Cities: Skylines

Cities: Skylines

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Create and upload new mods and assets to add new buildings, items, and game mechanics to Cities: Skylines. Explore new maps and share save games.
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rpfncastro 3 13 Apr, 2024 @ 3:05am
Questions, issues and limitations in CS1, for those who want to expand the city to 81 areas
Warning: Only applies to players who have reasonably up-to-date hardware and good CPU, GPU and RAM capabilities.
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Showing 1-11 of 11 comments
rpfncastro 3 13 Apr, 2024 @ 3:20am 
As I mentioned before, here is a proposal for experts in building Mods: Build a Mod like "Delete it" type in which we can choose any item in the city (road, power grid, building, pipe, pier, etc.) and have then 2 options:

1 - Eliminate this item in the entire selected area of ​​the map or

2 - Eliminate this item in the entire map. I believe this feature would please hundreds of players

:).
rpfncastro 3 13 Apr, 2024 @ 3:42am 
This MOD that I propose applies to all players, whether they have a city with small areas or not, as it saves a lot of time, effort and patience in eliminating certain construction that we no longer want or that have become obsolete.
But that doesn't explain my game slowing down as my population increase overtime.
rpfncastro 3 14 Apr, 2024 @ 2:10pm 
I have 2 problems in the city for which I cannot determine the true causes:

1 - I am losing population several times despite births (1356) being much higher than deaths. However, checking the indicators, the entire city is blue/green for all health parameters, i.e. average health (87%), funeral services (100%), child care (84%) and geriatric care ( 88%). Life expectancy is 80 years. I'm at 67% of vehicles, so there's no shortage of ambulances.

2 - After activating the "No death" Mod, I removed the cemeteries as I no longer justified having them. However, all removed cemeteries appear as problems and the locations where they were located are visible across the map (in grey), despite there being no construction in those locations.

I think that in this case there must be some "Bug" as cemeteries continue to be counted in some indicators.
rpfncastro 3 14 Apr, 2024 @ 2:16pm 
H.E., I don't know what hardware configuration you have on your device. I can say that mine, despite being around 3 years old, is only now starting to get a little slow but I have practically all 81 tiles filled with buildings, districts and industrial areas.

I have around 470k population and I want to reach the goal of 500k and have all the game parameters healthy. It is with this constant struggle that I also notice aspects where the game is unbalanced and/or limited.
WhiteKnight77 28 15 Apr, 2024 @ 2:29am 
Originally posted by H.E. GrandEmperorVandheer:
But that doesn't explain my game slowing down as my population increase overtime.
How many cims do you have in your city?
rpfncastro 3 15 Apr, 2024 @ 6:56pm 
I managed to achieve almost all the goals I set out to achieve. I reached the population of 470k and I have 81 tiles filled (usable area maybe 80%), and with all the indicators very positive, except perhaps having very few planes at the airports and a low influx of tourists, although in the indicators the values ​​are good high.

However, to achieve this it was necessary to break, circumvent and exceed many of the limits for which the game was designed. For this purpose, several DLC's, MODs, Assets and options were applied.

Main indicators:
Electricity: maximum and export;
Water and sewage: maximum and without problems;
Garbage: 4% of landfills and a maximum of the respective waste processing;
Education: everything maximum;
Felicicity of inhabitants: residences (93%), commerce (91%), offices (77%), industries (97%); Health: average (88%), funeral services maximum (MOD "No Death), child care (86%), geriatrics (87%), life expectancy (79 years);
Traffic (82%);
Pollution 0%, Nise pollution (0% - MOD "Pollution Solution");
Firefighters (28% - All Map blue);
Crime (6% - all map blue);
Unemployment (6%);
Imports (5,814); Exports (138,120);
Land value: ($666/m2);
Tourism (95%).

Problems: No network problems; Buildings (between 55-60 "Few buyers for the products")

Limits: no limit reached: maximum values ​​for Net nodes (92%), Citizen instances (90%) and zone blocks (74%)

Along the way, it was noticeable that as the city grows, we find several limits that are being reached, while others are around 50% or less. This means that the game's parameters are quite unbalanced in several aspects and generally very limited.

Perhaps it will serve as a basis for CS developers to eventually create a more updated version of CS with more potential and who knows, with the possibility of players interacting online between cities :).
rpfncastro 3 15 Apr, 2024 @ 9:41pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3223849845

I reached 500 thousand population twice. This left me satisfied but at the same time upset for the following reasons:

1 - The population remained stable for a short time, but soon afterwards it dropped again.
2 - The bank balance has large fluctuations: sometimes it is positive for about 15 or 20 seconds and between 140k and 20k, sometimes it suddenly jumps to negative 1.8 million for about 3 to 5 seconds.
3 - At airports, I have practically no passenger planes and very few cargo planes.
4 - I don't understand why I don't have tourists in the city having all the positive indicators.

If anyone can analyze the city and tell me what I can fix to overcome these problems, I would greatly appreciate it.
Last edited by rpfncastro; 15 Apr, 2024 @ 9:45pm
rpfncastro 3 15 Apr, 2024 @ 9:52pm 
I warn you that when you open the problems menu, many items will appear that relate to several resource extractor fields that I have disabled. Please ignore this aspect.
rpfncastro 3 17 Apr, 2024 @ 10:15am 
It is no longer justified to observe what was wrong in the city because after implementing the "Profitable Tourism" MOD, everything has been resolved.

In the end, and after leaving the city in self-management for 12 hours, I reached a population of 563 k, crime was at 6% and unemployment at 5%. The incoms Bank stabilized at a value of positive 640k and without major fluctuations.

I believe this is the limit that the game can handle or very close to it as Net Nodes were at 94% and Citizen Instances at 94%. All other indicators rose significantly but were still well below the limits (between 40% and 80%).

No problems at the network level and around 50-60 problems in the buildings but without much significance as they appear and disappear

Of course, to achieve these results, several MODs were implemented in order to increase the limits of the standard version and eliminate the need for electrical and water networks, as without this it would be impossible to expand the city beyond 35-40 tiles.

The fastest limits reached were vehicles, citizens, net nodes and path units that reached the limit while all others were below 50%.

I thank all the experts and experienced people who gave me important tips on how to overcome obstacles or even get around or exceed the game's standard limits.
rpfncastro 3 27 Apr, 2024 @ 10:36am 
I noticed that several unique factories and the shipyard were stopped due to a lack of plastic. However, I find that I have a lot of plastic in the transformer buildings.

However, I have decided that some of these buildings and some warehouses will flow directly to the indicated buildings. After a long time, I notice that nothing works between these buildings because I have an indication of 0 cargo trucks and the target buildings are still inoperative. In terms of vehicles, I have 56%, so far from the limit of vehicles.

I also placed a plastic warehouse near the construction site, it filled up to 60% and remained stationary despite having orders to empty it.

Does anyone know what's going on?
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