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Rallyetouri

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Aug 3, 2024
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I am currently building on a new Map, which is almost finished. I now have the problem that I cannot create a fish resource because it does not exist in the editor.
I have water surfaces. Sea, a river and a source. But no Way to add Fish-Ressources to them.
Does this resource come with the Bridges & Piers update? What happens to my Map btw. the Cty on it, when the update comes out. Becomes automatically fish resources on the map? Do I have to make the city completely new to get the resource?
 
Does this resource come with the Bridges & Piers update? What happens to my Map btw. the Cty on it, when the update comes out. Becomes automatically fish resources on the map? Do I have to make the city completely new to get the resource?

Yes, it will come with Bridges and Piers (I'm guessing, unless it's automatic already) and no you don't need to start over with a new city per say. Later on, you can just use a mod called "Extra Landscaping Tools" (once they update it with Fish) and you can just paint in whatever Natural Resources you want on a map you've already built a city on.

That said, the map I play right now (Harstad) already has fish resources in the sea and it just went in there automatically with the latest patch, not sure how that works, but it happened. Anyway, don't worry too much about it, you will get your Fish resources no matter what.
 
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If it works anything like it did in CS1 - and we have little reason to think they'd mess with something that worked so well already - the fish resource will just be assigned to any body of water, and vary depending on a few factors like the depth of the water, the distance from the shore, and pollution. That way, they wouldn't have to do over any of the existing maps.
 
If it works anything like it did in CS1 - and we have little reason to think they'd mess with something that worked so well already - the fish resource will just be assigned to any body of water

They have to mess with it as the code from C:S1 is not compatible with C:S2, however I hink the core mechanic to determine where fish are is similar by design but simplified.

In C:S1 there were different specimen of fish simulated depending on the waters speed and depth - this seems not to be the case this time.
 
They have to mess with it as the code from C:S1 is not compatible with C:S2, however I hink the core mechanic to determine where fish are is similar by design but simplified.

In C:S1 there were different specimen of fish simulated depending on the waters speed and depth - this seems not to be the case this time.
Of course, they can't literally use the same code, but I would think the concept would be the same. It's a relatively simple way to implement new resources on old maps with no manual input required. "The water is this deep, that means this type of fish lives here, provided there's no pollution" is so straightforward it doesn't need to be revised from scratch.
 
Yeah, it's already in the game. Just load up your existing city and click on the Natural Resources Overlay and hover your mouse over the oceans and now you see how much fish is available at what spot. Sea Lanes have reduced amount, not much around quays or pollution etc. I think it will work just fine :)

I wonder how that will interact with the offshore oil platforms we're getting but going to assume not many fish around those either.