Cities: Skylines (the Sim City we deserve)

  • Thread starter Akira AC
  • 1,533 comments
  • 137,443 views
Well. The new PC is here, plugged in and working. Just fired up Cities: Skylines, and... I get a ton of mod errors...

...but after I ignore those...

...it's sooooooooooooooooo buttery smooth even with all the settings maxed out and ultimate LOD mod on!

Load up time was just under 1 min.

I literally giggled. 700+ hours in Cities: Skylines with jerky frame rates, no shadows and low textures... this is wonderful :D
 
Well. The new PC is here, plugged in and working. Just fired up Cities: Skylines, and... I get a ton of mod errors...

...but after I ignore those...

...it's sooooooooooooooooo buttery smooth even with all the settings maxed out and ultimate LOD mod on!

Load up time was just under 1 min.

I literally giggled. 700+ hours in Cities: Skylines with jerky frame rates, no shadows and low textures... this is wonderful :D

Wow, I’m jealous! :D
Can you do traffic manager with max AI settings as well?
 
Wow, I’m jealous! :D
Can you do traffic manager with max AI settings as well?

As the slider approached 88% blue lights started streaming from the case, there was a flash, my desk caught fire and now I'm stuck in 1955.

Seriously though, I have problems with one of the mods. It's doing that thing where it messes up the terrain (see below) (I'm damn sure it's not system related now!). I maxed every setting on TM and it's fine, except for when my highway junction is in view. At which point it tanks hard, but I don't know if that's related to this mod error, the map error or what.

I deactivated a bunch of mods and my load time jumped to 2+ mins. It might be fast but it's still a ball-ache quitting back to the desktop each time I want to activate/deactivate something.

Screenshot.png
 
Seriously though, I have problems with one of the mods. It's doing that thing where it messes up the terrain (see below) (I'm damn sure it's not system related now!). I maxed every setting on TM and it's fine, except for when my highway junction is in view. At which point it tanks hard, but I don't know if that's related to this mod error, the map error or what.

I did some more research about terrain glitches and it seems like it's most often caused by a bad asset (some building that is not working properly). I can't see any workshop buildings in that area though. Try using the move it mod to wiggle them around a bit.
 
I did some more research about terrain glitches and it seems like it's most often caused by a bad asset (some building that is not working properly). I can't see any workshop buildings in that area though. Try using the move it mod to wiggle them around a bit.

As far as I recall from my old save there weren't any workshop assets in the area when it happened in that game either.

I've booted up by old PC to check the mod settings in that and replicated it on the new system. I'm still getting a bunch of errors on loading, but the terrain thing seems to have gone (though some props seem to have had a big jump on the Z axis), and I can crank the settings again without any slow down. I've turned on and turned up most of the traffic manager settings, and increased the LOD distance for the lane marking tool to match the minimum LOD distance for trees which is 750m (default distance for LMT was only 300m).

The real problem is, I've got a bunch of mods simply because other mods required them. I don't know what they do and I don't know if they need to be on or not.

On the plus side, I can literally alt+tab in and out of the game with zero delay... you have no idea how happy that makes me! It used to take minutes!
 
Nice! When I want to record something I set the game speed at 5% with the speed slider mod and then in post processing I make it 8 times faster, just to get a decent fps :lol:
 
Nice! When I want to record something I set the game speed at 5% with the speed slider mod and then in post processing I make it 8 times faster, just to get a decent fps :lol:

Clever. I might try that when I have something worth showing. Clearly the onboard video capture software isn't giving the sharpest results for me, but it's leagues better than sitting there videoing the screen with my phone!
 
Hmmm... still getting lots of terrain problems, and still lots of errors when the game loads. Think my Cooper County save file is banjaxed, and something must be causing a compatibility issue with the mods.

Interestingly on the last attempt at reloading part of the distortion of the terrain mesh seemed to be almost a 'negative' of the nearest road junction, with just the blue nothing showing through the map. I fixed a lot of outstanding bad assets too (I now have none that fail to load, one missing, and two duplicates). It's a bit frustrating, but I'd kind of expected to have to start from scratch with another map anyway, I just hope I get past 1800-odd population before it glitches to death next time.
 
The Campus DLC was on sale so I decided to give it a try. Was a bit disappointed at first, because the scale of the campus buildings is just way too big compared to everything else (the track and field arena is probably around the same size as my oval race track!). The administration building was the worst offender, but I found a "service cube" on the workshop that I could use instead and in the end I did find some buildings in the DLC that were okay. Not regretting the purchase since I got it cheap, but I expected it to be much better than it ended up being, in terms of asset quality.

Skärmbild (1126).png


I also got the university city content creator pack, which was a much better purchase, fits nicely together with the other assets in the game. The only problem is that I now have 16 GB to load when I start the game, and I don't really know how much my computer can handle.

After building the campus area I was detailing the arterial road between the city center and the highway. The new pine trees from the workshop look really great on the median of this road. Makes the city a lot greener.
Skärmbild (1129).png
 
Last edited:
That's a lot of time spent on that city. It looks great @eran0004

My cities always come out like waffletons, because I don't really play with any mods other than that one that extends the types of roads.
 
Looks good @eran0004

I actually quite like the Campus DLC assets, though you're right, they really don't mix well with vanilla assets, and they really have to be planned for in advance.

I've given up trying to resurrect my save file, so I've started on a new map, using the Regal Hills vanilla map. I might invest in some of the asset collections too - I'm hoping RAM isn't an issue now!

I'm always up for asset suggestions!
 
Yeah on console with only 9 tiles the size of all the campus stuff is pretty extreme, takes a large chunk of one whole tile if you aim for 5*. So it obviously limits the overall size of your city and looks a bit silly when nearly 1/9th of your city area is a campus.
 
Last edited:
I'm always up for asset suggestions!

Here are my favourite assets currently:

At the top of the list are these rural roads: https://steamcommunity.com/sharedfiles/filedetails/?id=2108074511
They are essential as they fill the rather big gap between highways and dirt roads. Also, putting bus stops on these roads is just pure art (you will see why).

The Laviante 2.0 map theme: https://steamcommunity.com/sharedfiles/filedetails/?id=1822130121
Probably the highest quality textures available. Not just in terms of resolution, but also in visual quality. Everything blends perfectly together and especially the cliffs look very realistic. It's not good for your framerate though, so it depends on whether you prefer a smooth playing experience or pretty graphics.

These shore pines: https://steamcommunity.com/sharedfiles/filedetails/?id=2262448384
Highly realistic, both from a distance and up close. Probably bad for your fps if you make an entire forest but for detailing they are perfect. The author has a lot of other nice nature assets that you might be interested in as well.

This road with protected bike lane and parking space: https://steamcommunity.com/sharedfiles/filedetails/?id=2137774590

The runway approach lighting system is very nice for detailing airports:https://steamcommunity.com/sharedfiles/filedetails/?id=661139070

The rural utility lines are nice when you want to give a remote area access to the power grid, but don't want to use the big vanilla power lines: https://steamcommunity.com/sharedfiles/filedetails/?id=1241372591

Ocean City Apartments: Very nice looking contemporary apartments. The asset is modular so you either place a single building or place several next to each other to make a larger building. They are really good if your road has a slope, since each module is just one or two squares wide. https://steamcommunity.com/sharedfiles/filedetails/?id=2070245643

Stockholm garage: https://steamcommunity.com/sharedfiles/filedetails/?id=484353944
Looks like a garage. Functions as a garage (it's basically a park with a parking space inside the building). Great for detailing residential areas.

An overpass wall: https://steamcommunity.com/sharedfiles/filedetails/?id=739477206

This concrete barrier is really nice, especially the terrain conforming version: https://steamcommunity.com/sharedfiles/filedetails/?id=1436510029

Parkquartier apartments. Clean, modern, simply great: https://steamcommunity.com/sharedfiles/filedetails/?id=1691605178, https://steamcommunity.com/sharedfiles/filedetails/?id=1691605776

The football club is great for making smaller football arenas: https://steamcommunity.com/sharedfiles/filedetails/?id=1750081619

Swedish architecture, rowhouses and terrace houses: https://steamcommunity.com/sharedfiles/filedetails/?id=477090149

Cypress tree: https://steamcommunity.com/sharedfiles/filedetails/?id=476053833
Low poly, but looks great.
 
The sudden traffic problems in this game are so frustrating. I'm working on two cities right now, a snow one and a normal one when I get bored of that one. The normal one has been going very slowly, just gradually building it up. All the way up to around 19,000 traffic has been fine, 93-94% and no visible issues at all. Then I hit 20,000 or thereabouts and things go to pot. It's like 30% more cars are suddenly on the roads, and all my junctions just got massively clogged, everyone using the same roads to go to the same places.

Even more frustrating is when you look into why its happening and most of the time it's because of the idiotic AI who don't know how to use a roundabout, or when to effectively change lane at other junctions.
 
The sudden traffic problems in this game are so frustrating. I'm working on two cities right now, a snow one and a normal one when I get bored of that one. The normal one has been going very slowly, just gradually building it up. All the way up to around 19,000 traffic has been fine, 93-94% and no visible issues at all. Then I hit 20,000 or thereabouts and things go to pot. It's like 30% more cars are suddenly on the roads, and all my junctions just got massively clogged, everyone using the same roads to go to the same places.

Even more frustrating is when you look into why its happening and most of the time it's because of the idiotic AI who don't know how to use a roundabout, or when to effectively change lane at other junctions.

Yeah, the game needs some more traffic fixing options. The best advice I have is to select a road that is backed up, check where the traffic wants to go and create alternative routes to the most popular destinations. If you have a lot of passenger cars you can review your public transport options and see if you could make a new bus line or tram line somewhere. Also make sure that you have a lot of walking paths so that cims can easily reach their destinations on foot. A nice trick is to use the walking paths to create shortcuts between districts so that it becomes faster to walk between them than to drive.
 
Yeah, the game needs some more traffic fixing options. The best advice I have is to select a road that is backed up, check where the traffic wants to go and create alternative routes to the most popular destinations. If you have a lot of passenger cars you can review your public transport options and see if you could make a new bus line or tram line somewhere. Also make sure that you have a lot of walking paths so that cims can easily reach their destinations on foot. A nice trick is to use the walking paths to create shortcuts between districts so that it becomes faster to walk between them than to drive.

The volume is just too much at lower populations, among other issues. I live in a pretty small town of 60k and there is nowhere that will get anything close to the volume in my 20k skyline city which looks like downtown NYC.
 
The volume is just too much at lower populations, among other issues. I live in a pretty small town of 60k and there is nowhere that will get anything close to the volume in my 20k skyline city which looks like downtown NYC.

Yeah, there’s probably a scaling factor of around 10 or so. Especially industries seem to have way too much traffic, even with traffic management mods it can be tricky to solve.
 
Yeah, there’s probably a scaling factor of around 10 or so. Especially industries seem to have way too much traffic, even with traffic management mods it can be tricky to solve.
Yup, think I've said before that a small farm area with three or four buildings just looks silly with 20 lorries and tractors running around 24/7.

It's also the reason you can't really build a realistic large generic industrial area, because over a certain size the traffic is just impossible to manage, so several smaller areas around the city are required.
 
I didn't know the fire helicopters actually went to a lake to collect water. It's a nice detail.

Skärmbild (1143).png


I needed a back entrance to one of my campus buildings, so I placed this 1x1 hotel where I wanted the entrance to be and converted it to a procedural object to hide the hotel signs.
Skärmbild (1146).png
 
Today's build: sorting out the intersection by the waste management facility. This place sits just next to the highway and there are a lot of trucks going through the area to reach the port. The original configuration was just a basic intersection with traffic lights and dedicated turning lanes, but I wanted something fancier and with a bit higher capacity.

The first iteration of this build was an overpass with two loops. It looked interesting and worked pretty well, but at the end of the day it didn't seem very realistic.
Skärmbild (1147).png


The second and final iteration was a roundabout. Not as exciting as the overpass perhaps, but way more realistic and more aesthetically pleasing. The sensible choice.
Skärmbild (1154).png
 
Just a recording of the roundabout in motion. I thought it was interesting how the AI changed lanes inside the roundabout, they seemed to be smarter than usual. Sometimes they forget about the concept of yielding, but apart from that it seems pretty smooth.

 
Just a recording of the roundabout in motion. I thought it was interesting how the AI changed lanes inside the roundabout, they seemed to be smarter than usual. Sometimes they forget about the concept of yielding, but apart from that it seems pretty smooth.



Maybe it's just my eyes, but it looks like there's different speed limits on different sections - like, they speed up as they approach the roundabout, perhaps that's why they don't always yield.
 
So, despite all the other **** going on in my life at the moment, I'm still messing about with CSL a lot, as I'm keen to make the most of my new hardware.

This is just a mini rant really, with no constructive advice, but anyway... I'm finding it really frustrating. My goal is to build the biggest, reasonably well detailed, fairly realistic city I can, and have it look somewhat better than my vanilla flavour modded cities - by which I mean; obviously there's the vanilla game, and then there's mods/assets - the more you move towards the heavy detail work - and making things look good, the vanilla game mechanic breaks down. You can get around this using mods of course (block services are the cure all IMHO), but I don't want to do that, I want my city to work. When you watch a lot of the really good detailers on YouTube, often there cities are totally knackered and plagued with issues that are effectively just hidden by mods. At the other end you get people like Biffa, will slickly running cities, but very little detailing done, and essentially, pretty, but vanilla looking. So, I guess I'm trying to do a lot, I want functional, pretty and real.

So, as you you get slightly more familiar with the various heavy mods (stuff like Procedural Objects), a lot of what you see people like CityWokCityWall, Skibitth, Ajraus and $2.20 doing, starts to actually make more sense, and get's a little less daunting - though I have to say, it takes much longer than you may realise from watching their time lapses. But, it still takes time to learn which mods do which, and how to use them to actually achieve what you want.

One of the things I've noticed is that it really helps if you build a story with your city as you go, think about what an area is, how it works with its surroundings, and what it would look like. I end up looking at how few negative spaces there are in the real world - and it becomes clear that really, every square unit of a map needs to be worked on to make it feel real. Google maps is great for inspiration, but what you then end up realising is...

... it's all about assets. I can't achieve what I want without loads and loads and loads of assets. Quick example. Vanilla low density residential. Most of the vanilla assets, and workshop assets, come pre-decorated, often with hedges and fences. This is fine if you're imagining every house sits on a square plot in a grid system. They don't, not in real life. The same is somewhat true of industrial/commercial areas too - although the bigger the building the less I mind putting time in altering it with props/PO's. So what you end up with, it having to disguise the boundaries of every building you put down, or discard a big chunk of assets. This is a real pet peeve for me. Decent, realistic looking domestic hedge and fence networks seem to be few and far between, and are unable to disguise existing props on vanilla/workshop assets. In any case... if you going for even a somewhat realistic detailed environment, you need a ****ing tonne of assets, or be making your own.

CWCW has recently put out a video series for asset creation which I've not watched yet, but I think I'm really going to need to get my head around it (though at least I can run Blender much easier now).

The other real issue, that I don't just want to fudge with a mod, is the balance of demand. I'm pretty sure the game uses zoning to adjust these first and foremost, with other in game stats then altering them. The amount of residential you have to place down, to stop even one shop going out of business is nuts. And, immediately you hit the educated workers problem. I'm also led to believe it's to do with zoning because Industries DLC assets are not affected the same way. I think this has weird side effects too. My first police station was spawning police cars almost non-stop, in city with ~400 population. Effectively, for even a tiny village you seem to need good coverage for all the services and education, before you can think about expanding a neighbourhood or else you end up with a tonne of crime, unable to build commercial/general industrial. This is a small problem because some of these more important assets are the ones where you feel you need to add a lot of detailing.

Anyway, the TL;DR for all this is that it's not as hard as expected (though please don't think I'm setting myself up as being anyway near as good as those guys on YouTube - I'm not), but it is a lot more frustrating, and a lot more time consuming.
 
Yeah I quickly learned that whilst it is on the whole designed to be realistic, there are many, many things that are not and you really have to get that in your head as you're building.

I've found the same thing with the low residential suburbs, you really can't make most of it realistic with boundary fences/gardens etc. It looks silly with houses backing onto each other with just open fields between them. You can try putting in the fencing yourself but it just stands out graphically and looks equally silly I've found, mainly because then the gardens are either all empty or just full of trees.

Same issue with some of the unique assets, like schools that have a little bit of fencing on them but you can't attach your own onto them to make a realistic closed area of a school.

Also speaking of fences/barriers, I'm sure there are plenty of mods but why on earth have they never added guardrails/barriers in any of the vanilla updates? They're a staple of roads worldwide, but instead you just have to make do with the zoo fences. Which just don't cut it.
 
@MatskiMonk I think you can load the buildings in the asset editor and just remove all the props you don't want. It should be faster than creating your own assets from scratch. I also think there is a mod that removes all the props from buildings, but I'm not sure.

Meanwhile, over in Atlandia I demolished the suspension bridge running across the beach resort and rerouted the entire highway, metro and cargo rail. The best picture I have of what it used to look like is rather old and it's taken from behind the bridge:

Skärmbild (1073).png


So what I did was to drag the highway across the quarry instead, then moving the metro station back so that it sits next to the cargo station. It created a ton of space for the town to grow and it also means that the railroad now runs between the highway and the shoreline which is much better for its elevation profile. And the greatest benefit is that the resort's skyline is no longer dominated by a massive highway bridge, but instead you can actually see the mountain in the background now. Far better for tourism, I'm sure.

Skärmbild (1).png


The highway now has a nice curvy shape following the contours of the landscape.
Skärmbild (4).png


I had to move the quarry a bit because it didn't seem too realistic to have it undermining the highway, but I prefer this new location over the old. It also got a much better connection to the cargo station.
Skärmbild (6).png
 
Last edited:
@MatskiMonk I think you can load the buildings in the asset editor and just remove all the props you don't want. It should be faster than creating your own assets from scratch. I also think there is a mod that removes all the props from buildings, but I'm not sure.

I did have a quick look at using the asset editor, and it didn't seem possible to edit the vanilla assets. With hindsight I think you have to create them as new assets leaving out the other props. This would indeed be the best idea (though I think asset creation will be fairly crucial in the long term). I think the HideIt! mod allows you to hide props, I have subsribed to it, but I'm still getting mod clashes so haven't tried it yet. The lane markings created by the lane marking tool have all disappeared in my current test city, even though it says they are there - and I think that was just after playing with some skybox mods.

I'm having to do a lot of playing around to see how things work. One thing that's been bugging me is why certain things don't work in PO... and it appears that if they're terrain conforming props, they simply drop off the map when converted.

edit: Further to the above, the asset editor does allow for prop removal, so that's certainly an option going forward. I think, Ironically, it's Mod Harmony that's causing my mod clashes... I might unsubscribe everything next week, and re-sub one by one. I'm sure I'm running mods I don't need to be. Asset count is now 1000+ loading time is still <1:00 and the game seems to be running at a fairly consistent 33-42 fps with most settings maxed. So, I'm still happy with the performance :D Will be interesting to see how big the city can get before this starts to fall. I reckon I'm good to about 100k based on previous experience.
 
Last edited:
I find it a bit frustrating that so many maps with a river running through them have tall, sloped banks either side. It means you can't really make a realistic riverside city without terraforming it all, and even then you then end up with a two tiered land after you've lowered and flattened the land next to the river. Or you have a map like Islands which is mostly flat, but way, way above the water level, so still has to be entirely lowered.

I think of the maps I've tried recently, Green Peaks was the only one without this problem. Two Rivers was also OK I think.
 
Last edited:
Back