), as it makes custom roundabouts usable, because having traffic lights on a roundabout is a pain, and it is useful for sliproads too.