• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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.

xtIlDXH.png


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.

995IESV.png


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.

dVF1fP2.png


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
 
Last edited by a moderator:
Mass Transit interests?

With such a small residential population... what happened to the demand to actually control the zoning of the districts?

Right now seems that roads will be completely self-sufficient and can support the capacity for the entire metropolis...

116,000 pfft... ive had farming communities with larger populations and thats just regional hopping. to support a clean industry.

I hope this decision is not finalized as would really be torn to always use mods to give any sort of challenge.

Also with such a low population HOW would the city that size even make enough revenue to support the structural maintenance, not to mention the other assortment of ever increasing fees for the production facilities, and the business owners could EVER curtail the job market???

This makes numbers very important, and CiM was just one part of the problem, infrastructure is all on the user of said simulation.

Will this trump SimCity4? Well suppose SimTown yet thats about as far as will compare with what am hearing with Population Density.

Edit.

I was wondering how is wealth levels going to be calculated? SO you have has 12 familes in a skyscraper, yet only a 2 story house has 1 family... how many on average will that family have for residence? Is population of life based on wealth of said citizen?

If so, maybe just maybe this 12 family per skyscraper algorithm, could work YET really is that the only structures that will be available? If there are apartment complexes that take up idk tiles still, and they too have 12 families its possible this could work.

As need a middle class work force it changes the demographic for the population significantly...Low wealth is another story as that is abit shaky of a subject... Then age of said individuals along with the criteria of the wellness constitutes there placement in said Establishment. Again 12 familes per 1 skyscrapper... heh hopefully they do not spring up like wild fire as in the screenshot, as that makes a rather broken industry model for any work force... Businesses are mostly skyscrappers... very few imo (sorry live in isolated temperate winter region) would opt to live in a Tower only dedicated to high wealth....

Well theres alot of ways to make this simulation break amazing control to make it realistic yet dev blog to me is very light.
 
Last edited:
i understand the need to limit the cities size in population due to PC power and such, but it would be nice to have a option in the options menu that allows us to open up the game to see how much of a population flux we can get, just stick a label warning not to select if you don't want your PC to explode LOL
 
The picture has approximately 1,5 map tiles, and as you can see, there's lots of room between the high rise centers and plenty of water taking up space. For a full map of eight tiles, 1 million inhabitants is maximum. We have found this to be a very good number for the gameplay, getting the city to work well is a challenge but not too hard and there's lots of options on how to play. I do hope most of you will be pleased with the finished game once it's out, but naturally there will be some who find the numbers to be not of their liking.

This probably isn't the right place to ask, but are the stripes in the middle of the road (the one indicating opposite direction) able to be yellow? That's how it is in America.
 
The city in the picture would be better compared to Manhattan, as it's made up of hi rises. It looks like about a quarter of Manhattan. That's about 2 million people. I'd say Kanimir's estimations are spot on.

No. Manhattan has a population of about one and a half million people. The city as a whole has over eight million people, but Manhattan has the second smallest population of the boroughs.
 
The city in the picture would be better compared to Manhattan, as it's made up of hi rises. It looks like about a quarter of Manhattan. That's about 2 million people. I'd say Kanimir's estimations are spot on.

You was never in Manhatten? But i was there and Manhatten is much bigger than that, manhatten also have below 2 mio its only 1,6 mio (2013) the population is about 27.475,5 Einwohner/km² so in the picture its higher than in Manhatten i think ;)
 
Remember that this is a Paradox Game, which means that it can be modded with more freedom than any other game publisher I know of.

They already said that players can "unlock" the city size restriction if they have a capable enough computer, so I would bet that players can also mod households to have more people, IF they can handle it.
 
Is there going to be rush hours, or just people randomly going about their "day"? will the baseball team play at home a couple days a week? will the hockey team play only at night except on weekends?
 
http://forum.paradoxplaza.com/forum...Simulation&p=18672685&viewfull=1#post18672685

You sir, are a genius.
Why I never thought about something like this?
Well, it's not just genius for this game, also for other CO title like *cough* Cities in Motion *cough* that also has its main focus on the traffic system. I hope this idea doesn't get lost, even if it's not implemented in Cities Skyline I hope for a future version of CiM.
 
You know what, I get where CO is coming from. All simulators start to break down when there are too many variables. If a $30 game can simulate 1 million individual cims, and they act in a realistic manner, and it doesn't turn into a giant cluster-$%&* than that's an amazing achievement.

Just my two cents, but I believe the only way we'll ever see all our expectations being met is in a future game (yeah, I said it). The only way we'll see that is if CO produces a solid, stable game with broad enough appeal, which can provide a platform for that future game. I think the direction of the game, and its limitations, are fairly evident at this point, CO has been transparent throughout the process, so why keep rehashing things? Do people not check the developer comments/responses.
 
The picture has approximately 1,5 map tiles, and as you can see, there's lots of room between the high rise centers and plenty of water taking up space. For a full map of eight tiles, 1 million inhabitants is maximum. We have found this to be a very good number for the gameplay, getting the city to work well is a challenge but not too hard and there's lots of options on how to play. I do hope most of you will be pleased with the finished game once it's out, but naturally there will be some who find the numbers to be not of their liking.

1,5 maptiles so that is 6 km² so a population density of 116.000/6 = 19.300 inhabitants /km² pretty high if you ask me ;) compared to the 27.475,5 inhabitants/km² that live in manhatten. Also there are aproximatly 47,000 buildings in manhatten ( http://www.nytimes.com/2013/12/22/n...f-windows-on-buildings-in-manhattan.html?_r=0 ) and let's say that in 40.000 of those live people than the average inhabitant per building is no more than 1.600.000 / 40.000 = 40 !! (I really was quite amazed by this number myself)
 
The game looks great and I am salivating as the impending release date draws closer. It promises a great deal so hope it can deliver. There will always be those individuals who will moan and complain that it doesn't have/do this that or the next thing. Any sane and reasonable person realises that compromises have to made and that with any creative process there is always room for improvement when aiming for the perfection one envisages within our imaginations. The time taken by developers sharing progress and taking on board feedback is more than encouraging and it certainly looks like the game has the potential to blow all competition out of the water.
 
So to the original question "12 households per high-rise, 36 sq. km city, one million citizens. Is that possible even if you cover the entire map with high-density apartment blocks?" the answer is yes and no. In theory the map could fit 1,7 million citizens if you cover the entire map with high density apartments. But in practice there needs to be water, city services, workplaces etc so you can't have only high density residential in your city. Though you can still have up to 1 million people (=citizens and tourists) in your city. I guess it's up to the player what the ratio is.

You touch on an important point-- You gave "max-case scenario" numbers to support your arguments. But if the only thing that a player is concerned about is cramming as many dense residential areas as possible on a map, how realistic is that? In ANY real city in the world, you have a mix of residences of VARYING capacities, from single family dwellings to high-rise skyscrapers. If a REALISTIC city is the goal, then the one-million limit is a non-issue.

Again, I hope that C:SL will actually PENALIZE cramming too many people in a square mile as 'People Pollution', and encourage the player to moderate their urban planning and growth in a balanced way, not "see how many skyscrapers I can cram in a map".
 
Right on.
This an approximate simulation of a city... and it's inhabitants... that has compromises. It can't be totally "realistic". It's a game.
If you want "absolute realism", step outside.
 
Right on.
This an approximate simulation of a city... and it's inhabitants... that has compromises. It can't be totally "realistic". It's a game.
Except there doesn't have to be any compromises here, just count one cim as a few people.

If you want "absolute realism", step outside.
Yeah, we're totally gonna go outside and build a city. It's called "simulation" for a reason. Are we suppose to accept everything as it is because "its just a game"? Most of the people, including me, are very exited about the game and there isn't many things we don't like about it, and the things we don't like, we point out before the game comes out. If not now then when?
 
Except there doesn't have to be any compromises here, just count one cim as a few people.

Why don't you do it yourself? In your own head? We all dislike the 16 families per high density apartment, me obivously included, but don't forget, every cim is simulated, has a job and education. We obivously can't have more than 1.000.000 residents. This is not an arbitrary limitation, it's a limitation based on laggy game preformance on any PC once you start having more than 1 million Cims.

And I would rather see population count of actual CiMs i'm having, because it gives the player exact and honest information about how many CiMs we have, not just some sort of population number based on a multiplication factor that is based on that exact number of CiMs that we can have.
 
You touch on an important point-- You gave "max-case scenario" numbers to support your arguments. But if the only thing that a player is concerned about is cramming as many dense residential areas as possible on a map, how realistic is that? In ANY real city in the world, you have a mix of residences of VARYING capacities, from single family dwellings to high-rise skyscrapers. If a REALISTIC city is the goal, then the one-million limit is a non-issue.

Again, I hope that C:SL will actually PENALIZE cramming too many people in a square mile as 'People Pollution', and encourage the player to moderate their urban planning and growth in a balanced way, not "see how many skyscrapers I can cram in a map".

This makes no sense. Plenty of the world's greatest and most important cities are EXTREMELY dense.