For most of public places, you just park everywhere that you can squeeze in. How do we solve the parking issue without building enough parking places? Well, we kinda of don't. I live in China, a relatively large size city (pop around 8M to 10M, not too special within China) and we have what I would say "good" public transit system (hundreds of bus lines, 8 metro lines and increasing), not to mention millions of people just commute in e-bikes.īut the thing is, people still need to drive from time to time. In summary - man, I wish my city is half this good so I can actually park in peace. So I feel like I could give an example about other parts of the world, just for perspective. Overall definitely a fun game, lets you build much more natural-looking cities than Sim City, with the only downside being that the road network has a greater impact on the simulation and requires more micromanaging than I would like.Įverytime parking (or how cities transit should be) is mentioned, the US is (rightfully) shown as a bad example, and usually compared with Europe. With enough mods it is one of the best tools for building digital city dioramas and best of all, the simulation still mostly works, so you get to watch people live in the city. Almost wish there was a "Traffic Manager AI" mod to do all that for me.Īlternatively, you could use it to build dioramas. I've had a lot of fun with it, but I wish I could let the computer handle all the road planning details and I could get on with designing the city, but past a certain size, I feel it forces me to start doing road planning more than city planning. You are almost required to mod the game (with TMPE) to make the most optimal traffic network, which involves manually planning each major intersection, micromanaging road lanes and configuring timed traffic lights. So much that a lot of the game is about traffic planning. I recommend it to everyone, but especially people who ever enjoyed a game of SimCity, or has enjoyed any city builder of any stripe, or who think that games are only for children.Ĭities: Skylines is great, but I do feel it leans a bit too strongly on the agent simulation. It is everything that SimCity 2013 should have been. That said, I think Cities: Skylines is the best SimCity we’ve ever had. Another mod that I really like allows you to select a stop on a mass–transit vehicle route (a bus stop or a metro station or a ferry station or whatever) and see where everyone who is currently waiting at that stop is going. I use one that shows what each service vehicle is doing, for example. ![]() In principle, mods can fix some of these oversights. It still just shows the routes that end at the building though, so you end up seeing just those service vehicles that are going home and people who are going to work at the service building. The exception is service buildings like fire or police each one supplies a fixed number of vehicles, and in theory the tool could show what all of those vehicles are doing. ![]() Thus, when you click on a building to show the associated traffic routes it can only show routes with that building as a destination. Agents know their destination and chosen route, but they don’t remember where they are coming from. The built–in tools are also somewhat hit and miss, and that is partly driven by what information the game holds on to and what it throws away for increased efficiency. Mods can increase this somewhat, which is usually safe because our computers have gotten faster. These numbers were chosen so that the minimum spec computer at time of the initial release would get 60fps. Most of the agents in a building are not actually doing anything most of the time the game has a strict limit of 16,383 moving and 32,767 parked vehicles. You had to build your transport system to fit the simulation method, if you wanted a viable city. In other words, the transport simulation is too different to real life to be playable. Traffic would go into this, and never emerge. You could show this issue clearly by building a square block of road tiles - each tile then having four junctions. ![]() So if you build, say, a round-about, or a subway system which is a loop with branches, it's death and ruin trips have no idea where they should get off (this branch leads to industry, for example), and some trips just keep going round and round until they reach their max travel distance and fail. However, at each junction, the trip randomly selection one of the routes. The game simulates "trips" emerging from each zone type, and a sufficient number of those trips need to reach particular other types of zone, for the origination zone to be successful. ![]() I came to the conclusion the game was fundamentally flawed, due to limitations in the transport simulation. I spent a lot of time investigating SC2K.
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