/cbg/ – City Building General
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IRC: #SimCity on irc.rizon.net
--- News ---
Network Addon Mod (NAM) version 34 has been released for SimCity 4 just one month after the release of NAM 33. http://community.simtropolis.com/files/file/26793-network-addon-mod-for-windows-installer/
A third party patch named SC4Fix has been released for SimCity 4. http://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/
Colonial Charter: The Forge Awakens (CC v1.6) has been released for Banished. Major features include the ability to build cities on water. http://www.colonialcharter.com/
--- Cities: Skylines ---
>Skyline's official site/Paradox (sign up for free Zen Garden and future free items!):
>Custom building competition (Get your votes in now):
>After Dark basic mods
--- SimCity 4 ---
Contains everything you need for SC4 - getting started guide, modpacks, links to various SC4 communities (with more mods/guides):
Remember to turn off U-Drive It icons and minimise the game UI when you take a screenshot.
--- Banished ---
>tfw you will never build a strong military to slaughter barbarian natives
I tell ya what, it took plenty of retries and a sizable starting cash mod for me to get the hang of C:SL.
I just make large urban areas cordoned off by thick avenues and build the infrastructure as crossed as possible. Now I'm actually having fun.
What? Last thread had over 300 replies and 80 unique users. We are just lazy
this board just moves too fast for this type of thread. other threads are more conducive to constant discussion (and shitposting) so they stay alive. outside of new releases, there's nothing that gets a lot of discussion here. we'd be better off on a slower board
>my cities will never look this good
I've been staring at this for like 10 minutes.
I need inspiration, guys.
10 minutes? i've been loading up the same map over and over for a couple of days now without a single idea on how to start
don't use that map
pick a random map from the list and then just build a comfy little town nestled in the pocket of a mountain
you're been given too many options with that open space
I'm guessing he's using fine heights and only went half as high as he wanted to before building that highway
bruh that's a walkway, but I can move it to the base of the cliff if you're so upset
I need a name for this bridge, fellas
I forgot to press page up
what a game.
actually fuck it I'm fucking done
bro just make the offramp go around the road first
mite b cool
Use this fagtron
You can thank me later
Oh wait I meant to pick you for
highly reccomend you save your city before building a dam, in case of flooding. It also seems almost random if water will go through or not like in pic related. (yeah I know the city looks kinda awful, was my first successful in C:S)
Does anyone know how to properly do on/off ramps from a feeder road? I've done it before, but they were awful steep and crooked.
you might just have to do them a little longer
I don't like when my roads change height and direction in the same segment
do the parts
1. curve away from highway
2. descend to ground level
3. curve into feeder road
>the ramp parallel to the highway
good joke my friend
anyways I give up, the only on ramp I can do is something ridiculous like this
there's a prebuilt version of what I want on the workshop, but that has fucked ramps too
lo and behold, I found what I was looking for in the workshop
EXCEPT IT'S FUCKING THREE LANES WHAT THE FUCK
and the ramps look a bit weird too, but I can deal with that
Yeah, this offramp's a bit murderous looking, but I guess this is as good as it gets.
>Level of detail
watafak water normally looks really nice how did this happen
herbalists are early game breadwinners. its okay to expand rapidly very early on but once you hit the 30-50 range and anywhere above expand slowly and methodically. your villagers die of old age. if you expand dramatically then everyone will be living on their own having kids of their own. and then 50 years later a large amount of your villagers will all die at the same time of old age, leaving you fucked.
I was planning on building slowly because I dislike all the pictures of the large micro managed villages of this game, aesthetics and minimalism comes first for me.
I dislike trading in any game so great.
Keep coal away from villagers, if they have a source of coal closer than a source of firewood, they'll use the coal to heat their houses, and you don't want that.
Alternatively you can download a mod to prevent them from burning it.
Progress, planning on slowly expanding next to and around the lake.
I got 2 pigs from him for a value of over 1,000.
i havent even built a paature for them yet.
Don't have any screenshots of mine worth posting desu
I posted it in a dead general so it'd have less of a chance of getting deleted. I had linked it to another general. And yes it's a she, she's a cosplayer. Check anzuujam on youtube.
Any ideas on how to fix this?
I'm thinking it might just need a complete rebuild as it might be too close to the motorway intersection/onramps
here's the whole town so far.
The real built up area is going to be on that landmass to the right over the bridge.
Question: Does anyone use regular rail for anything other than transport of cargo?
I've been thinking about making a city based around the use of trains as the major source of transport instead of sub ways and stuff but I wanted to see if anyone has done it yet so I can get a basic idea on how to really go about it.
Oh god, I thought I had it all figured out and then I lost about half my population to starvation in a single winter ;_;
Well, the most important thing is to separate your internal railway with external (external is the one which gets out of the city).
Do to so, you need to create terminals that will let you to unload cargo/passangers on an internal station and easily load them on a train in the external station.
Used rail in this city, as well as subways in some areas.
The save is fucked from parts disappearing but the lines i've drawn show where the rail went.
I've drawn it a bit retardedly, and it's not exactly where the rail is when it pokes into suburbs. Also missed out marking some stations and some aren't in the right place
The red line goes out of the station and all along the red line back to the station again, but it's a modular station so they can only enter one way, so technically it's one line going both ways because it comes back out and round again, rather than through.
The blue line was 2 lines, one going both ways.
People used the shit out of it.
I am liking this game and I bet I'm building this sooo very inefficiently.
all I did here was follow road hierarchy.
two lane streets only connect to each other or 4/6 lane roads, 4/6 lane roads connect to highway. Aside from that I just laid them randomly
all these german buildings (thought i could restrict them to a single district), these tall as fuck skyscrapers in places they shouldn't be, these stupid goddamn outer space black shadows at noon, the cartoon colors, the complete unplayability at night because you can't see a damn thing
glad i didn't pay full price for this game
Does this look like an acceptable offramp?
This looks surprisingly passable. Not quite symmetrical, but how autistic can I possibly be?
Man, I am legitimately proud of this. I'm sure some fag will come and call it shit, but they can suck my chode.
Suggestions? I might get rid of the frontage roads over the water, that's a lot of bridges there.
>tfw you bulldoze some nigga's house to make room for a train
do something like this anon, divert the side roads away somewhere
>playing cities skylines
>build sewage plants by the river because haven't unlocked treatment plants yet
>river turns brown and leads out to the sea/bay area
>it's all brown
>finally get treatment plants and replace sewage plants with them
>2 hours later everything is still brown
I don't know if I'd say it's categorically best, but I really like the "square block with internal plaza, broken up by major thoroughfares, plazas, and parks" thing that Barcelona has going.
>you will never walk down the comfy harbour in the snow
Yooo what, are those added buildings from mods? Because besides settlements in deep forests, I love river villages the best so I am very interested in making as many buildings synch with the river.
It's okay. I like the forested moat that we have.
I've also just recently noticed how similar the building architecture looks like to the smaller parts of tokyo.
Tippity top kekkaroony
>mfw that ring road
In year 12 and have had no disasters on the default settings, although I am not complaining I was dreading all the dangers before I started.
Glasgow in the alternate timeline where all the motorways were built
Disasters are actually nothing to stress about, because you're either fucked or in no danger.
If it's in the city centre you're fucked. If not, you're fine.
You ought to have such a huge food buffer that you'll be fine.
If you have a hospital, you're fine.
The town centre is looking pretty dense nowadays.
>want to build an observatory
>need 1000 abandoned buildings to unlock
>what the fuck
>try to build a shit ton of single tile farms and businesses and then cutting off the water supply to kick everyone back out
>PC runs out of memory and crashes the game
Fuck this game.
bumping with current suburban sprawl progress
New to simcity 4, can I fill in the areas between industrial and residential with commercial or will people get pissed? Pic is not my city it's the tutorial
Commercial usually is a good buffer, you can also use some plaza space or green space to fill it as well. Only high density commercial has huge issues with pollution. Just don't make a burning river of grease level of industry by it.
Yes, filling the area between residential and industrial with commercial is usually the best thing to do. Commercial areas benefit from traffic, so the people driving past the commercial area to the industrial area will provide a boost.
No, it will always look cartoonish, though a good LOD will make it look a bit better. As for open spaces when zoning, put a park, a tree or something in there. Or simply zone so that you don't get open spaces at all, duh.
The inner-city roads are busy as is expected. I wasn't autistic about traffic in this save and let it grow relatively bad. If i wanted to tone it down I'd implement some better public transport and more tunnels
I like it. It's griddy, but in an irregular fashion that conforms to the water line.
You should totally consider making some more high rise action in that dense commercial sector, across from the seaport.
The Impression Studios series of games
I asked you guys before about some tips about traffic in Cities: Skylines and I would like to ask again, since my first city was still crippled by fatal idea of making huge, 6-lane in the middle that would paralyze all districts due to huge traffic and permanent jam.
I made second city and now, short on cash, since all those road ideas takes a lot of money, Im still not sure if I did right step.
Does this sound like good basis for future city expansion? Or I should rather start anew once again?
Thank you for any reply, like always.
>mfw reading about eternal commuters
Is this as big a problem as it seems?
I know that with my first city I reached +60k at some point (just before unlocking ships) but those road investments takes huge amount of cash.
And people probably would like to see some buses on streets.
When you unlock highways, you can upgrade the 2-lane roads and the on and off ramps.
Top lad. Pikkabird is based.
There's no corner pieces, so they look like shit on the corners, real fucking neeto at night though.
Continuing from >>127903036
How much I failed at traffic?
Thanks. Shame there aren't corner pieces but most of the screenshots I take are far enough away that you wouldn't be able to notice anyway.
I didn't even notice for your city (which looks pretty damn nice so far) until you pointed it out.
I'm gunna high rise that main city part all the way back to the highway, then suburb and farm the rest out.
I'm really not that good at this but I enjoy playing it, it's mega comfy.
these 3, especially the middle one
the other 2 aren't much of a problem now but it looks like it will be a big problem later
you need more and bigger connections, like roundabouts, the middle one both has too much traffic and is too small with too many stops, put a roundabout and don't have so many roads intersecting each other because cars will get in each other's way and cause big traffic jams which looks like what's happening there already.
It's kinda difficult to give advice on this
The upper, north part and south-east part are industrial areas, eastern is timber-orientated.
For reason unknown for me, trucks from both areas try to reach that left intersection you marked and then make round back, despite having other connection for both directions of 6-lane.
I wish I could make rounabout at middle one, but there is too sloppy for that and I cant really make small roundabouts out of 6 lanes.
Others might have different solutions, this is just what I would do.
(1) - https://en.wikipedia.org/wiki/Grade_separation#Weaving
(2) - https://en.wikipedia.org/wiki/Stack_interchange
why are my street lamps so bright, is it because of the after dark dlc?
I assumed they were highways and therefore one-way. If they're not highways convert them and it should be fine.
You might need to save up your cash a bit before you get started on the works, otherwise you might run out of money half way through and find your traffic no longer flows at all, causing your city to stagnate and lose money. As another anon said, it's those junction that are the big problems, so fix those first before implementing the entire one-way system. Additionally your industrial districts are the priority areas when it comes to one-way systems. Do those after the junctions, and then you can do the rest of the city.
Not entirely innacurate considering the devs previous games (https://en.wikipedia.org/wiki/Cities_in_Motion). Also bear in mind that understanding traffic flow is an important aspect of city design.
thanks for the (you)
Also, am I the only one that thought the traffic circle thing was just a meme, then after 100s of hours of work, went back to worst intersection in town, replaced it, then made the entire city more efficient?
Like, what is this sorcery? How can one circle stop three blocks of backups in every direction?
Magic circles mate. The clue's in the name.
The meme is that roundabouts are useless, not that they're useful. I think it was started by people who didn't know how to use them or who hoped a single roundabout would make up for all their other fucked up design choices.
Yes because we can't build spiral roundabouts.
With traffic++ you can make the inner most lanes slightly faster, and force people to slowerly filter inwards.
More exits, more lanes, more filtering, they just fly around the roundabout not giving a fuck.
boy.. I really love wasting some time on this game.
>You've been playing that city builder for hours son, show me your city
why can't cities into merging roads like that, sharp angles helps somewhat but most of the time it just fucks up the roads if u try making roundabouts like that
Yeah, but it was more of a style decision. It looked a shit ton better with the wide road around the little hill. Also, I've seen them use the third and fourth lane before, although the 5th and 6th are useless
I just wish we could modify terrain like in simcity... And that someone made a game
with decent ports (anno got it)because I got no patience to install 5000 mods that only work with 10000000 dependencies that are half dead and can only be placed in one direction
I actually don't play much now. Video games has lost its touch on me. It doesn't fill me up like it used to, nomsayin?
I now waste time browsing and lurking my preferred boards here during study breaks. There is no Steam in my laptop since I got it early last sem, until now.
So I haven't explored everything there is to do in Banished but it has been steadily getting dull and I was wondering what would the minimum requirement of buildings and functions that wouldn't end in death.
11x11 is also an optimal size for production from a single worker, with the benefit of being nice and square
Yeah that pic looks way better, i think they should cover those train lines with like an artificial park or something.
Not sure how the hospital is set up, but looking out the window to see a train yard would be depressing compared the botanical gardens next to the RAH.
oh there is, I didn't wait for it to fill up,
though I'm having issues with this specific river
thanks, anyone interested for download?
I actually prefer those more simple flat interchanges
though I can agree the highway needs a re-work
>get 4 games on teh sale
>like 5 city builders on computer
>stare at the screen not wanting to play anything
I'm not from that end of the country and I've never been to it. But from what I've gathered its our attempt at a grid based American style city, and it's just complete traffic hell and looks awful?
I asked you yesterday about traffic problem with Skylines and tried to implement at least part of solution provided by >>127925325 (the one way system at least, couldnt figure out proper removal of big roundabout).
Im afraid it went even worse.
Guys I didn't fuck up to bad r-right?
Man, why does the 2-lane crossing a 4-lane create a traffic light?
I wonder... It's because there are cars coming into the 4 lane road. If you only had exits form the 4lane, then you wouldn't have any traffic lights, but since you have entrances, too, you get traffic lights.
Interesting. Incidentally, the 4-lane road with median from NEP doesn't form traffic lights. I think that's because it's in the 'Medium Roads' category, instead of the 'Small Heavy' like the regular 4-lane road is in.
What do you mean. How should proper interesction looks like?
All connections are made manually, since default are xbox huge and since I work on existing buildings and roads, Im tight on space.
North right or north left? Because thats two squares, had to buy right one because initial had basically no wind on river and I needed it for wind turbines.
Im totally out of space ;_;
In initial plan, the big 6 lanes, one way roads would serve as main "aortas", distributing traffic from highway to town districs.
Sadly, it dont work. For example, trucks from industrial area use 6 lanes as rounabout, ignoring 2 lane one way before it.
How much more? Main 6 lane connect directly to highway, from north-west to east. "Ursus" industrial district is directly connected to it as well.
But I would simply repeating same mistakes over and over.
I have to know why it looks like if a lot of people use whole city as one big rounabout, when they have proper roads already placed.
play Colonial Charter. It makes the game good.
Like, adds 300% more content. Also adds an Adam and Eve start, among a bunch of more maps and stuff.
The joys of having a mint with 30 population lmao.
Started yesterday afternoon...
went to sleep at 4h in the morning...
(spent 10 hours)
spent another 10 hours today...
I think its finally ready...
Can I play now?
By the way, what should I name it?
Already know whats going to happen, gonna finally start building the city but too tired, stop playing and forget about it...
You don't need to be an expert nor work in a certain field in order to criticize something. You don't need to kill jews in order to criticize Hitler; you don't need to rape in order to criticize rapists.
Your map is average.
Perhaps try this: the black roundabout and bridge to give people access to industry jobs without clogging roads used for import/export heavy traffic.
Red avenue optional since it would probably destroy too much housing at this point.
Important part - green district with heavy traffic ban on the bridge.
> Austin Valley
thanks, you made my day!
yes you do...and don't come saying about the way I rape...