Cities: Skylines (the Sim City we deserve)

  • Thread starter Thread starter Akira AC
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The city has grown to a population of 6000 and, after some struggle to provide enough employees to all the businesses, everything seems to be working fine at the moment.

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This little corner is one of my favourite spots in the city, it's a small beer garden tucked away behind a pub in the entertainment district.
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Started working on a new asset, this time an office building from my hometown. The footprint is 11x29 meters, so it will fit within 2x4 grid units. Ideally I would like to make the clock functional, but I have no idea how to do that. I've seen some functional clock props on the workshop, so apparently it's possible.
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First render of the new asset, in a rather dystopian lighting setup. With all the windows it first looked like the tris count would end up in five figures, but I managed to reduce it to 3000 tris and I'm thinking that 2500 should be achievable. Next step is to add some textures.

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Update: Added textures and sunshine. Can't get below 3000 tris though, but that's fine.

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Made a quick skatepark model, but since part of it is below ground level it gets the default basement texture on those parts of the model. I guess I could raise it up a bit, but I'm not super keen on it since it would just become a big block of concrete.

Also, I found out the hard way that if you exit the game directly from the asset editor, the game nukes all your settings and disables all your mods. So always exit back to the main menu before exiting the game when you've been working with the asset editor.

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Did some more work on the city center and added the new office building as well as the skatepark.

The skylines at night.
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I put the skatepark next to the disaster memorial in the city center. Added some stairs to cover the slope as well. It turned into a pretty nice location I think.
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I used the Oslo apartments from the workshop to frame the office building. More stairs used here to cover up the slope.
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I do hope we get news of something soon.

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Interesting! I wonder if there might be a new DLC on the horizon?

I'm working on a new asset, a growable high density residential. It's a triangular mid-rise building from 1982, 31 meters wide so it just fits within a 4x4 grid (32x32 meters). There are four of these buildings in my hometown and locally they're known as the Toblerone houses, after the Swiss triangular chocolate brand.

The tris count is a bit high at the moment, about 7,400, but hopefully I can reduce it to below 7000. Some vanilla growables have a tris count above 8000 though, so it's not catastrophically high.

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Finished the new apartment building and it's looking good! https://steamcommunity.com/sharedfiles/filedetails/?id=2485252664

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Got the tris count down to 6157 in the end, which is probably as low as it's possible to go given the number of balconies. I added a colour map to the model, so that the ground floor gets a bit of colour variations. By default it comes in white, yellow, green or blue, but with a repaint mod you can set it to anything you want.

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The city of Saint Martin has now reached a population of 10,000. Still some empty pockets of land to develop in the city center. Residential uses are starting to climb up the hills. I should start planning for an airport while there is still some suitable land for it, but I'm not sure if I want an actual airport or just the aviation club.

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I'm loving this neighbourhood, with all the green space around the buildings and the walking paths forming an almost tree-like pattern.
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A view from a hill.
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Roadsigns is something that should be a thing in Cities Skylines 2. It adds a lot of realism to the scene.
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Trying something different for my next asset: A building designed to sit on a slope. Initial tests seem promising (although the game decided to nuke all my mods and settings again for some reason, I should probably have one computer for asset creation and another one for actually playing the game).

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Edit: When finished, the building will looks something like this.
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At first I was worried about the model size, since it’s a fairly complex shape, but now it looks like I can probably get away with fewer tris than the toblerone house. The lod model will be pretty big though.
 
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Still working on my new asset :D The main model and LOD model are finished, just need to adjust the illumination texture and the normal map. The ModTools mod is throwing a ton of errors for some reason, I wonder if perhaps it's incompatible with some other mod I'm using.

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The new building is sort of working. For some reason all illumination is switched off after applying the "no basement" shader (goes for props as well as the building itself) so it looks a bit boring at night. I hope I can fix that.

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Also, someone used the curve builder script I made for the Python mod to create this interchange, it looks fantastic!
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Started a new City, didn't like how Cooper County was going.

I've reverted to the map I used for Rockwood V2, and have started a V3. Fact is, I've put more thought into laying out this map than any other, so it's far easier to cultivate a decent city here, than anywhere else for me. I'm starting this map with no hang-ups about block services. You can't build a functioning city with individually placed buildings without them, simple as that really.

With that said... I've rebuilt the North-South/East external rail line junction, one of two on the map, before I do anything else. I know from experience this inevitably ends up being a weak point, so it went from this...

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To this...

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Crucially, there's separate 'lanes' for trains in all directions, so there will be less train-traffic-jams in about 100,000 cims time! I've also sunk the area inside the loop for sports grounds that will be an attraction for the local residents (when I've built the town!)

... and yes.. that's a PO'd version of @eran0004's bridge.

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I'm building trams in early, though for now, they won't function.
 
@MatskiMonk Looks great! Especially the detailing you’ve done on this side of the bridge (second picture).

For the passenger trains I would recommend having one main station serving the outside connections and then let the passengers transfer to local trains from there. That should reduce the number of trains spawned at the map edges, and the number of local trains can easily be adjusted from the budget for each line.

Cargo trains are harder to adjust, but at least you won’t get a ton of trains with just a dozen passengers each, clogging everything up.

Edit: The illumination issue seems to have been fixed. I disabled the ModTools mod, loaded the building in the asset editor and saved it again.

Shared it on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2498181408

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For the passenger trains I would recommend having one main station serving the outside connections and then let the passengers transfer to local trains from there. That should reduce the number of trains spawned at the map edges, and the number of local trains can easily be adjusted from the budget for each line.

Probably a good suggestion. That'll take quite some forethought since the area for the 'central' station isn't likely to be developed for many weeks - I'm not too worried about passenger trains clogging up the network, but the rail network on this map last time did get pretty messy. Cargo is the big one, but I'll likely do what I did last time and base that around an internal rail loop serving only industry rail freight cargo linked to air freight and sea freight terminals to get goods off the map. There's a mod for cargo barges now, which I might plan for also.
 
I'm building a small park opposite my station to try and get a few people using the train/tram/metro/taxi/bus links I'm putting into the area...

... has a new central feature :)

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The park looks great! Nice work with the plants. Interestingly, the location you picked for the sculpture is almost identical to the location of the real one :)

Saint Martin finally got an airport. I also simplified some junctions along the main road, since there's so little traffic there's no reason to have anything more complex than a roundabout really.
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...although roundabouts can get quite complex as well, when you over-engineer them :O
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I recorded the arrival of the first flight, for some reason the approach appears to include divebombing the container ships.
 
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Here is a map view of the roads at Saint Martin. Some of these haven't had their curves built yet, they're pretty much at the planning stage still. After watching a lot of City Planner Plays videos I have mostly avoided to build cul-de-sacs, one notable exception is the airport, as there is very little space left there to find a second connection. Traffic is at 87% and there's not really any hotspots at the moment.

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Well, Cooper County V3 has hit that wall where I need to build a crap load of detailed low density residential, which is without doubt, my least favourite thing to do.

In order to keep morale up, I just dropped £55 on a bundle containing a whole bunch of content creator packs, including the two latest ones, and the old 'concerts' DLC. Pretty sure I'm now running everything (except the radio stations).




... still hate building Low Density Residential though.
 
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