Cities: Skylines
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i need some ideas for this roundabout
okay. here's a few things that trip me up: basically every exit lol, but specifically north-east. this corner is super weird. the road north (1 way) is not really connected to the roundabout, there is like a seperate road/lane that runs "past" the roundabout from east to west. but the roundabout has an exit to that road. and that road splits up into a lane onto the roundabout and one that runs past it.
i'm also not 100% on what to do about the slip lanes that still kinda brush the roundabout. i'm trying with curbless roads, but they're super finnicky
here's one more image with the streetview lanes
https://imgur.com/a/DYMuMMC
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OSM import doesn't overlap with the map
So, i am getting back into a cities project after being out of the game for a while. I'm using https://terraining.ateliernonta.com/ to generate heightmap and overlay image. it also exports OSM data (I also tried to do it manually with the same result)
now what happens is this. i think this has always happened. it seems like the "scale" is off. the roads are "correct" but slightly shifted in all directions. they're not all just slightly north like the picture. at one point it exactly overlaps and the rest is too far south. like the scale is wrong. like it's too small or something. but the OSM scale is 1. did i do something wrong?
(i looked through the github but couldn't find anything. also no similar things on the workshop comments right away)
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Paradox announce updated release timelines for Creator Packs and other downstream DLC
Excerpt from the original post on Paradox Forums:
>The two Creator Packs — Modern Architecture and Urban Promenades — have been completed by their creators. While the Economy Patch, Detailers Patch, and Decorations Patch are all part of our commitment to improving the base game, we are well aware that the Asset Editor is one of the most crucial remaining features in fulfilling our promise to make mods fully available in-game. To ensure we don’t split our focus, we’ve made the decision to push the release of the Creator Packs to Q4. This will also affect the upcoming release of Bridges & Ports Expansion that will instead come in Q2 2025. We will continue dedicating our efforts to the base game before shifting focus to paid content. Our goal is to ensure the community is satisfied with the state of the game, and once we’ve achieved that, we’ll be excited to release these amazing packs to you!
View the original post on Paradox Forums | Archive.org | Archive.today | Xitter thread (privacy friendly)
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Am I the only one who struggles with the idea of building highways?
I'm a hardcore fan of Cities Skylines 1 and have been playing it for several years now. One issue I have though is how I go about making a highway system. It seems so complex, I don't understand how I can connect place to place in a reasonable way and I feel like the only proper way to do it is to ravage through regions of my city to make massive interchanges and efficient routes. My strategy as a result is just using 6 lane roads as my "highways" and kinda just avoiding the idea of highways altogether. I'm so bad at it that my idea of creating an on/offramp is retrofitting roundabouts. I'd love to hear people's thoughts on this and also how to get my mind thinking of the right ways to make good highways.
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Decorations Patch (out now)
>Since we wanted to get the homeless fix out as soon as possible and the decorations menu was ready to ship, we decided to bundle them together, along with a bunch of other bug fixes of course. Today, we’ll go through the new decorations menu, how props work, and what has changed with homelessness.
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(C22) How do you usually organise your districts?
In Cities: Skylines 2, how do you usually organise your districts? What makes you decide an area should be a district? Roughly how big are your districts usually?
I feel like I might be overusing the districts a bit and it's getting a bit messy.
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Road Builder Mod for C:S II - Trailer
YouTube Video
Click to view this content.
This mod looks revolutionary for what used to be possible in Cities Skylines..
- arstechnica.com The rent is too dang high in Cities: Skylines 2, so the devs nuked the landlords
It was getting so bad, people were actually suggesting building more homes.
cross-posted from: https://lemmy.sdf.org/post/18232199
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Upcoming Patch & Content for Cities: Skylines II
forum.paradoxplaza.com Upcoming Patch & ContentHello Cities Mayors, We wanted to provide you with an update on the status of our upcoming patches and content. Economy Re-work The initial implementation of the economy re-work is done, and the patch is currently being polished. Our internal...
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Biffa (and others) had a chat with CO & Paradox, here's Biffa's video on it
YouTube Video
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Patch Notes 1.1.2f1 - Beach properties added to Base game, bugfixes & optimizations
forum.paradoxplaza.com Patch Notes 1.1.2f1Hi everyone. As patch 1.1.2f1 is rolling out on Steam and Microsoft Store, let’s have a look at what it includes and what you can expect next. This patch removes the entitlement from all the Beach Properties assets, so they are now a part of the...
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Potential Beach Properties DLC Refund Inbound
Multiple people claim to have received an automated email from the official paradox forums this evening.
Apparently a post was made to the forums that triggered this e-mail, announcing a refund of the Beach Properties DLC: Screenshots of the email
It was made by the official paradox account used for other announcements (as verified by checking the profile url in the email). The post was made private almost immediately because upon clicking the View This Thread button they couldn’t access it.
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Beach properties asset pack & modding wavelet patch announcement
store.steampowered.com Cities: Skylines II - BEACH PROPERTIES ASSET PACK & MODDING WAVELET PATCH ANNOUNCEMENT - Steam NewsBring life to your city’s waterfronts with Beach Properties and access to modding!
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Found the sentient car from Harry Potter
YouTube Video
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Think it's trying to park
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Cities: Skylines 2 - Word of the Week #14
forum.paradoxplaza.com CO Word of the Week #14While we’re receiving plenty of questions about Cities: Skylines II features, we have also received a ton of questions on topics surrounding the game. Today we’ll go over some of the difficult ones. Are you going to address the content creators’...
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CO Word of the Week #11: How the flow of resources and goods works in CS2
forum.paradoxplaza.com CO Word of the Week #11Last Monday I said we would be taking a break from these weekly posts due to the lack of concrete news and that we would come back when there’s something to share regarding updates to the game. On Tuesday I received a call from Sweden. It seems...
- hard-drive.net Cities Skylines 2 Introduces Gerrymandering DLC
Players can be assured this new feature will provide hours of fun and millions in potential dirty money for building their dream locale.
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So... I think I beat the game on my first city?
Aside from watching a YouTube video on getting started a few months ago for my wife, I went in pretty blind.
Is this mostly due to mods or bailouts for most cities?
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50 hours in and I'm able to reliably get to the "Small City" Milestone!
I've now got a grasp on most of the basic mechanics of the game, so it's time to get to the fun part: OPTIMIZATION!
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City is doing great now that I'm using mass transit!
I didn't realize how much TRAFFIC can be avoided with some mass transit! Airplane into the city plus a subway/tram system to get around!
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What am I missing with managing traffic
I just started playing Cities: Skylines 2, and it's pretty cool. Seems like a good mega time-sink game. But oh man is managing traffic flow DIFFICULT. I'm beginning to understand how the AI behaves whenever it comes to types of intersections, like oh man is the computer bad with changing lanes at the last minute or what.
But what I'm working on right now is figuring out how to manage my larger traffic volumes. I've gotten a couple cities to get to 10k-20k population, but around that point I have the same issue with traffic flow, in that I don't know a space efficient way to distribute high volume traffic in my city on my roadways. I think the issue is I'm just getting too high of a population too quickly. I think I'm also making neighborhoods that are WAAAAAAAAAAY too large. How large do you all usually make your large apartment neighborhoods?
Edit: Okay so additional parking makes traffic MUCH worse. I kept thinking "oh man, this is a TON of apartments, so they all need parking for their cars!" If you put 10 underground parking garages next to it, hundreds of cars will spawn and swarm at you in droves, bloodlust in eyes.
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The district demand suggestion lies
In Cities: Skylines 2, I just learned that the demand suggestor for which distructs your city wants should basically be ignored. I had a city where less than 1/3 of all jobs were filled, and it was telling me to build a TON more job buildings.
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Roads are HARD
Title is everything . . . I tried making intersections and diverted traffic elsewhere, and the townpeople cut through neighborhoods instead of my nice roadways!
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Cities: Skylines 2’s troubled launch, and why simulation games are freaking hard | Ars Technica
arstechnica.com Cities: Skylines 2’s troubled launch, and why simulation games are freaking hardElaborate parking booths, Q4 financials, game engines, and the nature of sims.
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Is the financial trend indicator messed up for anyone?
I have a near 200k city which is essentially a set of neighbourhoods isolated from the highway separated by train and airplane lines for both passenger and cargo.
The money trend indicator goes up and down between +300 000/month (=24h) and -2 500 000/month... yet I'm consistently making money hand-over-fist jumping up about 20k every time it updates.
So IDK if it's a source of income like haulage fees for freight or ticket income from transit being more than reported, or if my municipal council is reporting low numbers to defraud the national government to give Rentlar City all the subsidy monies (which were around 2-4 million a month) and bankroll the transit system.
Any one have any ideas or thoughts?
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- First city, still growing
cross-posted from: https://poptalk.scrubbles.tech/post/323936
> Tired of all the negativity online around this game. Wanted to start sharing that while there are a lot of people who are not enjoying it, there are just as many people who are. > > 170k Citizens, 5 in game years in, 30 real-world hours in, still growing > > And since it'll be asked > Ryzen 5000 series CPU > RTX 3090 GPU > 5120x1440@30ish fps > Most settings on high (except for the ones they recommended disabling) > Personal enjoyment level 5/5 >