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/cbg/ - City Building General

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Thread replies: 620
Thread images: 251

File: 2016-02-29_17-46-29.jpg (207KB, 1920x1080px) Image search: [Google]
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Please post something Edition

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/
Snowfall has been released for Cities: Skylines. http://www.skylineswiki.com/Patch_1.3.0-f4

--- Cities: Skylines ---
>Wiki:
http://www.skylineswiki.com/Cities:_Skylines_Wiki
>Modding guidelines:
http://www.skylineswiki.com/Modding
>Skyline's official site/Paradox (sign up for free Zen Garden and future free items!):
http://signup.citiesskylines.com/
>Heightmap generator
http://terrain.party/
>Skylines essential mods
http://pastebin.com/HEcKw21a

--- SimCity 4 ---
Contains everything you need for SC4 - getting started guide, modpacks, links to various SC4 communities (with more mods/guides):

http://pastebin.com/Fg9qNhcM (embed)

Remember to turn off U-Drive It icons and minimise the game UI when you take a screenshot.

--- Banished ---
>Modding:
http://banishedinfo.com/

Old thread >>134324398
>>
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>tfw have an extensive underground pedestrian tunnel network

This can't be healthy
>>
How do you guys go about making more hilly plains maps? I want to do something like my home town with sunken highways mixed with rolling hills.

Also, what are some good mods for parks and playgrounds and such?

Cities Skylines that is.
>>
>>134586675
The fine road height adjustment mod is a must, thought I'm not sure it works with the current update yet
Terraforming tools help
And there are some mods specifically for sunken road walls too
>>
>>134587137
Would it be easier to just start with a basic flat map and slowly mold it the way I want it to be then?
>>
>>134587231
If you've got a lot of patience, probably
>>
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>>134586675
pick a map you think looks nice, don't think about it and just build.
>>
>>134588098
Aye. I just keep making grids or sloppy looking roads. It's always a fucking mess. Trying to work on spacing things out to look more natural.
>>
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>>134588231
i get what u mean. i get stuck making grids, but try using just the freeform or curved road tool.
>>
>>134584794
>Please post something Edition
>tfw I cant play C:S yet
>>
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>tfw my pic killed the last thread
also what's the difference between curved and freeform roads?
>>
wake up
>>
>>134588098
Comfy
>>
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survival bump. Let's get building, chaps.
>>
Someone give me a theme for my next city.
>>
>>134600427
Trump wins and Makes America Great Again. He demolishes Detroit and builds a utopian metropolis up on the ashes of pre-Trump economical defeat, what does it look like?
>>
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Post old screenshots.
>>
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>>134603546
I have 12.
>>
These are all my own cities, but some of them have gone through Fotosketcher.
>>
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And this is my last one.
>>
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>>134605070
Nice, how'd you manage to get the camera so close to the ground?
>>
>>134605385
First person camera mod lets you move the camera anywhere, even inside buildings. It's a necessity for getting the really fantastic screenshots of the little details.
>>
>>134605703
Thanks anon, I'll check it out and report back with more screenshots.
>>
>>134604028
Too much variety.
>>
Does anyone know whether there's an LA style storm drain asset on the workshop?
>>
does /cbg/ like webbums of intersections?
>>
>>134610280
Yes
/cbg/ loves webms of intersections
so post more
>>
>>134610280
dunno about /cbg/, but I like it
>>
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>>134610280
YES!
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>>134604818
https://www.youtube.com/watch?v=CHiVJRgMRHw
>>
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why is this guys oak tree so based
>>
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>tfw can't run cities skyline at a decent frame rate at anything other then lowest settings so it looks like a blurry mess
>>
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I wonder what it is about creating busy mass transit stations that's so autistically pleasing
>>
>>134614826
They represent life. The daily lives of thousands or even tens of thousands of people pass through that station, and they themselves are the lifeblood of your city being pumped through its arteries and veins.
>>
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rate
>>
>>134617692
Bretty kewl but the actual screenshot could have been taken in a way that showed off the city better.

I like how there are so many different colours of lights.
>>
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>>134617692
You have quite a bit of empty space in middle of blocks, should look into that
>>
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>>134611790
I'm getting massive retro-future housing poster vibes from this. Great stuff.
>>
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It's an airport.
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>>134623748
Yes. Very airport.
>>
>>134603546
Where are highway exits?
>>
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>>134603546
My first town
>>
>>134605385
anyone know what sidewalks are used here?
>>
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>that feel when your city finally starts to come together
>>
>>134603546
>>
>>134626430

i really miss seeing the toyota prius advertisements when i'm playing cities skylines tho
>>
>>134625625
Nothing special going on, just the normal Avenue with pavement/sidewalk placed along side it.
Theme I'm using is called 'Tura Coast' and I believe it changes the pavement and road texture to the one used in this picture. Of course when the pavement is placed along side a road like that, it removes the zoning behind it, so you have to use it with that in mind.
>>
>>134599223
I thought freeform had you pick the curve once and it used that angle for all future roads until you M2'd while curved made you choose the angle every time.
>>
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>>134603546
>>
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>>134584794
Got some humble beginnings for you /cbg/. How's it look?
>>
>>134603546
Just kill me already.
>>
>>134603546
>>134635296
>>
>>134635016
humble
>>
>>134614093
I know that feeling bro. My game starts bluescreening when i get close to 50 thousand people. Didn't stop me playing short stints tho. The dead have since been removed btw.
>>
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>>134614093
If it makes you feel any better, even people with amazing systems have trouble running that game. It's a lesson to game devs everywhere that you should never make a big game using Unity.
>>
>>134638187
>even people with amazing systems have trouble running that game
No, they don't. Idiots who install 6000 assets with 20000 polys and 4k textures each have trouble running the game.
>>
>>134635016
Solid start. Also it's funny to see how everyone always uses dirt roads for farms.
>>
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Sunken Bump
>>
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>>134635016
I like it, even though the roads on the top left are a bit peculiar.

>>134641932
Sunken roads are the best.

Rate my train-station!
>>
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page 10 bamp
>>
>>134643021
You could get away with walkways at 9m elevation instead of 12m, and usually roads give way for rail and not the other way around like in the bottom left corner. But other than that it looks real nice.
>>
>>134643021
>rate my train station
Massive incline right next to station/10
There's no way a normal train would be able to get up that without a running start, and even then it would be undesirable.
>>
>>134647302
I don't have the mod for fine road height.
>>
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>>134647843
I should know, trains being my future profession and all. Good thing CS is an arcade city builder and not a hardcore train sim (which would be cool, though).
>>
>>134647935
You should look into getting it. It's all sorts of amazing. The forced elevated build mode makes all sorts of strange things possible.
>>
>>134648871
>forced elevated build mode
I thought it was just more fine control in road elevation. What is that thing you mentioned?
>>
>>134649689
With ctrl+left / right you change build mode to elevated, bridge (superb with rail), ground or normal.
>>
>>134649689
It means you can build elevated roads at any height, including ground level. You can also build ground roads at any height, including 24 metres (it raises the ground to meet the road height).

So what's the point?

Well, when building a highway offramp I use ground build mode to raise the road to 12 metres. This looks way more realistic than having huge concrete flyovers in the middle of nowhere. It ends up being a kind of earth ramp. Then I use the elevated mode to actually cross the highway, then back to ground mode on the other side. You end up with a concrete "bridge" between two earth rams. It looks very beautiful. Other functions would be using the elevated mode to create an elevated road at a height of 3 metres if you want a bridge to look "juuuuust right" (TM).

Also good for building seawalls out over water in ground mode.
>>
>>134611938
Is this silent hill?
>>
>>134650658
>>134650996
Woah, that's awesome. Thanks.
>>
>>134650996
Oh yeah, and super-duper easy sunken roads. Just set it to -12 metres in ground mode and it will sink the road automatically to the right height without making a tunnel. Then put it into elevated road and build a road over the road you just sank, and you have a sunken road underpass. Really good for rail crossings in the middle of nowhere where huge concrete flyovers don't make sense and for inner city highways so you don't have a fuckoff huge elevated six lane highway and instead have a comfy sunken road.

Also absolutely ball shatteringly fantastic for comfy sunken rail in the old town, when they had trains but not subways. And you can turn it back to tunnel mode to go from sunken to tunnel to sunken to tunnel and it looks fan tastic.
>>
>>134651157
I consider it an essential mod.
>>
>>134647935
I thought the Fine Road Height mod was broken.
>>
>>134651692
Works on my machine.
>>
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>>134651692
>>
>>134652137
Oh well then I'll go and reinstall it later today.
>>
>>134648871
Isn't it broken right now and you can't build any roads at all?
>>
>>134652760
Literally 2 posts above you.
>>
stop playing and post comfy
>>
>>134585016
There are probable more homeless people living down there then the game can model.
>>
>>134661407
>tfw no homelessness simulation
>tfw no real crime simulation
>>
Could someone be kind and drop me a link to the interchange in
>>134552050
I can't find it on Steam because the workshop search function is fucking terrible.
>>
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Built both cargo and a passenger a railway.

Losing money on cargo railway ofc but passenger trains are already profitable so it almost evens out.
>>
Please don't die again.
>>
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r8 my cliff city
>>
>>134671124
Those cliffs look awful. I'll need a higher resolution image in order to properly judge your city.
>>
>>134671124
looks kinda ugly m80 teebeeeych
>>
>>134671260
like with shift+f12?

>>134671365
I'm pretty bad at making decent looking cities, but they're functional
>>
>>134671614
Yes. Remember to resize it later to something like 2000 vertical pixels or something like that and save it as a jpg with 80-90% quality.
>>
>>134663238
>>134663238
>>134663238
Seriously guys, does no one present have a link to this?
I'm currently copying it myself, but it would be a lot easier and a lot nicer if I could just plop it.
>>
Page 10 bump.
>>
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>tfw your cozy town's mayor is selling out to ruthless Chinese industrialists and American real estate developers
>>
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bump
>>
>>134674330
https://steamcommunity.com/sharedfiles/filedetails/?id=501415755&searchtext=highway+to+road
look harder fgt
>>
>>134676626
how much buffer do you need between industry and residential? I normally space them at 10 or so units
>>
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>>134676906
I don't have a specific distance, but as long as there's no pollution inside the residential area, I'm fine with it. I also ban heavy traffic within my residential districts, so shipping trucks have to take the main roads around them instead of cutting through the neighbourhoods.
>>
>vm for wangblows has 10gb
>set textures to high
>game crashes
>>
>>134676726
Steam Workshop is stupid, so if you don't search exactly what you need, with exactly the spelling it has, you get either 6 million things you don't need, or nothing at all.
How was I supposed to know that it was "sunsstorm" and not "sunstrom"? I searched "sunstrom" and "sunstorm", which gave nothing. Then I searched "highway to road", which gave 52 pages of random bullshit that wasn't what I wanted.

Thanks anyway, though.
>>
>>134603546
>>
>>134681550
>>
Can anyone upload prop anarchy mod?
>>
>>134686404
https://www.google.com/
>>
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>>134686404
>>134687013
>>
>>134687013
>>134687239
No pirated edition available
>>
>>134687239
>using IE
>>
>>134687797
>being this stupid
Try all the links you get and then come back and thank me.

>>134687834
>being this stupid
Congratulations, though. You've made me open IE to check its private browsing mode.
>>
>>134687834
thats clearly firefox, you useless failure
>>
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>>134603546
>>
>>134688412
I haven't used ie or firefox in years
>>
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Development of the waterfront is coming along nicely. Developer Ronald Drumpf has secured another contract to build an office district across the river, pending city council approval.
>>
>>134688295
Nope, no luck
Not even the shady looking .info site
And nothing in the ramen mess
>>
DON'T FUCKING 404
>>
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>>134698954
It's gonna happen again. And there isn't anything anyone can do about it!
>>
do you guys ever make your own assets? I'm not the most creative person so they end up looking like shit
>>
>>134627762
how did u get the palms where they are? plopped them to fill in the holes the pathways left?
>>
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>>134704448
>half of it
one job
>>
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this "interchange" is gonna be a problem some day I just fucking know it
but for now let's ignore that
>>
>>134705895
are those tall skyscrapers part of the base game? I never seem to get anything that tall
>>
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>>134706313
I have so many assets installed I don't know which ones are base and which aren't. I was going for a cyberpunk look with this city so I downloaded a bunch of buildings with that aesthetic
>>
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>>134624970
Sewage/10
>>
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keep the dream alive lads
>>
>>134665749
What sort of voodoo magic you used. Profitable passenger rail? What?
>>
>>134684293
Delightfully dystopian, citizen.
>>
>>134703262
Parks mostly. If you have something like 5x9 plot, it's easier to make one yourself than try to find correct sized park from workshop that doesn't look shit or doesn't have ridiculous stats like bazillion visitors weekly (seriously stop doing that wtf)
>>
>>134705895
DESU it's a problem already, sheesh. Great opportunity to replace it with something cool though. Get to it.
>>
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>>134623748
>>134623865
That's an amazing airport! I'm totally jealous. Mine pales in comparison really. Also, why is your airport blue and mine is red?
>>
>>134706528
Now you just need nighttime fog and some vangelis. Replicant / 10
>>
>>134715497
Now call me colorblind, but I'm not really seeing the red/blue thing? Are you talking about the runway lights or what? Maybe it's a LUT thing? Tropical here.
>>
Are there any proper oil industry assets? Refinieries, overground pipelines, etc. Can't find anything like that in the workshop. I want to build a proper oil industry/harbor thing, and storage tanks and geothermal plants are the best I've got at the moment.
>>
>>134703718
I use a mod called 'prop anarchy', I highly recommend it. Allows you to place props and trees absolutely anywhere.
>>
>>134671124
>all that broken terrain

How can you live with that?
>>
>>134721506
I personally don't like building on maps with lots of flat ground, it leads to grids
>>
>>134716650
Look at the ATC Tower. Mine has red struts and the other guy has blue struts
>>
>>134721615
Must be a building color variation thing, like in growables.
>>
>>134721596
Yeah but the terrain textures are literally tearing, revealing the bright blue netherspace beneath. I'm all for interesting terrain, but not when it's causes texture tearing
>>
>>134722045
that's only because the graphics settings are at low
5770 can't handle cs easily
>>
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Thought on my main roads?
>>
>>134722651
Can't wait for a new version of rollercoaster tycoon
>>
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>>134722651
>>
>>134722651
sure it works, but having all those elevated and adding ramps would improve efficiency by tons
>>
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>>134723218
>>134723598
>>134723792
so elevated the entire way and with ramps going on to them as if it were the highway?
>>
>>134724717
yes
those roads are overbuilt, you should be branching off the highway with big roads, then branching off those with small roads, and not have everything connected by non-highway roads
>>
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>>134724851
is that better?
>>
>>134725412
yes
>>
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I think I'm slowly starting to understand how this works.
>>
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Just got back to work and making a cup of tea before diving into my city. After that I will play some Mafia because I never beat it as a kid. What a wonderful game.

>gas usage
>odometer
>police stop and fine you if you go over the speed limit or run a red light
>police don't shoot you if you don't have a weapon and not killing anybody at this moment
>driving physics feel extremely heavy
>cars actually bend from damage like in GTA IV

It was ahead of it's time, and still ahead of ours. What does /cbg/ play besides city builders?
>>
>>134726660
What the fuck am I looking at?
>>
>>134727032
Everyone makes mistakes.
https://www.google.es/maps/place/Sinthay+River,+Myanmar+%28Burma%29/@19.7905102,96.224824,1537m/data=!3m1!1e3!4m2!3m1!1s0x30c8b1199159fd7f:0x9ed192a5f6e1cdd0?hl=en
>>
>>134709680
>Plane flies with landing gear out
triggered
>>
>>134719354
neato. thanks.
>>
>>134693296
For real? Do you have the google results in english? You have the page that allows you to download mods for the pirated version in the very webm I made for you.
>>
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>>
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AYYYYYYYYYYYYYYYYYYYY
>>
>>134724717
>>134725412
Those squares make me want to kill myself but goddamn the windmills look comfy.
>>
>>134733592
>>>/d/
>>
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You know, I've only belatedly come to the realization that there aren't enough Mediterranean buildings on the workshop yet to fully pull this off.

Sure, there's a ton of residential buildings, but there's a startling lack of level 1 Mediterranean-ish commercial buildings of varying tile sizes. Right now I'm using some Russian and British commercial buildings to pad out the theme, but I hate myself for doing that.
>>
CS 21mb update! Canals?
>>
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>>134735381
If that's the case, then I better not put down harbors until the update.
>>
>>134735381
I'm excited to see how many mods break and for how long.
>>
>>134715605
>[Synth intensifies]
>>
http://colossalorder.fi/ChirpyContest/

They're celebrating their one year anniversary with a bunch of Chirpy stuff I guess?
>>
>>134736221
>Later this month, Cities: Skylines will receive a free content update which will add new features and options for ambitious player-mayors. Players should be formally informed that they can perform mild terraforming on their cities’ formations, to reform former landforms into malformed formats. Canals and quays will also be available for construction, so that Paradox can officially say they have handed over the quays to the city.
>>
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Bump.
>>
>>134734530
Nah, this is the only way to keep /cbg/ from dropping off Page 10. Just look at the most popular generals.

We should turn Chirpy into a waifu
>>
>>134736559
>Canals and quays will also be available for construction, so that Paradox can officially say they have handed over the quays to the city

>tfw you spent autismal hours since Snowfall building canals and harbours manually
>>
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>>134740193
>tfw you never bothered with canals because you had had enough of that puzzle-piece shit with Sim City 4.
>>
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What do you guys think of my city so far?
>>
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commercial district
>>
Page 10 bump.
>>
>>134744591
It's nice.
Stealth bump.
>>
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bridges
>>
Why are mapmakes so bad at making maps? Rivers do not have huge fucking cliffs down their entire length, nor are they 1.3km wide for their entire length. Cliffs are cool, but they usually aren't the height of fucking mt Everest.

I just want a good, realistic map without these stupid ultra-dramatic landscaping features.
>>
>>134722651

wtf m8
>>
>>134734742
Holy shit that looks good.
>>
>>134751206
Remove UI next time.
>>
>>134744591
Too many bridges.
>>
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>>134752247
good idea
>>
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>still no tunnels in the map editor

Goddammit, I'm not making my island paradise if I need to place massive bridges connecting to the edge of the map.
>>
>>134734742
Damn son, that's amazing.
>>
>>134744591
The steep angles at high-way ramps on the east double roundabout exchange bother me
>>
https://www.youtube.com/watch?v=gjyaaMHe09s&feature=youtu.be

would you?
>>
>>134753445
>>134751206
Are pedestrian/bicycle ways actually part of the vanilla game?
>>
>>134762756
>that opening music

https://www.youtube.com/watch?v=qUmOltu83jk

That's music from fucking Sims 3. Can they actually use that?
>>
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>>134764195
Pedestrian yes, bicycle no.
>>
Can you guys post your traffic maps. I'm struggling with my city. Would post mine but I'm at work.
>>
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>>134765309
My second city.
It's actually not very good and I'm planning some restructuring before going to 20k people.
>>
>>134766242
Why not have your inner highway just break off from the outside highway?
>>
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>mfw RCI demand is always so low that I have to just let the game run overnight in order to fill up newly built districts
>>
If I build an Express/Collector highway system will cims actually use it as intended?
>>
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>>134767110
>overnight

Dude, RCI demand can appear to be 0 and you'll still have people move in (albeit usually at a low weekly rate) for any residential areas you zone.
>>
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>>
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>>134766903
Somebody send the fucking Mario Bros. because I need some plumbing done.
>>
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>>134765309
Sure. Still under construction, but traffic should be a-okay.
>>
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Guys... it's not happening.
>>
>>134770460
>someone on the internet lied
big surprise
>>
>>134769992
Mother of god. What's the reason behind that back-up?

>>134770042
I like it anon. It'll look real nice when you're done.
>>
>>134771198
>What's the reason behind that back-up?
Sorry, don't understand what you mean.
>>
>>134771372
What's in the middle road that has all those buses/cars trying to drive down it?
>>
>>134771557
From this picture:
>>134766242
North 1/3: Industry + train station for products
South 2/3: living, offices etc.
>>
I am a necromancer.
>>
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Is there any way to make these not yield for each other? Theoretically they shouldn't, but they do so anyway. It looks like occasionally the incoming ones go a little too far forward and cut across the outgoing.
>>
I get the feeling that this thread will die as soon as I go to bed.
>>
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>>134781081
i've got some screenshots to keep it alive lad
>>
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>>134777893
i usually try to connect the road like this, naybe it'll help
>>
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And so the location has started. Based on Magdeburg rights, it should become the antithesis to all Corbusier's ideas. A dense, lively city full of mixed zoning and local community attractors.
>>
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Keeping busy.
>>
>>134584794
Pretty kool
>>
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First attempt at a thing.

Roads in the background are going to be a commercial district, up the coast is going to be the bulk of the city once that becomes a thing. Far off camera is industrial zone.
>>
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>>134782786
Left and right are exits of roundabout, middle feeds back into it and the arcs flow with one ways back into the middle.
>>
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Good night /cbg/
>>
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>>
ded
>>
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Bump.
>>
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Passing by and posting an old image of mine for you all
>>
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The new developments are now bustling. With renewed confidence, Ronald Drumpf now vying for contracts to build on the rest of the city's waterfront, but he now has to compete with Hongbao development firm, which recently built a mid-range shopping district closer to older neighbourhoods. This could get bloody...
>>
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>>134603546
this is the first pic in my screenshots folder
>>
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>>134603546
heres a kinda-old screenshot
>>
>>134782394
>it should become the antithesis to all Corbusier's ideas.
>it's a grid
>>
>>134781683
Try a highway ramp lad
>>
>>134793835
Oy gevalt!
>>
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who /openttd/ here?
I'm too stupid for city builders, so I just downloaded some AI and let them loose onto the world.
>>
>>134795175
>too stupid for skylines
Wow. That's a new low.
>>
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>>134797384
I actually haven't tried Skylines yet. It seems nice, though.
>>
After reading up the differences between all the simicity 2000 versions, I am disappointed that there isn't a definite version of 2000 with all the best features.
>>
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Does this look 'natural' at all?
>>
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bump
>>
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>>
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>>134801138
As much as I like /cbg/ being around, if it's not active enough to live on without blatant bumps, then shouldn't it be allowed to die? We could just post in /v/ or whatever, like the old days before /vg/.
>>
>>134802514
Probably not the worst idea tbqh
>>
>>134802325

breddy gud
>>
>>134799460
Depends on what you call natural. The south part looks kinda odd, given how it abruptly ends.
>>
Goodnight /cbg/. Please don't die while I sleep.
Unless I do.
>>
>>134767705
Yes. Cims alawys select the fastest way. Different roads have different speed limits. So if going on a highway would be a bit bigger in distance but still faster, they will go. If it's bigger in distance and a bit slower, but avoids traffic - they won't. AI doesn't account for traffic.
>>
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>>134603546

my shit-powered city from back near release of skylines, but I had to make a new screenshot because I couldn't find my old ones.
>>
>>134802514
/v/ can be awful though
>>
>>134809790
Beautifull!
>>
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Ded.
>>
>>134799460
Either get rid of the very small rivers, or make them straighter with more links to the main rivers and pretend they're old canals from middle ages.
>>
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>>
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One more before bedtime, featuring traffic triggering.
>>
>>134799460
>enormous rail bridges and rail junctions over water

No, it doesn't look natural.
>>
>>134802514
>"If they would rather die," said Scrooge, "they had better do it, and decrease the surplus population."

Didn't you learn anything last Christmas, Ebeneezer?
>>
>>134818529
I want to live there
>>
>>134794482
>Grid
>not something that's been used since the earliest medieval city locations
>Corbusier
>supporting grids
c'mon
>>
'Sup cbg, kspg here.
We recently joined a sort of online "build your own nation and political wet dream" game, which can be found here
nationstates.net
However, the game is aimed mostly at roleplayers, and we don't give a shit about that, therefore the game is extremely boring as of now and we are looking to get you guys into the game so we can maybe do something slightly fun together (like invading other unsuspecting regions).

The game basically works like this:
You create a nation, give it some initial stats as to what the form of government will be and then you start answering "issues" that pop up periodically and will shape you nation based on like a million different stats.
Groups of nations can get together and form a region, which has to be created by one of them, regions can have all sorts of delegates and administrators for various kinds of regional powers, so you can make a sort of organised federal government if you want.

We already have a kspg region with 15ish nations in there and I strongly encourage you to do the same, I'll try to get some other generals in this too if I can, meanwhile, I invite you to at least read the FAQs of the site to see if the thing tickles your autism.

Cheers
>>
>>134830768
>nationstates.net
i once played it as epic memel but it has zero gameplay and its kinda boring
>>
>>134831074
That's why I am trying to get more people in, I wanted to start invading other regions but we need to be more than 10/15 people.
I have a quick look at the forums and there are guys raging like mad at people invading them, so I figured it could be a fun pastime if you don't want to do any roleplay
>>
>>134713627
No, the demand is high because the locations are interesting for passengers.
And I doubled the prices of tickets from default.
It evens out for trains.

Cleverly built metro is barely profitable and since buses are dirt cheap, they can make you loads of money.

You will of course be losing money because of cargo stations/harbors/airport, but that is to be expected.
It is unrealistic af of course, you should have some sort of income from freight trains/lorries [which would also make the train loads more realistic (14% loaded freight trains infuriate me)] and bigger cargo stations of course.
You're the service provider, you should be making money off of this in some way.
As is, cargo stations are just fucking charity for industry.
>>
>>134830768
Is KSP such shit that your entire thread is playing some browser based nation sim instead?
You know, if you don't like your space simulator, you can play other games and post in other threads. Cities Skylines is pretty good. And I hear /cbg/ is pretty cozy.
>>
>>134832047
>cargo stations are just fucking charity for industry.
They keep the trucks off the roads. Having well placed harbors and cargo station can reduce traffic city wide. That's a pretty big deal, and something worth paying for.
>>
>>134832103
I think maybe 20% of the posts in kspg are ksp-related.
They take years between updates so there is nothing really new to talk about and we are trying this shit to kill boredom.

I don't want to talk about how fun or great nationstates is, I just wanted to start doing something with it because we joined and found it is boring as fuck if you don't roleplay or invade regions for the hell of it.

Anyway, now you know it exists, if you guys want to join and make a cbg region (you don't even need to login with an email), then it's good, otherwise no hard feelings, just remember to search for the kspg region and post in there to let us know you are playing.
>>
>>134753445
>those trucks on the right doing the steep turn to get on the highway going towards us
Do something with that, it's gonna cause problems and it looks bad.
>>
>>134831074
You can retrieve your nations if you remember the password, they are stored for a bunch of years before being permanently deleted.
>>
>>134832195
I understand that and I can appreciate that.
But they should not just be that, a moneysink with advantages.

Cargo train stations themselves should be larger, support more railways, loading times should be longer, trains should wait until they are at high loads, they should be expandable and you should get money from lorries using them.
>>
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>>
>>134832412
>80% is off-topic
Then, maybe, just, maybe, fuck off /kspg/ and leave the 20% on-topic alone, so it can be a completely on-topic general? Crazy idea, I know! A general without shitposting!
You do know there are like 30+ boards and likely a thousand generals where the kind of off-topic shit you post would actually be on topic, right?
>>
>>134839880
Why do you care that much? Everyone is happy except for a constantly angry faggot who tries to persuade everyone that the devs are the evilest in the world because he didn't read the EULA before buying the game, but he doesn't even talk about ksp so..
Everyone else is completely cool about how the general goes.
Again, what do you care? Did you try to post KSP in there and you were told to fuck off?
>>
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>>134840179
He cares cause this isn't your general and not every general is like yours where talking about not-your-game is the norm and everyone unanimously is in agreement to do so.

If anything, the only favor you truly did for this general isn't showing us some neat and interesting game, but bump the thread.
>>
>>134841129
I didn't mean to shitpost in here, and I'm not even against your thread so I'm fine with bumping it.
I just wanted to show you this thing and see if you were interested in joining a couple of generals in there to do some shit together.

I don't see what the problem is here, did I disturb your string of screenshots perhaps?
>>
>>134841395
Well you didn't disturb me, I joined nationstates a while ago.
>>
>>134841536
Well, make a new nation or use one of your existing ones to make a cbg region, then send kspg an embassy request.
We also have wtg on board so you might want to send an embassy to them too

If it fails and your region stays too dead, then let it die and that's it
>>
>>134842543
I doubt cbg will be interested.
I just went ahead and joined kpsg.
>>
>>134842732
Oh it was you who asked the password earlier?
>>
>>134842892
ye
>>
>>134842924
Good.
You can post some good sources for raiding on the RMB if you have any, you probably played this game more than everyone in the region combined
>>
>>134843079
nah I created the account today
>>
>>134843179
Oh I thought you were >>134841536
>>
THEN WHO WAS PHONE
>>
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Don't you people have cities to post or something, sheesh.
>>
gta mothafucka
>>
>>134651692
Last I checked it's only conflict was that it disabled the "zoning reorganizer" tool of NEP
>>
>>134846912
**** / *****
>>
>>134676697
>Those spread-out skyscrapers
>Not making a small section of the city downtown
Step up senpai
>>
>>134846858
Looks pretty good. Not sure a CBD like that would have massive beaches like that, though. Perhaps a boardwalk or something?
>>
>>134841129
That's pretty cool anon. How's the traffic?
>>
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>>
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I can't not optimise the shit out of anything I build to the point where it's ugly as sin. God damn it.
Does anyone have a good, compact highway to Six-lane T I can replace this one with? I don't think I'll be expanding to the other side anyway.
>>
>>134863080
>Optimisation

May as well just bury the city if "optimisation" means "shit load of fucking tunnels"
>>
I spliced a montage of my city's rush hour together for /cbg/

I'm using the NoDespawn option of Traffic++v2 so there's no fuckery with the traffic congestion.

https://youtu.be/wSuU91sdDIA
>>
>>134865449

i assume you're using the rush hour mod? it feels like it makes my traffic a little lighter on average.

not that that's a bad thing.
>>
>>134865449
Looks really great. I did a thing.
http://youtubedoubler.com/?video1=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DwSuU91sdDIA%26feature%3Dyoutu.be&start1=&video2=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DGPyS4kxDpcc&start2=&authorName=Rush+Hour

It might seem like a weird choice of music but wait until that weird string instrument kicks in before judging it.
>>
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Hey /cbg/, I want to destroy the big industrial zone and rebuild it on the left side without anything fucking up. How should I go about this?
>>
>>134872404
If you're worried about congestion in a large industrial area, try to limit the amount of times traffic crosses itself. Use a lot of one way streets. I also recommend getting something like Traffic Manager and specifying exactly where (and parcularly in which direction) vehicles can turn, so they cut across each other as little as possible.
>>
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>>
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>>134872404
Maybe something like this. The existing highway from the top can be converted into a single 6 lane connecting to the highway with a trumpet (once you get to buy that square).

The interchange in the middle would need to be built custom as you'd have kinda like Y-fork with additional highway springing out towards city center, and potential future downtown area.
>>
>>134872404
>>134877917
Also please take the extremely important enormous white borders into account in your future city expansion plans.
>>
>>134868806
Thanks, I couldn't decide on music for it so I went with nothing at all rather than the usual youtube crap of Drowning Pool ha ha
>>
>>134878452
Good decision desu. Different people will have different tastes anyway.
>>
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Post your sunken rails. They're awesome, but I need inspiration.
>>
>>134879882
Those stations are way too fiddly for me, sadly.
>>
>>134880512
Dunno man, they're not that bad. Now, seawalls and making harbors align with them...
>>
>>134880815
They only work on the flattest of flat ground, and the maps I use tend to be pretty hilly.
>>
>>134880903
Well yes, but terraforming tools make that a non-issue. Also, they're adding some kind of terraforming, or "landscaping", tools to the base game.
>>
>10
we need more pages for /vg/
>>
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i think i broke something
>>
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awww yis
>>
>>134883379
It's a fucking volcano. Holy shit.
>>
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>>134883379
Anon.
What did you do.
>>
>>134882740
Maybe my thoughts go against 4chan tradition, but I was thinking it would be better with some kind of system that immediately archives threads once they hit bump limit, and deletes or blocks duplicate threads. Of course, this system could only apply to /vg/ (and only if people label the threads correctly), but I don't see why it wouldn't work.
I'm guessing it would piss off the pedants who like to create new duplicate threads because they don't like some detail in the first one, though. (I'm talking about /kspg/ and /wtg/ here, but I'd imagine it applies to others too)
I can see why some would protest such a radical change to the format, but if you ask me, 4chan is 4chan because of the anonymity, not the format.
>>
>>134883379
>dividing by zero
u fucked up son
>>
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In the latest war for waterfront contracts, Ronald Drumpf and Chinese competitor Hongbao Builders have both raised the stakes. Hongbao's eponymous founder and CEO, Vincent Hongbao, offered to build the city's new metro system at no extra cost if his company wins the contract to develop the most sought after waterfront property.

"You believe this guy?" Mr. Drumpf asked at a local news conference.

"You get what you pay for, and I guarantee the subway system will be an absolute disaster if it's built by Hongbao. Trust me, I've been building in this city and working with the great people here for over a decade before Hongbao even knew this place existed.

"The Hongbao shopping district? It's alright. But do you want something "alright" for the most valuable land in the city? When people sail into the port, the waterfront development is their first impression, not some dinky markets. You can't muck that up. Let Hongbao stick to building sweatshops in the outskirts of the city.

"We've already done great work on the waterfront and we will continue to do so with the city council's permission. We're going to do great things in this city, because this city is great."

Mr. Hongbao was unavailable for comment.
>>
>>134866230
Yes; Rush Hour, a mod to balance population, a mod to balance transport mode by citizen class, Traffic++V2...they're the main ones I think.
>>
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i think i got it under control
how do i get this hole away though
>>
>>134885053
Sacrifice virgins.
>>
>>134883379
>tfw the cloverfield monster lands
>>
>>134884601
>Ronald Drumpf
>>
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>>
>>134884601
I'm really enjoying your posts anon. Keep it up.

I would also appreciate traffic and zoning maps if possible.
>>
>>134884512
/gsg/ tends to be very autistic with the OP too. I still belive we could be fine with 15 pages and it would allow smaller generals to survive.
As for the auto deletion for duplicate threads, we know the bot moderation is absolutely shit so it wouldnt work very well. Duplicate threads tend to die very fast too, so I dont know if they're that problematic.
>>
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does nobody know how to repair this
>>
>>134886591
Seriously mang, what the fuck are you doing?
>>
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>>134887047
trying to figure out how this happened
>>
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>>134887384
it's punishment for posting .png screenshots
>>
>>134887384
I'm pretty sure I would move to the opposite side of the country if I were living in your town. I'm not being eaten by any mythical beings. Fuck that.
>>
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>>134887384
Either a fucked up water source or your dams.

>>134888316
Get out.
>>
>>134888936
That's disgusting. If you're going to save a png, at least save the HQ version, not that shit you've just posted. And learn when to use png and jpg.
>>
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Why is my road sinking into the ground here? I've raised the area using the extra landscaping tools mod, kept the road at 0 height and it just fucking sinks into the sand.
>>
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>city is being flooded with god knows what
>residential demand goes through the roof

>>134888936
should i remove the right or left dam?
>>
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>>134889101
OK.

>>134889552
Try deleting one of the dams on the right, it'll be fun.
>>
>>134889702
That's good because it's a jpg. I said png, though.
>>
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>>134857093
Traffic's okay but nothing to boast about.
>>
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>>134889895
Here, free city.
>>
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>>134890260
Fixed.
>>
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>>134889702
something happened.
should i also delete the left dam?
>>
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>>134890590
No.
>>
>>134890741
Full retard.
>>
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deleting the left one restored everything to its original order
ill never use dams again
>>
>>134892018
Dams are great, you just have to be very particular about where you place them. Just like in real life.
Except water doesn't just magically pop into existence in real life, of course.
>>
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>>
>>134895806
Will CO ever give us real farms?
>>
Okay so the only city building game I have ever played is SimCity, the newest one. I am considering making the transition into Cities Skylines. However, the differences seem very intimidating. Can anyone make a fair comparison of the two, and explain what mechanics or elements you manage in addition in Skylines?
>>
So, why do people not like Tropico 5?
>>
>>134898493
Well, I honestly don't remember much about SC13 at this point, except that it was pure crap. I haven't played it since the month it came out, so I don't know if it's gotten better, but I can't imagine that it has.
C:S isn't really all that difficult. The hardest part is getting traffic to flow smoothly, but that problem scales with city size, which means it's up to you how difficult it is, and once you have the basics down it really isn't that that hard at all. Once you start to get a little more confident, you can use something like Traffic Manager to really micromanage traffic, which makes getting smooth traffic A LOT easier.
Ultimately the games are very alike. The greatest difference is scale and attention to detail. The maps in C:S are absolutely huge compared to the tiny little space you have in SC13, and there's a lot more freedom in what you can do, both in vanilla but also due to the excellent modding scene in C:S.
Also, C:S is just plain prettier than SC13.
>>
>>134898493
It isnt very intimidating once you're ingame. Give it a test run, you'll feel at home after 20 minutes.
I've played SC3000 for years, never played any other city builder, so my experience could differ from yours. As far as I've seen, the core mechanics are the same, just add sewers, extra management of the policies and it seems like there's a bit more of stuff for the population.
>>
ded
>>
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>>134898493
Only one I've played was SC4. I really have no idea why people say it looks intimidating, just turn on infinite money, DL some mods, and go nuts.
>>
>>134898493
>>134906153
Also, just all the news coming in bout Shitcity 2013 was enough to never make me want to pick it up. It was the second to last EA franchise I loved until EA fucked it up by being EA.
>>
>>134906153
>just turn on infinite money
>cheating
why would anyone do that
>>
>>134906335
What was the last?
>>
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>>134906909
Cause I don't feel like being shackled to the concept of "budget planning."

I played vanilla SC4 with no cheats at 15 FPS and sat through 10-20 minute load AND save times, not to mention, accidentally zooming in or clicking missions was also a 5 minute wait for both getting in and out of them back when I played it religiously on my toaster who's specs were probably outclassed by my washing machine at the time. I think I deserve to have maximum fun in C:S.


>>134907151
Battlefront.
>>
>>134907414
>City building without budget planning

Yeah man I also skip dialog in RPGs haha
>>
>>134907716
>Yeah man I also skip dialog in RPGs haha
That depends on the game.
>>
>>134907414
>I think I deserve to have maximum fun
No one deserves to have fun.
Cheating reduces the time you enjoy the game
>>
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>>134908585
Maybe for you, but as for me, I'll be making my suburban areas soon.
>>
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>make a brand new train station to alleviate some of the congestion caused by the trucks not being able to get in and out of it quick enough
>barely anyone uses it
God damn it.
>>
>>134909096
put them in series, not parallel.
>>
rescue bump
>>
>>134910732
How's that supposed to work? Not only will they still prioritise the one that's closer, the traffic at the first one will also block the second one.
>>
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>>
>>134913837
is that simcity 3000?
>>
>>134916186
meant for >>134915327
>>
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>>134916324
Simcity 4, some of the parks are from one of the mod packs in the OP pastebin
>>
fuck you /cbg/
>>
>>134918480
rude
>>
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content bump
>>
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>>
Cable cars when
>>
>>134885053
Build a pedestrian bridge over it and claim it as tourist attraction
>>
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>>
>>134889270
Let the game run a bit. Game still thinks theres water there. Beware the tidal monster.
>>
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Jesus fuck, how many crematoriums does one city need?
>>
>>134928379
I know this feel, I've had a dead body in a park for the last ingame year and a half and it still hasn't been picked up, even though there's a crematorium down the street
>>
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Bump.
>>
>>134930873
those white buildings are so fucking bright, jesus
turn down the saturation, use a filter, something, it just looks like a mess from that screenshot
>>
>>134883725
Is this what i think it is?
>>
>>134931127
looks so bright that it reminds me about real life
>>
>>134906909
>turning off artificial difficulty that just wastes your time
>cheating
Maybe if the were actual budget management. But as it stands once you hit 20.000 you just can't lose money.
>>
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bamppuu

Do people enjoy my Fotosketcher screens or do you rather the game graphics untouched?
>>
>>134939374
I think they're pretty cool.
>>
>>134939374
If only this game had higher polygon models. I still like it.
>>
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>>134928379
The hell are you doing to your city. There's definitely no need for that many crematoriums. I've got twice the population and less than half deathcare service buildings.
>>
>>134941095
Hey what's that second building from the left on your health tab?
>>
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>>134941389
It's the Small Stylish Hospital. Reduced size and stats, looks awesome. http://steamcommunity.com/sharedfiles/filedetails/?id=525628124&searchtext=hospital
>>
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>>134898119
>>
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>>
>>134915327
reminds me of red alert 2
>>
I really want my city to specialize in Tourism. What do I need to do get this?
>>
>>134948324
Voodoo. tourism is very useless when it comes to income and amount of tourists.
>>
>>134948324
make the greatest waste collection ever made
>>
>>134949991
>>134950085
>>134950186
>>134950334

>shitckitekt changed his skin into self-loathing crybaby and will now beg for attention through self-defecation

Hah. We can see through your meek white transparent jewskin, shitkitekt. You are still a laughing stock, but we accept you now, dont worry. Even though you should make some new cities and actually think through building them aside from slapping shit on shit for the sake of shit.
>>
>>134948324
profitable tourism mod
and some mods that increase tourism attraction of assets because now it's crappy

placing the fake tourism bush works but it is kinda of a cheat [there is a modded asset that is just a 1x1 bush but it has fuckhuge tourism stats - placing it next to actual tourism assets makes them believably attractive]
>>
>>134951084
I'm sorry for posting. i wont post any more cities, i now theyre shit
>>
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>>134951084
>>134951336
Something is going on here.
>>
How would /vg/ feel about a Warcraft mod for Cities: Skylines, with Horde/Alliance building sets?
>>
>>134951652
>warcraft
>cars
>>
>>134951652
That's stupid.
You're stupid.
>>
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>>
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Laying down some expansion groundwork. For some reason, planning this stuff is super relaxing.
>>
Im coming into this from playing SimCity only. You are telling me I have to place all my power lines manually in Skylines? Was this in all the earlier Sim City games? How the heck do you manage this when they take up so much space and intersect so many roads.
>>
>>134955282
>Was this in all the earlier Sim City games?
Skylines is not from the SimCity franchise.
Power magically floats form house to house. You only need a powerline from the power producer to one of the houses, then the power will pass to the other houses without you having to do anything. That is, if the houses are close enough to each other.
>>
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>>
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what's with cruise ship conga lines
>>
>>134957526
refugee crysis
>>
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>>134956672
So pretty.
>>
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>>
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this will probably give you guys a fit but here's my first city lol
>>
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>>134961603
you should buy more land and spread things out
>>
>>134961603
I like how compact it is actually.
But you might wanna expand, but new land.
I also think you have too many sewage and water pumps.
>>
>>134961603
Almost looks like you're accidentally going for the one tile challenge.
>>
>>134961763
>>134962458
>>134964847
it doesn't even feel cramped to me i swear
>>
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>>134966647

when you start placing landmarks or any other bigger ploppables it will
>>
>>134966647
WEll now it looks like a city center but without any edges, the center just ends with grass.
>>
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>no low-pollution high-tech industry in C:S
>>
>>134970364

offices
>>
>>134970364
High level industry generates less pollution, but yeah, shame there isn't HT.
>>
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Ronald Drumpf appeared in front of reporters today to comment on Hongbao Builders winning the waterfront contract and metro system contract.

"Listen, we did a great job. It just wasn't in the cards. But you know what? We're not giving up. There's a whole lot of land in this great city that is still untouched, and these hands were made for touching," Drumpf said while stretching out his fingers.

"But let's be honest: Hongbao's new residential area is anything but creative. I've seen more imagination in old Soviet-era urban developments. Just compare Drumpf Waterfront to this Hongbao project. You can't even compare, so what am I saying?

"As for the new subway... well, we'll see how long it will be until something goes wrong. But what this city really needs is a complete revamp of the old city core's thoroughfares. The intersections along Greenguild and the Cramptons are in constant gridlock. These are clean, quiet neighbourhoods and yet there's worse traffic than the bustling Drumpf Waterfront.

"So we at the Drumpf Organization are announcing a new initiative to make this city's roads great again. And we're also in preliminary discussions with the city council on getting approval for an airport. I'm a great negotiator, so this won't be a problem. And if Hongbao wants to step up to try to steal these contracts from under our noses, too, we won't go down without a fight.

"This city is growing, ladies and gents, and like a crab, it's time to moult to make room for more growth. By the way, the crab in this city? Magnificent. Once we build this airport, I plan on flying in every week just for the crab. Beautiful."
>>
>>134973408
Damn, fucking chinese, that looks horrid.
>>
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Fucking death waves...
>>
>>134973408
Love these.
>>
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Bump.
>>
>>134976363
that is a weird ass city anon
>>
>>134977830
Indeed. I'm not very good at making realistic cities, so I don't even try. I just try different shit to see what works.
>>
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>>
>>134978187
It is simple anon.
It starts off with something interesting. This should be a specific industry, a highway commerce/motorest, a dam [roleplay electricity export] or something else completely.
Bottom line, a town is built around a focal point.

Then something interesting happens and the town grows into a city. This means buying new plots of land from the government/private owners like Ronald Drumpf roleplays. Look at his zone spread.

Another good thing to think of is that in real life, roads do not end somewhere usually. It they do, it is either in suburbs as a cul de sac or something, or in industry complexes as dead ends, etc.

Roads always continue somewhere - widen, connect, grow more or less important.

Be creative. It doesn;t have to look amazing, real cities never do. But if it is organically growing, it usually has a charm of sorts.
>>
>>134984006
I need close-ups.
>>
>>134984006
How did you do the flag?
>>
>>134985552
looks like flower assets
>>
bumb :D
>>
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>>
Don't die on me, damn it.
>>
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>>
Goodnight, /cbg/.
>>
>>134928379

How many jews do you have?
>>
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>>134907414
>accidentally zooming in or clicking missions was also a 5 minute wait for both getting in and out of them
You know you could turn off the mission indicators, right?
>>
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>>
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>>135003368
I didn't know a massive amount of things about PC (gaming) back then.
>>
I wonder if this thread will be here when I wake up.
>>
>>135009942
Every time I wake up I wonder if this thread is still alive.
>>
>>135009942
>>135010425
It most probably will. Even if it won't be here, we've reached 455 replies and 182 images. That is a lot. Every time I wake up I already know /tg/ is dead and /cbg/ is probably alive.
>>
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Bump.
>>
>>
>>
>>134951084
Can you please fuck off? Some of us actually want /cbg/ to contain cities.
>>
>>135007664
>that empty bridge
Looks like one of those Chinese ghost cities.
>>
>>135013891
That gate looks so good.
>>
>>134970705
Well aside from offices I would love to see that in a later update. That is assuming such a thing will happen.
>>
>>
We should make a NationStates.
>>
>>135024959
Stop.
Go away.
>>
>>135025038
why the hate?
>>
ded
>>
early morning bump
>>
I wish I could play C:S so at least I would have something to bump with
>>
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>>
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>>134978187
Explore IRL maps. Openstreetmaps is the best one.
>>
>>135044234
looks great, you are integrating the left bank very nicely
still too many god damn bridges on the right side
>>
>>135016359
Nice oldtown, how big is it?
>>
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>>135044543
I removed most of them since I took that screenshot. Thought it was before, but realized too late.

Speaking of IRL cities, can anybody post more overdesigned infrastructure? I only know this town because my friend is from there.
>>
>>135044636
No infrastructue is overdeveloped in my country.
It is all either ok or below optimum.
>>
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>>135044636
>Australia
>infrastructure
don't make me kek
>>
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>>135045191
Another good one.
>>
>>135044636
>tfw the city where I used to live is a literal grid with some streets cutting through them.
It was pleasant to go through, though. No way to get lost and the traffic was bearable.
>>
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>>135044636
show us the new screenshot then?
>>135044354
I'll bite.
This is a large part of our capital.
the western and northwestern part is hilly, with expensive and/or old housing and a castle.
It is the oldest part of the city. You can even see that a large part of it is walking-only [northeast of Most SNP, bridge SNP]
To the west of the picture [over the hills] there are two satellites that were integrated into the city over the years in such a fashion that they are now integral, with tram public transport and such.
The D2 highway cuts through them going towards czech republic, hungary and austria.
Our capital is literally on two borders of our country.
And yes, the Zoo is literally directly next to the freaking highway.

D1 connects the D2 - D1 originates in slovakia, it connects to the rest of slovakia. It is extremely congested, as it is not only the main connection to the city, but the connection to austria and czech republic as well.
They are planning a direct connection through the north of the city to czech republic to alleviate this, however that will be problematic due to the protected forests and hills visible in the north of the picture. They go all the way to the north of our country and there are only a couple of passes in them, which are generally very steep and hardly traversible.

Lets get back to the city center.
You can see that as the city grew towards west, the building were newer and grids were adopted to an extent. The northwest is even called New Town [Nove Mesto]. As you can see the train connection to this part of the city is excellent, with roads being insufficient and congested heavily. On the eastern edge of the picture is the national airport and on the southeastern edge of the picture is the industrial heart of the city, with the biggest refinery in the country [with the road Slovnaftska, the connecting Train station, the port to the west and D1, the industry is excellently connected].

The whole southern bank is commie blocks.
>>
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>>135046642
>the city grew towards EAST, the building were newer and grids were adopted to an extent. The northEAST is even called New Town
Fug.

Also here are the commie blocks, the industry in the east and the two borders in the west.
>>
>>135046642
Haбepeжныe Чeлны / Naberezhnye Chelny

Town in Tatarstan where they make Kamaz trucks.
>>
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>>135046642
mapfag here, I was in Bratislava, wonderful city. Even did a sketch of one street. It's near the bridge that then goes into a road that cuts up some buildings leaving very thin bits.
>>
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>>135044354
[Gridfags violently puking in the background]
>>
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>>135047073
Nice sketch, I could figure out the exact location if I tried probably.
>aeiou

And yeah, that is the old town where you can only walk/bicycle.
Very nice, very expensive, every tourist goes there.
Did you go to the castle? It is for free and you can see all the way to vienna and see the whole city.

Here is a view of the commie blocks from the castle, for the commieblockfags.
>>
>>135047314
Now that im thinking about it that is an old picture, because there are two big office buildings in the foreground which are obscuring direct view of the commie blocks.
>>
>>135047253
That is absolutely disgusting.
>>
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>>135047314
Sadly, no, the time was limited. We were stopping for a bit on the way to Vienna. But I did cover a lot of the ground streets, just looking around. Didn't really have any guides.

By the way, any of you like to draw maps? I like to doodle them during a slow day.
>>
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>>135050172
Yes, but mostly world maps
>>
>>135050172
I used to draw city maps as a kid onto square paper.
Basically a city painter on paper.
That was back before Simcity was even a game.

Fun fact, I didn't know Simcity existed until Simcity 4.
I did use to build massive shit in Stronghold though.
>>
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>>135050778
That is really nice, good work! I fiddled with colored pencils for half a year before returning to graphite because they broke so easily. Maybe I should start again.
>>
Are there any good city builders set during the industrial revolution?
>>
>>135051180
The closest thing to that would be Tropico 5. But it's probably still miles away from what you're looking for.
>>
>>135051180
There was that one citybuilder that tried to ape the old Sierra builders that was set in the Victorian period, but I can't remember what it was named.
>>
>>135051885
Is this it?
http://store.steampowered.com/app/359230/
>>
>>135052202
Yeah, that's it. There's something about the art that I don't like though, it's too, I dunno, sterile? Something feels missing.
>>
>>135052429
I know what you mean. I think it might be because there is so little variation in the buildings.
>>
>>135052429
Too many colors
>>
>>135045191
>>135045323
Holy shit. I mean, I can make 800 km with a full tank, but that's driving at a constant 100-120 km/h and on paved roads, which I assume are kind of lacking in australia judging by those pictures you've posted.
>>
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>>135054040
Most cars you'd take bush usually have an additional fuel tank built in (called a substitute tank) so for example the main tank might be 70L and the sub tank 40L. Other than that you must either carry extra fuel or carry extra food and water, because if you run out of petrol it might be three or four days before the next car comes along to save your dumb ass.
>>
>>135054414
I'd definitely carry 2 or more of those fuckers if I knew there are no gas stations where I'm going.
Also, 40 liters? Holy shit, they must be huge, then.
>>
>>135052202
>>135052429
Looks both like pixel art and more cartoonish than the old Caesar and Pharaoh.
>>
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>>135054535
Yeah, serious 4WDs have room for a lot of fuel.

Meanwhile, have a view from the top of Bobropgrad's hospital.
>>
>>135054737
That's one of the worst screenshots I've ever taken.

I apologise for posting this.
>>
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>>135055009
it's ok
>>
>>135054737
>>135055009
What's up with the shitty filter?
>>
>>135055343
Normally it looks better, but it was a bad shot combined with the wrong filter.
>>
>>135024959
who's we? what are you going to contribute? are the "idea guy"?
>>
Which Anno game should I buy?
>>
>>135057082
None.
Do pirate 1404. And 2070 when you feel like you want a different theme.
>>
>>135057082
1404+Venice
>>
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What is the mod that adds walls for sunken roads and ship bays? It's not in the mods list, and I can't seem to find it on workshop.
>>
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/d/ is leaking into my game
>>
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I hope they have a burn ward
>>
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Industrial Estate
>>
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>>135058262
b-baka!
>>
>>135057689
>>135057689
you can do sunken roads with fine road heights just fine, ship bays nno idea
>>
>>135059253
I want to add walls to sunken roads and bays.
>>
>>135060249
Is this it?
http://steamcommunity.com/sharedfiles/filedetails/?id=487703034
>>
>>135060249
yeah, you do that with fine road heights
just change build mode with ctrl + left/right and change the elevation
>>
>>135060793
>>135060378
This is what I meant.
>>
>>
>>135063076
What a shitty fucking screenshot. I don't know why I've saved it.
>>
>>
>>135064054
I know right, terraced housing is the fucking commie block of today.
>>
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>>
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>>135068382
>city is beautifully forested
>no trees immediately outside the city limits

Would be better for a desert map.
>>
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>>135068848
that's pretty weird
>>
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Are there any exciting new mods coming up?
>>
>>135068382
Holy shit I like this,
>>
>>135068382
american city/10
>>
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>>
>>
>>135082875
>japan
>left hand traffic
>>
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>>
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Why do the cars all just use one line?
>>
>>135091508
Dunno, but I recommend using some kind of traffic manager. I use TM:PE, which works pretty well. It has custom traffic AI which prevents this kind of thing.
>>
>>135091508
>>135092242
Oh, by the way, post a zoomed out image where we can see everything those roads connect with. It's extremely important to consider where people are coming from and where they're going when designing road networks.
>>
>>135091508
default ai takes the shortest path while trying to avoid lane changes

subscribe to traffic manager or traffic++, they have AI upgrades
>>
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>>135092242
>>135092808
Thanks, will try out TM.

>>135092585
It's pretty much a straight "road back" (top-left straight one down) from the industry district.
>>
>>135093281
yeah most cars are going through the middle lane because they want to go straight at the first intersection
default AI tells them to take the middle road for that and ignore the side lanes
TM alleviates that, turn on the AI and have it change lanes sometimes [I use 10%]
this should separate the cars neatly

also turn off unnecessary traffic lights, that helps immensely
>>
>>135094646
>also turn off unnecessary traffic lights
And when they are necessary, program your own. Default traffic lights are stupid. They only block one direction at a time, and take no consideration for whether streams will have to cross each other.
>>
>>135095483
i use realistic pop mod
my city center would probably collapse in a week without manually timed traffic lights and lane arrow changes
>>
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>using Traffic President for the first time
Holee sheet.
Well, I managed to regulate some of the stuff better, thanks for the tip, Anons!
>>
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>>
How the fuck do you increase tourism in C:S?
>>
>>135096849
what's traffic president?
>>
>>135100305
"Traffic Manager: President Edition", just recommended to me a few posts above.
>>
>>135100619
Bump.
>>
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>>
Goodnight, /cbg/.
>>
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>You will never live in a small logging town, gazing longingly at the big city on the hill, wondering what life is like on those crowded streets
>>
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>>135111534
and that city itself
>that on ramp
already replaced with with highway, hopefully that fixes the problem :^)
>>
>>135084601
Japan does have left hand traffic...
>>
>>135099828
Unique buildings, Leisure, Public Transport and High land value.
>>
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bop
>>
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meanwhile my other region just hit 99,000.
>>
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>install realistic population mod
>start a world
>be content with world after 100k population
>start a new world
>go back to previous world to take some screenshots for /cbg/
>most of my roads have disappeared
fucking libertarians
>>
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>>134648293
If you're still around, I have a question.
What exactly do you do?
>>
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>>135117678
i have the extended roads mod and sometimes when i load my city the roads will disappear. try reloading.
>>
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>>135123104
>>
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>>135128717
Didn't mean to reply nor leave name on....
>>
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Working on a functional power-line for East euro
>>
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Page ten bump.
>>
>>135137165
These threads die because cbg has no waifus
>>
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>>135139426
They die because it's a slow game and there's not much to actually discuss.

We don't have many memes so all that's left to do is post cities and rage at the idiots that post the same traffic problems over and over again.
>>
>>135140549
not having animes have something to do with it even shooting games have anime grils with guns we could just have autistic animes drafting or using auto cad like fuck IDK DUDE
>>
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>>135142059
Yeah, maybe.
>>
>>135130646
What about the wires?
>>
>>135143441
I assume he is working on them.
>>
So, what's your favorite LUT?
>>
>>135147087
>http://steamcommunity.com/sharedfiles/filedetails/?id=523899106
>>
>>135084601
Congraturations, you played yourself.
>>
>>135128710
This happened to me too. Restarting the game solved it.
>>
Page 10
>>
>>135142059
I'd rather the thread die than be filled up with weaboo shit.
>>
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>accidentally disconnected part of my city from the powergrid and went afk
>came back to find large areas of the city abandoned
>commercial zones collapse because of lack of customers
>industrial zones then collapse because no one to sell products to
>city still recovering
>>
>>135154365
It'll be okay, just give it time.
>>
>>135157594

I know, it's just annoying because of much time it's taking.
>>
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>>135158391
you're annoying tbqh
>>
>>135099645
It looks pretty, but works terribly. Cars slow down almost to a stop when doing sharp turns.
>>
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>>135130646
noice, are you going to make them wooden ones also?
>>
>>135160196
wew, my english sucks
>>
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>>135160269
so do cats
>>
>>135154365
>Playing SC4.
>City going fine with ID.
>Build schools of all kinds.
>Tax ID and IM at 20%.
>Demolish all of them too.
>Add some extra commercial for CO.
>City yo-yos between 15K and 40K inhabitants endlessly.
kek
>>
>>135068382
this is closest to a realistic looking city ive seen

could use a lot more detail but i imagine its running like 5fps now. at least it would be for me.
>>
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>>135068382
>>135161642
Yeah. Great, natural looking spaghetti interchanges.

Suburbs are too grid for me, though.
>>
>>135162192
>Suburbs are too grid for me, though.
>people act as if these cities should be built exactly for their tastes

senpai he made a casual american city, like houston. to that direction it looks really good and thought out.
>>
>>135162381
>you're not allowed to have opinions
go fuck yourself tbqh
>>
Ded.
>>
>>135159478
>that screenshot
but why
>>
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>>135168657
why not?
>>
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>>135169278
Jesus christ, how horrifying. The fact that the vehicles can climb that shit is amusing though.
>>
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>>
Page 10 bump.
>>
Again.
>>
>>135170953
Looks great, anon.

I would replace that stadium, though. The paths around it are shoddy as.
>>
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>>
I haven't played Skylines since launch, but I recall talk of wall-to-wall buildings. But going by these pics something like that never happened I guess?

Or maybe I've just imagined it completely.
>>
>>135178868
It happens in euro style.

Also, do you think it would be possible/decrease amount of traffic to build a city without connecting it to the highway?
>>
>>135178868
Some modded buildings take advantage of w2w and corner buildings too, especially new York style buildings
>>
>citybound doesn't exist and won't for atleast 1-2 years if that

why live
>>
>>135185315
Citybound?
>>
hey niggers i just started playing skylines again for the first time in a while.. wiped all the old mods cause there were conflits and shit. anyways i used to have a mod that let me raise/lower roads at 6m at a time instead of 12m.. anyone know what it was?
>>
>>135189287
Fine Road Heights

http://steamcommunity.com/sharedfiles/filedetails/413678178
>>
How do you install a LUT manually?
It doesn't show up ingame even though I put it in basically every folder of the freaking game [yes, also the hidden folders in appdata]
>>
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>>135191103

Best mod for trainfags.
>>
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am I the only person in the world that actually liked Simcity 5 (2013)? I mean, I know all of its failures, but in the overall I really enjoy playing it.
The most annoying thing for me is how hard is to find a properly cracked version of it
>>
>>135193530

Well at least you didn't pay for it.
>>
>>135193606
well, is just because I hate when they try to force you to play online and hang around with... people ughh
>>
>>135191103
sweet thanks man.. thats the one
>>
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>>135191103
these crossings looked too steep without it, and for some reason they are always too steep on one side without anarchy-ing them in. havent decided yet if im gonna go with tunnels or bridges, think i like bridges better
>>
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>>135193334

Replacing the roller coaster railways with nice level ones.
>>
>>135193334
Yes, but... what's going on with your roads?!
>>
>>135197045

The gradients or the empty space?
>>
>>135195073
This game needs some goddamn stairs.
>>
>>135197272
Gradients. The rails slope gently, roads are balls out rollercoastin' about
>>
Image limit, lol. Can we let the thread die now?
>>
>>135199197
It'll resurrect itself.
>>
Well, yeah. I didn't mean let the general die, just this particular thread.
>>
>>135193530
No.
Dumb casuals who enjoy mobile games also like this game.
>>
NEW THREAD

>>135205231
>>135205231
>>135205231
>>
>>135130646
I wonder why nobody has made a real powerline mod yet.

Or use powerlines as a template to create draggable fences and a custom road-mesh to make seawalls and enbankments .
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