• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

cRAGGLE

Major
42 Badges
Nov 25, 2014
556
112
  • Europa Universalis IV: Res Publica
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron Anthology
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Campus
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
See below.. If it could just line up that'd be great.

vxxK7ga.jpg
 

HMV

Sergeant
6 Badges
Apr 15, 2015
62
112
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • Prison Architect
I wish you could tell the game which road to prioritize when picking zone tiles. I assume you want each long road to have the best tile placements. If you could - I don't know - alt-click a road or something and have it grab up every available non-zoned tile it can, that would solve most of the problems.
 

barrygreybeard

Major
15 Badges
Feb 13, 2015
795
251
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
you could try the Toggle Zoning mod, it can be useful in certain circumstances. In the case above from the OP if you follow the guides exactly with junctions at 90 degrees the zones do line up and you do get continuous zones, only 4 deep of course but that does work.
 

kingofnoobs

Captain
16 Badges
Nov 15, 2012
373
7
  • Cities in Motion
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Warlock 2: The Exiled
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV Sign-up
  • Magicka 2 - Signup Campaign
You can put electricity lines there :p

But in all seriousness, I wish it was more like Simcity 4 style zoning, where you could just drag and the roads would be automatically generated for you.

Something like this:
SimCity%204%202015-05-23%2018-18-41-16_zpslevzlnme.png
 
Last edited:
  • 3
Reactions:

masqcrew

Sergeant
May 22, 2015
54
24
Why is the zoning funky to begin with? Is it a terrain issue or the roads aren't perfectly straight or a combo of the two?


With this example, the zoning would probably be more even if the two horizontal roads were a little closer together since there's only room for 4 zone squares deep. Unless the player is trying to leave room for avenues later.
 

cRAGGLE

Major
42 Badges
Nov 25, 2014
556
112
  • Europa Universalis IV: Res Publica
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron Anthology
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Campus
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
Why is the zoning funky to begin with? Is it a terrain issue or the roads aren't perfectly straight or a combo of the two?



With this example, the zoning would probably be more even if the two horizontal roads were a little closer together since there's only room for 4 zone squares deep. Unless the player is trying to leave room for avenues later.

Leaving option for avenues later. You can see north of these plots the squares all match up fine.