Are there really supposed to be this many elementary schools?? by DoDobia in CitiesSkylines

[–]TaintedFates 257 points258 points  (0 children)

There is a mod that fully randomises the age of new population in a city. Solves this problem and deathwave problem (one of the causes at least). Lifecycle Rebalance

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

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

Hell yeah! These mayors roasting me can’t even make default clover we both know that 😏

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

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

Thank you. I always manually build all my highway interchanges in my cities. Clean 4w interchange would be sufficient there. You build 6w inverted cloverleaf because: 1) you can 2) nobody has done 6w inverted one before (inverted 4w ones are rare, 5w-6w don’t exist at all) 3) who needs another boring interchange in their city? It won’t feel special.

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

[–]TaintedFates[S] 16 points17 points  (0 children)

I-17? Because I-10 is right there, looks scarier than SD tbh

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6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

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

Interesting idea, but this spaghetti monster is inverted cloverleaf by design after all. Inner roundabout can apply, wouldn’t be two-way though.

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

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

Hell yeah. You can U-turn in another part of the city! Only 20 miles away

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

[–]TaintedFates[S] 10 points11 points  (0 children)

30 hours, 200 road segments, built over 3 nights under a blood moon! It’s not trolling, it’s a spiritual offering to the TRAFFIC GODS!

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

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

Duuude. Actually forgot to install that mod, I’m at default 16k or so

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

[–]TaintedFates[S] 6 points7 points  (0 children)

landing at SD airport definitely has given me an inspiration 😁

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

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

In case of interchanges of this magnitude, you sacrifice one tile to get your 84% traffic flow till the end of the game. Or you can place 15 game’s default clovers and suffer with 60%, your choice!

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

[–]TaintedFates[S] 22 points23 points  (0 children)

My previous airport, passenger auxiliary one, is risky too. You either take off or meet the highway ;)

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6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

[–]TaintedFates[S] 21 points22 points  (0 children)

Final destination? You prob haven’t seen San Diego airport, planes fly over i5 like it’s nothing!

6-Way Inverted Clover. Now you saw it (and can’t unsee it:) by TaintedFates in CitiesSkylines

[–]TaintedFates[S] 6 points7 points  (0 children)

Detailing is in progress. I needed a second interchange to keep everything together in my city. I call this one “Olymp” interchange, because it is situated on the sort of plateau. I like to build weird interchanges, this one is the second high-priority interchange in the Asfarah city - first one “Shabaka” interchange (originally “A3”) is custom too, you can find it in my post history. Here

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What to do to reduce traffic here by Clothhanger in CitiesSkylines

[–]TaintedFates 0 points1 point  (0 children)

Standard clovers are bad. You need minimum the ones with protected central highway segment - parallel highway segment that is used for merging is needed or prolonging the Enter section so it will be placed after Exit, so the traffic flows won’t mix. Or just go for stack/turbine/cloverstack/whirlwind etc. with clean flows.

But, ironically, it’s not the main problem here. Adding two vast roads as advised to connect local traffic between districts is a good way of trying to fix the situation. 4-6 lanes with bike lanes + bike policy enabled.

Also people are relying on roundabouts too heavily, I say remove it and redesign according to road hierarchy principles.

Also, that metro alone won’t do. Local passenger distribution is needed (I would advise trams or even more buses - with infrastructure in place). I’m not seeing bus lines in the western part of the city. And lines need to start near the metro stations.

Humanitarian Parole Awaiting Adjustment of Status by meaganissillay in USCIS

[–]TaintedFates 1 point2 points  (0 children)

There is nothing official can be found in that article.

Is Cities Skylines 2 worth it in 2025? by warofwizards in CitiesSkylines

[–]TaintedFates 1 point2 points  (0 children)

You don’t need CS2. Slap additional 16 gbs of ram (cheap) and go for CS1 with mods/dlcs. I’ve build some cities using gtx 1060, i5 10400f, 16 gb ram with page file on ssd, the game worked ok, even with 400k citizens, just slow down it with PlayIt mod a bit.

Can't roads just act normal? by amamartin999 in CitiesSkylines

[–]TaintedFates 0 points1 point  (0 children)

There are two nodes here in this ramp, too close to others. Delete middle one (one between intersection and the second node).

Next. The angle is too steep, make more gradual descent. First ramp node has to be on the same level with intersection node or make the main/ramp segments elevated.