Every time I come back to it I have another dig through the menus, thinking I must be missing something, but there’s no “car-free city” option. As far as I understand, the new Plazas & Promenades DLC does not actually address this either.
Am I missing something? Why does the end-game always have to be traffic? Seems like a wasted opportunity.
You can avoid having to spend too much time on managing traffic if you follow some "design patterns", there is a bunch of them, so Google is probably your best friend.
Although, there is a good comment on reddit that gives a quick overview, with links to more in-depth material, that might be a good starting point for you: https://old.reddit.com/r/CitiesSkylines/comments/m57lq8/how_...
However you do still need roads as businesses need them to ship and receive, and this is where traffic management counts.
However, this only postpones the traffic nightmare. Eventually, the city grows to a point where the remaining ~20% of people using cars overwhelm even large, well-designed traffic systems.
Honestly, this seems depressingly realistic? Paris has lots of public transportion and walkable areas, and the Peripherique is still a traffic jam from hell.
The other strategy is getting everyone onto bikes and onto public transport. If they can do it, citizens will prioritize public transport and cycling over cars. So once you get rid of the trucks, and design the city in such a way that citizens can cycle/train to work/commercial then you'll reduce heaps of traffic.
Interestingly, I built high speed rail to a second town I built that's only connection is the railway, it's quite small but also very little traffic. Almost everyone takes the rail into the main city for work. I think better cities in the game would actually be to treat suburbs like a series of small towns, rather than lots of massive city blocks.
I think you need to plan your cities more like a small country town, and expect less density per meter of road than the game actually lets you put down. Rather than playing to the games metrics of population and income, just expect less of the city and spread it out more.
I now have 32GB just to play that game. I'm also considering buying another machine with 64GB for the same reason.
Please, help me.
Well, first step: get a desktop with 4 RAM slots so if you need to upgrade memory, you don't have to buy a whole new machine, just new RAM sticks.
Personally I'll always prefer mouse+keyboard, but it's also fun to play games in the living room.
I want one, but I'm still having trouble wrapping my head around what I would actually do.
Vampire Survivors is my most highest played one based on hours though =) You can play it with the sound and most of your brain off, so you can still listen to what's going on in the TV show you're "watching".
GTA V runs perfectly on it, I played through Quantum Break. And as soon as I get Heroic Launcher (Epic + Gog games) working, I'll start with Witcher 3 and CP2077.
Huge range of games with a wide variety of inputs. I don't want to admit to you what my weekly playtime average looks like since receiving the Deck, but it's high.
Honestly, its more that it feels like a new input type entirely in a class of its own. I find I use it a lot to mix and match gamepad controls with keyboard shortcuts and mouse click-drag, sometimes all within the same game.
Noita has gamepad controls, but a lot of the interface works a lot better with mouse+keyboard. Deck lets me use gamepad controls for when my character is interacting with the environment, and use mouse+keyboard controls when I open my inventory. This wouldn't be realistic on another device, because the environment/world continues in the background even while you have your inventory open, so you need to be able to switch immediately from inventory management back to world-interaction.
Most games are like this: they rely heavily on one input, but being able to make use of the other inputs simultaneously gives you a ton of options.
The one class of game that I really enjoy but haven't tried yet is heavily-keyboard-focused games like some traditional roguelikes. Some, like Brogue, have a small enough control set that it would be pretty easy to map all the main keys, and supplement with mouse input for eg inventory selection. Many require more keys and don't allow mouse input, however. Cataclysm: Dark Days Ahead has something like FIFO keyboard shortcut for inventory items, and uses a-z plus several symbols; that would be pretty painful on Deck. I haven't played that in years though, so maybe would be better today. I've been seriously meaning to try Cogmind or Caves of Qud on the Deck, though.
I’d like to find a good tutorial on it, but it seems like one of those games that you either get it or you don’t, like Civ (also utterly failed to get anywhere in Civ 6 multiple times)
If you want a shorter "just tell me where things go at the start so I can copy it" this one is a strong and easy layout for a city
Also I'd recommend playing a few cities with the unlimited money option enabled.
Tho from what I remember was mostly due to unmanaged item growth just making your fortress have to calculate more and more and more stuff. With some game knowledge and management you can run few hundred years (Longdeath being one)