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Thomas_bk

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Jul 23, 2009
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I was wondering, was any hard data from the devs ever published regarding the decision making logic for 'transport' from A to B?
Including the math consequences of district policies, traffic policies and so on and so on...
I'm also interested in other hard data on the logic for sims how they get assigned a work place and how they decide to which commercial they shop.
 
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That's a really good question, because I've seen cims get on a bus and off at the next stop to go to a metro and they actually waited ages when they could've just walked there.
Another instance is where I've seen them, for example, at a cross junction, they cross from the top right path down, then cross the lower road only to cross back up on the left path, I'm just like... :rolleyes:
 
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I was wondering, was any hard data from the devs ever published regarding the decision making logic for 'transport' from A to B?
Including the math consequences of district policies, traffic policies and so on and so on...
I'm also interested in other hard data on the logic for sims how they get assigned a work place and how they decide to which commercial they shop.
There is a ton of data in the Wiki:

#1 rule, logic is simple, cims go from point A to point B taking the quickest route to their destination.

Each policy has it's own rules, usually when you select the policy. Use the Wiki to find more info.(for most purposes, I never ever use policies, adjust taxes, nor adjust budgets. Each time you mess with them they will cause both a positive and a negative effect and make your city out of balance.) I find in the long run, messing with policies, taxes, and budgets will always give you a negative affect in total.

On an empty city, after you provide all of the utilities, and you zone RCI, your residential will first ask for a household and a job, then it drives in off the map, then when it gets to your house, it will drive to the job. Then your household will go shopping and visit attractions to spend their daily allowance and help make the city happy.

That's a really good question, because I've seen cims get on a bus and off at the next stop to go to a metro and they actually waited ages when they could've just walked there.
Another instance is where I've seen them, for example, at a cross junction, they cross from the top right path down, then cross the lower road only to cross back up on the left path, I'm just like... :rolleyes:

It is always the quickest route.

Please make sure you are following the same cim at all times. If your cim got on a bus, it doesn't mean the same cim got off the bus.

If you have tons of cims waiting at stops, you have made too much demand on certain things. You can have a full bus, so when you go to the next stop, then it may still be full and no one got on, and/or, no one wanted to get off.

Just remember, if you put down you will make a demand that needs met right away. otherwise you get excess and traffic jams may occur.
 
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#1 rule, logic is simple, cims go from point A to point B taking the quickest route to their destination.
Perhaps, but i'm rather sure there is also a 'randomness' factor to make sure that there are cims on bikes rather then just walking or wise versa. The same for cargo transport, that somethings are carried on trucks rather then being put on trains. And so on.
It would be really interesting to know the full logic the ai uses (but i also know this might be considered kind of a 'company secret' for the devs to not let everyone in on their knowledge)
 
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Perhaps, but i'm rather sure there is also a 'randomness' factor to make sure that there are cims on bikes rather then just walking or wise versa. The same for cargo transport, that somethings are carried on trucks rather then being put on trains. And so on.
It would be really interesting to know the full logic the ai uses (but i also know this might be considered kind of a 'company secret' for the devs to not let everyone in on their knowledge)

What do you mean by a randomness factor?

A scenario: an event happens, let's say a cim dies. The dead cims requests the hearse to come pick it up and take it to the nearest cemetery or incinerator (or similar), the hearse leaves the incinerator, and drives to the building of the dead cim and collects it and then takes it to the incinerator for disposal. The end.

Now, the same scenario, but random events happen.

the incinerator runs into a traffic jam and times out the request, and now the building abandons from not having been taken to the incinerator on time. The end.

I'm sure you could think of more scenarios of randomness that could cause several sorts of failures.

But there is no secret, just more common sense of what would take place in real life.

I'm sure if you went through the wiki of the game that you could make better sense of the game.

Maybe watch youtube of people recovering a city in a video, with narration. It would be quicker than reading the dry Wiki.
 
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It's not that i can't make sense of the game.
I'm just very interested in the inner workings of the 'engine' and PRECISELY what the logic steps is for things going from a to b.
Nothing more, nothing less.
 
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I already posted the wiki. Other than that you will need to disassemble the game code to find exactly how it works.

You'd be better off asking why it behaves in a manner that doesn't make sense to you.

The game uses basic common sense on how the game works,. otherwise the game wouldn't feel realistic.
 
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