Welcome to the Cities XL Beginner's Guide! Here you will find all Free slot - shows how many slots of this map are left for construction. Each city. Sept. What does it mean when one of your maps says "no free slot " when you try to open it and Home Interactive\ Cities XL \live\offline\solo. CITIES. What does it mean when one of your maps says "no free slot " when you try to open it and Home Interactive\ Cities XL \live\offline\solo. It is a known issue that has no real solution so far it's probably due to bad codingbut it helps if you exit the city and enter it again. Mouse Trucchi per book of ra deluxe still missing in my game. You can easily see act jena ones are sorely needed by the color of the indicator in the Resource panel - if the indicator is green, you can still get away with no problems, but if it turns orange, or even RED, then you are in trouble. When you harrahs las vegas casino & hotel found a map you want to play select it and then book of the dead destiny 2 the ' Create your City button. Play the game 6. You should still Up to £100 Bonus! Play Starburst Slot at Mr Green the Beste Spielothek in Rohrbach finden guidelines and techniques in Expert mode as you did in Normal mode:. So, to summarize - your initial Budget is far from enough to support an 'explosive' development, even if you Pause the game. And the workers are the citizens you attract to live in the city. Separate "chunks" of the terrain are being rendered at different heights, as are water and trees. For each map selected, you'll see the following information:. Monitor or Resolution Issues. To solve, please disable Steam Community In-Game:.
But be warned that as the city grows further, more quality Services will be required, and new, more advanced Service buildings will be unlocked, so be prepared and keep an eye on things.
Clicking once in a while on individual Homes will bring up their Info panels, where there will be noted if a particular Service is lacking the color of the message will tell you how badly it's lacking.
So, go ahead and place these two buildings in your residential neighborhood. When hovering the blueprint of any service building above the map, you'll notice its projected future coverage on the roads - use this to gauge the perfect place for it.
In the beginning it's very easy to spot this, but as the city grows the shades of the coverage become much more varied - many times you'll have to snap a building on and off many times to see if will actually have any effect.
And remember that only citizens need Public services, so no need for a Health clinic in the middle of the factories! The next big step comes at population.
Around this point your Resource center will reach the limit of its production and won't be able to serve your growing population anymore. It's time to provide.
Utility buildings will unlock at this moment, and you'll be able to start building Power plants, Waste disposal facilities, and exploiting Water and Oil resources if you have them.
Make sure you have enough positive cashflow to support this big expenditure, or that you'll be able to soon produce enough tax income to cover it.
Also, no need to go on a plopping spree and get a Power plant, Water tower and a Fuel field, just because you can. You'll quickly learn how detrimental this can be for your fragile economy.
So, it's time to decide which of the Utilities your city will be producing, and which ones you'll be importing. Normally a city won't produce more than one or two types of Utilities, because of their great maintenance price.
If your map has one of the two Utility resources Water and Fuel , it's most advisable to specialize your city in one, or both of them. There is an interesting mechanic in the game, which consists of the following:.
This is called a Resource chain. For Utilities it's very important to use this mechanics, because of the great costs of developing them.
So, instead of spreading your city finances over all four resources, I'd advise you to choose one or two of them, develop them massively, and import the others.
You'll also unlock Manufacturing Industry at population , which is an important business alternative - this industry is more advanced than Dirty factories, and produces less pollution and more taxes.
However, it employs higher classes of citizens, starting with both Unskilled and Skilled for low density. Also, at you'll be able to build your first Medium density buildings - Unskilled residences.
Use with caution, because they cost much more to plop, and attract double the amount of citizens than Low density. This is the time to get acquainted with CXL's trading system.
With the growth of your city, and the various resources produced in it, you'll start noticing that some resources that are not being produced in the city are lacking, just as others that you're producing excessively, are becoming more and more abundant.
You have to take this into account and do something about it, or you'll risk disaster. Open the Resource panel from the Top Menu, and you'll see in the graph the various resources and their current situation.
The graphs show the balance between supply production and demand need of every resource in the game. If you have too much supply of a resource, the indicator will have moved into the ' Supply' half, and the number immediately to its right will be positive, showing how many tokens exactly are you overproducing.
At the same time, other resources that are lacking in the city would have moved into the 'Demand' half - their numbers will be negative.
Don't think that overproducing resources is all good! As mentioned before, just like in real life, abundance of goods may lead to lowering the market price, and that would make many businesses go under.
The 'Golden Middle' is a good rule here, so:. To do this, you'll need to start trading - go to the Main Menu and click on the 'Trade' button there to open the trade interface, then select a trade partner if you have no other cities, that would be Omnicorp and start trading.
The particular mechanics are described in the Trade article. In the beginning of your city you will generally be trading a single token here and there.
Try to supplement your Budget by selling excess goods, so that you can buy sorely needed products. You can easily see which ones are sorely needed by the color of the indicator in the Resource panel - if the indicator is green, you can still get away with no problems, but if it turns orange, or even RED, then you are in trouble.
However, you'll quickly notice that buying from Omnicorp is something almost impossible to do in large quantities - they are thieves! Fortunately, there is another option - buying resources from your own cities!
Then, continue developing the two cities together, and you'll realize you don't need to buy from Omnicorp anymore! You will have had established your personal trading empire!
So, you have established your city, its basic infrastructure, and you have made your first trading deals.
Your population should be around 10 by now, and you will have access to more stuff:. The first things give you the ability to grow the city much faster by building residences with double capacity and Industry providing more jobs , while the last is critical for your road infrastructure.
The Large avenue should become the new artery of your city, replacing the Small avenue almost everywhere. It's time to learn how to create an effective road network!
Effective network doesn't mean Large Avenues everywhere. For one thing, this will be too expensive for the city, and then again, Large avenues tend to concentrate more traffic because of their greater speed limit people prefer them , and thus create more congestion and traffic noise.
However, Large Avenues and later Expressways and Highways transfer traffic better than smaller roads, and they also transfer Services better meaning, to longer distances.
That's why I said that they should become the arteries of the city, but not its entire blood network! Of course, learning all the tricks for creating road networks requires a separate guide.
Check the Traffic Flow article for in-depth information, but meanwhile follow these guidelines:.
Unless it's a Highway, of course. Use them in downtown areas, work them like a grid putting smaller roads in between.
And of course, all your future City Links should be made with Large Avenues actually, you would do well to replace your original City link with a new one, made with a Large av.
That is, until Expressways become available. At 15 population you'll unlock Executives low density - the third class of residents in the game.
At the same time, you'll gain access to High Tech industry - the fourth or fifth, if you count Offices and last type of Industry. This is the most advanced industry, it doesn't pollute, so you can develop it also in a clean city.
Its low density factories already employ Skilled Workers and Executives, and together with the Medium density Offices that unlock at 20 pop.
Later, at 50 pop. High tech need freight services, just like Heavy and Manufacturing Industry, but they also are affected by Environment, so put them away from pollution, and preferably in nice parts of the city.
The game will unlock more and more variants of these buildings, and you'll find that in order to get good Leisure coverage, it's not enough to spam 5 Basketball courts in a block - you need to mix them with Bowling alleys, and other, more advanced sports buildings, AND Cultural leisure as well.
You will also unlock the last service type - Fire services at pop, so from now on you'll need to provide all services to your growing metropolis.
Always pay attention to the color indicators before plopping a service building, to judge whether it would improve the service in the area, or not.
You could now start thinking of specializing your city in one or more resources' production. Once you reach certain minimum amount of production of a resource, Special bonus buildings for it will become available, which will boost dramatically overall productivity for this resource.
Consider placing one already, since your city should already be able to afford it. For more info, refer to the Resource Chains article. At 50 population you'll unlock the first form of Mass transport - Buses.
And with that you'll be able to finally tackle one of the major problems for each Mayor - Traffic. You might have not had any problems with it yet especially if you've followed the guidelines of this Manual , but will eventually have, especially when you gain access to High Density Residence buildings first for Unskilled workers at pop.
A single building of these adds 5 times the number of citizens as a Low density building, and its footprint is only slightly bigger.
The final result is that your road network will get much more saturated with cars. So, it will be time to provide an alternative to the car for In-city transport, and the Buses are the first of these.
Mass transport allows citizens to get to work and back without using their car, thus alleviating the roads. But for the Bus lines or Metro, later to be effective, you need to consider carefully how you're gonna lay the network.
Different citizen classes have different preferences: So, when laying down Bus lines, take good care to provide a direct connection between the homes and the workplaces of your citizens!
Refer to the Buses and Metro articles for more detailed information on how to build the networks technically. The Metro - the second form of Mass transport, unlocks at population.
It's unlikely, thought, that you'll need its much greater capacity for some time yet, so you should stick to Buses until the point when they simply can't take more passengers.
I normally use it only after pop. The population mark will introduce the last citizen class - Elites Low density , and also the Expressway - the largest normal road.
At this point also you will be able already to build High density houses for both Unskilled and Skilled workers. Since Execs already have Medium density, this means that overall, your city will start growing much faster.
Again, be warned that High density residences will start creating traffic problems! To counter this, use the Expressway as link to neighborhoods with lots of movement.
You could also try using two parallel Large avenues, each going one way. And, of course, Buses. Your population still will be comprised largely of Unskilled and Skilled workers, with Execs taking already a prominent part.
Heavy density Heavy industry and also Manufacturing at pop. The new Elite class will work for now only in Medium High Tech, and High Manufacturing a bit later, so no large need for them as of yet.
Use the possibility to plan some charming Elite Low density neighborhoods with their nice houses! Elites are, however, very picky about Services. You'll notice immediately that they require a lot of everything, even Retail.
Make sure to place a High density Retail nearby, otherwise they won't be satisfied. Also, pay attention to Education - this service is not like the others, were you could simply switch basic service buildings for more advanced, as they become available.
With Education, you need a full network of Elementary Schools and a comprehensive network of Middle schools, and later some High Schools as well.
You can start utilizing the Satisfaction Layers to track the reach of your Services, and the potential effects of new buildings. You would have noticed already how resource deficits affect your city businesses.
If a resource the business needs for its activity is lacking, the business' profits will suffer. Open individual building panels to see if any resource in particular is 'Hard or Impossible to find'.
The Resource panel should become very important to you - here you could see at a glance the total resource situation, and it woun't be -1, -2 tokens anymore!
Keep an eye on the color of the balance indicators - don't allow any of them to become red, because this means critical situation! And of course you will hit the limit of your trading capacities - the original City Link provides only 20 Freight and Passenger units 40 for an Island map , and you'll need much, much more in the future.
So, establish new City Links as needed to increase your trading capacity. Also at this point you'll notice that the Environment in the city starts slowly to deteriorate.
The Air pollution in a Dirty city will be already affecting your more sensitive businesses, so to counter this you'll have your first Landmark available - the Brandenburg Gate.
Place it carefully so as to benefit Offices and Hotels. Use all the subsequently available Landmarks the same way.
Finally, your city will have grown quite a bit. You might want to 'verticalize' go vertical, build up instead of out at that point, meaning to replace Low and Middle density buildings with High density.
This will lead to more traffic, of course, but you can't grow indefinitely via Low density houses - you'll run out of space. So, it's time to plan and implement a comprehensive Public Transport network.
You can use both Metro and Buses, keeping in mind that Metro has a much bigger carrying capacity and much higher maintenance costs , so use it as you would a big capacity Road - to connect major districts in the city such as the Industrial district with the Residential and Downtown districts.
Then use Bus lines to 'feed' passengers to the central Metro line s. Finally, where you can't or don't want to put Public transport, consider making one-way street systems.
At population, you'll unlock the Highway - the largest car-transport route of the game. Use it sparingly, since this is the most expensive network along with the Metro!
Its network is far more complicated to build than others, thanks to the interchanges you'll need to place on flat surfaces, and which are necessary to connect the Highway to the rest of the road network.
If you planned ahead and left spaces in the city, you shouldn't have too much problems, though. I then just put everything I had copied back into the main game folder and there you go.
The member had been editing game files before the initial error occurred, including the file that allows log creation. In the crash, logs were not created.
Since Cities XL routinely creates logs, it is possible that this edit stopped the game from creating the logs that it usually needs.
It is still not clear why an uninstall and reinstall didn't work - it seems likely that despite the member's best efforts, game content was left on his computer and that this prolonged the problem.
Installing on a clean machine and copying across shouldn't be necessary, but clearly it worked in this case and any problematic old content may well have been overwritten when the game was copied back.
If you edit your game files, 1 Keep a record of which you edited and 2 Keep a backup of the relevant files.
The screen seems to "vibrate" shift up and down a very-very little amount, but rather fast , no other performance issues noted.
Just uncomfortable to play very. To solve, please disable Steam Community In-Game:. Example if your desktop Res. It is unknown which particular element of graphics config causes this problem, but where users change everything worst case set to minimum the problem goes away.
Anecdotal evidence suggests the problem also goes away at higher settings. Separate "chunks" of the terrain are being rendered at different heights, as are water and trees.
This makes it very hard to build in some areas because all my roads and buildings might end up under the terrain because while I see it at the wrong height, it seems the game treats all the chunks as if they're at the correct height.
I have attached some screenshots so you can see what I'm talking about. One shows the corner of 4 different chunks - you can see that three are rendered above the water.
The other screen shot is of an area where the terrain is at water level, but all the trees are up to high and thus are floating. This problem can be resolved by updating graphics drivers.
After some hours of thinking and deactivating two of my six cores in Bios and the game run fine. But this time I got an error message while the game crashed.
Don't damn every time Focus-Team have done bad work. You can damn Microsoft for a bad and bugged library in directx called D3D9.
DirectX has a global data array, and each worker thread accesses a dedicated element in that global array.
However, there is a hard-coded limitation of four elements in the array. If there are more than four cores or more than four logical processors, some worker threads in DirectX try to access memory that has not been allocated.
Therefore, DirectX experiences an access violation issue when it tries to create more than four worker threads. May 21, - Revision: Most of the crashes reported happen with a particular city, whenever you try to load that city again.
Some crashes reportedly start after building a blueprint. A few crashes when trying to start the entire game, or on the Planet view.
I also saw a crash when building a metro station. Most mods are still incompatible with CXL , so please do not report a problem if you're playing with mods, or if you imported a CXL city where you used mods.
There are glitches with the trading interface; sometimes attempted trades yield more cash tokens than they're supposed to, or less.
All those happen when trading with Omnicorp; until now I haven't seen any problems when trading between cities. Most of those are related to the initial problem with the Steam version, which should have been solved automatically already.
If not, take a look at the sticky in the Tech Forum main page. The other interface issues are related to the infamous 'memory leak' which might be improperly named after all, because it seems it's not related to memory at all.
Anyway, it consists in slow access to interface buttons after some time of playing the same city, especially when the city has a big population.
It will be fully compatible with Cities XL version with a discounted upgrade available. An expansion pack is being released simultaneously.
Gameplay Massively multiplayer online Cities XL allowed players an option to play on a persistent online virtual community known as a planet which required a monthly subscription fee.
As a member of a planet, players were able to build their cities in a virtual world populated by other subscribers, trade resources such as electricity with other players, work together to create structures such as the Eiffel Tower , and visit other cities as an avatar and host events.
On January 27, Monte Cristo announced due to a low subscription rate they would be closing the multiplayer online service, and they did so on March 8, A patch was released on the same day allowing players to use buses in single-player mode, as they had previously only been available in multiplayer mode.
As a virtual mayor, find the right balance between economic development of your cities, attractiveness, transportation road traffic, bus, metro Create a proper economic development by setting up trade between cities you can specialize certain cities in specific areas to fill in the needs of the others.
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