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Zed68

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Aug 26, 2014
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Dear Colossal Order people.


I see more and more people are putting efforts into creating buildings but the asset tool is very vague in some parts.

We NEED data about capacities of the ingame buildings. I've seen it is quite less difficult with police or fire stations. The data is there. But for residential we have no idea what is what.


There are no thumbs for us to know what we are opening.
We don't know how many people the houses can hold.
We have no idea what the numbers we get in the editor mean.

We don't know how the "color variations" works. Do we always have to pick 4 of them ?

Help is needed. :laugh:
 
I guess RCI features are handled by the game. For example, if you use "L2 2x2 residential" when you create a new asset, and save it as new ingame model, it will abe added to L2 2x2 residential buildings random queue. It ADDS to the queue, don't replace the deffault "L2 2x2 residential" asset.

About the colors:

1. If asset importer finds a color map when importing your model (RGB with same name as your model with suffix in lower case "_c") it allows the 4 color options.

The areas you wish to be colored ingame must be in pure white in the color map image (RGB 100% all channels). The non colored areas must be black (RGB 0%). Each color will be used randomly when a RCI building appears. You can choose the 4 color variations, so you can make 4 "pastel" variations or "pink, blue, red, green" variations. I don't know how it works in services buildings, but i guess it will be the same.

2. If asset importer DON'T find a color map image:

The color variations are disabled. The imported model will look always the same ingame. However, you can enable the color variations by selecting them and choosing colors. In this case ALL the model will be colored.

I guess is a wise idea to use color maps for RCI buildings so it adds more variety. But not for services/unique buildings, since image maps will be quite large in this case, and will be a waste of precious resources.
 
I guess RCI features are handled by the game. For example, if you use "L2 2x2 residential" when you create a new asset, and save it as new ingame model, it will abe added to L2 2x2 residential buildings random queue. It ADDS to the queue, don't replace the deffault "L2 2x2 residential" asset.

Yeah it does not replace it, of course, but there are several different L2 2x2 residentials, check ingame and on 2*2 you'll find some different capacity values for the same asset size (and same level)
 
It's all calculated from the lot size, level, and density for each building, but it also throws in a random number that can bump it up a little bit.

Residential Low Density
Level 1 = 20
Level 2 = 25
Level 3 = 30
Level 4 = 35
Level 5 = 40

Residential High Density
60
100
130
150
160

Amount of households = (Width * Length * Number for the Level + Random Number 0-99) / 100

It rounds down, but won't go below 1.

Commercial, Industry, and Offices work the same way, and then divide the workers up into the different education levels, also with a random variance added.

Here's the total worker numbers:

Commercial Low Density
50
75
100

Commercial High Density
75
100
125

Industry
100
150
200
Farming/Forestry = 100
Ore/Oil = 150

Office
50
110
170
 
It's all calculated from the lot size, level, and density for each building, but it also throws in a random number that can bump it up a little bit.

Residential Low Density
Level 1 = 20
Level 2 = 25
Level 3 = 30
Level 4 = 35
Level 5 = 40

Residential High Density
60
100
130
150
160

Amount of households = (Width * Length * Number for the Level + Random Number 0-99) / 100

It rounds down, but won't go below 1.

Commercial, Industry, and Offices work the same way, and then divide the workers up into the different education levels, also with a random variance added.

Here's the total worker numbers:

Commercial Low Density
50
75
100

Commercial High Density
75
100
125

Industry
100
150
200
Farming/Forestry = 100
Ore/Oil = 150

Office
50
110
170

Well... Capacity grows with level ??? (means capacity automatically grows with land value???). Not what I expected but I can live with that.

Edit... it means that the richer and nicer a neighborhood is, the more populated the buildings will be... hmmmm no that's actually NOT how it works in real life at all. Cheap appartment buildings tend to be crowded when richer housings aren't.



Same for the lot size and capacity. It makes sense... but not always. A rich man could own a big piece of land and build a small expensive villa on it.


Hmmm... at least it will prevent people from building using totally unrealistic values. (and having to delete those buildinsg because they end up filling the map.)

Many many thanks for the info.
 
Last edited:
Land value/level seems an odd way of calculating the capacity. I can't see rich people wanting to live in crowded areas.

While I can see the land value affecting the size of buildings, and some of them having more capacity (the more expensive the land, the higher the price to rent/buy, the more units a landlord is going to try to make to make it affordable so they can have more tenants) I can also see big spaces, less populated, occupied by people with high adquisition power.

At the same time I don't see it really being worth changing. Unlike in tropico, where more living units usually is a characteristic of low income properties, in CS you don't chose what kind of building is built where. The way to control this now is by setting a district with a high rise ban.