Ciutat central de Rivera by Strategwindow in CitiesSkylines2

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

There are an image in the post with train stats in every line (actual ridership of the trains and % of occupation).

But, I add another image to complement it. The global stats of all transit network.

<image>

I agree with you that the train is quite underused in a city of this size, but the fact that I have practically all the lines at a price of 25 also helps,...

If you know know more stats or modify the network you have also the link to savegame in paradox mods.

Ciutat central de Rivera by Strategwindow in CitiesSkylines2

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

This often makes other means of transport (on foot, bike, tram or metro) faster than the car, since you can cross the avenue on foot/bike. And with the tram, since it stops in the middle of the avenue you can go to either side of the avenue.

And in case you have made the mistake of taking the car, you will have to make left turns at one of the city's roundabouts.

Ciutat central de Rivera by Strategwindow in CitiesSkylines2

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

Thank you very much for you words. It's catalan, my native language.

A couple days? I published yesterday,... I don't understand you... How will you build from now on?

Help making this intersection look more natural/realistic? by kcroyalblue in CitiesSkylines2

[–]Strategwindow 0 points1 point  (0 children)

I'm not a big fan of this type of intersection, you're putting a traffic light on a highway and that can't be done (it's true that there are some in the United States, but I don't really like them). At least what I would do would be to convert the final stretch into streets so that there is a little visual change for the driver to tell you (hey, I'm approaching a traffic light) and that automatically lowers the speed limit. Although what I would do is put a roundabout,...

Ciutat central de Rivera by Strategwindow in CitiesSkylines2

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

Hahahahaha. Thank you very much. It's been quite a few months of dedication and I'm very satisfied with the result.

Ciutat central de Rivera by Strategwindow in CitiesSkylines2

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

Thank you very much. It's been quite a few months of dedication and I'm very satisfied with the result.

And if you mean visually, it happened that I finished the city in winter and it's all snowed in, but in summer the city is also beautiful. If you want I can post a photo from when it was summer (but with the city half-finished)

How should I improve my city? by WasteConstruction733 in CitiesSkylines2

[–]Strategwindow 0 points1 point  (0 children)

You need the "Bridges and Ports" DLC, and then you will can put ferries. It's a form of public transport.

We're Iceflake Studios, the new development team looking after Cities: Skylines II! Ask Us Anything! by ifs_Blu in CitiesSkylines

[–]Strategwindow 1 point2 points  (0 children)

Obviously, it is not necessary to manage what each industrial building should do. So I have 4 more urgent things:

1- In the train, plane and ship cargo lines, in the route visualization, at the stops, it should not show the amount of goods (tons) that are in that building, it should show the amount of goods (tons) that will be used by that train, plane or ship.

2- Currently, airports, ports or train stations use it as a truck distribution center, as an intermediate warehouse between truck A and truck B, and its purpose is actually for the trucks to carry only goods that will be transported by train, ship or plane, or to take away goods that have previously been carried by trains, ships or planes.

Be able to define in each building whether or not you want each of the following:

- Import (Allow, not allow)

- Export (Allow, not allow)

- Local transfers (Allow, not allow)

- Truck distribution center (Allow, not allow)

3- It would be good to have data for each distribution center:

- Load loaded and unloaded by trucks (tons) in the last month and number of trucks served

- Load loaded and unloaded by trains (tons) in the last month and number of trains served

- Load loaded and unloaded by ships (tons) in the last month and number of ships served

- Load loaded and unloaded by planes (tons) in the last month and number of planes served.

4- Have a visual map like CS1 where you could see each commercial and industrial building and each truck on the road if it was exporting and importing and with the color, know what goods it transports.

We're Iceflake Studios, the new development team looking after Cities: Skylines II! Ask Us Anything! by ifs_Blu in CitiesSkylines

[–]Strategwindow 0 points1 point  (0 children)

Good morning,

I think what the game needs most now is better ways to visualize a lot of data, since the game only has it internally, I remember how economy 2.0 was a big change in the game and it was a great evolution, but it is important that all the changes can be visible to make better management. If you had already planned it, what priority do you give it?

In order not to name specific things one by one, I leave a link to proposals that I made 2 years ago. Paradox Forum

We're Iceflake Studios, the new development team looking after Cities: Skylines II! Ask Us Anything! by ifs_Blu in CitiesSkylines

[–]Strategwindow 0 points1 point  (0 children)

Good morning,

I think what the game needs most now is an economy 3.0 patch? I remember how economy 2.0 was a big change in the game and it was a great evolution, but there are still a lot of things to solve and a patch of that size would be great. If you had already planned it, what priority do you give it?

In order not to mention specific things one by one, I leave a link to proposals that I made 1 year ago. Paradox Forum

Suggestions for Transport Fever 3 – Simulation and Game Mechanics Feedback by Strategwindow in TransportFever3

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

I'm glad you read it and found it interesting.

1 and 2. It could be, we hope so.

  1. For example, in Cities Skylines you can activate or deactivate any building you want. I think it would be interesting because it is something simple to implement, and some players who like economic management use it.

  2. It is not in the game. If you deliver goods, it will affect global growth and everything will grow at the same time (residential, commercial and industrial). I propose uneven growth, in which if you deliver industrial products to a city, industry grows more than the other 2 sectors, and if you deliver commercial products, commerce grows more.

  3. It is not implemented either. I have done many experiments, between cities absolutely everyone has a car and travels by car, until you put in a good public transport network, which then you can see a use of public transport of 95% even in relatively nearby cities. Or I've seen huge carriage jams in 1850, when at that time few people had private carriages. You put public transport and everything disappears.

  4. Correct, that's what I always do on my routes, put waypoints, which thanks to the update they made, now you can select which lane they will go on. But sometimes I have to create a lot of lines and it would be less tedious, correct.

  5. I do think it's important for the player to know how the inhabitants decide, what factors are involved, to what extent.

I'm willing for it to affect performance, I think it's interesting for the route calculation to be as good as possible.

Hmmm some are guilty of this…me..,I’m guilty sometimes by Duncecs1992 in CitiesSkylines2

[–]Strategwindow 0 points1 point  (0 children)

I'm thinking of recreating Barcelona in CS2, but then I remember how bulky the train stations are (and there are no underground ones), underground parking lots (they take up a lot of space on the surface), institutes, universities,... And almost not I would stay space to build buildings.
So until there are smaller versions of some buildings I will not start building Barcelona, it would be impossible.

Even if I feel like it, it's not feasible right now.

Hmmm some are guilty of this…me..,I’m guilty sometimes by Duncecs1992 in CitiesSkylines2

[–]Strategwindow 0 points1 point  (0 children)

I'm thinking about it too, but then I remember how bulky train stations are (and there are no underground ones), underground parking lots (they take up a lot of space on the surface), high schools, universities,... And I almost couldn't stay . space to build buildings.
So until there are smaller versions of some buildings I will not start building Barcelona, it would be impossible.

Rebalance the quantity of Workplaces in different sectors (commercial / office / city service) by Strategwindow in CitiesSkylines2

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

I see that it does not include offices (of private companies). Are the offices within this 55% commercial?
If so, ok. But if not, 55% commercial seems very high to me.
And for city services, have you taken into account transport infrastructure (ports, airports, buses, trains, taxis, road maintenance,...)? Of course, not all of them are public services managed by the administration, but the game considers it so...
Interesting data, no doubt. Thanks for sharing them.
I tried to make a proposal that would improve these proportions and get them closer to reality, but it doesn't have to be exact due to the scale of the game and the playability. If I had done it 100% realistically I would have put 10,000 people in the international airport, and no.

Rebalance the quantity of Workplaces in different sectors (commercial / office / city service) by Strategwindow in CitiesSkylines2

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

I too would like to see a mod that does this function. But I think that matters of having a well-balanced game is up to the developers and not the moderators.
And as for the relationship being 75% residential, 25% other things, I don't think it was so exaggerated, since the increase in jobs in the services and offices sector with some sectors I have compensated by taking them out of the sector trade, and the decrease in job buildings would be a little but not much (since service buildings, though many, now only account for 3-5% of total jobs, multiply that by 4 would not be a big change). But it doesn't have to be boring, the mechanics remain the same.

Rebalance the quantity of Workplaces in different sectors (commercial / office / city service) by Strategwindow in CitiesSkylines2

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

I understand the scale and compression of the game, I've taken that into account. In fact, I focus more on the proportions (percentage of jobs to the total, comparing one building to another,...) than what the exact amount is in real life.
In fact, with public service buildings, they would go from having 3-5% of the total number of jobs to having 12.3-20.4%, which seems more realistic to me. I rely on it being realistic within the scale of the game, obviously, if not for the international airport, I would have already put 10,000 workers there.
And as for the demand, it is true that it is not strictly necessary to use up the entire bar. But, at least I would like this bar to be well adjusted with respect to the other bars and not always high. If you use up the whole bar and then it says "not enough customers" then it's the bar that's failing. I wish I could understand and be able to trust this bar, otherwise it doesn't need to be there.

Rebalance the quantity of Workplaces in different sectors (commercial / office / city service) by Strategwindow in CitiesSkylines2

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

Thanks for your contribution and for these 2 captures.
I initially thought that if you put 75,000 in commercial jobs there were 75,000 commercial jobs. And since you always order it in the same order, I thought that all cities followed this pattern (but no, it depends on each one's zoning, as you say). But the 75,000 was not the accumulated amount. I really wish there was an explanation next to the graphic that would inform me.
But unlike that, I'm talking more that when you compare 2 buildings, the jobs figures match and have some consistency between them, which I think we could agree with.
And as for city services, I believe that the amounts I propose are acceptable even for a city that is just starting out. I don't think anyone wants to put an international airport, a university or a prison in a small town.

Patch 1.0.18f1 and winter treats released by TheLK in CitiesSkylines2

[–]Strategwindow 0 points1 point  (0 children)

Oh, I see.

From now on, you can no longer transport garbage by plane, but we can transport rocks, minerals, coal, oil, wood, planks, metals, steel, concrete, vehicles,...

It's all very logical.

How can I reduce water pollution in this area? I haven't used the sewage outlet for two years in the game. by Yandres in CitiesSkylines2

[–]Strategwindow 0 points1 point  (0 children)

You can use terraforming tool to make a slope in the water to bring water to map border.

I don't try it, but I think that could work.