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ItalianGuy

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It's so simple, you need to use one of the tools, called toggle traffic lights or something like that, and click on an intersection. If it had traffic lights, they will be removed, otherwise they will be added.

I suggest, but only if everyone agrees in unanimity, to start using Traffic Manager from the next Calad turn.
 
Apr 23, 2015
716
379
It's so simple, you need to use one of the tools, called toggle traffic lights or something like that, and click on an intersection. If it had traffic lights, they will be removed, otherwise they will be added.

I suggest, but only if everyone agrees in unanimity, to start using Traffic Manager from the next Calad turn.
If we all enable it at once, there should be no problems. The more I read about it, the more I think it would be extremely useful, so you have my vote with this post. :) For one thing, it would probably enable 4-lane one-way roads, something I wish I could've used for my roundabout.

@Spockyt: We could use some more players, imo. Welcome to the team (unless Calad objects ofc). :)

@TheChaoticVoid and JerkyJerry: Please make some noise if you're still up for this game. Imo it's bad etiquette to sign up for a game and then simply disappear, but I understand if you simply have nothing to comment, or are busy with rl etc. Just let us know you're still interested. :)
 

Myquandro

Major
Mar 31, 2015
634
191
Even haven't seen the possibility of 4-lane one-ways either.

I'm now starting my turn with this city. I've just downloaded the file.

I will leave Traffic Manager out of the game for this turn, but I'm positive about using it.
 
Apr 23, 2015
716
379
If I'm not mistaken, it doens't do that.
Aww. Hmm tbh I'm not sure whether they exist irl either.

Related: I came across this advice in a thread on another forum:
"I found out that highway-ramp roundabouts really work well, since they have right of way on the roundabout, no traffic-lights or pedestrian crossings on the main roundabout."

Something to try out, in case you haven't already figured this out (meaning Myquandro; you seem quite adept in building roundabouts, based on your city journal. :)).
 

Myquandro

Major
Mar 31, 2015
634
191
Most of my roundabouts are build with highway-ramps.

And when you live in a country where every new road seems to be build with at least one roundabout (and therefor you find them literally everywhere) you get familiar with them. Add the fact that road design and traffic behavior are a big interest of me (and I might want to do a study in that direction) and you now why I like to work on traffic solutions in the game. (But it doesn't make me good at it ;))
 
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ItalianGuy

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Traffic Manager has a tool called Add priority signs that lets you micro manage each intersection without traffic lights (and you can remove traffic lights). That's why they say that it lets you create real roundabouts.

I want to tell you about another very nice mod: German Roads. I'm using it lately, it adds 5 new roads, all of them without pavement and zoning:
A two lanes two ways road with speed limit of 100
A two lanes one way road with speed limit of 80
A four lanes two way avenue with speed limit of 100
Another with speed limit of 200
An highway with speed limit of 200

It adds a lot of flexibility. Your imagination is the only limit.

I don't want to suggest it for this succession game, it's just to share this marvel with you!
 

Myquandro

Major
Mar 31, 2015
634
191
I'm finished with my first two years.

Here is the file: http://s000.tinyupload.com/index.php?file_id=82005128863186324708

CXOUbnQ.png

I've build a new dam that connects two new industrial area's and can produce well over 800W at the moment (which is with reduced electricity spending) and can produce well over 1600W at 100% electricity spending.

etOCUXv.png

The new industrial area's are focussed on forestry as it's one of the main imports of the city. The first of the two area's (which one is shown here) has a completed road network and just needs placing of industry over time.

KaJ5ZZH.png

I've also build a sewage treatment plant for the ever expending city.

CZa5DxD.jpg

One of the expansions of city

l7XcHVw.jpg

Another expansion with custom roundabout.

LEHsZax.jpg

And a new residential area on the other side of the island named after myself.

GAtdZTy.jpg

A lot of road were reworked to solve problems now and in the future. This is one of those points.

SXtEkUX.png

________________________________

I'm now looking for a good place for a harbor where the connection to industrial area's is not too far and there are good connections with freeways, highways and trAintracks possible.
 
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ItalianGuy

Captain
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Mar 10, 2015
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Where are you all from? I'm from Italy (you don't say?) and was thinking of a nice change: rename things in our personal villages using our native language.

What do you think?
 
Apr 23, 2015
716
379
Where are you all from? I'm from Italy (you don't say?) and was thinking of a nice change: rename things in our personal villages using our native language.

What do you think?
Sounds like a fun idea. I even have a backstory for it: the island has been rented to the glum and depressive Finns, as a refuge against their country's climate (trust me, it's terrible here! As we say in Finland, three months of the year it's cold, and 9 months it's cold as hell! -.-). --As for our English-speaking players, just come with all kinds of wacky names that are native to your particular neighborhood. I've seen some English names that rival Finnish ones in their oddhood (diid I just make up a word there? 'Oddhood' as a synonym for 'weirdness'. Works for me, heh. EDIT: I guess there's 'oddness', too... Meh. I like 'oddhood' better. It's odder (sorry!). :p).

@Myquandro: I took a look at the save, and it seems you were quite cautious about altering existing areas. In the case of my creations, I'm not sure if that's a good thing or not... :p But I appreciate it anyways. It also seems like you added relatively little new stuff -- although perhaps it's simply easier to notice your own alterations, as you're always there to observe them. The things you did add seem like logical extensions to the rest of the city (and there's nothing like a 'forest reserve' that's destined for future mass logging! :D). Oh, and thanks for fixing the terrible intersection that I highlighted in one of my pics! There was some nice work with one-way ramps there that I never would've thought of, ensuring smooth traffic flow up into the mountains.

Btw do you agree that one year would be enough playing time from now on? Or should I simply try to preserve more cash and do less alterations, to preserve my peace of mind about altering the city too much in one go? I notice that you left the save with $ 600k, which is twice what I had at the end of my term. As the cash keeps piling up, we're sure to see more and more drastic changes... I just hope that TheChaoticVoid doesn't manage to live up to his (or her) name! :p
 
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Myquandro

Major
Mar 31, 2015
634
191
I haven't done too much work as there was little demand for both R, C and I. What I have done is looking through all roads and find the major weak spots, but as there are not that many I couldn't do too much. The problem is that as the city grows traffic flows change and a change that I think helps in the future might turn out to work against us. So I rather wait till there actually is a traffic jam or it's about to become a traffic jam.

As for assigning areas. It's more of a suggestion that seems right to me then a fixed thing, if someone thinks it should be something else then I'm okay with that.

The last thing you mentioned was the duration of a turn. I can clearly see you're point and I do agree with that perspective, but as was the case with my turn is that there wasn't a lot of demand and I had to fix a death wave. If my turn was one year I could have only fixed the death wave and I wouldn't really have time to be creative and create new districts.
 
Apr 23, 2015
716
379
I too suffered from lack of demand at the beginning of my turn. I'm not sure what causes it; I lowered the residential taxes, built more fire stations, schools and clinics and the demand seemed to pick up again. However, I'm not sure if my actions caused it or if it was simply a random occurrence (the original SimCity was notorious for the fact that sometimes there simply was a 'recession' that put demand in the dumpster, and there was nothing you could do about it other than simply wait it out). You'd think that there's no need for such cheap programming tricks in 2015, but hey, you never know.

Outside connections were important for demand in SC4, iirc, so maybe we should aim to build a harbor now that we have 27k residents.

We've got three more players to go with the 2-year term limit (counting TheChaoticVoid), so, maybe we'll see if we change the limit when it gets back to Calad.

@Spockyt: I can't think of any odd names right now (except for some, err, unsavory ones), but things like Lllanfairplynggfffhyllghyughghghghghf apply here (the longest village-name in the world; cba to google it :p). Granted that it's in Wales, but there's usually a bizarre name or two in any neighborhood. Many islands near my city, for example, are named in ways that make no kind of sense to me at all. I suspect they derive from Old Swedish in some way that's lost to the mists of time...
 

Myquandro

Major
Mar 31, 2015
634
191
I just want to comment on the suggestion of building a harbor. I do agree that we should get a harbor soon, but I would like to spend some time tonight to figure out where it should go. Placing of a harbor can be tricky and it can have a lot of impact on traffic flow through the city. Where I usually don't have any problem with random player decisions, like where a hospital, fire station, etc. has to go and where to build roads, districts, etc. it's a little different for the harbor. This should, in my opinion, be more of a group decision.
 
Apr 23, 2015
716
379
Alright, let's hope that TheChaoticVoid sees your comment, and waits until he sees your picture(s) before placing it. Regardless of where it goes though, I'm sure that you can direct the traffic flows to it (especially if we start using the Traffic Manager). :) EDIT: If TheChaoticVoid has already placed the harbor, and you don't like the location, you might always delete it and rebuild it somewhere else. It's a waste of money, sure, but given the amounts that you can get in this game, it's no big deal imo. I mean, I razed Fat Cat Villa almost right after it was built with no hesitation, since it stood in the way of future development. That's what executive authority and being a mayor is all about! :) --Btw I tested Hard Mode in a shadow game, and it seems that it's at least twice as hard to make money there, so if we adopt it for our next game, then we might have to be more careful about the initial placement of certain things (expensive stuff like dams, harbors, etc). But as far as this game goes, imo a relaxed attitude to building is perfectly ok here.

EDIT: I just remembered this: it seems that Offices can't level up if there are no bus or metro lines near them. Given that bus stops take no additional space since they are placed directly 'on' the road, many people use bus stops near offices for this purpose. So that's a major project for your next turn, unless someone else wants to start creating public transport ofc.

Another fine addition might be a system for pedestrian/cycle traffic (even though there are no cycles in the game, in practice the citizens travel on foot so far that it 'symbolizes' bike traffic at the same time). Living in a city that's in many places a nightmare for cyclists, I'd like it if in our city you could get on foot anywhere you can get by car. Being Dutch, I'm sure you'd appreciate this feature too, and given our current road layout it would also be a major challenge. ;)
 
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