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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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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.

If it looks about a quarter of Manhattan, then that's not 2 million people. Manhattan's population is not 8 million, it's 1.6 million. New York City's population (including all 5 boroughs) is 8 million.

So if it looks like a quarter of Manhattan then 400,000 is a more accurate number the population in the game should be compared to, not 2 million.
 
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Also, all those skyscrapers in the picture may not be residential. Alot of them may be commercial. Chicago's CBD with a large impressive skyline has a population of just 30,000 residents because its skyscrapers are mostly office buildings, same in alot of cities. Melbourne's CBD with a rapidly growing skyline that's increasingly residential with the Docklands & Southbank developments only has a population of around 100,000 including those districts.

So if I see a picture like that with dense clusters of skyscrapers, I don't necessarily equate that to large population numbers.

I think the more important thing is that a district with skyscrapers gets a large daytime population as opposed to a large residential population. What will make the game realistic is if during weekdays, you visibly see the dense areas with skyscrapers become busy with road traffic, pedestrian traffic, tourists, etc while the suburban/low rise areas 'clear out', as a priority over seeing a number indicating that alot of people live in those buildings.
 
I think the more important thing is that a district with skyscrapers gets a large daytime population as opposed to a large residential population. What will make the game realistic is if during weekdays, you visibly see the dense areas with skyscrapers become busy with road traffic, pedestrian traffic, tourists, etc while the suburban/low rise areas 'clear out', as a priority over seeing a number indicating that alot of people live in those buildings.

That reminds me of a question I had: Can workers commute in from outside your city, or vice-versa, can your citizens go to work elsewhere? I've only seen mentions of tourists coming from the outside.
 
Also, all those skyscrapers in the picture may not be residential. Alot of them may be commercial. Chicago's CBD with a large impressive skyline has a population of just 30,000 residents because its skyscrapers are mostly office buildings, same in alot of cities. Melbourne's CBD with a rapidly growing skyline that's increasingly residential with the Docklands & Southbank developments only has a population of around 100,000 including those districts.

So if I see a picture like that with dense clusters of skyscrapers, I don't necessarily equate that to large population numbers.

I think the more important thing is that a district with skyscrapers gets a large daytime population as opposed to a large residential population. What will make the game realistic is if during weekdays, you visibly see the dense areas with skyscrapers become busy with road traffic, pedestrian traffic, tourists, etc while the suburban/low rise areas 'clear out', as a priority over seeing a number indicating that alot of people live in those buildings.
As I recall, the population of the actual City of London (the "Square Mile" as it were) is also quite low, in the range of 7000 per Wikipedia vis-a-vis . In New York, I believe the mixed population is a bit higher than in some other areas simply because enough apartment buildings and mixed apartment-hotels have been in the picture and some residential areas never quite got cleared out...but even there, you have some areas in Lower Manhattan and Midtown where the residential population is pretty slim. Downtown LA is another case of a downtown "office park" area.

Edit: Just another thought not worthy of spamming with another post, but my hope is that we'll be able to expand our cities to include most "commuter" areas.
 
In my opinion, the easiest way to make people happy is to keep the current system you are using but have 2 populations. A "simulated" population which is the number you would have now and a new "real world" or "calculated" population number that is calculated from the simulated number times a certain factor. I really hope you listen to this CO. It'd be an easy addition and would please a lot of people.
 
In my opinion, the easiest way to make people happy is to keep the current system you are using but have 2 populations. A "simulated" population which is the number you would have now and a new "real world" or "calculated" population number that is calculated from the simulated number times a certain factor. I really hope you listen to this CO. It'd be an easy addition and would please a lot of people.

this is impossible because the population numbers are disproportionate only for high density apartments and proportionate for the low density residential houses.

The only way your silly idea would work is, if each building had additional pre-defined dummy population number, that would count a more proportional numbers for apartmends and the game would then simply count the sum of these dummy population numbers to give you a count of total population of the city.
 
this is impossible because the population numbers are disproportionate only for high density apartments and proportionate for the low density residential houses.

The only way your silly idea would work is, if each building had additional pre-defined dummy population number, that would count a more proportional numbers for apartmends and the game would then simply count the sum of these dummy population numbers to give you a count of total population of the city.

I think its a perfectly reasonable and low-bandwidth request, as far as they go on this board. Moreover, you answered a way it would be feasible, and I provided a similar idea a few days ago, so please less hyperbole such as "this is impossible". This is probably one of the more realistic requests at this stage in development, given it has zero impact on gameplay mechanics.

Also, at least try to act civil when degrading others ideas.
 
Okay so there seems to be a bug currently that Cims really, really like to gather up at bus stops. So, um, that might be the reason cities looked a bit empty in some images.

Here's one from today, although it's not on the latest build.

VQ7HcsB.jpg


As you can see there are some blobs, these are bus stations :p
 
I think its a perfectly reasonable and low-bandwidth request, as far as they go on this board. Moreover, you answered a way it would be feasible, and I provided a similar idea a few days ago, so please less hyperbole such as "this is impossible". This is probably one of the more realistic requests at this stage in development, given it has zero impact on gameplay mechanics.

Also, at least try to act civil when degrading others ideas.

Agreed. I think giving buildings a predefined population and only simulating a small amount of them (and this percentage would vary between small houses and large highrises) would be rather easy to implement.
 
I have no programming experience or knowledge so I say this as only a game-player

Nice screenshot, but can't help but notice the population of 14,000.

I think about towns in real life (wha?) with a similar populations and I don't think you would see many buildings at all with a 2nd/3rd story, much less a few of them in a block. Looking at a town like this, (albeit not seeing the entire town) I would guess the population to be between 100k - 200k.


I wonder how the simulation 'feels' about a city of this size? Does it see a population of 14k as a large city that inherently has issues of crowding on public transport, increase in crime and so forth. Because to me, 14k
among these buildings is pretty empty, which makes me wonder about the proportion of cost/income with a city of that geographical size:
Paying for Garbage, public transport, city services, education etc. With the population density not matching the building size expectations, one has to wonder if the financials will match up also.

I understand there are technical and time constraints,I don't want to complain too much about a game I've never played, or be too critical too early.
Nor do I expect this to be a perfect simulation of real life, all I'm saying is I think there is room and need for some adjustment
 
I have no programming experience or knowledge so I say this as only a game-player

Nice screenshot, but can't help but notice the population of 14,000.

I think about towns in real life (wha?) with a similar populations and I don't think you would see many buildings at all with a 2nd/3rd story, much less a few of them in a block. Looking at a town like this, (albeit not seeing the entire town) I would guess the population to be between 100k - 200k.


I wonder how the simulation 'feels' about a city of this size? Does it see a population of 14k as a large city that inherently has issues of crowding on public transport, increase in crime and so forth. Because to me, 14k
among these buildings is pretty empty, which makes me wonder about the proportion of cost/income with a city of that geographical size:
Paying for Garbage, public transport, city services, education etc. With the population density not matching the building size expectations, one has to wonder if the financials will match up also.

I understand there are technical and time constraints,I don't want to complain too much about a game I've never played, or be too critical too early.
Nor do I expect this to be a perfect simulation of real life, all I'm saying is I think there is room and need for some adjustment

Honestly that city started to feel crowded already. I had issues with rampant crime in certain areas and the Cims demands took a lot of my time, thank the gaming gods for dev cheats. It might sound small but that's probably because you're used to artificially inflated numbers. Having to take care of 14,000 real entities is a whole other thing :)
 
I was looking forward to this game, but honnestly this diary made me dissapointed.
I wish city building games would return to how thing where in simcity 4 and earlier.

I don't want small crappy sections of cities, like this is turning out to be. I don't need to be able to click on every stupid citizen. I just want huge cities with a huge population.
(I don't mind that you take appart a landscape in sections, but i would think one milion people per section would be a good aim, not for the entire map...)
 
I don't need to be able to click on every stupid citizen. I just want huge cities with a huge population.
(I don't mind that you take appart a landscape in sections, but i would think one milion people per section would be a good aim, not for the entire map...)

I am also in the camp of preferring large cities over individual interaction, although I'll reserve judgement on this title until I've experienced the gameplay. Some scenes certainly make the cities look large, and I'm guessing there will be a way to mod the "true agent population" into a "real world equivalent population".

Keep in mind that the density you suggest at 1 million per tile is 500,000/km^2. The densest urban area on the planet is Manila, at only 1/10 of that... http://en.wikipedia.org/wiki/List_of_cities_proper_by_population_density
 
I am also in the camp of preferring large cities over individual interaction, although I'll reserve judgement on this title until I've experienced the gameplay. Some scenes certainly make the cities look large, and I'm guessing there will be a way to mod the "true agent population" into a "real world equivalent population".

Keep in mind that the density you suggest at 1 million per tile is 500,000/km^2. The densest urban area on the planet is Manila, at only 1/10 of that... http://en.wikipedia.org/wiki/List_of_cities_proper_by_population_density

I should have explained my reasoning more: I think the tiles are much to small, its the same reason I didn't play simcity 5, its just much to small.
Tiles the size as they where in simcity 4 would be awesome, but I gues that not gonna happen, same as me buying this game probably won't happen.
(sadly i had much hope)

In simcity 4 you actualy build different cities in different tiles, or maybe a realy big one spread over a few. But you still had the possibility to make several huge and small cities over the entire map. Sadly this doesn't seem to be the case in this game /me very sad
As comparison, a big tile in simcity 4 was 16²km, and you could have several of those big tiles on one map in combination with smaller ones.
Suddenly the "Huge maps: Unlock new map tiles with unique possibilities to expand the city" as described on the cities: skylines features seems realy small
 
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I should have explained my reasoning more: I think the tiles are much to small, its the same reason I didn't play simcity 5, its just much to small.
Tiles the size as they where in simcity 4 would be awesome, but I gues that not gonna happen, same as me buying this game probably won't happen.
(sadly i had much hope)

In simcity 4 you actualy build different cities in different tiles, or maybe a realy big one spread over a few. But you still had the possibility to make several huge and small cities over the entire map. Sadly this doesn't seem to be the case in this game /me very sad
As comparison, a big tile in simcity 4 was 16²km, and you could have several of those big tiles on one map in combination with smaller ones.
Suddenly the "Huge maps: Unlock new map tiles with unique possibilities to expand the city" as described on the cities: skylines features seems realy small

You can make cities up to 36km² with the 9 unlockable tiles. The rest can be unlocked through modding.
 
A slight problem I've got with the visuals of all the cities I've seen so far in the images and videos released, which was also common in the latest SimCity, are that there are far too many empty, unused bits of land in between buildings, even in the center of the cities themselves. Can we have a tool which will fill up some of these random green spaces with plazas or other terrain decorations which aren't constrained to building tiles, which have an effect on local happiness or something?

There was a tool like that in a previous city-builder, called "City Life", where a section of land which was surrounded by a road could be filled up completely with a terrain texture of your choice and, based on that texture, would spawn appropriate objects which would complement the new terrain texture (e.g. if you chose pavement, random benches and bins would spawn). SimCity 4 had something similar, but those were constrained to 1x1 tiles.
 
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