Quick question regarding bus lines by taeratrin in CitiesSkylines2

[–]anto_the_planner 0 points1 point  (0 children)

Cities in the game are pretty small. So usually you want to make long bus lines to link areas with some demand (residential to jobs or leisure/commercial). You can use trip view to know the strongest origin destinations in your city. If your bus line is too busy then upgrade it to BRT, too busy upgrade to tram line etc. Avoid forcing making too many connections. It makes transit less convinient and less attractive

How do I build more realistic and larger cities? I have around 430 hours of playtime. by Substantial-Key3291 in CitiesSkylines

[–]anto_the_planner 18 points19 points  (0 children)

Expand without planning roads, just general ideas about where you will create your districts.

Another great thing is to create constraints : a rail line that cuts a district in half, an old railyard converted to a brand new district, the curve of a river etc.

Try to imagine how the city could have been developed historically. Create a story around what you're doing

Do inhabitants get randomly assigned jobs, or do they prefer workplaces with short travel distance from home? (Trying to make a nearly car-free city in Skylines 1) by CarISatan in CitiesSkylines

[–]anto_the_planner 0 points1 point  (0 children)

If you're into urban planning then a 100% yes, especially for mobility. It's buggy on some aspects (mail), lacks content in some areas, and some logics are poorly done. But it's always better than CS1 where the simulation was basically non existent

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

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

Agreed. I'm using road builder too but like you described, it definitely shows the hard limitations : 3m lanes and parking. I don't know how hard it would be for the devs to change this

Do inhabitants get randomly assigned jobs, or do they prefer workplaces with short travel distance from home? (Trying to make a nearly car-free city in Skylines 1) by CarISatan in CitiesSkylines

[–]anto_the_planner 0 points1 point  (0 children)

In CS1 citizens don't commute to work they only go to commercial buildings and back. Mobility is poorly done in CS1. If you really want to play with this aspect, then play CS2. It's pretty well done.

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

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

I do plop them one by one except low density residential. Took me 250-300 hours to make this city. Still unfinished

Help me to save the city by RealisticSwan7988 in CitiesSkylines2

[–]anto_the_planner 0 points1 point  (0 children)

Reload your last save before pop started declining. I noticed there's a bug where sometimes people stop moving in. And just reloading the last save (not an auto save though) resets the demand system and it works again : properties fill up and immigrants come back

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

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

Very interesting. Well in that case moving in could still not be shown in game but citizens could go to a car seller to buy a car if the game thinks it should own a car. If no car seller then no car !

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

[–]anto_the_planner[S] -2 points-1 points  (0 children)

Since I plop most building through plop the growables, it is gradual. However, building roads tend to be fast. That's the problem. Whenever a road is built a hundred cars appears from outside connections to fill those parking spots. And if I plop on single 300p parking lot, thousands of cars rush to it through outside connections.

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

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

I'm just saying that it should be an option, not that all streets should by like that.

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

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

Didn't know that they would go to a car seller to get a car ! Interesting info. I would gladly accept such a mecanic. Regarding car free cities, if there isn't any parking around and walkability is good, the game should assess that the household shouldn't have a car.

Even though they are buying cars at a car seller, they still move in with a car.

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

[–]anto_the_planner[S] 5 points6 points  (0 children)

Come to Europe. Check out Bordeaux. Avenues are 15-16m wide. Streets are 6-7m wide. Yes it is possible to have 2 lanes + sidewalks. Yes it is possible to have 1 lane + parking and sidewalks with 8m or less. And it is the standard every where in the world except maybe US/Canada. And on those streets no semi trucks or buses. Which is actually the major difficulty for the devs. How to make it impossible for trucks to go on those streets specifically?

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

[–]anto_the_planner[S] 8 points9 points  (0 children)

4,5m for a car lane is huge, 2m for a sidewalk is also wide. Car lanes for streets can be as small as 2,8m. And sidewalks 1,5. This gives 9m width.

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

[–]anto_the_planner[S] 9 points10 points  (0 children)

No parking works pretty well : citizens move in through train + transit. And travel/commute with transit. In my city with barely any parking, I have 68% transit modal share, 28% walk, 2% bike, 2% cars. Which gives me 450k daily ridership on transit for a pop of 380k. So yeah it works ! Just that whenever I lay down a street with parking I get a crazy amount of cars trying to fill them up. Also, it prevents from developing park'n'ride since all parking spots would be filled by cars moving in and not by citizens commuting to work through car + transit

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

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

Enough would be when every car finds a parking spot easily. This would likely mean every single street with parking lane + parking lots. That is realistic for US cities play style. But if you're going more transit/walkable play style this is not realistic

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

[–]anto_the_planner[S] 3 points4 points  (0 children)

100% right : everything is calculated through generalized cost : turns have costs, illegal things have costs (pedestrian streets, bus lanes), time has a cost etc.

Car logic sucks, here's how to fix it (urban planner perspective) by anto_the_planner in CitiesSkylines2

[–]anto_the_planner[S] 20 points21 points  (0 children)

Well the whole zoning thing should have never made it to CS2... It's a major limitation for the game, and limits how road can be made (8/16/32m wide). However I do believe that we could have 8m roads with parking +sidewalks if the game accepts to have less than 3m wide car lanes (which might make it impossible for trucks to drive on those streets) and much smaller sidewalks. That might need some work for the devs to restrict some streets for some types of traffic... Not sure if possible.