Cities: Skylines (the Sim City we deserve)

  • Thread starter Akira AC
  • 1,533 comments
  • 137,308 views
I finally brought my city to financial balance. First I checked how well my city was actually doing, which is pretty hard given that it only displays the income and expenses over the past 7 days. So I made a note of the result every 7th day and after 15 weeks I calculated the average result. Turned out to be -22,500 ₡ / week, not great. The first big expense was pretty easy to identify, it was the campus area and the universal education policy.

The second one was harder to find, I noticed the budget panel saying that my policies cost me 18 000, but it didn't specify which policies were the expensive ones. I tried turning a few of them off but nothing much happened. Eventually I found the culprit though: the free smoke detector policy. It looks pretty innocent, just costing 5 per building. But when you've got two thousand buildings in your city it can dig a deep hole in your budget. Turned that off and instantly made a profit.

It seems pretty unrealistic for a smoke detector to be that expensive, it's not like they need to be replaced on a weekly basis. Sure, with that policy you can get away with fewer fire stations, but for 10 000 ₡ per week you can get 7 fire stations for a total of 175 fire engines so I can't really imagine any scenario where you'd be better off with the smoke detector policy.

I switched unlimited money off, found Cooper county was 4 million in debt! It turns a profit, but building out the infrastructure before the people moved in obviously built a deep hole! So, I turned unlimited money back on :D :D

Public transport has always been a massive money waster, I don't think I've every built a city where the public transport made money.
 
Last edited:
Public transport has always been a massive money waster,
TIL Cooper County is in the United States

wgTiwIu.jpg
 
I finally brought my city to financial balance. First I checked how well my city was actually doing, which is pretty hard given that it only displays the income and expenses over the past 7 days. So I made a note of the result every 7th day and after 15 weeks I calculated the average result. Turned out to be -22,500 ₡ / week, not great. The first big expense was pretty easy to identify, it was the campus area and the universal education policy.

The second one was harder to find, I noticed the budget panel saying that my policies cost me 18 000, but it didn't specify which policies were the expensive ones. I tried turning a few of them off but nothing much happened. Eventually I found the culprit though: the free smoke detector policy. It looks pretty innocent, just costing 5 per building. But when you've got two thousand buildings in your city it can dig a deep hole in your budget. Turned that off and instantly made a profit.

It seems pretty unrealistic for a smoke detector to be that expensive, it's not like they need to be replaced on a weekly basis. Sure, with that policy you can get away with fewer fire stations, but for 10 000 ₡ per week you can get 7 fire stations for a total of 175 fire engines so I can't really imagine any scenario where you'd be better off with the smoke detector policy.
Yeah the smoke detector is one of many useless/negative policies. The amount of times a building is destroyed by fire is miniscule as long as you have even mildly sufficient numbers of fire stations and good road networks. I think I've lost about 5 buildings total in my last 10 or so maps.

It's outdated now not covering any policies in add-on/DLC but I stick to this guide for all the original ones.


It actually suggests smoke detector is the absolute worst!

Public transport has always been a massive money waster, I don't think I've every built a city where the public transport made money.
Indeed, but that's true to real life for most public transport services. It's not there to make money, it's a service to ensure your city runs well and people are happy. In the game it's absolutely necessary on any big city unless you want traffic chaos. Best way to avoid that is getting people onto public transport, walking or biking.
 
Last edited:
It actually suggests smoke detector is the absolute worst!

Can't remember which policies come with what, but if you have fire spreading enabled (might be with Natural Disasters DLC), it possibly starts to make more sense.
Indeed, but that's true to real life for most public transport services. It's not there to make money, it's a service to ensure your city runs well and people are happy. In the game it's absolutely necessary on any big city unless you want traffic chaos. Best way to avoid that is getting people onto public transport, walking or biking.
It's another mechanic that can be modded on PC (though I don't)... but having the ability to tweak route prices should be in the base game. We can change park entry by 1 cent increments.. if I could add 5 cents to each passenger on a bus route, it would add up pretty quickly.
 
Can't remember which policies come with what, but if you have fire spreading enabled (might be with Natural Disasters DLC), it possibly starts to make more sense.

It's another mechanic that can be modded on PC (though I don't)... but having the ability to tweak route prices should be in the base game. We can change park entry by 1 cent increments.. if I could add 5 cents to each passenger on a bus route, it would add up pretty quickly.
Yeah fire spreading comes with Natural Disasters so indeed it might make more sense there. I doubt I'll ever buy that.

It's always struck me as odd that park life DLC creations are paid by default. Well, the normal city parks anyway. Plus you have to build gates, can't just leave it as an open park which most real life parks are within city areas. I usually just make them all free though.
 
Yeah fire spreading comes with Natural Disasters so indeed it might make more sense there. I doubt I'll ever buy that.
Personally, I recommend the Natural Disasters DLC for the Helicopter emergency services, and the water pumping trucks (for when terrain alteration around water goes wrong!)... but yeah - everything else about it is pretty much just for sadists!

It's always struck me as odd that park life DLC creations are paid by default. Well, the normal city parks anyway. Plus you have to build gates, can't just leave it as an open park which most real life parks are within city areas. I usually just make them all free though.
I've started using some invisible park gate assets, it preserves the more natural open space look of the parks, but you still get the income!

On the public transport thing, I often make sure I have an abundance of paths, allowing Cim's to shortcut their way through a town or city, and get to out of town industrial areas, and even from one town to the next - they will walk for miles! But it makes me wonder - if I put less footpaths in, would my bus and tram routes be busier...
 
I think with fire spreading on it's even more important to prioritize having fire engines rather than smoke detectors. Because even with the smoke detector policy there will inevitably be fires in your city (just not as frequent) and due to the fire spreading it's more important to stop them quickly.
 
I always thought the Park Life DLC should have had sports fields for amateur sports, like football pitches and the like. Just the white line markings and posts etc. Would make the regular city parks that bit more realistic. I assume this has been addressed on the PC mod side of things?

As much as a saving grace the public transport, buses especially, are for reducing traffic. The route tools are incredibly frustrating. They work fine for creating a new route, but if you then alter the road layout anywhere on that route you get those broken line warnings which are a total PITA to fix. Most of the time i end up deleting the line and starting again from scratch.

If a building burns down it burns down. Just bulldoze it and it will spring back up sooner or later. Beats forking out for the smoke detector policy.
 
Last edited:
I always thought the Park Life DLC should have had sports fields for amateur sports, like football pitches and the like. Just the white line markings and posts etc. Would make the regular city parks that bit more realistic. I assume this has been addressed on the PC mod side of things?

As much as a saving grace the public transport, buses especially, are for reducing traffic. The route tools are incredibly frustrating. They work fine for creating a new route, but if you then alter the road layout anywhere on that route you get those broken line warnings which are a total PITA to fix. Most of the time i end up deleting the line and starting again from scratch.

If a building burns down it burns down. Just bulldoze it and it will spring back up sooner or later. Beats forking out for the smoke detector policy.
If you edit a road that a bus uses, and break the bus line, as long as the bus stop is not totally isolated, the bus line should fix itself. You have to be careful new junctions having the correct turns in place though. Much harder to do on a non modded game or console.

There are thousands and thousands of assets to add things like football pitches etc, but you are dependent on the technical ability of the originator. I have some pitches that do nothing other than look right, others that attract Cims who just stands randomly on the pitch, which doesn't look right. 😉 :lol:
 
I always thought the Park Life DLC should have had sports fields for amateur sports, like football pitches and the like. Just the white line markings and posts etc. Would make the regular city parks that bit more realistic. I assume this has been addressed on the PC mod side of things?
There's Basketball courts and Tennis courts already, and a skate park too, so larger pitches for ball sports would have been a no brainer, instead, it's a big jump to the varsity sports included in Campus DLC, or the Match Day DLC (which is certainly not amateur sports!).

An official sports DLC pack could have been really good. Pre-made venue assets for the 'smaller' stuff, and collections of tools for building bigger things like golf courses and race tracks (both horse and car)

There's a few sports field assets on the workshop but as redhed indicates, they're a bit hit or miss in terms of their look/quality/functionality. There's a small football club asset which works well...


.. it's more than just a 'jumpers for goal posts' pitch, but it's way more sensible than dropping in a full on stadium.
 
I note that the 2 Season Passes are 50% off this week on Xbox Store.

Of the two, the second seems the best option as it includes Green Cities, Parklife (All the people, so many people, they all go hand in hand...) and Industries DLCs?

Industries has been flagged up as good on a previous post.

Whereas the first includes Snowfall, Natural Disasters and Mass Transit, of which only Mass Transit sounds appealing to me.

Your thoughts peops?
 
I note that the 2 Season Passes are 50% off this week on Xbox Store.

Of the two, the second seems the best option as it includes Green Cities, Parklife (All the people, so many people, they all go hand in hand...) and Industries DLCs?

Industries has been flagged up as good on a previous post.

Whereas the first includes Snowfall, Natural Disasters and Mass Transit, of which only Mass Transit sounds appealing to me.

Your thoughts peops?
Yeah on PS4 I bought them all except Natural Disasters eventually but Green Cities, Parklife and Industries are definitely the three I make the most use of and bought first. You'll be making use of them in every city you build.

Snowfall, other than the obvious, the only worthwhile addition is trams.
Natural Disasters we've mentioned in the last page or two, not much good unless you like your creations destroyed at random.
Mass Transit is good for the hubs and new road types but a lot of the transit options are pretty silly IMO, blimps are a bit unrealistic as transport methods.

Green Cities and Parklife have some good maps as well.

In short if you are going for one of the two packs, definitely the GC/P/I one first IMO.

Oh, Parklife doesn't come with a Phil Daniels add-on though. :(
 
Last edited:
Industries... I have a 9 tile map, the first i created after buying the game, which i quickly filled up almost every square inch of space and now has a population of 120k+. As i've bought the various DLC i've gone back to it and replaced and improved areas with the new stuff. I found a small patch of black 'natural resources' oil on the coast, miles away from my primary oil field which is situated on it's own island. The Cims were still crying out for more industry so i've set up a small oil field on this little patch. It has an offshore rig, a few nodding donkeys plus the usual refineries and barrack etc. One road loops through it. For a small area it's pretty productive, but thats the kicker. The oil producing facilities complain that they don't have enough buyers, yet the refineries - literally next door - complain that they don't have enough raw materials...
 
Industries... I have a 9 tile map, the first i created after buying the game, which i quickly filled up almost every square inch of space and now has a population of 120k+. As i've bought the various DLC i've gone back to it and replaced and improved areas with the new stuff. I found a small patch of black 'natural resources' oil on the coast, miles away from my primary oil field which is situated on it's own island. The Cims were still crying out for more industry so i've set up a small oil field on this little patch. It has an offshore rig, a few nodding donkeys plus the usual refineries and barrack etc. One road loops through it. For a small area it's pretty productive, but thats the kicker. The oil producing facilities complain that they don't have enough buyers, yet the refineries - literally next door - complain that they don't have enough raw materials...
Sometimes they complain about not enough buyers when they don’t have any more trucks to use. One way to fix that is to create some storage nearby, so that the trucks from the production facilities don’t have to travel so far. Instead it will be the trucks from the storage that will be used when the oil needs to be transported.
 
but thats the kicker. The oil producing facilities complain that they don't have enough buyers, yet the refineries - literally next door - complain that they don't have enough raw materials...

Okay, so.. this is the flipside to industries. Some of the Algorithms are crap, the game doesn't factor in proximity or priority to its supply/demand requests. As Eran says, plenty of storage is key, and good transport links between sites. I think going to the budget panel and increasing industry budget also increases the number of trucks available. Be careful with oil and farming though, they can generate a lot of traffic pretty quickly.
 
One good side of those issues is that unlike regular zoned buildings the industry DLC buildings will never shut down/get abandoned. They'll just keep moaning until you solve it.
 
Last edited:
Thanks for all the feedback everyone.

Picked up the second pass. Not sure when I'll have time to play it though. This game seems to be a rapid time sink and hours go by very quickly when you load it up :lol: . Not really something you can just pick up when you have 30 minutes spare.
 
Not really something you can just pick up when you have 30 minutes spare.

Piffle SirJim, 30 minutes is ample to time to build one smoothly curving slip road with a realistic gradient, whilst making sure the lane markings appear appropriate at at least one end of it, and that the traffic manager set up is working correctly.
 
Thanks for all the feedback everyone.

Picked up the second pass. Not sure when I'll have time to play it though. This game seems to be a rapid time sink and hours go by very quickly when you load it up :lol: . Not really something you can just pick up when you have 30 minutes spare.
I don't know what you mean, I put it on for a couple of hours the other evening and I definitely stopped when I reached 16,000 population as I said to myself I would. No, wait, I stopped once my University hit level 3. Alright alright, I definitely stopped once I'd finished designing the city centre layout.

Oh, that was 4am? Oops.
 
I'm up to 1305 hours total.

Tonights "brief" session, at 173 minutes, was to make a start on this refinery complex...

20210811211822_1.jpg


.. forms part of the adjacent "SDV Oil" industrial area. Stores Oil, makes and stores Petrol and Plastic, also includes a couple of generic Oil industry assets. Traffic seems sensible, so I started detailing it --- like everything else on the map, that's only 50% done.

This is SDV's Oil field at the moment... again, half done!

20210811212821_1.jpg
 
Meanwhile I spent the last couple of hours building what I feel like is a vaguely realistic industrial area near to the first highway exit of my city. I'm pretty happy with how it looks but I have a feeling that traffic is going to ruin it as usual, because the mixture of traffic heading into my city and industrial traffic around here are going to be a mess.

Cities_ Skylines_20210811233719.jpg
Cities_ Skylines_20210811233740.jpg


City as a whole is coming on nicely. I'm not aiming for it to be too massive because I don't think traffic will cope, probably 60k is a good target. Those roundabout exits I made are coping well at the moment though.

Cities_ Skylines_20210811235458.jpg


City centre area is still very early, probably going to change a fair bit when I get into it. Still my weakest area, I never seem to make anything I really like. Central open green area looking decent so far though I think.

Cities_ Skylines_20210810215645.jpg
 
@Samus That city centre looks very promising! I would suggest to make some space between the buildings on the far side for trees and paths, just one or two grid units should be enough.

If traffic becomes a problem in the industrial area I think adding a couple of small roundabouts might help to spread out the traffic a bit, just so they all won't use the same intersection.

roundabouts.png
 
because the mixture of traffic heading into my city and industrial traffic around here are going to be a mess.
Rail Cargo hub between the industrial area and the mountain? Looks like you could run a spur off the railway line, and connect the hub to a road coming of the main T-junction. It might attract a bit of traffic on the estate, but it will be away from your main highway connection.
 
@eran0004 those roundabouts look like a good idea, thanks. Should help traffic and also help visually block out the area.

@MatskiMonk I might try that. I usually avoid cargo rails because like they seem to generate way too much traffic but with this area being pretty modest in size and most buildings just being unique factories and warehouses maybe it won't be too bad.
 
Last edited:
Working more on my city centre last night I think there are two main issues I have and why I don't usually like anything I do. At least in a European style anyway.

Firstly, the high density buildings, both residential and commercial, basically necessitate a perfect 90 degree grid because corners can only be filled with 90 degree buildings. So if you do something else, you end up with ugly gaps like this

Cities_ Skylines_20210813182015.jpg


Whilst this is fairly realistic when you look at a lot of European centres they are rarely 100% square, there are angled roads with buildings built to fit in. Another less important visual issue can be seen in this screenshot, the buildings have car parking spaces modelled on the back inaccessible from the front. So you either have to live with that visual oddity or place roads backing onto every road, or access road gaps. The latter looks ridiculous everywhere, so I go with the former.

Secondly, I think there just isn't enough unique buildings, particularly of a small size. A real city centre will be filled with unique buildings but once you've exhausted the few in the game that fit in a city centre, you're left with just the zoned buildings which all look broadly the same.

I do have the modern city centre content creators pack but that has the same 90 degree issue.

If anyone has any good inspiration for Euro city centres with the vanilla/DLC only game please do post them.
 
Back