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let us say each day only 50% do anything outside of the house, so about 160 000. Let us assume they are going from one point to another for about 2 hours. So that would make about 13500 moving. As there are already 12 500 in PT, that leaves 1000 for taxes, cars and just walking.

So they just like PT too much .... perhaps
 
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So they just like PT too much .... perhaps

PT or just anything but cars:
I removed almost all public transportation, left the game for a while to let it recalculate and the sims adjust and force them to take their car.

Result, same, cars remain desperately parked and the streets are the same, empty

Taxis are more present and the sims have all become Olympic athletes and environmentalists, they all walk, the sidewalks are flooded with them with an increase in homeless people :oops:

so even there, already existing city 300k, and since the last patch, almost dead city, streets remains empty even without public transport
 
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let us say each day only 50% do anything outside of the house, so about 160 000. Let us assume they are going from one point to another for about 2 hours. So that would make about 13500 moving. As there are already 12 500 in PT, that leaves 1000 for taxes, cars and just walking.

So they just like PT too much .... perhaps
According to the screenshot there are 50k active CIMs, so I guess there’re plenty walking too.
 
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I was assuming that being in School or at work or shopping also counts as being active.
It is possible, but according to the screenshot there’s only 1k people at work and 27 students at school. On the other hand there’s 41k people going home. I guess some of them might be walking to the bus stop or the parking, but many others are probably just walking.
 
So I have checked my numbers. Around 11:00 am, 600k inhabitants, the number of active cims is 84k. 3300 are driving, 15k in public transit, 22k, waiting for the bus/metro. There are 7300 at school, 6500 at work.

The reasons for the trips are the following: 6500 going to school, 8200 going to work, 770 shopping and 36k going back home. This is something that I've observed, most trips tend to be people going back home. A good number of them must be homeless moving out, I guess, but I have the suspicion that cims are constantly moving to different homes.

Images showing the numbers and traffic in the city on the spoilers:

Cities_ Skylines II 20_12_2024 23_50_42.png

Cities_ Skylines II 20_12_2024 23_51_21.png

Cities_ Skylines II 20_12_2024 23_52_28.png
 
So I have checked my numbers. Around 11:00 am, 600k inhabitants, the number of active cims is 84k. 3300 are driving, 15k in public transit, 22k, waiting for the bus/metro. There are 7300 at school, 6500 at work.

The reasons for the trips are the following: 6500 going to school, 8200 going to work, 770 shopping and 36k going back home. This is something that I've observed, most trips tend to be people going back home. A good number of them must be homeless moving out, I guess, but I have the suspicion that cims are constantly moving to different homes.
Edit 1 - misread the numbers.

This is good info. It’s 11AM and there’s only a fraction of the day shift either at work or traveling to work. I wonder if there’s a bug that’s keeping cims from commuting to work? Or is this intentional to improve performance?

Edit 2 - There are twice as many active dogs as there are active vehicles… If performance is a constraint they should remove the dogs and increase the number of vehicles.
 
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Indeed, that would explain why no parking is needed in industrial areas

Oh yeh? The morning rush is just about concluded and everyone is happy parking at their place of work (industry)... OK OK.. it's a heavily modded game, but it can be done.

1734803512980.png


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Below: Workday is over and everyone took their cars (or in the process of) and went home/shopping etc... The Industry Park is emptying out.



1734805026984.png


Below: Everyone has left and only the night shift remains at work, so just a few handful of cars will stay (that crew will leave in the morning).
I do so enjoy the mod "Realistic Trips" :)

1734805238807.png
 
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Oh yeh? The morning rush is just about concluded and everyone is happy parking at their place of work (industry)... OK OK.. it's a heavily modded game, but it can be done.

View attachment 1234276
Whats the point of replying to "Indeed, that would explain why no parking is needed in industrial areas" with a pic of a heavily modded game and proudly say that your parking is full? We are talking about how the base game has poor mechanics that need to be fixed.
 
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Whats the point of replying to "Indeed, that would explain why no parking is needed in industrial areas" with a pic of a heavily modded game and proudly say that your parking is full? We are obviously talking about how the base game has poor mechanics that need to be fixed.

That would be the same of someone complaining that their parks are bugged and full of homeless people and you say "Oh yeah, mine arent", showing a pic of a city with the bye bye homeless mod. Makes no sense

True. There probably is a problem with the Vanilla game, I don't disagree. I was just trying to show people that they don't have to give up on their ghost towns when a few mods can get them happy again. No worries, everyone does what they do :)
 
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True. There probably is a problem with the Vanilla game, I don't disagree. I was just trying to show people that they don't have to give up on their ghost towns when a few mods can get them happy again. No worries, everyone does what they do :)
I play heavily modded as well, and I can usually have the experience I want from the game (huge shoutout to @ruzbeh0, who makes some absolutely essential mods). My issue with mods is that they’re created for free with no guarantee they will be maintained if the modder has other more important things to do in their life.

We should not have to rely on modders donating their free time for a decent simulation of city traffic, which is one of the core functionalities of a city building game. If mods are not available anymore, I want to know there is a reasonably fun vanilla game underneath that I can still play.
 
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I wonder if there’s a bug that’s keeping cims from commuting to work? Or is this intentional to improve performance?
Only 40% of the cims go to school or work each day, and this percentage decreases with population, reaching 2%* at 600k population.

CO has addressed this and said they won't change it for better performance and for more manageable traffic.

*wrong calculation, should be 6%
 
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True. There probably is a problem with the Vanilla game, I don't disagree. I was just trying to show people that they don't have to give up on their ghost towns when a few mods can get them happy again. No worries, everyone does what they do :)
I agree! I use Realistic Trips in my game. It makes it much better!
 
Only 40% of the cims go to school or work each day, and this percentage decreases with population, reaching 2% at 600k population.

CO has addressed this and said they won't change it for better performance and for more manageable traffic.
I see, seems like a flaw in game design. As population grows in the game, the player will increase the capacity to the transportation network since roads are required for zoning. If the game reduces the traffic generated by the city as the player continues to build, traffic congestion will be diluted and appear to be “better” than it was when the city was smaller. This is counterintuitive to the players, logically it doesn’t make sense that traffic will get better as the city gets bigger.

Because the game doesn’t meet the player’s expectation of the way the world works, the game will always feel broken and empty as cities get bigger. Basically the player can build cities as big as they want, but CO “breaks” the experience by removing core gameplay elements to allow that to happen.

Edit - Providing sliders that allow the player to customize their traffic reduction factors by population size seems like it would be a good solution. That way people who don’t care about traffic management can reduce traffic in their city, and people who love traffic management (and are willing to sacrifice some performance) can get the full rush hour gridlock experience.
 
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This is good info. It’s 11AM and there’s only a fraction of the day shift either at work or traveling to work. I wonder if there’s a bug that’s keeping cims from commuting to work? Or is this intentional to improve performance?
I don’t know, but for me it seems strange that this would be intentional to reduce traffic. People is not at work, but there’s a lot of people going back home (where from?) at any given time of day. And there’s also the dogs that you mention. I have seen people with 9 dogs waiting in the metro platform.

In any case, see how busy the bus stops are. If they make some of these people to use cars instead, traffic would be more intense.

But CIMs hate cars so much that they park them on the other side of town. Just out of curiosity I checked where the owners of a couple of cars parked in an industrial area were at the moment, expecting them to be working nearby, and to my surprise they were at home, and home was like 3km away from there. And the best part is that one of the owners was retired and the other worked on the other side of town. Why on Earth did their park there? CIMs behaviors seem to be that absurd atm.
 
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In any case, see how busy the bus stops are. If they make some of these people to use cars instead, traffic would be more intense.

This is why I am using zero non-car public transportation in my latest playthrough. I want to push as much traffic as possible. My cims are allowed to use cars, taxi and walking (so the kids can get to school). It's a bit unfortunate that cims are able to walk any distance they want which is also a bit immersion breaking. Would be nice if we had an option in the settings to allow us to define max walking distance (roughly) for those of us that like a bit more of a planning challenge.

For now, when I see a cim walking "20 miles" to get to work I just pretend they are using a regular/electric bicycle and close my eyes. Uff...
The only way I could control this is if I use the Road Builder mod with roads that won't allow cims to walk on them in strategic locations, but I feel that mod is pretty buggy and even when it works, I don't want to rely on it if at all possible.
 
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