Cities: Skylines

Cities: Skylines

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Perfectropolis
   
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22.922 MB
22 Feb, 2020 @ 11:52am
23 Feb, 2020 @ 7:26am
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Perfectropolis

Description
A very unrealistic map consisting of perfectly flat plains and slopes, perfectly straight channels and coastlines, perfectly measured shapes, etc.. I created it to test the efficiency of superblocks and other complex networks, which I was finding difficult to do on more irregular/uneven terrain.

That said, it does have a nicely detailed garden district with lots of colorful flora and hidden trails that may appeal to people who like to explore at ground level.

I stuck to vanilla rules for collision detection, span length, and junction angle in an effort to prevent strange cim behavior and physics anomalies. It mostly worked, with a few notable exceptions (e.g. cruise ships beaching themselves, farm trucks parking vertically, cims floating out to pier buildings).

NOTE TO PLAYERS: If the game stops letting you add roads, try deleting some of the excess water/sewage pipes. Since I use this map as a road layout sandbox, I've added plumbing to large expanses of empty space, which brings the node/segment count closer to the limit than you might expect.
22 Comments
moonraker65 2 Apr, 2023 @ 3:37am 
Any chance you can update to use the latest 81 tiles version 2 please ?
moonraker65 12 Nov, 2020 @ 8:32am 
Good man. Look forward to it
DoctorDestructo  [author] 11 Nov, 2020 @ 4:24am 
@moonraker65 I was working on a major update, with a whole new terraced garden district, improvements to the rail network, some Sunset Harbor content for those who have it, etc.. Unfortunately, the current version of the Fine Road Tools mod causes rendering issues that make it too difficult to continue. If that mod ever gets fixed, I'll start working on the update again.
moonraker65 7 Nov, 2020 @ 11:13am 
Any news of an update on this map ? Would be nice to see a few more bits and pieces added.
Anarchy 23 Sep, 2020 @ 6:09am 
Hello, i don't know if just me the problem but when i try to load it the game is stuck...
(the game is like paused)
moonraker65 7 Mar, 2020 @ 2:42am 
Yes it does. They count as jobs so you'll see the yellow bar reduce if you put in office zone
DoctorDestructo  [author] 6 Mar, 2020 @ 10:45am 
Office zones reduce industry demand?? If that's true, that could be a game changer!
moonraker65 6 Mar, 2020 @ 2:44am 
It is busy by the farms but moving. Put some generic industry zone in a few of the empty blocks to the right. Put in 2 office zones per empty super block and they've done very well and helped reduce the industry demand a fair bit.
moonraker65 5 Mar, 2020 @ 11:45am 
Yes very busy around the cargo hub although trucks are delivering to all 3 cargo airports. Maybe needs some oil and ore put on to the map to get the other 2 industries working
DoctorDestructo  [author] 5 Mar, 2020 @ 11:21am 
@moonraker65 That whole area past the canal never worked the way I envisioned, so I can see why you're making big changes. There was supposed to be a huge industry area behind all four superblocks, each representing a different industry. But the farm is only half done and the traffic is already so slow that it can't keep the cows fed. It was really hard to make the trucks deliver to more than one cargo terminal; they all wanted to go to whichever one's closest, causing tailbacks for miles. That area is why I gave up on city planning and changed my focus to detailing. Good luck!