Cities: Skylines

Cities: Skylines

Miyagi Motors - front gable roof
13 comentarios
Avanya  [autor] 26 OCT 2018 a las 2:26 
@Marcvsiulius: Not as a straight conversion as this is one out of several modular pieces, which doesn't make sense with the unique factories (being unique and all ;P). But I want to do something with them, likely some large version that will function similar to the default car factory. But I haven't decided exactly how to do it and have some other things to do first. :)
Marcvsiulius 26 OCT 2018 a las 0:16 
Are you going to turn it into an Industry Zone building? Would be amazing
ez1 28 JUL 2016 a las 0:17 
Thanks for the explanation, I'll see how things go now that you've lowered the worker count and report back on demand.
Avanya  [autor] 27 JUL 2016 a las 5:08 
They're in the workshop content folder, but it's much easier if you set your own settings via RICO in game. Find my buildings, add local copy, set the stats as you'd like them and then save. You'll ofc need to reload the game for it to take effect. This would also keep your own stats, where updates I make would prob overwrite manual changes you've made.

I'll be updating them now (will take a little as it's done one by one :P) - I'm especially interested to hear if you're still having issues with raw materials (I dunno how this works, but I assume more workers = more goods produced = more raw materials needed). :)
ez1 27 JUL 2016 a las 4:50 
Clearly from my own experience I would encourage you to reduce the number of workers for these assets, and ~300 should do a great deal to rebalance them.

Also, I wanted to tweak the stats of RICO XML files for these myself, to see what levels work for me, but I simply can't find them in my files, though I did a file search for all XML files in the Addons/Assets_guide folder. What are the asset filenames for these pieces? And are these actually using PloppableRICODefinition.xml files?
Avanya  [autor] 26 JUL 2016 a las 5:45 
I think I'll do an update that reduces the workers somewhat (later today or tomorrow) - prob to around 300-350. I don't want to cut the number in half - at least not right away - as that could mess up cities where they're almost full (If your setup was full, that'd be around 2k workers suddenly unemployed :P ). I'll see how that works out and what kind of feedback I'll get from that change. I can always update then again at a later point if they're still too high.
Avanya  [autor] 26 JUL 2016 a las 5:45 
I'm happy to get feedback on the stats of things - with RICO there aren't really any guidelines regarding workers, so I'm guessing and experimenting trying to find that sweet spot between reality and game mechanics. And you're the first to provide feedback on the number of workers, which tells me they need some tweeking, but that they're also working for alot of people.

Are you satisfying commercial demands as well? I did ignore that a little bit (zoned some, but not so much as usual) as my CIMs always seem to want to work in commercial or offices. :P I'm also wondering how your education levels are - are the missing workers of all educations or ind the higher or lower end?
ez1 26 JUL 2016 a las 3:21 
So, to match default parameters over the entire area of the factory, the number of workers would actually be ~200 rather than ~250. Set at 500, demand is ~250% higher than normal. That's a massive difference and explains why I'm seeing unbalanced demand, which increases as the game progresses.

I love these big industrial buildings you've created, in fact I've DL'd pretty much everything you've ever posted because they are beautifully crafted and thoughtfully chosen assets that add immeasurably to the game, so I hope you don't mistake my comments here for criticism when in fact I want to address this question with all the thoughtfulness you've shown in creating them. :-)
ez1 26 JUL 2016 a las 3:11 
I've played and developed the city for a dozen hours after plopping the factory and the region has doubled in size but still I cannot fill the worker demand, and there is a constant, increasing need for raw materials, housing, workers and goods. The more I build, the more demand icons pop up in return, indicating that the game mechanics have become broken.

I wasn't familiar with the default stats for level 3 ind, so clearly 50 is way too low. But if default is 2 workers per square, then you have doubled that, and effectively density is even higher than the numbers indicate because there are no roads between these large puzzle pieces, thus concentrating even more workers per tile over a large area.

In normal gameplay, an 8x16 tile area would be its own block, bounded by roads on all sides. Assuming that they are simple roads, the adjacent road tiles would add 50 empty tiles (8+8+16+16+2 corners) to the 256 tiles, lowering the effective density by 20%.

cont...
ez1 26 JUL 2016 a las 3:10 
Hi Avanya and thank you very much for looking into this question so thoughtfully.

My own experience is that I plopped about a dozen MM factory pieces in an industrial area next to a city center I was establishing, across a river and linked by bridges and tunnels and a highway. Pop then was ~35k. I doubled the size of high-density residential in the city and added two residential suburbs, but could not satisfy the worker demand. Then I upgraded the central blocks of the closest suburb to high-density residential, added another residential suburb and train, bus and metro networks to feed workers from the whole region into the area, but I still cannot get any balance between the constant worker demand for the factory pieces and also for specialized industrial and now also for commercial.

cont...
Avanya  [autor] 25 JUL 2016 a las 3:23 
Update: After a few hours testing I have no issues with raw materials. The complaint did come up on one building here and there, but disappeared again after a short while. Bad traffic is usually the issue that causes this - if you can't produce all raw materials needed, they will import them.

My test: Start population of 10k, 17% unemployment, very few high school educated. I plopped down 24 of these buildings (that's 12k workers needed, 6k of these uni educated). 2 years in the complaints for workers needed was gone (my HD commercial had some abandonment). 4 years in they were almost full (84% of all positions filled), population at 67k and unemployment at 9% (and rising).
Avanya  [autor] 25 JUL 2016 a las 1:05 
I'll do some more tests today to see if something has changed and I have those issues as well. I'll always suggest plopping them in smaller bits though unless you have lots of unemployed people ready. Imagine if you zoned the same area industrial - the game would slowly have buildings grow and fill up the area (and often still complains). Plopping 10 of these bits is bound to give off complaints, but eventually the game should catch up (I'll see how long it takes me for my city to stabilize).

(and I totally messed up and deleted your comment -_-)
Avanya  [autor] 25 JUL 2016 a las 1:05 
@ez1: Ty for your feedback! I'm aware it's alot of workers and it might make sense to tweek it, but 50 pr. building is way too little. Following the game's parameters for lvl 3 industry there should be 2 workers pr. square, landing us at 256 for a 8x16 building. The idea of the large plant is also that it can be the indentity of a town and employ most of the people living there.

I did test the whole thing before releasing - granted my test city had some unemployment already, which likely helped fill the ranks. The level of education is off - a future update for RICO will allow me to tweek that, but atm I can't do that. Level 3 industry will need some kind of cargo station to be happy, which in my test supplied them fine with raw materials (I also had some oil and ore industry). Traffic wasn't pretty, but it was working and with time they filled up with workers and were happy.