Cities: Skylines (the Sim City we deserve)

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Started building another town in Cooper County. This one is Lakeside, the next town over from Stanley. Finally some high density residential! Doesn't look like much yet.

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General layout and size. Residential away from the waterfront with more commercial (leisure) closer to it.

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I'm working on a new map, based on a heightmap from some tiny place in the US (not sure where, I think Ohio or Pennsylvania). I just finished creating the forest map, which will be used to generate trees with the Python mod. To create the forest map I set the following rules:

1. There should be fewer trees at higher altitude.
2. There should be fewer trees at steep slopes.
3. There should be no trees in the water.
4. There should be no trees at farm fields.

The forest map is a grayscale image where black indicates 0% probability that a tree will be planted, while white indicates 100% probability. Gray values indicate probabilities somewhere in between. The inverted heightmap solved for the altitude rule. From the heightmap I also generated a normal map and by isolating the blue channel from the RBG values it gave me a pretty good picture of the slope of the terrain. Using the CSL Map View mod I could get an image of the water and for the farm fields I just painted them by hand.

Combining these images then got me the final forest map.

The inverted heightmap:
heightness.png
The slope map:
flatness.png
The water map:
wetness.png
The farm fields map:
farmness.png

The combined forest map:
forestmap.png


I'll report back with how it turned out in the Map Editor :)

Edit: Generated coordinates for each tree in Python, here's a visual representation where each dot is a tree:

trees_output0.25.png
 
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I wonder if this could potentially mean some of the more popular mods become standalone features in the next game.

I'd love to have MoveIt on console.
 
Haven't been playing lately, just not felt like playing any game, but I did see on reddit some good news for the future

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He's the creator of intersection marking tool and node controller.
Network Multitool as well :)
He also had some plans for a procedural road creator, hopefully that will find its way into CS2.
 
The first few blocks of residential has been built, as well as some shops and a farm. The city is too small to afford any of the big power plants, so for now most of the power comes from a couple of wind turbines up in the hills. I wanted to create a service road for them and ended up with some really nice hairpins. The vertical flow is great too, thanks to a new slope transition script I wrote for the Python mod (it's basically a cubic Hermite spline), which makes it possible to have neat slopes without necessarily making them linear.

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Minor note, I usually start my maps with unlimited money. This is mostly because I prefer to build out some infrastructure first, before building the never-ending requirement for low density residential. This time around I've been keeping a closer eye on the tipping point between loosing money and making money, and this time it was very definitely at just over 12,000 population. At 12k population I'm earning money faster than I'm spending it.

Vague seafront going on in Lakeside.

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I am working on a city that takes place in the Egyptian afterlife, Duat.
 

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Interesting concept, looking forward to more pictures! Is the style from your own imagination or do you have some reference material?
It's mostly fantasy. The only real reference material I have to go on is that supposedly the ancient Egyptians believed that their afterlife was on the moon. Going on that I use Zetnus' Moon Theme and pair it with Mark Fire's Horror Movie LUT with some minor tweaks using the theme mixer 2. This achieves the drab green and grey tint.

For buildings I am using the Arab Expansion Pack since there isn't a lot of NA/ME content for Cities Skylines.
 
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Eh, as a console player more airport stuff isn't particularly appealing. With only 9 squares and therefore limited space building an airport rarely seems like a good idea, I think i've done it twice at most. You just can't afford to lose nearly a whole tile to the airport and all the road infrastructure, not to mention even if you could it makes little sense in a small town size of 120,000.

Sure it'll be great for PC players though!
 
I think ill get this game, on sale on pstore for ps4 just 10$ cad. The base game only but it's enough for now to see if ill get hooked enough to get some dlcs.
Looks fun.

Granted, I'm playing it on PC, but I've sprung for every DLC there is. I was only about 50/50 on the game originally, but the DLC really add a lot.

Eh, as a console player more airport stuff isn't particularly appealing. With only 9 squares and therefore limited space building an airport rarely seems like a good idea, I think i've done it twice at most. You just can't afford to lose nearly a whole tile to the airport and all the road infrastructure, not to mention even if you could it makes little sense in a small town size of 120,000.

It's part of the problem the game has with scaling the real world into the game. Real airports can be ******* massive...

You can pick up Standsted, Heathrow and Gatwick from 'space' for example...

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... even on 25 tile, the biggest vanilla airport takes up quite a bit of space but still looks a bit crap ... and it's hard to place because you need a massive area of level terrain, but airports themselves in the game are really great addition, planes and cruise ships don't suffer traffic jams the way trains or cars do, so they can offer massive influxes of people (money), with little ensuing chaos.
 
Granted, I'm playing it on PC, but I've sprung for every DLC there is. I was only about 50/50 on the game originally, but the DLC really add a lot.



It's part of the problem the game has with scaling the real world into the game. Real airports can be ******* massive...

You can pick up Standsted, Heathrow and Gatwick from 'space' for example...

View attachment 1098927

... even on 25 tile, the biggest vanilla airport takes up quite a bit of space but still looks a bit crap ... and it's hard to place because you need a massive area of level terrain, but airports themselves in the game are really great addition, planes and cruise ships don't suffer traffic jams the way trains or cars do, so they can offer massive influxes of people (money), with little ensuing chaos.
Any idea if there will be a newgen console version with a more full pc version equivalent scale?
And if it would be a free upgrade..
 
Any idea if there will be a newgen console version with a more full pc version equivalent scale?
And if it would be a free upgrade..

Scale on the console is the same as PC for the vanilla version. You have to use mods to get more than 9 tiles on the PC, and if you go over 25 tiles (i.e. the 81 tiles a full map is) you get glitches, that's pretty much the same story for everything you see that's enhanced by the PC version.

I wouldn't expect any fundamental changes to the console version until C:SL2, and that's not even been confirmed or announced yet.
 
So, managed to put some time back into CSL after getting bored of my PS5 really quickly :D

It's all WIP stuff, but for the sake of keeping my momentum up...

Compass Junction
This massive 12 way rail junction was originally being filled in with refinery looking stuff because I was going to experiment with underground cargo railways to act as oil pipelines - I might still do that - but I needed somewhere well away from residential to put the Waste processing facility and its MASSIVE pollution area... needs padding out more, but it's a better solution in my mind.

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Lakeside
It's coming along, so far if I lived anywhere on the map, it would be here! Still WIP.
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Marston Cove
Trying to get ALL the fishing industry in this one area, so basically a rough layout of the waterfront, it'll have some low density residential overlooking the bay, but will be more of a fishing village than a town.
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Croxstone Circuit
Progress is slow, it's pretty tedious. In my head it's escalated from more of a local circuit at an aerodrome, to an international circuit. It has a metro link leading to a site where a town will be - I need cars and cims to populate the place, so I'm using Entertainment service cubes in Procedural Object buildings, this attracted far too many people and overwhelmed the circuit and the local junctions, so the metro station should take up some of that traffic.
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It has a ferris wheel now, which is part of two parks within the circuit, since they're parks they attracted people and generate money, unlike most of the venue which is PO's and props, and therefore 'dead' from the games point of view.

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Burymont
Burymont is a new town on the southern border of the county. It lays a the foot of Henge Mountain, and primarily acts as workers for Henge Mountain Ore, and a hub for Cruise ship traffic and for the yet to be built ferry terminal that will link to the central main city on the map (yet to be started).

This station was a bit of an experiment, it's two compact single stations either side of an unmarked road. One station serves outside connections, the other links Burymont to the maps interior passenger rail network. Not sure if the station asset is bugged or not, but I had to delete a bunch of the rail outside connections and reconnect them before either station would get used.

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On the subject of rail, this is the custom railfreight terminal at Henge Mountain Ore. It's near to Burymont Local/Intercity station, but is on a separate cargo loop that doesn't touch outside connections or passenger lines directly.

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Burymont and Henge Mountain Ore... all still Work in Progress.

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G.Cole Shipyards
This complex contains the shipyard with supporting warehouses for materials, two cargo terminals and... a Barge link that runs across the estuary to Marston Cove. The estuary actually cuts the bottom of the map in half, so when I talk about my interior cargo rail loop, it's actually got a break in it... because I didn't just want a massive rail bridge across the water again - it looked crap last time round. This actually works really well, the rail freight from the Eastern side of the map (Macuga Mining, SDV Oil, Lynch Farms, Martell Logging Co and Henge Mountain) are linked to the yet to be built Industry areas on the Western side of the map (so far just Marston Cove Fishing), by the cargo barges.

There's also an asset that acts as a warehouse, but looks like a car carrying ship and sits off shore, that will get worked in here also.

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The Cruise ship port will go right at the bottom of the map... the amount of ships it generates can get nuts, and the ruin the look of everything when 5 of them are overlapping stuff... but to pad out the area of decided I'll put a Military port next to it, hence the aircraft carrier. Not really started yet.

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@eran0004's port area from this post https://www.gtplanet.net/forum/threads/cities-skylines-the-sim-city-we-deserve.325276/post-13259885 was excellent... mines going to be a little less sprawling, but that's good inspiration.

TSO-YRO a.k.a. Cooper International Rail Freight Terminal

So this is one idea that worked from earlier maps - in order to prevent my internal industry overwhelming internal infrastructure while trying to export to outside connections when the industry gets big (which it will). I use this technique...

Four rail cargo terminals: at the top is a one-way, incoming rail line from my interior rail freight loop, it feeds into a 'blank' rail cargo station, which in turn is linked to another blank rail cargo station... which is linked to a one way rail line thats linked to the outside connections rail network. Crucially, the road linking the two, isn't link to the road network of the map at all (the tunnels to the left simple disguise another loop underground to save space - I'll do the same on the right). This means that it forces the game to use the internal rail cargo network more in order to export, rather than clog up the roads. Each industry zone has it's own rail freight terminal (that's why I've been working on the custom ones so much), and that's all linked to CIRFT, so they can all export easily, without using the roads. The lower set is the same in reverse - this will have a toll road integrated at some point, so I can effectively leverage a toll on every truck involved in importing, by way of a customs Tariff... MuhahahahahahahHAHAHA...

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Once the logistics are sorted out and working, the whole lot will be covered with Procedural object warehouses... so it'll just look like a vast distribution centre. I live near a real life rail freight terminal called DIRFT.. it'll take inspiration from that....

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.. spot the two wind turbines :D






Anway, that's my update for now. I've cleared space for an airport on the Croxstone side of the map. Waiting for the Airports DLC before I start that now though.
 
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Looking good!

I haven’t had any time with the game for the past month, since I’ve been out of the country. Waiting to board my flight home now though (in a terminal that looks a lot like the vanilla airport in C:S) so normal service should resume shortly…

Looking forward to the airport DLC, I’ve been reading about the details and it seems promising.
 
Hey guys, just got the std game on ps4, really good 1st impression.
Looks good, lots of intricate, interconnected systems it seems, all works well, smooth.

Easy to get into at 1st, and looks like lot of depth to keep you busy.

Will be tempting to get the upgrade for dlcs, especially the 1st season pass with mass transit, natural disasters etc.
They seem each to add interconnected systems depth too , not just more items or visual features.

Glad i got to try it for cheap at 1st.
Time goes fast when tinkering in this game, building.
Cheers.
 
Inspired by my month abroad, I started working on a map based on Batumi, by the Black Sea.
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As usual, I used the Python Console mod to plant the trees with procedural generation. In the map below, each black pixel represents a planted tree.
trees_output0.3.png
 
I wanted more distinct shapes and edges of the forest, so I cut down all the trees and planted new ones with a different pattern. This one looks more interesting, with the trees being planted in clusters. It makes the landscape look bigger, I think.


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I wanted more distinct shapes and edges of the forest, so I cut down all the trees and planted new ones with a different pattern. This one looks more interesting, with the trees being planted in clusters. It makes the landscape look bigger, I think.


View attachment 1100233View attachment 1100234View attachment 1100235View attachment 1100236



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With the trees in tighter clusters it looks more like a location in the Arctic circle.

__


For those that lament not being able to use mods.... I present exhibit A...

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The Freight train going down the mainline spawned on the track to the right, then headed north, so it could turn around at the most Northern point of the map, before heading to the furthest South West point it can... instead of just spawning, and heading south... WHYYYYY??????

Exhibit B:

It did the Red, it should do the blue....

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.. it's no wonder the Shipyard keeps running out of Metal!!!
 
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@MatskiMonk In Georgia they have a saying, “სად არის შენი ყური?” (where is your ear?) when someone does something like that. Instead of touching their nearest ear, they put the arm over the head and grab the ear on the other side to show that someone chose an unnecessarily long and complicated way to do something that’s supposed to be easy.
 
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@MatskiMonk In Georgia they have a saying, “სად არის შენი ყური?” (where is your ear?) when someone does something like that. Instead of touching their nearest ear, they put the arm over the head and grab the ear on the other side to show that someone chose an unnecessarily long and complicated way to do something that’s supposed to be easy.
I think many here will appreciate that sometimes the supply and demand path finding algorithm in CSL is the equivalent to bending your foot over the top of your head to touch someone else's ear! But the reason why this is more annoying than usual is because it clearly seems to be a glitch, nothing is spawning on the southerly direction of the branch line, whether it ultimate takes cargo north or south, it's always using the north bound line. This means I've got to systematically delete and rebuild a bunch of stuff to get it working. The node checker hasn't found anything either.
 
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