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rcbricker33

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Sep 28, 2012
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I am looking through some of the city uploads and they are very nice. So I figured that I must need some stuff from the workshop. SO I was taking a look and ended up with some questions...

There are two sections of the workshop filters

the top section contains maps, mods, etc.

1. what are the best mods for help planning (not pre-made cities but like overlays or no cost shadow roads that allow you to map out you city that you then build over with true roads, etc)
2. I have a couple mods but what are the best mods.
3. I have trouble with my roads (not traffic just ugly ass road design) are there any resources to help with making some of the cool roadabouts cloveleafs and the such?
4. how do district style mods work?
5. what are map theme and why would some one use them?

the second section is Assets.
6. with assets (lets say fire department) if I download an asset does it add another option or replace the vanilla option completely? what if I want to use more than one fire department asset?
7. what about a vehicle asset, how does that work? does the vehicle randomly show up? what about trees?

finally

what is a ploppable building and where to those reside?
what are LUTs?

Thanks for any responses. I have been enjoying the game but I want to step it up a bit.
 
i can answer some of those questions

1) don't think there are any.
2) depends what you want. Move it! is essential
3) practice
4) don't use them, too much micromanagement for me
5) every map you have ever played on has a map theme. on European themes only European buildings can grow (unless you use a mod, or a district style)
6) assets do not replace existing buildings. if you wanted to you could download 200 fire stations and use a different one each time you place a new fire station.
7) they just spawn the same as the default vehicles, you will get fewer defaults vehicles as some of them will be the replaced by ones you have downloaded.

8) plopables are just that, buildings you can place/plop (like the aforementioned fire stations). growables are buildings that grow without you doing anything (i.e. you download a growable residential building, you zone residential building and the asset you downloaded grows in the zone)
9) LUT

makes sure your system can use mods and assets: assets increase the amount of RAM used by the game and mods will increase the CPU (some more than others: Traffic Manager will use a lot, whereas a mod that disables chirpy will use next to nothing).
 
you can download plenty of interchanges on the workshop. the simplest thing is to either download interchanges that have already been created by others or create your own in the asset editor. trying to make them in-game is tedious
 
you can download plenty of interchanges on the workshop. the simplest thing is to either download interchanges that have already been created by others or create your own in the asset editor. trying to make them in-game is tedious

Yeah I have given up trying to make roundabouts.
 
roundabouts are easy. create a cross
upload_2017-10-12_19-12-51.png


then turn on the curved roads option and do this:

upload_2017-10-12_19-14-33.png


then delete the cross once the roundabout has been completed. upgrade the road to another type of road if required
 
roundabouts are easy. create a cross

then turn on the curved roads option and do this:

then delete the cross once the roundabout has been completed. upgrade the road to another type of road if required

um....

yeah, that surely seems easier and a better option than trying to draw a circle....smh

lol. I guess I just haven't had enough time in any given sitting to really think or practice with the game. I always want to get to growing my city cause I have limited time.
 
Roundabouts are also a pre-made option in the intersections menu.

true, but they seem an easy thing to learn to build myself (or so I thought). Sometime I want a three way roundabout or a six. So learning to build them larger or with varying connections was why I was trying.
 
With the Precision Engineering mod they are also easy to build. But it's true that metacritical's system is even easier. However, the mod makes all curved roads, and even straight roads of a certain length easy to build. It's my "must have" mod.
 
any mod that controls income levels for districts? I would like to have some low income areas. High density low income areas should houses families that cant afford homes not Yuppies. Not a big deal, but it would be cool if there was a way for the game to simulate this. as an area devolves it changes to low income commercial or residential until you spend some money to increase the land value which would then improve the overall area.
 
any mod that controls income levels for districts? I would like to have some low income areas. High density low income areas should houses families that cant afford homes not Yuppies. Not a big deal, but it would be cool if there was a way for the game to simulate this. as an area devolves it changes to low income commercial or residential until you spend some money to increase the land value which would then improve the overall area.

There is no wealth or lack of it in the game and no mod that creates it. The devs decided to use happiness instead of wealth as an indicator for land value. An uneducated, unemployed cim can live next door to a highly educated, employed cim and maybe even have a bigger house.

The devs come from Finland which has a very egalitarian society, a prosperous economy, arguably the world's best education system, and cradle to grave social services. The game reflects their life experience.

I agree. Wealth or the lack of it would have been more interesting.

There are some assets in the workshop that allow you to mimic rundown areas, but you would have to place them all manually in one area. Too much work for me for just eye-candy.