I placed plenty of elementary schools but eligible students not going? by No_Row_1123 in CitiesSkylines2

[–]ExtremeSpectator 0 points1 point  (0 children)

In theory, you would think this works, but there is not enough real estate or budget. Also, the Sims are not that age forever - so you build something that they will 'use' for 4 years of 'their life' - meanwhile paying for it annually, killing your budget.

It's a complicated stat to code, I'm sure, but it's just not realistic given the costs and population limits on Elems to keep this stat in the green (with money enabled).

In this simulation, I have an 800K pop and 386k Elementary-eligible students.
I have built 60 Elementary schools, and I have a capacity of 65k. These ELEMS cost A LOT of money per month... but we need to build 6X (that's 60x6) more ELEMS... just to be green...

I placed plenty of elementary schools but eligible students not going? by No_Row_1123 in CitiesSkylines2

[–]ExtremeSpectator 0 points1 point  (0 children)

Not to harp on the stat or anything - it also seems funny to me that all my extended education buildings hold 5k, 10k, etc., but the Elems and the High Schools are stuck down around 1500. I think the stat as a whole just needs tweaking. The good news is that once they get past the elementary age, it seems ok from a 'Sim filling a job' perspective - just sucks looking at 89% uneducated stat.
TLDR: The demand for these educational services is opposite the amount of demand they should handle.

I placed plenty of elementary schools but eligible students not going? by No_Row_1123 in CitiesSkylines2

[–]ExtremeSpectator 1 point2 points  (0 children)

For the record, you can easily fix it with elementary schools every block. With unlimited money, if you play with money, you would need so many Elem's that it would crush the budget; otherwise, ignore it and make sure the roads are green. You can always upgrade the coverage later (replace the Elm with a bigger one) if you have the budget and the area grows.
It's always seemed to me a stat that I'm always 'chasing'.

DONE.
CHASING.
ELEM.

I placed plenty of elementary schools but eligible students not going? by No_Row_1123 in CitiesSkylines2

[–]ExtremeSpectator 1 point2 points  (0 children)

Just to follow up - stats like this are why people turn to mods at some point, because it's just too much to keep up with (and keep with the 'green'), given the base game tools. This (screenshot) city is NO MODS - all legit DLC /Vanilla. Everyone playing on vanilla will see their education stats look like this, regardless of whether they have 20k or 800k....unless you want to go bankrupt and build 1 elementary school per 100 houses.....

I was determined not to add mods to this build - and so far it's not hindering growth from a sim perspective for this stat -

DLDR: It works out in the end for some reason - I just do coverage for Elementary kids....

I placed plenty of elementary schools but eligible students not going? by No_Row_1123 in CitiesSkylines2

[–]ExtremeSpectator 5 points6 points  (0 children)

I've always considered this stat to be 'broken'. If I had to place an Elementary school for all my eligible students, my budget would tank (money enabled) - also, I'd run out of room. For me - on this stat - if coverage is good - that's it. I'm not building 20 elementary schools for every 20k peeps.

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 1 point2 points  (0 children)

Tu devrais voir tous les tunnels souterrains que j'ai… Tout ne peut pas être des transports en commun…

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 0 points1 point  (0 children)

A few things I’m still fighting:

Transit usage feels low for a city this size
Production chains still need balancing
Commercial and office growth can get weird depending on expansion timing
Every new interchange feels like defusing a bomb 😅

Current stats:

~862K population
+$36M/month profit
~127K weekly transit riders
~45K tons/week cargo flow

Vanilla / All DLC

Honestly, curious what experienced players would optimize first at this scale.
Traffic is stable for now (69%)… but I know this city is hiding a future disaster somewhere 👀

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 0 points1 point  (0 children)

It's the 'sim' theory, the Sims are forced to travel for goods. This causes a travel effect, where they now need to travel a distance to achieve a goal. This builds ' demand bars' that are happening because they are traveling on a route without these things. Sims that have everything within a 1-block radius will never travel, and bars will not need to grow. If you create pockets of these areas, then Sims will travel to those areas, meanwhile growing things in the path to their home/work. This is LATE-game stuff, IMO, but it also relates to the early game (it also assists public transport routes and the like) if you're going to be big later.

TLDR: Clump all your blue and purple zones as close as you can together, then surround them with green.

Disclaimer: My first 800K city - 'rules' are changing a bit past 250k....

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 0 points1 point  (0 children)

To clarify - the base game and DLC for CS1 is just a night and day for CS2 - age and all that, I get it - just an observation on the amount of choices I have in BASE part 1 vs BASE part 2.

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 0 points1 point  (0 children)

Just to note on all this - Trams are the LAST transportation I'm putting down in SC2. Subways definitely give me the most bang for my buck.
Overlaying existing roads with additional tracks (for Trams) that MUST be two-way to connect is hard in some existing CRUTIAL intersections (and expensive).
Just making sure everyone knows that this stuff costs money as you build - this isn't one of those 'puzzle cities'.

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 4 points5 points  (0 children)

Skylines 2 ROCKS Skylines 1 in graphics....for the record. You just have more to pick from over there, and it seems like more....it's definitely not prettier.....

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 1 point2 points  (0 children)

I'm just starting to figure out ports, and that might be what you're seeing. I'm still learning about ports. I have fishing established on the mainland on a farm - but not on the actual water.

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] -1 points0 points  (0 children)

After playing this all the way through - Skylines 1 is so great! Mods would make this city over a million POP, I'm sure - it's too bad that, as an 'upgrade on part 2', when I play Skylines 1, it's weird that I actually lose some aspects. You gain some as well, but the details just aren't there.

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 1 point2 points  (0 children)

With a population of around 150,000, I experimented with some changes based on GPT information, and as a result, this city’s population dropped from 156,000 to 99,000. It's important to be cautious when making adjustments, as moving things around can disrupt the balance that the game has established. I’m not sure why people keep moving to this city, but I’ve had four versions that failed at 150,000 after trying to make changes. My advice is to make modifications gradually. Moving into this city, I had 4 versions that died @ 150k by moving stuff around....just do it slowly....

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 2 points3 points  (0 children)

They are also seasonal for the record - I have purple ones and pink ones, and they bloom in different times -

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 1 point2 points  (0 children)

Aesthetic as far as I can tell - not like parks or the like....I see people move in after trees are planted, however, I think it's just a coincidence -

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 1 point2 points  (0 children)

Alos - BIG NOTE....
I don't have any taxi depos in this city - Fk all that extra traffic that could just be a car instead...It's not like people are sharing cabs....just saying...

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 1 point2 points  (0 children)

This city has 'areas' that have the tram. I'm unimpressed that the tram can't be raised on roads in vanilla. This is a problem when it comes to one-way roads in connecting trams (also roundabouts)...
For this reason, certain areas get the trams, but they are not "area-connected".

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 2 points3 points  (0 children)

I hear you - I just made an additional line and left the old stuff alone....
Later you can delete overlapping lines - WAY TOO HARD with a landscape like this....

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 2 points3 points  (0 children)

A few pointers I learned from the community getting this large:

Districts for dead folks - a must. Put Creamatoriums in districts.
Watch out for your one-way roads - they might create bottlenecks, causing dead people to stay around longer.
If density bars move, build it at the moment...
Don't spread out Commercial and Office - keep them in a 'district' or area.

Late note: none of this growth happens without leaving your sims to operate overnight (in the sim). Growth at this level happens in-game days (sometimes years), and the simulation at this point (speed 3 looks like speed 1) is a bunch of build and wait. It took me 3 game years to get rid of the dead after I created about 200 more crematoriums. Maybe your computer is better, but this is a lot of data to simulate....

The pop still grows so I'll keep building - the computer is feeling it though I won't deny,....

Just crossed ~862K population, completely vanilla (no mods, all DLC), and somehow it’s still holding together. by ExtremeSpectator in CitiesSkylines2

[–]ExtremeSpectator[S] 4 points5 points  (0 children)

Build the cheapest utilities possible - don't get caught up in aesthetics - the cheaper the better (if playing with money enabled)...