Cities: Skylines

Cities: Skylines

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markjames2006 (City In Need) - fix
   
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13.646 MB
27 Mar, 2022 @ 5:32pm
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markjames2006 (City In Need) - fix

In 1 collection by steel_ratt
City Fixes by Steel Ratt
28 items
Description
This is a fix for markjames2006 (City In Need)
Original here: https://steamproxy.net/sharedfiles/filedetails/?id=2783435205

Traffic is now at 85% (no despawning) and all warning notifications have been resolved.
Here is how...

INDUSTRY
There were several problems with your industry setup.
1. Almost all industry was located in one massive block. This directs all industry traffic along the same few routes.
2. The industry traffic was directed through a single cloverleaf that served pretty much your entire city. (See routes)
3. Your ore industry had run out of ore resources, forcing that industry to import raw materials.
4. There was no generic industry in your city to supply your commercial goods. Without this, all commercial goods must be imported.
Effectively, you had a huge export of lumber competing with an import of ore and goods, all channeled along very few routes.

In the game, you can see the import / export problem using the Outside Connections info view.

Solutions were implemented.
1. The forestry industry was cut down in size dramatically.
2. The ore industry was eliminated. (This allowed the highway interchange to be rebuilt as a proper interchange.)
3. Two generic industry areas were added. These supply nearly all the goods your city needs.

ROUTES:
There were very few effective routes for traffic to travel around your city. Nearly all of it was channeled into a pair of cloverleaf interchanges that were a) too close together, and b) significantly overbuilt. Traffic was directed from there directly onto small residential streets.

The solution to this was to create a network of large (4 and 6 lane) avenues that serve to move high volumes of traffic from and to different parts of your city. Traffic will use these large avenues to get close to their destination before turning off onto smaller streets. With this network, your entire city can run with no internal highways, and with only 2 connections to the main highway. I used improvised partial cloverleaf style intersections to relieve pressure on the major intersections. These work well enough, but could be replaced with something more efficient.

TRANSIT:
You had a fairly extensive metro network, but the routes overlapped heavily (with several routes using the same track and stations). This will create backlogs as traffic from the different routes get in each others' way. Your bus lines were long routes that were essentially doing the job that should be done with a metro. (Metros are best for fast, high-volume, long distance travel. Busses are best for lower volume, short distances.) Also, you were controlling metro and bus usage through the budget sliders. It is better to adjust each line individually.

The solution involved reworking the metro system. There are now four lines. Each line serves a specific area and connects with other lines by placing 2 stations next to each other. People will happily walk from one station to the other to make the connection. There is one place where three lines come together. You can zoom in there and see the constant stream of people using the walkways between the stations. One of the metro lines makes a connection to your passenger harbor so that visitors can use transit after arriving. I didn't adjust your buses. Ideally, the bus lines would be used to distribute people from the metro station into the surrounding area. I will leave that for you to do if you choose to.

Having effective public transit serves to reduce the amount of traffic on the roads.

A few other notes...
- I moved some of your services (fire/police/garbage) and added a few where they were needed.
- You were very low on schools which is why you were getting a lot of 'not enough educated workers' warning. High density commercial and office both need high education levels. I added schools where needed.
- You had virtually no parks. Parks contribute to happiness and help to boost land value. Higher happiness and land value mean that your buildings will level up which means higher capacities (residents or workers), reduced garbage, and higher tax revenue. I added a lot of parks to help out there.
- Turing on "Unlimited Ore and Oil" will allow you to set up ore and oil specialties without them instantly running out of resources.
- I used a slightly different mod set for the fix. None of it will affect game play; just go with your usual mods. (FPS fix and its prerequisite constantly crash my game. There is also a camera mod and WatchIt that I like to use. Nothing that affects game-play, though.)

That about covers the big things. There were many smaller items (changing lane arrows, turning off traffic lights, etc.) that are too numerous to detail.

I hope that this helps you, and that you find at least a few techniques or bits of information that you can use in the future.
2 Comments
steel_ratt  [author] 4 May, 2022 @ 12:21pm 
Glad you found the fix useful. That's always nice to hear! For mods.... It's been a while since I did the fix, so I don't remember what you already have. Klyte's Road Anarchy and Fine Road Tools are staples for my fixes, as well as MoveIt. I like WatchIt to monitor service levels, and Camera Positions Utility for camera control. Picker is good for matching road types. Extra Landscaping Tools for shaping terrain. TMPE for traffic control. Loading Screen Mod (temporary) is good for memory optimization and to make sure all required assets are loading properly.
markjames2006 4 May, 2022 @ 8:04am 
Thank you for helping me fix up my city, lots of good tips you have provided me today.
Do you have any mods for recommendation? :steamthumbsup: