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Hello again! This time we will take a peek at how the game systems actually work. Some of the main goals for us at Colossal Order where to create fun systems which interact with each other, and to have simulated individual citizens.

At the heart of Cities: Skylines is how the individual citizens and goods move around the city. Citizens have a name, age, a home and a workplace, unless they are students at the university or too young to work. Citizens travel to work, go shopping and occasionally visit leisure locations like parks. Not all citizens own cars, so some walk and others drive. If public transportation is available, most of the people without cars will use it for longer trips. Even people with cars use public transportation if they notice driving with their own car might be slower because of the traffic.

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Because simulating individual citizens takes some processing power, we opted to cut down the number of citizens. Some residential buildings have a quite low amount of people living in them compared to the size of the building. We felt choosing individual citizens over realistic numbers brought more to the game. So while your high-rise might have only 12 households, everyone has a name and a logical pattern of moving around the city.

Goods are produced in industrial areas and transported to commercial areas to be sold to citizens and tourists. This means that wherever there’s a commercial area, there will be trucks driving to and from it. To produce goods, industrial areas use raw materials. If the city produces raw materials by specialized industry, the industry will automatically get them shipped from the specialized production facilities. Industry prefers materials from inside the city, but if none are available, they will order raw materials from outside locations. Materials arriving from outside locations come by truck if no train or cargo ship connections are available, which will put a stress on the road system.

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To avoid traffic jams, vehicles choose their route so that they try to avoid busiest spots in the city. They also like to choose lanes early to avoid switching lanes and blocking off two lanes in the process if they are trying to push their way into a line of cars and have to wait. If the traffic does not flow well, there’s a traffic info view to show the spots where problems lie. Using roundabouts, elevated roads and building roads to get the vehicles straight to where they are going is are a big part of the game.

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Everything is connected. If you build a Fire Station that sends out fire engines to put out fires, the service vehicles can only get to the fires if the roads are not crowded with other vehicles. But just having a Fire Station near by raises the happiness of residential houses. A raise in happiness means the residents are less likely to turn to crime, even if they are unemployed for some time.

Karoliina Korppoo, Colossal Order, lead designer on Cities: Skylines
 
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I don't mind reduced numbers in buildings, what I really don't like is inconsistency. If an apartment building looks 10x bigger than a house it should have 10x more people. What I don't want to see is a single family house having 1 family, a duplex having 2 families, a small apartment building having 4 (despite being 4x as big as the duplex) and then a huge residential tower only having 12. It means we can't look at the graphics of our city and judge the density, since as buildings get bigger their stats become lower per square meter.

I don't mind lowered stats, but keep it consistent relative to the sizes of the building, don't make it diminish as buildings get bigger as that totally defeats the purpose of bigger buildings. Or just don't have big buildings if your game can't handle them. I rather have all the buildings have consistent stats that match their model than models with half the stats they should have.

It's just like farms and forestry, either do it right or don't do it at all if you're going to do it in such a bad way that it detracts from the game.
 
I understand the reasoning behind the numbers, but does that mean there will never be a lot of traffic/people walking on the sidewalks? In a city like New York, there is always traffic. There's no way I would be able to recreate a dense, urban city with hardly any traffic.
 
Would love to know more about those numbers, kinda confused. 1 mil. limit, let's say that's 100k per tile. If the biggest skyscraper can have roughly 50 people, that would make 2000 skyscrapers - which means ie. a 40x40 grid of skyscrapers per tile. Since I am sure only a small actual area of the city should realistically be skyscrapers, the 50 ppl/building seem way too low! We're never going to reach the 1 mil. limit that way. And if we actually should reach it, then just tell us in game that "there are no more people available in the region, hence new buildings will not get occupied". I really like the idea of not fudging anything at all, it's still better to have 50 people in a skyscraper than to show big numbers that don't actually add up. But I really think a good compromise would be to have big skyscrapers, just not so many of them. Anyway looking forward to the game, keep info coming please :).
 
Great question...i think without tracking time this is the biggest flaw in the game.

Its nice people have jobs and homes they go to every day(the same jobs and homes unlike sc2013)...but how do they know when to go to work and when to go home? When to go to school, when does the garbage get picked up.

Maybe it was a solution for traffic...with no time they can have people go to work whenever and go home whenever therefor reducing traffic congestion.

I think time simulation in a city builder is a important aspect, more important than the water simulation.
Exactly. If there IS a specific time when people go to work/go back from work, then why not add a clock for our information? And if there isn't, then it's kind of bad, we won't have rush hours and the traffic won't be that realistic.

Mods are very important, but they're not magic.
Funny how you mentioned SC4 while talking about mods not being a magic, because when I look at the base SC4 and then at SC4 with all those mods... it does seems like magic :D Mods can change A LOT (but the devs must allow us to do it by making the game very modable...),
 
Wow ! The idea about how many families will occupy an apartment building has already become an issue. People are already complaining about that. And I wouldn't blame them I'm one of them. I've always said in my postings you have to earn the size of a building through population count through real a state method. Why have a high rise that can house people from 500 and up only house about 12× 4 = 48 people. That's unrealistic in my opinion.
Every building that CO creates should have a caption that states the status of the building. Eg if an apartment building of 10 storeys has 10 apartment unit in every level. There can be a statistical data in every level showing the ten units and who lives in it. Eg 501 stating the fifth level first apartment unit shows the Jones family with a total of four people. To make it more complex the data can also bedrooms there are. If a bachelor unit only one to two people would occupy it.
Earning the respectful status and reputation of a highrise building that you put up that will be occupied properly. Will truly bring the population count up and to collect taxes!
As for some of the other simulations happening in this game I'm impressed!
 
The problem is that if we cover the whole map with small buildings, the population won't be that much lower as if we'd cover it with skyscrapers. Let's say it's gonna be 3-4 times lower, when in reality it would be 20 times lower (just an example).

I've already noticed that problem in one of the live steams. The population of the city was about 25 000, even though the city had a lot of huge buildings already and it looked bigger than that. I thought it may be because I can't see the whole city, but now I know what was the reason.
 
Dont know how to exactly descripe in english but there is a beam on the Day/Month/year bar this go from left to right over the day on this i think you can see it is morning midday or evening. But yes a clock with excatly time over the day would be better.
 
Dont know how to exactly descripe in english but there is a beam on the Day/Month/year bar this go from left to right over the day on this i think you can see it is morning midday or evening. But yes a clock with excatly time over the day would be better.
If that bar= time of the day, then it goes too fast, it fills up in a few seconds. People would finish their jobs before even getting there :p
 
If that bar= time of the day, then it goes too fast, it fills up in a few seconds. People would finish their jobs before even getting there :p

I think EuroFighter1200 is correct didn't notice that before :eek: the bar that goes from left to right on the day/month/year thing looks how they are implementing time

@Kanimir : hahaha funny in a sad way :\

It's like 6 seconds for a whole day, so basically a citizen drove a couple blocks and that took a day. Now I understand why there is no day/night cycle, otherwise players would say wtf why is my screen flickering every six seconds :\
 
What is this "more people per square mile is better" mentality? Look at the population densities and living conditions in China, India, etc., and tell me that's a "good thing."

C:S, are you looking for quantity of life or quality of life? There is a 'best balance' number of people per square mile. I don't claim to have that magic number, but I know that one million people crammed into the size of your region is NOT that number-- it would be worse than the population density of Bangladesh.

In the USA, of the many thousands of cities, only 10 of them have >1,000,000 population, and they represent less than 10% of the entire USA population. The other 90% of people in the USA choose to live in much less densely populated areas because of the better balance of quality index factors.

So if you want a REALISTIC community simulator, one that reflects the REAL choices of most people world-wide, maybe you should structure your algorithms to reward something OTHER than absolute numbers of people. In fact, when population starts exceeding 500,000, your algorithms should start penalizing the overall satisfaction index. Call it PEOPLE pollution.

I would love to have a ~333,333 population spread out over your tiles. To me, that would be an ideal balance of people, traffic, resources, choice of leisure activities, etc. If you really want realism, then write your code in a way that rewards THAT kind of community planning.
 
What is this "more people per square mile is better" mentality?
Nobody said that, more like= "realistic number of people per square km is better". A HUGE mid classed residential building with 50 people in it is just not realistic.

In the USA, of the many thousands of cities, only 10 of them have >1,000,000 population
So what if USA only has 10 of them? Netherland doesn't have ANY cities above 1mln pop, but it doesn't mean its less realistic to have it. MANY cities in the world do have that population and a lot of people would love to build it.

I would love to have a ~333,333 population spread out over your tiles.
Me too, I'd love to build more or less realistic sized city, with centre and huge suburbs, but it's not possible when buildings doesn't have a realistic population. Your 50 000 pop city is gonna look like it has 120 000 pop. Thats what we don't want.
 
You could just mentally multiply every number by 3 as you're reading it? Or maybe it could be a user configuration option, you enter a figure, and the UI automatically multiplies everything by that number in order to look convincing according to individual convinceability?

This is what Sim City does - For large populations, the number is multiplied by 8.25.

Essentially Skylines and SC encountered the same problems when moving from a statistics based simulation to simulating discrete citizens, but they solved it differently:

SC: Realistic building densities (a low-wealth apartment block houses 700 "agents"), but small city size to limit the total number of agents, and an inflated/imaginary number presented as the total population of the city

Skylines: Unrealistic building densities, but large city sizes and presumably no GetFudgedPopulation()
 
One of the most important things this game should have is the proper amount of people per home or apartment building. The same goes for commercial and industrial buildings too! You can't go wrong when the buildings size and stature equals the amount of people that it inhibits. This way it will make everyone happy in what ever they want to create from a small town to a big city. The results would come out naturally!
CO made a mistake by event mentioning to the masses a certain amount of families allowed per apartment building from what ever size it would be. Its already causing arguments between the future players of this game.
Let's face it! To be realistic for the size of the map they give you. You can't build a metropolis in the millions. The way this game is set up to create a population of a million might be harder than expected.
 
In the USA, of the many thousands of cities, only 10 of them have >1,000,000 population, and they represent less than 10% of the entire USA population. The other 90% of people in the USA choose to live in much less densely populated areas because of the better balance of quality index factors.

So if you want a REALISTIC community simulator, one that reflects the REAL choices of most people world-wide, maybe you should structure your algorithms to reward something OTHER than absolute numbers of people. In fact, when population starts exceeding 500,000, your algorithms should start penalizing the overall satisfaction index. Call it PEOPLE pollution.

We want a realistic city simulator, but one that simulates DIFFERENT TYPES of cities. If someone wants to create an urban and dense metropolis, they should be able to. If someone wants to create a suburban city with just one urban center, they should be able to. Just because most of the world lives a certain way doesn't have anything to do with this game. This game is supposed to simulate CITIES and there are many types of cities in the world.

And btw, New York and other super dense cities will definitely be recreated so there's no reason why it should be a BAD thing to make a city like this.
 
This is what Sim City does - For large populations, the number is multiplied by 8.25.

Essentially Skylines and SC encountered the same problems when moving from a statistics based simulation to simulating discrete citizens, but they solved it differently:

SC: Realistic building densities (a low-wealth apartment block houses 700 "agents"), but small city size to limit the total number of agents, and an inflated/imaginary number presented as the total population of the city

Skylines: Unrealistic building densities, but large city sizes and presumably no GetFudgedPopulation()

I think this is one of the few things SC2013 did right. I'm ok with having imaginary residents that aren't part of the simulation if it means having a more realistic population. Saying a highrise only has 12 families in it is not realistic no matter how you slice it. Choosing to simulate 12 families and having the rest as an imaginary number is a good compromise in my opinion.

CO made a mistake by event mentioning to the masses a certain amount of families allowed per apartment building from what ever size it would be. Its already causing arguments between the future players of this game.

Wouldn't be the first time there were arguments after a dev diary is released. Better to give CO feedback now than wait until the game is released.
 
In sc 2013 they complain about that fake numbers and whats the sense to have a big number but in fact you only have much less peopel in your town? You may have a realistic number but not more you dont have these peopel in your town its only a number...
 
I love seeing all the desesperated SC4 rats whining about every single detail and subject.

Hmm, that reminds me of my favorite tv show, desesperated housewives. Thank you for expanding my lexicon.

DD was kind of light as far as info goes but I do like the look of those hi-rises. The buildings are looking crisp, well done.