>gridkeks posting on my /v/
How is the console version?
Inferior obviously, but passable?
>>388275468
so instead of doing grids you put highways in everyones front lawn
nice
Is there a way to turn off those shitty icons? They game always tells me I need a certain types of zones and then they just get fucking abandoned for after a while so I have these tall commercial buildings with these ugly popups, it doesn't help that the game never tells you what they mean
kek
>>388275468
>dat godawful design
dreading to see your traffic view
three-laners aren't always the best solution, anon
>all those pointless dirt roads
>>388276294
>>388276009
I rented it out of curiosity
>The UI is way too oversized
>Controls take a while to get used to
>FPS hits the floor when you're too zoomed in
>Performances get worse the bigger your city grows
>No mods
>Only comes with After Dark dlc for some reason.
If your PC can't run it I guess it passable, otherwise get the PC version.
>>388275468
Rate Hill City
Is there any way to avoid every session from becoming Traffic Management Simulator?
>>388276772
Plan your stuff in advance
>>388276772
avoid cramming too many intersection the higher the road is in the hierarchy
About to dive into this blind, I need some tips.
>>388277563
make your roads really fat because they will always get clogged
>>388275468
yeah have fun with that traffic bitch
>>388275468
>literal dick city
Do you guys just free style it or what? I mean how much planning have you put into your cities before you lay down shit?
>>388276772
I've only played up to 130k residents or so before I stopped, but I didn't have too many issues once I started following a few basic principles.
1. For low density zoning, build suburbs with basic 2 way, 2 lane roads.
2. For high density zoning, build suburbs with 2 way, 4+ lane roads.
3. Connect suburbs to each other using onramps & offramps for high speed one way freeways / highways.
Ironically the more I tried to optimize local traffic flow by using more one-way streets and implementing specific rules for turning lanes and speed limits, the more I seemed to run into problems. One way streets and turning lane restrictions seemed to fuck up the AI more than help in most cases. The only real use I have made of one-ways is as part of onramp/offramps for freeways/highways, and for turning circles to replace select high density intersections.
Basically once you get a small stable community going and have consistent income, then all of your future building should begin first with the high speed framework, then fill it in with the local roads, services, and then set zones last.
>>388278730
>one-way streets
I live inMexico Cityand one way streets are the bane of my existance.
>Oh you missed your exit?
>well to bad fuckface, now you have to drive another half an hour zig-zaging between streets to return
>>388276772
that's part of the fun and a very genuine and very large issue plaguing most large cities
planning is hard to do at the start with limited income and resources
>>388275468
>highways next to suburbs
R I P PROPERTY VALUE
>>388275468
I don't like building based off the idea of a grid, but my mind can't work well with conceptualizing cities that are abstractly structured.
>>388281107
>>388281183
>>388275468
Cities Skylines? It's has been a long time since i play it.
>>388280617
Just think of various levels of arteries and how they all siphon in and out of bigger and bigger streets. Never need to do square grids.
So is CS with mods the >best game for what you can do?
>>388281354
Not really from what I've looked at. As a city builder, it's impressive, but most mods only conflict with its original design in some sort of way instead of adding onto it.
>>388281548
What game that has custom roads and stuff is better then?
I just want to make city builder porn but dont want to invest in something inferior.
>>388280617
run curved roads around geographical features like rivers, lakes or mountains, then fill in the centre with grids
is that fucking pochinki?