Cities: Skylines

Cities: Skylines

Proper Hardness
SHOT(by)GUN 18 Mar, 2015 @ 9:48am
Random feedback
1. So I figured this mod had an update when half of my population complained about low land value... and then there was this mysterious wealth counter :) ... reading the description answered to this.. So I guess I need to lower my taxes.

2. Since installing this mod, disabling vanilla hard mod, and installing commercial demand fix... amount of traffic and amount of people using public transport actually lowered to half, or even more :O

3. I wonder if this mod caused some of my population to demand more services?? or was it commercial demand fix mod :/ ?
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Showing 1-10 of 10 comments
matthaeus022 18 Mar, 2015 @ 10:12am 
hey, i think i have the same problem as you with amount of people going to work really low when compared to vanilla. do you think it comes in conflict with commercial demand fix mod? when i disabled that mod things didn't go back to normal. (tried restarting and making the game progress for a while...)
Blondi 18 Mar, 2015 @ 2:32pm 
well i guess its not advisable to use different mods like that at the same time, since they can both try to change some things related to housing and demand and such....

if it would be a traffic mod, assets, or some mod that wont change anything about the values of the citizens, it would be ok i guess, but using two mods that alter the citizen demand wishes, and happiness, wouldnt be advisable i guess, since they "could" both use the same references in the changes of the game.

i could be still wrong about this ofcourse, but logic would say it can give problems if they both want to try to change the same stat.
Last edited by Blondi; 18 Mar, 2015 @ 2:33pm
emf  [developer] 18 Mar, 2015 @ 8:00pm 
Thanks guys, it was a bug with the cims. And the residential "Too few services" problem is caused by workers not getting to work in this mod.
SHOT(by)GUN 18 Mar, 2015 @ 11:34pm 
oh, thanks for the reply emf :)
Ozone 26 Mar, 2015 @ 3:06pm 
Hello EMF, I tried this mod for a few hours, and really there are many good ideas.

I tried to check the happyness map filter, and didn't see a change based on the idle commute. Is it taken into account for this map? If not, that would be great to be able to see where the citizens are unhappy because of idle commute times.

The fire spread waaayyy too fast. I sometimes have the feeling that my city is on fire, with a dozen fire trucks trying to catch up. This also creates huge commute bottleneck of course. I would really reduce the spread. Theorically, as soon as a firetruck is there, it should be able to easily handle the fire. The fire should spread only if there is no fire truck around.

The new window with added statistics isn't very clear. It can certainly be improved with a more intuitive display.

The rest of the changes looked fine. My city was loosing a lots of money, and I really had to deal with the budget to fix it. This is a great feeling compared to the "way too easy" vanilla game. :)

Thanks for this mod ! Continue the good work.
Kunibert 31 Mar, 2015 @ 3:06am 
What about upgrading bus and metro capacity too? I always have to increase the budget but that leads to lines of busses which is just ugly.
I had a city up to 35K and the freeways were backup on all maps coming and going from my town, with traffic on the freeways were "RED". lol Not sure what to do. I finally bought the next square with freeway intersection on it and redid that, but traffic final back up again. WHAT GIVES?
Mumen Rider 1 Apr, 2015 @ 5:38am 
Low density should be easy to handle, but make little money. People should get happy easier with low density.

Description states that the houses money counter goes down when people leave to work or shop, and increase if they reach their destination.

IMO shops should always reduce money, but increase happiness. It would have to have a balancing game between health, happiness and wealth.

Going into an electronics store would increase only happiness, by a good margin.
Going into a restaurant would give happiness and maybe a bit of health.
If it's a night club though, it could give a big happiness but take away a bit of health.
Going to a park would give a good balance between health and happiness too.
emf  [developer] 1 Apr, 2015 @ 5:56am 
Brazillian Joe, the issue is the randomness of the cims going to shop/work. Some buildings would fail because the cims all go to shop, while other buildings may end up really rich but unhappy. If they went out more often it would be ok, but as it is now they stay in buildings most of the time.
Mumen Rider 1 Apr, 2015 @ 7:09am 
Originally posted by emf:
Brazillian Joe, the issue is the randomness of the cims going to shop/work. Some buildings would fail because the cims all go to shop, while other buildings may end up really rich but unhappy. If they went out more often it would be ok, but as it is now they stay in buildings most of the time.

Don't residences have a 'wealth' meter? maybe the probability of cims going shopping or working should be biased to either work or leisure depending on the amount of family cash.
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