Cities: Skylines

Cities: Skylines

Cities: Skylines

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想建造一座现实世界的城市吗?在Steam创意工坊里找不到你想要的区域地图?本指南将逐步教你如何基于任何现实世界地点创建自己的游戏地图。简介

My finished map of San Francisco is available in the steam workshop at http://steamcommunity.com/sharedfiles/filedetails/?id=760867153 This guide covers some of the key points (and includes some things I learned along the way) but it's no real substitute for watching the first seven episode of Skye's series. That said... Get a starting point from Terrain Party If you'd ever like to model a real world city, the best place to start is by importing a terrain map from Terrain Party. http://terrain.party/ The default setting for Terrain party is 18 Sq KM. Keeping that dimension exactly gives a pretty fair 1:1 scale map in-game. If you'd like your map to cover more terrain, you can change that but be aware that Cities:Skylines roads are already overscaled at 1:1 and any scale that crams more territory into the same sized playing area will complicate placing roads etc a bit. Plus, you'll need to find assets of a scale that will "fit" with your city. SkyeStorm did his build of London on a 60% scale on You-tube and if you watch his videos you will see him struggle a bit with the issues that his choice of scale results in. Prepare for using Better Image Overlay Be certain if you DO import a map from here, go into readme.txt and make note of the exact numbers for Left Longitude and Right Longitude (for US maps you'll notice that the more negative the numbers, the further WEST you are) and Top Latitude Bottom Latitude. These will be essential later if you plan to use Google Maps Downloader to grab a satellite or map image to use as an overlay in helping you more accurately position Streets and Railroads, The Better Image Overlay mod is great in helping you get these features more exact. It even helps with coast-lines. http://steamcommunity.com/sharedfiles/filedetails/?id=421400880 Google Maps Downloader The Google Maps Downloader will download images at a zoom of 13 for free which is precise enough for most users. The image for an 18 Sq Km section comes in 30 segments which can be stiched together via the Map Combiner tool that is part of the program. The program can be purchased for about $35 for those wanting more precision. For further details, surf over to http://allmapsoft.com/gmd/ Skye's Building Zurich https://www.youtube.com/watch?v=XwgNnWf5-IM (which I strongly recommend viewing) uses a precision that yields 512 map segments. Once downloaded that image must be rendered into a PNG. An interlaced PNG image will work but there's really no need for it to be interlaced and I believe a non-interlaced PNG may be a bit smaller. I don't recall exactly what PNG is an acronym for, but I once heard it described as Probably Not a GIF. I use Adobe Photoshop for converting the map image but I understand that it can be done in MS Paint just as well. The image must be made a perfect square. Be aware that even though you supply perfect co-ordinates to the Google Maps Downloader, the stitched-together image you end up with is NOT a PERFECT fit for your map. However, it does include all your map's area and can be tailored into a perfect square that DOES fit your map. I suggest that you crop the stitched together Tif file into a perfect square but slightly larger than your map's borders. Convert that to your first overlay.png The Google Maps Downloader gives you a choice of the type of map to download. Both the MAP and the COMPOSITE are viable choices and both have advantages and disadvantages. I ended up downloading both and using whichever one was best for the task at hand. but be prepared, there are a few differences due to the nature of the way imagery is collected. For the Better Image Overlay tool to work, the image must be named Overlay.Png and placed in ...Steam Steamapps Common Cities_Skylines Files Finally... The Map Editor Now Launch Cities Skylines Map Editor and Create your map by importing the best height map. For me that was the MERGED one. Check the overlay image out in-game. By sizing the image to fit your in-game terrain map you can then determine just exactly how much should be trimmed away in a kind of "final fitting." Time spent getting this image as close to EXACTLY right as possible will pay for itself in-game whenever you have to adjust the overlay to perfectly align to your map. I'm NOT the OCD artist some folks are and I always end up having to make some small adjustments whenever I do detailed work on an area but knowing that my image is a perfect square, I know that it's basically correct if I just expand the overlay to fill out to the last square at the map edge. Once you're relatively certain that your overlay is as close to perfectly fitted to your map as possible it's on to Terrain adjustments... Water features Generally the first thing is to dig out any water features that were missed by the satelite data. This can be small ponds, aeration basins, and even some canals will need work. Roads will resist all subsequent attempts at terrain building so may be used to help define straight coast-lines. Laying a road, contouring near it, then deleting the road and making any fine adjustments will often be faster than simply trying to get it right using the terrain tools alone. Just Add Water Once your water features are carved out. It's time to place water sources. It's generally important that your starting square at least has some access to water so that sewage may be disposed of. Fresh water for intake is good as well. Since its important that water intake NOT be polluted you may wish to ensure that its possible in your map to place a water intake upstream from any sewage outlets you allow for. Since my San Francisco Bay map had water all the way to the edges in several directions and I wanted a strong outflow from the bay to the ocean as in real life. I took liberties with the terrain and added a tiny strip of land all the way around my map borders so as to "enclose" the bay that way any water sources I placed in it would flow through the Golden Gate channel toward the ocean. Since the strip was as tiny as I could make it and just a bit above sea level it's almost unnoticeable unless one goes looking for it. When placing water sources first choose the capacity of the water source and then place it. After that you must set the area that it will flood by adjusting the height of the water column. While that is estimated as a white cloud on the map, any sources that are reasonably far from land will not flood as much as they think. This means they can be set higher than those close to shorelines that you care about. Be sure and let time run in the map editor so that you can see how the water will settle down over time and don't be too alarmed at any initial flooding. Smoothing the Ground The terrain maps imported via terrain party are not perfect for use in -game. Some smoothing is required to eliminate the most jagged terrain and to make the majority of the playable area buildable. The area outside the 25 center square may be left a bit rougher but with the advent of the 81 square unlocking mod you may want even those to be buildable. Two watchwords for terrain smoothing: Go Easy it's better to have to smooth an area repeatedly than to obliterate legitimate terrain features that should really be retained. Also remember that CTRL Z will undo the last terrain change. Highway Feeders It's generally important that every map have a highway feeder so that commercial business and industry can import inputs and industry can export their outputs. I generally use the Better Image Overlay to help me get highways placed approximately right and then go back without the overlay on and redo any sections with jagged curves or weird height anomalies. Once this is as close as I can get it. I look for major road connections that must pass under my freeways and lay in temporary roads so as to check that I've left room for underpasses. Generally 12 Meters is a good height for these. Sometimes it will be necessary to bulldoze a few highway segments, place a temporary underpass road and then re-lay the highway so as to make allowances for the highway pillars. Just be sure to go back and bulldoze the temporary roads when you're done. This is mostly for aesthetics as any roads laid in the map builder can be bulldozed by the player (with NO refunds) as soon as they start playing a map. Railway Feeders If its appropriate for your map, next lay the railway feeders just as you did the the highways. Given Cities:Skylines objection to surface level railroad crossings I put several sections of my railway feeders underground to simplify their routing and to keep them out of the player's way. The Map Editor Tunnels Enabler made that easy http://steamcommunity.com/sharedfiles/filedetails/?id=645390478 Ship and Air Feeders Ship and air feeders are the last feeders to rough in as they are much more general and its only required that you get them "close enough" to where airports and harbors can connect to them. Be sure to make the air feeders connect from the outside edge of the map at one end only. Air feeders that connect at two locations outside the map will NOT result in any air traffic for your airports. Not sure but I'm guessing that it works similarly with ships. Got Wood? Add TreesThere are a number of standard tree types that are native to the climatic region you selected when you started the map. Be sure and add a good sprinkling of the various types so as to make your map look natural and with some areas more densley forested if you intend to make forest industry possible. If you elect to use custom tree types be sure to add a link in your finished map so that that asset is downloaded by anyone looking to play your map. Other Resources? Use the associated tools to add Oil, Ore and Fertile land areas as appropriate for your map. Finishing Touches Designate your starting square and take a snapshot to go along with the map you save. Maps that you create are stored (on windows machines) in C: Users userid AppData Local Colossal Order Cities_Skylines Maps under the name you choose Play-tested? Before sharing any maps you make on the Steam workshop, try playing it yourself make sure that everything works the way that you intended. Share it in the Steam Workshop When you ARE ready to share your map, be sure and write up a description beforehand as the text area in the Steam Share window will hold lots of text but is not formatted very well. To make your map more appealing to others you might wish to take a number of screenshots and include those as additional images. Closing Comments I hope that this guide has been helpful. I appreciate and welcome any comments, critiques and suggestions. This is only one method of creating a realworld map in Cities:Skylines. For an alternate approach check out this guy's you-tube presentation https://www.youtube.com/watch?v=CWwJSmzPJOo

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Industries DLC is, by far, the biggest workhorse of the Cities Skylines game. Once set properly, your industries will fund most of the requirements for your megalopolis. If you like the core gameplay portion of this game, you want to make the maximum amount of money from your resources, this guide is for you. Note on unlimited money, Detailers and Role-players I have seen people playing with Industries and unlimited money. Well. Their choice... Before I continue I want to say that I appreciate Detailers that push the boundaries of visuals in this game every day. There were modding attempts to make this game more realistic via mods that affect population or to balance Industries better, they did an amazing job too. To the Roleplayers: I have seen people playing/making green cities using only a small portion of the Industries, and not all, it is your choice, and skip this guide. Early game In the early game, your biggest concern in making money is rushing through milestones. To be frank, our biggest influx of extra money is through leveling up our city. We have to unlock Industry Zones first to be able to level them up. But we have to understand what we need and what we don't need. Power, Water and Drain - Yes we need them and build them accordingly. You will need early on some generic industry, but don't go too far. Little Hamlet Milestone - You get Education, Healthcare and Garbage. Build only garbage facilities, otherwise, people will leave, do not build Healthcare, and wait with education. Worthy Village Milestone - You get police and fire department, you may build one station each but don't go too far on that either, we want to save as much money as we can. Start ignoring the Industry demand bar, let it fill to the max. Tiny Town Milestone - You get Industry zones here, but you are still on low end with budget, I suggest you rush through the next milestone in order to get Ore Industry open too, and to have more money. At the next milestone, together with Ore, you will get cemeteries, build them accordingly. The fun starts here. Hopefully, your green bar is at 0, and your industry bar is filled up. You may choose to start with Farming or Forestry, it doesn't really matter. Big picture All level 2 industries have one Unique Factory that is “Native” to its zone, which means that it is using ONLY resources from that zone. We want to build ALL zones to level 2 first, then let them level up, as additional factories that we build will always use some of the resources from other zones. This means: Level up the farm to level 2, build Tier2 processor (Flour) and Bakery Factory Level up forestry to level 2, build Tier2 processor (Paper) and Furniture Factory Level up ore to level 2, build Steel Factory (you don't even need glass processor) Level up oil to level 2, build Tier2 processor (plastic) and Household Plastics FactoryOnce all zones are at level 2 and have their native factories built up, you will be able to fully develop. If you want to develop all and to have a nice flow, do not ever try to level up one zone to level 5 without other ones built up. About extractors Raw materials, crops, raw forest, ores, and oil are produced by the extractors. The best thing about extractors is that most profitable ones are unlocked at level 1. Players tend to make mistakes and make too many extractors or to build new ones once unlocked. Before the Expansion point you need only: 9x Small Crop Fields (or Small Fruit, they are the same) 5x Small Tree Plantations 7x Small Ore Mines 7x Small Oil Pump Yes, over the whole game, unless you are going for planned Expansion, you don't need more than this. If you build more, you will get more traffic, and cheap exports. About raw storage Every raw material needs raw storage. It handles distribution to the processor much better than extractors. It should be set to “balanced”. The good part about raw storage is that the most profitable ones are also level 1, so feel free to build them as needed as them being level 1, that means that they have fewer trucks, so you will need more than one for sure. Since raw storage can be built outside of the zone, even if they are in the zone, their works do not count towards employment. About processors There are 2 types of processors for Forestry, Ore and Oil, and there are two tiers of them. In this case, contrary to extractors, the more profitable ones are higher tiers, so you will have to destroy old ones and build new ones. Farming is a little bit different, it has only one tier for one type (Flour) and multiple tiers for another type (Animal Products). In the latter case, the tier1 processor (Small Animal Pasture) is the most profitable one, so you don't care about the upgrades. Note on pollution Farming and Forestry extractors are affected by pollution. Make sure to plan accordingly as they must be positioned properly so that processors and factories do not affect them. However, they both have at least one processor type that does not pollute and are not affected by pollution - Animal Pastures and Timber Production buildings that can act as buffer zones. Also, all storage and barracks options can act as buffers too to prevent pollution from reaching these zones. Build sequence - very important There are many reports that zones do not work, especially at start. This can be solved with build sequence. So in the scenario that you built an extractor, storage and processor, once your extractor finishes production, it will deliver it to storage, but the processor will still have an icon for waiting materials. Why does this happen? It is because it ordered resources from import, trucks are on the way, slots are filled (cannot request more) and you may think that your supply chain is not working. So how to solve this? With build sequence. Build 1st extractor, and wait a bit… Build 1st storage, and wait a bit… Build the rest of the extractors. And wait a bit… Truck No1 goes from extractor to storage. Build 1st processor Storage will send trucks to deliver to the processor. If there are no raw materials in the storage, the processor will order materials from import for the first batch. Leveling up and education Each zone needs a certain number of resources produced and workers employed to level up. While education will make your employed numbers get up higher, it will cripple your budget for expansion. I strongly advise refraining from any investment in education until you get farming and forestry at level 2. Ore and Oil need more educated people, so a good moment to place your first elementary school would be once you built your 2nd factory. For forestry and farms, it is not hard to get to 150 uneducated workers without any schools. Level 2 - Resources: 500 | Workers: 150 Level 3 - Resources: 1,500 | Workers: 350 Level 4 - Resources: 4,500 | Workers: 550 Level 5 - Resources: 13,500 | Workers: 800 Fully developed zones Farm: 9x Small Crop Field (or Fruit) 6x Small Animal Pasture 2x Flour Mill Forestry 5x Small Tree Plantation 2x Engineered Wood Plant 3x Pulp Mill Ore 7x Small Ore Mine 4x Rotary Kiln Plant 3x Fiberglass Plant Oil 7x Small Oil Pump 2x Waste Oil Refining 5x Naphtha Cracker Plant Zones built like this will make ALL of your Unique Factories (16) supplied and make the highest profit without too much surplus. I strongly suggest at least 9 warehouses, one for each processor material and one for unique factory products. If you need more jobs, do not build additional extractors or processors, go with barracks, it will increase effectiveness linearly without messing with the numbers. Note on positioning Plastic goes into 12 out of 16 Unique factories. Try to build your zones with Oil production zone in the middle, it will reduce unnecessary transfers. Tier 2 factories only use materials from their native zones, as I said, build them next to the zone Tier 3 factories use native materials + one additional, build them close to the zone in the direction of the additional materials zone. Higher-level factories use 4 materials, place them somewhere in the middle Even higher profits Ok everything is set, everything works, but you may want to make even higher profits. How? Well you don't want to export raw materials and you want to avoid too much traffic, the idea is to focus on one tier 2 export per zone. The one that is more profitable than the other. These are: Animal Products Planed Timber Petroleum Metals To do so you have to build in chunks: Farm chunk: 3x Small Pasture, 2x Farm Field (or Fruit) Forest chunk: 1x Small Plantation, 1x Wood Plant Ore chunk: 1x Small Ore Mine, 1x Klin Plant Oil chunk: 1x Small Oil Pump, 1x Waste Oil Refining So once you set your production in equilibrium, you can build as many “chunks” as you want to increase your profit, and your profit will be based on Unique Factory Products and one secondary export per zone. Arguably some chunks are more profitable than others, and for maximum, you may want to go all out on Petroleum for example but I listed them all per zone as you may be more interested in getting all zones in “the green”. References Industries Calculator by Brandon of Vainglorious Gaming[docs.google.com] https://skylines.paradoxwikis.com/Industry_areas https://skylines.paradoxwikis.com/Unique_Factories Check out my previous guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2223950073 You liked this and want to support me? https://www.patreon.com/ivancosic https://paypal.me/ivancosic

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建议玩家首先不要使用模组进行游戏,就这样享受一下原汁原味的《城市:天际线》。 再玩《城市:天际线》下去有两个方向,一是市长玩法,专注于模拟城市的运营管理;二是造景玩法,不考虑游戏内容,专注于打造风景。当然也可以两者兼顾。 但在此之前,先了解一下《城市:天际线》是怎样的游戏。 最初怎样玩: 当你购买了《城市:天际线》并开始游玩时,你肯定是喜欢模拟城市类游戏的。在购买之前,或许你没考虑什么就买了,也可能先查阅了很多资料才决定购买。我就是后者。在考虑是否购买《城市:天际线》时,一定有原因。我本身是想找《模拟城市》,然后看到很多文章将《模拟城市》与《城市:天际线》进行比较。虽然两者各有支持者,但支持《城市:天际线》的人通常会说自己是从《模拟城市》转玩《城市:天际线》,或者两款游戏都有玩,并且他们总会语气肯定地表示《城市:天际线》比《模拟城市》好玩很多。 之后我在视频平台上看到了超真实的画面,就像身处日本一样,可见《城市:天际线》能呈现的画面及建筑物效果一定非常出色。

我已經在想,香港也一樣可以砌出來,之後在網料看到怎樣造 Asset 放入遊戲,這樣即是只要你能建的3D模型,都可以放到遊戲內,同時大大增加我學習造 3D模型的意慾。 Cities: Skylines 畫面真的可以很靚。當我玩了Cities: Skylines 後,現在我亦都會話, Cities: Skylines 比 Sim City 好玩很多。 在網上有很多文章嚴選 Mods,用 Mods 的確好玩,但初初玩 Cities: Skylines 不用 Mods 現更好,因為本身遊戲不太易上手,例如交通大擠塞以致一連串問題,垃圾車消不到垃圾、消防車救不到火、病人去不到醫院、殯儀車運不到屍體,又或許水源被污染令全部公民相繼病死。一般玩幾日才明白及上手,城市開始有5萬10萬人口,這時會漸漸感到很大趣味。 一些玩法是擴大規模,人口人口人口。 一些玩法是用 Mods 令遊戲中的公民更似真實生活。 亦有玩法是造景,砌城市,求好看,或將實景砌入遊戲中。 在深入地玩前,先不用考慮太多,Mods 不用裝,Assets 都不下,先直接開來玩。 水電 遊戲內建築物與很接近(約相隔10米內)的建築物是通電的,沒相連就用電欖連接。遊戲內本身沒有電壓概念,通電與不通電,那些有分電壓的電力裝置資產是為了造景或配合mod用。早期用風力發電效果很好,只有噪音,水力發電沒甚用途,永遠都令你感覺無用。 水是要一個吸海水的自來水及一個排污,潔淨水與污水用同一水管,但吸水與排污要遠些及留意水流,如果上游排污就大件事了。吸污水。 交通問題 交通絕對是這遊戲最大問題,最初玩到幾萬人口後便開始交通大擠塞,這遊戲不好好規劃交通,就必定會遇上交通問題。 出現交通擠塞,主要是兩個情況,第一個是入城位置,第二個是城內。城內擠塞問題一般來說都是通道太少,例如一個區域只有一個出入口,但須進入該區域的車非常多便會塞車。兩個情況來講入城擠塞的問題嚴重很多。 入城擠塞 首先要了解入城的車輛。如果一開始就留意車輛,會發現最初入城的車輛都是居民,假設人口不停增長,這類車都是有入無出,會有一定數量,但他們入不到城,塞一會也無妨。 之後會見到貨物車及運煤車等,因為早期通常都是用煤發電,而運煤車如果遲遲去不到發電廠,就會停電,停電會令人口不斷離開,是致命性打擊。另外隨著人口愈來愈多,民生需要物資就愈多,貨車便愈來愈多;所以貨車是入城擠塞最大原兇。 在通過入城的高速公路加一個入口,直接通去工業區,因為貨物目的地根本是工廠,所以無須經過住宅區的,直接去工業區。這樣,就不會發生入城居民與貨車爭路的問題。 到原料愈來愈多,可以用火車及碼頭作為原料入城方法。 如果有交通管理mod就肯定無問題,因為可以禁止某種車輛駛入,否則就看系統AI造化。 城內擠塞 城內擠塞都是通道問題,城內的車的活動情況是人流與物流。 人流主要都是居民代步的車,會揸車都是返工為主,亦會到商區購物,所以是住宅與工業區及商業區的往來,在沒有mod特別影響下,居民應該不需要在工業區及商業區往來。 物流是由工業區運商品到商業區,所以工業區與商業區的通道,主要負擔運商品的貨車。 由於商業區需要接近住宅才會有顧客,所以商業區須要靠近住宅。如果住宅只有居民與商品車,及一些巴士、垃圾車、殯儀車等,通常不會塞。 商區會有貨車及私家車進入,基本上車輛不多。 工業區會有居民返工的車、運原料、運商品。頗大量車必須進入工業區,首先是原料,我們必須設法讓入城的原料車直接到達工業區,另外工業區要有通道直接讓商品通到商業區。 工業區會污染,而最受污染影響的是住宅,最有效方式是將辦公室與商區放在住宅與工業區之間,所以多數情況是居民先經過商區再到達工業區。雖然工業區其中一條通道難免是居民與商品貨車共用,但貨車不用經過住宅區了。 最闊的幹道用來貫通各區,而每個區的規模都是保持十至廿座建築物左右,不要愈起愈多,否則需要進入該區的車又會愈來愈多。 如果發生擠塞情況,就在區的另一端加出入口,如果該出入口少人用,就將該區斬開,逼使居民使用。 一個訣竅,愈多車需要共用同一條路,負擔就愈大。 RCI 需求 與 RICO 系統 R是居民、C是商業、I是工業,遊戲本身RCI需求並沒有停滯不前,所以不用裝RCI需要mod,除非想永遠需求強勁。 而玩者初初見到 RICO 都莫名其妙,RICO的O是辦公室,是工業的替代,未受過教育的就上工廠,受過高,RCI的I是包含工業及辦公室,而 RICO 是指一種無視區域種類的系統,直接定義建議物性質(例如住幾多人或容納幾多人返工)及直接起,不用考慮分區類型。 教育 分為未受過教育、受過教育,受過高等教育。一開始在城市生活的、出生的都是未受過教育的人,他們是工業的主要勞動力,而且低密度商業都是要較多未受過教育的人。如果全部人口是受過高等教育,連小商店都招不到工人。 如果城市教育水準愈高,對工業愈求就愈低,市民都上寫字樓返工了。 公共交通工具 公共交通公具中,地下鐵是最理想。火車會造成噪音及市民較少選擇用火車。電車更加是比巴士更差勁。用來降低交通壓力的公共交通公具,效率最高始終是地鐵,其次是巴士。設計巴士線都是一種樂趣。 遊戲內公民可以步行到達的距離約兩公里,即25格地圖中的一格長度,可以步行很遠。不過據觀察,公民能步行兩公里返工卻不願步行兩公里購物。商店的存在都是為了方便公民購物。 市中心 這遊戲市中心是地價最高,交通最繁忙的。而市中心在哪裡呢,市中心就是計算城市所有建築物的中心地帶。隨著城市範圍愈來愈大,市中心的位置亦有所變化。 如果你沒有用mod,一開始必定是低密度住宅,然後若果你在東南西北四方八面環繞著最初的低密度住宅起出去,這些低密度住宅是市中心。始終交通方面問題都不大,畢竟是低密度。 但收入影響就大,因為收入與地價關係很大,所以最過地價的地方卻很少人住是有點浪費,應該重新規劃為高密度來增強收益。 而且這遊戲靠公園增加地價然後令收入增加是很強效率,如果是以經營玩法地玩不想用無限金錢,可以靠起公園增地價來保持良好收益。 只要注意這點,收入絕對夠用的。

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大家好! 本指南将逐步教你如何将可生长的创意工坊资产转换为适用于Ploppable RICO模组的资产。 开始前 首先,你需要订阅并启用以下两个模组: AI Changer Itemclass Changer 这些模组允许你通过资产编辑器修改资产的设置。 一旦熟悉了这个流程,为RICO模组转换可生长资产将变得快速而简单。 资产编辑器 打开资产编辑器。 点击“新建”。 导航至建筑,找到你想要用RICO放置的资产。 打开该资产,并加载默认模板网格。 加载完成后,使用模组提供的下拉菜单。 将AI更改为“MonumentAI”,点击“应用”。 将Itemclass更改为“Monument Facility”。 此时会出现一个与放置相关的无害错误消息。点击确定。 接下来,保存你的资产。为其命名,并确保包含缩略图。对于Windows用户,新资产将保存在类似以下路径:C: Users User AppData Local Colossal Order Cities_Skylines Addons Assets 保存转换后的资产后,返回主菜单。 RICO设置面板 要为新转换的资产添加RICO设置,请加载新游戏。 打开RICO设置面板,在纪念碑列表中找到你的新资产。 点击“添加本地”,添加你想要的任何RICO设置。点击设置面板上的“保存”。 返回主菜单。你刚刚分配的所有RICO设置将在下次加载场景时应用。 加载你的城市,现在你将在RICO面板中看到转换后的RICO资产!如果RICO模组处于未激活状态,该资产将显示为纪念碑。 AI和物品类别更改模组可以停用。只有当你想通过资产编辑器转换资产时,才需要激活它们。 工坊中原有的可生长资产不会受到影响,仍会在你的城市中继续生长。可放置版本是你本地保存的新副本。

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This Guide details some experiments I conducted to optimise the functions of the City Skylines Postal Service Introduction There's very little information online about how the CS Postal Service works, apart from people mentioning that it won't make any money for a city - rather, Post Offices are like Parks - they're cost centres that increase citizen happiness. So, as figuring out the optimum level for Postal Services isn't exactly obvious from the Information Panels provided by Colossal Order, I decided to start from scratch and run some tests on <Fast-Forward> ... Background First of all, I flushed all traces of my existing Postal Service from my *ahem* 'city' (population, a mere 7,000) - bulldozing all six Post Offices, along with the Post Sorting Facility; flushed all the Postal Vans and Postal Trucks from the map; then ran the simulation on <Fast-Forward> until Mail Imports and Exports had both dropped to '1'. Next, I built a new Post Sorting Facility (PSF) adjacent to a Highway (so that Outside Trucks wouldn't clog up the city's road network); set the Budget to 100%; and pressed <Fast-Forward> again. So at this point, there were no Post Offices in the city ... ONE Post Sorting Facility / NO Post Offices After just a few seconds - before any Outside Trucks had even arrived at the PSF - the Import figure had increased to 351 (subtracting the leftover '1' from the preceding clean-up left a nice tidy 350), and a close inspection of the map revealed 7 outside trucks on their way to the PSF, all with 100% loads. Key Points [01] One truck = 50 Import Units / 5,000 Mail Items ... therefore, 1 Import Unit = 100 Mail Items [02] Imports are recorded as soon as they enter the map, not when they're delivered [03] Outside Trucks only deliver 'Sorted Mail' NOTE: The First-Person Camera will incorrectly show a truck as carrying 50,000 Mail Items However, although Outside Trucks are always 100% full - they don't deliver their entire load to the PSF - the amount delivered is instead a random percentage (in my tests, ranging from as little as 13% / 600 Mail Items up to 93% / 4,600 Items). The non-delivered balance is freight-forwarded to the Truck's city of origin, along with (in the case of my test) some of the 17 Units / 1,700 Items of Export Mail that had mysteriously appeared (evidenced by Outside Trucks being coloured blue on both the Import and the Export tab). But as that 17 Units of Export Mail weren't coming from my city, I had to assume that figure represented 'Intransit Mail', being sent from City A to City C, with my city's PSF acting as the City B go-between. Key Points [04] Outside Trucks are always 100% loaded, however ... [05] Only a portion of that load is delivered to a PSF, the rest is taken to the city of origin, along with some Exports - they appear to represent Mail from other city's Outside Trucks using the PSF as a drop-off / transit point At this point, an Imports reading of 607 (60,700 Items) clearly didn't represent the total Mail Items delivered to the PSF (12,700), so perhaps represented the total amount of mail being freighted around the map, of which only a small portion is delivered to the PSF. Key Points [06] Taken at face value, the Import / Export figures are very misleading ... Imports do not equate to Inbound Mail addressed to your city, and Exports do not equate to Outbound Mail sent from your city After a brief cessation of activity, the Imports figure climbed again by another 89 Units, to 696 - represented by 5 more inward-bound Outside Trucks. It then dropped by 19, to 677. Meanwhile, Exports increased by 11, to 28. Again, such peculiar figures only make sense if Imports / Exports perhaps represents the net amount of Mail on the map, partly derived from all the now partially-loaded Trucks leaving the PSF, plus any new fully-loaded Trucks arriving on the map. The problem with that notion is, there were Imports / Exports figures displayed even after all the trucks had vacated the map ... Key Points [07] The fact that Imports / Exports figures continue to display even when there's no activity at all on the map suggests a bug There's another anomaly too, in that - from time-to-time - an Outside Truck doesn't leave the PSF at all, it simply disappears inside, even though it has a residual load. It may then subsequently reappear some considerable time later, to continue on its way. And indeed, when one of the 'disappeared' trucks resurfaced to return to its city of origin, Exports jumped from 28 Units to 43 Units, equivalent to 1,500 Mail Items Lastly, once the 'Sorted Mail' figure exceed 10% of the PSF's maximum capacity of 500,000, Outside Trucks stop arriving, and both the Import and Export values then gradually decrease back to '1', at the rate of 10%-of-the-previous-month's-balance per month, which takes slightly over one ingame year. Goodness knows what that's about ... Key Points [08] The Imports figure appears to be severely bugged, as it doesn't even remotely approximate the amount of Mail delivered to the PSF, nor does it represent the total amount of Mail on the map [09] Imports cease once 'Sorted Mail' exceeds 10% of the PSF's maximum capacity (that's with no Post Offices mind, it probably increases further when there are Post Offices in your city) Multiple Post Sorting Facilities / NO Post Offices I next set up a PSF at each outer edge of the City, such that each PSF would capture Imports from one outside connection only - just to see if the PSF aimed at City A would use its own Trucks to transfer mail from City A to City C, by delivering to the PSF aimed at City C. But nope, multiple PSFs just increased the overall amount of incoming mail. It seems PSF Trucks are only activated by the presence of Post Offices, otherwise they remain dormant. NO Post Sorting Facility / ONE Post Office Post Vans deliver 1000 units of mail, and - even though their Info Panels display as 'empty' once all their mail is delivered - they simultaneously collect 1000 units of mail too, which is delivered back to the Post Office as 'Unsorted Mail'. Key Points [10] In the absence of a PSF, Outside Trucks will deliver sorted mail directly to Post Offices, and also take away any unsorted mail [11] The Post Office's own Trucks will also take unsorted mail out of the city NOTE: The First-Person Camera will incorrectly show a van as carrying 10,000 Mail Items ONE Post Sorting Facility / ONE Post Office If a PSF is built, then Post Office trucks become redundant (except perhaps in very large densely populated cities), as whenever a PSF Truck delivers 5000 units of Sorted Mail to a Post Office, it will at the same time collect all unsorted mail from that Post Office (up to 5000 units). In that situation, there's never much of anything for Post Office Trucks to do Conclusion What the test demonstrated was that PSFs are simply unnecessary except in the largest of cities, where they're primarily useful as a means of keeping Outside Trucks away from a city's internal road network, with the PSF's own trucks distributing mail to your Post Offices, and picking up any unsorted mail at the same time. That means Post Office trucks are only really useful in a city that doesn't have a PSF, in which case they will take unsorted mail to one of the cities next door. Because the test City was a thinly populated collection of small towns spread out over nine tiles (and one Post Office was able to easily service about five tiles), it turned out that all I needed for an efficient Postal Service was two Post Offices on 100% Budget ($160) for a total of 20 vans, with one Post Office at each end of the map (101% is better though, as it provides an extra van and an extra truck at each Post Office for no additional cost). Or alternatively, I could've maintained the same number of vans spread across four Post Offices on a 70% Budget ($224), along with double the electricity and water costs compared to two Post Offices. So two at 101% looked like far the best way to go. And the main downstream benefit of that - apart from reduced overheads - was that the figure for the amount of Mail under 'Imports' looked a lot more sensible ... less than 100, instead of 700+.

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