I've added a table with the weights of different services contributing to the service coverage score for when office and industrial buildings upgrade. I think this is quite useful as the game itself gives no information other than "Building needs more services." It was sourced from decompiled game code. - Oneiros (talk) 00:02, 19 March 2015 (CET)
- That does appear to be quite useful. Thanks for adding it.
- BTW, sign talk page comments with four tildes (~). ~ Meneth (talk) 09:24, 18 March 2015 (CET)
It seems very strange that ground pollution hurts industrial level, given that industry is the primary source of pollution. Not necessarily wrong, but strange. Similarly for noise.
I'm pretty sure services affect residential level. Did you just not have those numbers?
- I checked again, and can't find services anywhere in the residential upgrade code. It probably appears as though services affect residential building level because services raise land value. Also ground and noise pollution are definitely in there for industry and offices. I agree that this whole system seems a bit strange. I added some more explanation to the page to make things a bit clearer. - Oneiros (talk) 00:02, 19 March 2015 (CET)
How important is proximity for coverage--is a pale green coverage area only worth X% of its value compared to a bright green coverage from a service right next door? How linear is it? Traveller (talk) 04:44, 22 March 2015 (CET)
- Calculation of the service effect on building level is linear against the service distribution rate in all cases. However I can't tell whether the service distribution rate itself is linear - the code is far more complicated and would take a long time to dig through. Hope that makes sense. If I had to guess, I'd say it would be linear. Oneiros (talk) 03:16, 23 March 2015 (CET)
Commercial Jobs table appears to be wrong. I'm zoning small amounts of commercial level 1 and I'm getting 1 job per tile. (2 tiles = 2 jobs, not the 1 job expected). --- Anon
Contradictory statements: "It doesn't really matter how a residential zone develops into differently-sized buildings" and the table that subsequently shows that 1x1 houses obviously contain more household per tile than larger houses. (Seems the last update/discussion was in 2015? Nobody studies this game anymore?). In my recent testing, it's obvious that 1x1 houses are more efficient in containing households than larger houses. This game is a doll house, not a strategy game. Seems like there was zero playtesting for strategy and balance.
- Answer: Municipal zone maybe an old zone when Cities: Skylines first release. It prefer at growable service building and a way to attract Citizen move in. Now has been replace with an actual service building and adding Demand column which no need to attract Citizen anymore. — Preceding unsigned comment added by Nhatanh0475 (talk) 09:51, 29 March 2020 (CEST)