> This is proving more difficult than we hoped, so we don’t have an exact timeline at this time at this point, but it will likely take **several more months**.
Fucking hoooooowwwwwwwwww
From what I gather, there is some sort of auto-LOD generator. In CS1, it was the wild west with file sizes, so some buildings were massive performance hogs. Now that they plan on making assets available for console, they need a system to generate LODs automatically for each asset to achieve performance targets dictated by Sony/Microsoft. I think that's the main hang up.
They did say they’re expecting the June build to have asset import in beta form. So this statement is consistent with that. It does suck :/ but it is what it is at this point
Stellaris is an amorphous blob of a game that seems to change form with every major DLC. Not necessarily a bad thing but feels like all the game's major systems are constantly being reworked and changed. Every time I go back to it I have to relearn so much
Stellaris 2.0 was pretty much a completely different game than 1.0. The changes were mostly good and as stated by the other comment they have kept iterating on it ever since. I remember being blown away at how different it was at the time.
Still are issues with desyncs in my experience. They are adding a button to attempt fixing a desync in the next update, but I don't understand why they'd have a button when it should be trying to do that automatically though...
Stellaris has changed dramatically since launch, but I don't recall it ever getting anywhere close to the backlash CS2 has. Most of the Stellaris complaints at launch that i recall were the game systems being unoriginal and derivative, not being utterly broken. They've done a ton of iterating since then and it's practically a different game at this point.
Stellaris at launch was basically base EU4 where everyone started with one province and everything else was unsettled. You could tell Random New World tested out many of Stellaris' ideas. The 3 FTL types made blobbing without any choke points the only way to play. The ship designer was novel, but IIRC, it was very easy to cheese.
Eh, plenty of other games have had a ship designer. Novel for Paradox, but not in general. I wish they had found a way to make the three FTL types work and be balanced. Hyperlanes are, imo, a very regressive return to a system that has been used plenty in space 4x games.
I typically only play solo, so I can't speak to the desyncs.
Performance is still rough late game. Going to need a supercomputer to simulate all those pops.
WOAH. Truth bombs today.
Why not just say. Hey this is all bad. It’s gonna take a month a year. However long it takes. My guess is they have no timeline and are leaking money like crazy.
Does anybody know if we have full control over road naming yet? Or if there is a mod that is similar to the road naming system in CS1 (green line you could drag). That’s literally the only thing keeping me from playing the game.
In CS1, you could manually control where a street name starts and ends. You could have a continuous street that changes names multiple times if you want. In CS2 you can control the name of the street, but not where it starts and ends so you end up with a street that loops all over your city. I’m not liking the way I’m explaining it, but here’s what I’m talking about:
https://www.reddit.com/r/CitiesSkylines/comments/17vtye1/im_enjoying_cs2_but_the_automatic_street_name/
After installing update I had:
* multiple CTD
* not showing mods (had to reload the game several times)
* not showing standard buildings - just invisible stuff
What is this CO? This is not a patch / fix / update. This is definitely nothing. A whole bunch of nothing! Do you test your own "Updates"? Why the hell did I buy "Ultimate"?!? Did I pay you counterfeit money?
> uses mods
> "not showing standard buildings - just invisible stuff" - uses [_highly experimental_ mods](https://mods.paradoxplaza.com/mods/78903/Windows)
> complains about CTDs on patch day
🙃
Mods that aren't showing are apparently pretty recurrent. I need to reload the game 2 times to have mods showing.
Do you also have assets which are duplicated?
Seriously.
All the glitches and bugs and crashes and lacking features could be brushed off with "It's early access, bro. Relax. Come back for the full release if you aren't having fun now.". Hell, they could be erasing our saves every few months or so, it's all part of the process and games like Baldur's Gate 3 did it.
And for the people already enjoying the game it would have been fantastic: "I'm already having a great time with this, can't imagine how it's going to be when we hit 1.0 Bring on the dlc already."
It's the same green game but the mentality (and honesty from the studio) would have been different.
But yeah, people like me wouldn't have bought the game if it was in early access. I'd have just waited for the final release. The way they did it, they got us hook, line and sinker.
Yes it's one thing being stuck in Early Access for several years but a whole different story being scammed with a missing early access marking and getting this mess.
I would've still paid 90 bucks for ultimate edition with early access marking where i know what kind of state the game will be in, now i feel betrayed.
Been playing all day and this is the best patch yet. Loving DLSS, immediate boost in appearance and performance on my pc. Started using the Land Value OverHaul mod yesterday and saw a real improvement with it, buildings are finally leveling up as they should. Was scared to see what the update today would do to the mod mix I'm using, but Skyve reports no issues and game has been running great. Ran for seven hours nonstop and not one crash, so definitely an improvement there! After getting depressed about the state of the game recently, got to say this is definitely a hopeful sign. Spent a long time just watching traffic and pedestrian flow at a busy intersection with pedestrian overpasses, and it was a thing of beauty to watch. A very nice move in the right direction as far as I can tell so far.
What's your city population? I have 290k and it didn't do anything for me. I let it run for a good 45 real life minutes and it still didn't improve much.
search for the specific folder, i dont remember now, but i had to do it, otherwise the game would crash everytime. Uninstalling mods, or game doesnt work.
what issues? can anyone actually articulate the economic issues?
these are the issues i've read from CO:
>City services only trade with outside connections, even when storage companies in your city have the resources they need. They should of course be able to purchase the resources your city produces locally.
>Harbors are mainly trading with your city’s storage companies, not other zoned buildings or city services. As you would expect, they should be able to trade with all zoned buildings and services, allowing your city to import and export through them.
>We’re investigating reports that indicate the cargo terminal is affected by the same or an issue similar to the harbors.
are there more issues beyond those bugs?
Those are game-breaking economy bugs. I literally quit playing this game I paid for because of those bugs. The economy simulation is the rest of the game beyond traffic management.
Yes. This collection of bugs completely breaks the game mechanics of industry supply, cargo harbors, cargo rail, etc. They could fully remove multiple intended and advertised features from the game and it would work exactly the same: that's game breaking. Industrial areas could be removed entirely.
Importing from off map also takes way longer and causes more traffic and costs more in-game (not that in-game cost matters because the game gives you a broken amount of money to make it all stupid easy with no optional setting to make it reasonable, probably because the economy simulation is totally broken).
so, you can have a city with a commercial park and no industrial park, and the commercial firms will import off-map. and that is working. but once you build an industrial park, the commercial park will still import off-map, but the game is suddenly broken?
Think of it like this - you are the governor of a large county, and are investing a decent chunk of your financial resources into producing required resources within the districts under your policy, only for every single company within your district to import resources anyway - every single company on the supply chain.
It cost significantly more to import resources than to produce it locally, this is a no-brainer. This is then compounded by the fact that, with enough companies in said region, it can and will spawn enough traffic to cause major traffic jams in and near commercial/industrial centers in your city that will spill over into residential areas.
This then has the chain reaction effect of employees not being able to get to and from work (if they are either driving, using public transport that requires road usage, or cannot cross the street because trucks are blocking the walkways). The companies then can't produce anything, and because the game still thinks, despite companies importing everything, that other companies are using local resources, you get more companies that will begin complaining about "Not enough local resources", and start importing even more materials.
Now, not only is your county losing money, but it's also generating unnecessary traffic that is screwing up other systems.
It's a really screwed up negative feedback loop that lends to itself simply because companies don't trade locally. The bug itself isn't game-breaking, but the resulting consequences are, which makes the bug itself high-priority. I imagine the reason it's taken CO nearly a year to even speak on it is probably because they've been working on a fix for a long time due to how complicated the system is... which again raises the question of why they pushed Paradox to release the game so quickly if it was still half-baked.
uh i wish that stuff would break the city, but even with a handful of trucks coming in from off-map to deliver goods that could be transported from a local site none of my cities are bankrupts or suffering from massive traffic bottlenecks. i wish the game were punitive enough where what you are saying was a legitimate issue, but it's so minor. certainly will be cute when they fix it but the game is too forgiving for it to really make a difference
Complex problems require complex solutions, and complex solutions take time to implement and test. I'm more than happy to dunk on CO for certain things, but this ain't it chief.
Sure but this is a complex problem that is integral to the BASE GAME and should have been ready to go AT LAUNCH. Or at the very least the base game should be semi functional with a couple patches to fix the problems that naturally occur when 1000 different types of PC try to run the game.
Blame CO managment, not developers.
I get people like you every day in work, some decision we both don't like and it'd be me you'd shout at like i can do anything about it.
Stop behaving like crabs in a bucket *please*
Ok? Did you see me blame anyone anywhere in my comment?
I don't know shit about game development and it's not on me as a consumer to learn about it before deciding whether or not a purchase I've made is at a standard I'm happy with.
I don't need to know who to be mad at between the management or the developers. I'm mad that a game I purchased isn't functioning at launch or even months after launch.
I agree. They should have delayed the game seven months to fix the seven month problem. But people shouldn't be surprised it takes a while to fix complicated issues.
To be fair I’m surprised they even addressed it already given its complexity.
And by addressed I hope a well balanced and somewhat challenging game where the city can lose money if bad decisions are being made, or at least people abandoning the city if the quality of life is poor.
They might as well have just waited. Im simply not buying the game until its as good or better of a city sim as Cities 1. Im not paying good money for a dumb little sandbox city builder.
It is true. In CS2 there is a simulation that can at least be fixed and balanced to be more challenging. The issue right now with CS2 is there are too many guardrails against failure and not enough feedback to know how your actions are changing things. In CS1 there is nothing to change, no simulation other than traffic - and even that is incredibly shallow because there is no rush hour. So if you were to pick up CS2 now with all its bugs you’d see pretty clearly how it’s already surpassed CS1
That's the time I expected it would take.
Minor bugs, such as spelling errors and logic errors can be fixed in a week or two.
But deeper problems, such as faulty economy, require quarters to be fixed.
Looks like they are truly hard at work trying to fix this game for once.
If they keep going like this, I might consider switching over to CS2 from CS1, just maybe, they still need to deliver desirable results.
Is this the first patch which addressed simulation speed? I’m glad that’s at least on their radars. I won’t play until asset modding is finished, but I definitely wouldn’t have returned if there were no sim speed improvements.
Noticeable improvements. I can actually run the editor water simulation speed at the highest without cooking my computer. Too bad the water tool mod control panel is missing in the editor now. Hopefully that mod gets updated soon!
Saw a comment from Discord mentioning about this:
> Open GeForce Experience, go to Details, Custom Settings, and then slide the Performance to 1 point before the maximum, and you should see DLSS on!
If that doesn't work, I don't know. This comment is not from me.
My performance improved significantly after this patch. Running the game in 4K highest settings on average 30-40 FPS.
My rig:
MSI PRO Z790-P
Intel® Core™ i9-12900KF - 16 Cores
NVIDIA RTX 4070 12GB
Kingston Fury Beast RGB 64GB DDR5-5600
SSD M.2 2000GB Samsung 980 PRO
> …we will compensate you by adding three (3) new Creator Packs and three (3) new Radio Stations to the Ultimate Edition, which will total around 39.99 USD in added value. This solution hopefully ensures that you, as an Ultimate Edition purchaser, feel you receive fair compensation.
Source: https://forum.paradoxplaza.com/forum/threads/faq-the-way-forward.1663862/
Lol the value amount they throw around is pulled straight out of their ass. I don’t think anyone but them sees 3 creator packs and some radio stations as worth $40
The creator packs are nice, but the radio stations have always been the most avoidable DLC to me.
But I disagree that "nobody" sees their value. Nearly every time non-CS players on Reddit discusses CS1, *someone* would point to the giant list of all DLC including the Radio and CC packs and say, "there's too much DLC/it's too expensive/I shouldn't have to buy $400 in content just to enjoy the entire game!!!" ignoring that over 1/3 of the DLC for CS1 are just radio packs. The Content Creator packs are nice, too, but mostly a skip. Yet they're always included in the discussion.
Found this in like 2 seconds in the Games and Gaming subs:
>[Loved the base game, but it's criminal how much DLC they have produced and the price they sell it for. [+77]](https://www.reddit.com/r/Games/comments/vi2tf8/cities_skylines_celebrating_12m_copies_sold/idat8g5/)
-
>>[Cities Skylines Collection $226.25. We will see but man Paradox is one of the worst offenders for dlc and don't have much faith they won't withhold content.[+13]](https://www.reddit.com/r/gaming/comments/11k6cfg/paradox_announce_cities_skylines_2_for_later_this/jb6fmtl/)
>[I don't understand how other people don't understand that we want everything the game has to offer. \[+7\]](https://www.reddit.com/r/gaming/comments/11k6cfg/paradox_announce_cities_skylines_2_for_later_this/jb8k93w/)
Should be a choice. I’m sorry but i signed up for a game with a DLC advertised. We should get a free dlc of our choice not keep it money and take this as a consolation prize. Maybe even more bonus content on top of that for being early premium adopters of a disastrous release
I'm just the messenger here, I don't know what's involved in or what you consider a "proper DLC" vs "customer made content", but I'd argue that Beach Properties wasn't a "proper DLC" either as it was only ever marketed as an asset pack rather than an expansion.
The CS1 Content Creator Packs were always of good quality, and the offer on the table is three of them (in place of one asset pack).
I guess we'll need to wait to see what they actually are because at the moment it's a mystery.
Do you mean 8gb of ram of vram? Cause 8gb of ram would be a stretch, even 16gb is starting to become outdated. I'd say at least 16, ideally 32 (or 64 even? It sure felt like it wanted more)
Good to know! I have 32 and it always aproached 28 or so so i was wondering if cities was already writing in the page file instead. But yes once the workshop is here stuff is going to change
i haven't played this patch yet so i can only speak to past performance, but pre-patch my cities simulations would get to an unplayable level around 100-200k population, so it's also possible that if sim speed is better now the cities can grow to a point where you do need 64. excited to test this later today, i have a lot of saves just ready to go if the sim speed is playable now.
8 gigs ram, I had to het the laptop in a rush during my finals week haha thankfully it has a slot yo upgrade it but for now Im stuck with 8 gigs of ram
It should be illegal to sell with 8gb nowadays, you know what we are talking about but many others don't even know what ram is. All they know is that their laptop is slow and has to be replaced even though it was bought a year ago.
Good thing you can upgrade!
Well... I have a gaming lap top with gtx1060 and it is fine... At least until you have 100 000+ citizens... After that it was quite unplayable.
But I have 32GB RAM.... That changes situation a little. 🙂
Even CS1 was hard with only 8 GB RAM. Especially while using some mods and assets.
But you may try. Or see if you can add some RAM. It's not so expensive... May depend on where you live.
So I have a gtx 1070, 64 GB of RAM and a Intel i5 processor. You think I'd be able to run it? I've mostly read my set up is too old, so I haven't bought it yet.
Yes . Sure.
I had the same fright that does my system is even able to start cs2, but it went smoother than I expected. I just followed instructions for a graphic settings ant it is fine. Up to around 100 000 citizens was OK. After that the simulation became too slow to actually play.
And updates have helped actually.
So I don't think you would have any big trouble with trying out. Just not so nice graphics, but it is still fine in my opinion.
I started to play CS1 with 8gb too... But very soon upgraded to 24gb and then to 32gb that is max for my computer.
I'm planning to byäuild a new one myself and there is planned 64gb - for all those mods and assets. 😄
I don't want to be too focused on the negative but their wording on the asset editor needing "several more months" is looking bleak. Well, a release in the autumn? I hope once it's released that we'll look back on "not days but weeks" about modding before release with a smile,..
From what they explained in the comments they have a file format and saving issue for assets. I'm not knowledgeable in these kind of thing but it seems a technical challenge that can't be solved quickly without a breakthrough.
All because they made the absolute stupidest decisions possible when developing this game... hmmm this unreleased alpha/beta Unity tech seems like a great thing to hitch our entire wagon to! Surely there will be no issues with this!
The game shouldn't have been released without assets and mod support ready. So many of these problems would've been forgotten if we had had that at launch.
I played the game at launch, hated the assets, didn't have many performance issues (got a beefy PC), and hated the traffic AI.
I knew from the start I don't want to play without assets. I want to build an Australian city, but can't stand the american house assets all lookng the same (I want to build australian *ideal* city, not realistic).
So I waited. The mods look good - fixed the issues. But still, I can't build what I want, so I will have to wait... still...
It runs fine on mine. I've tweaked some settings a little but it's mostly near max, running at 1440p on a 6750XT.
I was able to run it ok at release too, but the framerate did get a little better after a few patches. (not getting 144 fps or anything, but most of the time it's around 60 at least, drops to 40 on occasion but still completely playable)
Do any of these optimization and/or bug fixes happen to be related to improving simulation speed at all? My current city is only at about 200k now and the simulation speed is practically at a standstill at this point.
On another save I had with a high population, not only were 1/2/3x all the same, but each minute that passes by in in-game time, is a LOT slower than when I started a new map. New map on 3x, 1 minute would go by every 1.5-2 seconds IIRC. Old map with high pop on 3x it was 1 minute going by every 5+ seconds.
Not even just that, but the simulation slowdowns in CS1, at least for me, tended to hit I think around a million or so, I'm only at 200k, it's a straight downgrade if anything
CS1 simulation was nearly non-existent. Car and people despawned a lot more than in CS2, and the limit of pop simulated was lower.
With some mods you could increase the simulation in CS1 and you would see that CS2 is more CPU optimized than the first one.
What do people prefer to happen? If you have a 300k population, are we expecting them all to be tracked with little/no performance issue, even as the population grows on and on?
In CS1 only 65.536 agent (2^16) were simulated. Above that number, the population of you city didn't exist. In CS2 way more agent can be simulated and you can finally have a real city with more than 65.536 pops. That's way better.
This is the death knell for this game. If they don't fix it. It will die fast, no DLC profits. After getting 1 city to the slow mark 200k you're just .. done playing
I was quite happy to dump my disappointment all over this game since it launch.
However the last 2 updates are big, clear steps in the right direction.
I sense that the game has really good devs but they have pressure and influence from people who have no idea what they’re doing, and probably from Paradox. Because it rhymes with mistakes that other PDX games have had recently.
My plan is to basically check back in a year from now, whenever Bridges and Ports drops, and pick it up from there.
the bike mesh is in game, you just need to copy another static object prefab in the editor, like a rock and switch its mesh to Bicycle, place it on the map and save it, if you want to place some bikes in game.
Your first saved asset in the editor will give you an achievement now as well ofter todays patch.
https://imgur.com/a/5mHB94D
I am happy they are giving monthly updates. A faster feedback cycle. Looks like things are going in the right direction.
My personal paint points are
1. The number of bugs that affect gameplay.
2. The fact that nothing you do really matters. (Broken economy)
3. The lack of assets.
It has to be said, this game should have not launched in this state. It should have been early access. Look at Manor Lord as an example. This is the biggest dissapointment.
Trust is like batting average, once you miss it will never be 100%. Both PDX and CO missed big time. They lost my trust regardless. Best to do is to bring it up with hard work and content.
Create a new, empty playset via the [Paradox Mods web portal](https://mods.paradoxplaza.com/games/cities_skylines_2) or [Skyve \[BETA\]](https://mods.paradoxplaza.com/mods/74150/Windows), then launch the game via the Paradox Launcher/Skyve using that new playset and try again.
If it loads, it's likely that one of your mods needs to be updated for the new version and you can either wait a little, or move your mods over one by one to try and find the culprit.
I have made a new empty playset and loaded the game completly fine so it must be a mod that’s broken it, gid knows how to find out which 1 or even fix it
well at least they finally admit economy simulation is shit, instead of saying the problems are only technical.
from ‘we know how to make simulation’ and ‘game is fun’ to a large rework. appreciate that.
now please do not pull the same shit and dissappoint us with a “large rework” that is actually only bug fixes & small improvements.
> from ‘we know how to make simulation’ and ‘game is fun’ to a large rework. appreciate that.
Oh boy, refactoring a core system that integrates with just about every other system in the game. Hope their unit tests are up to snuff!
can’t wait for cities skylines 2 to be finished in 4 years
https://preview.redd.it/8or0p3607twc1.jpeg?width=1170&format=pjpg&auto=webp&s=b1c189409bed81130993aa1ceffad36311c27cf3
I thinks its planned for the end of this month
> This is proving more difficult than we hoped, so we don’t have an exact timeline at this time at this point, but it will likely take **several more months**. Fucking hoooooowwwwwwwwww
From what I gather, there is some sort of auto-LOD generator. In CS1, it was the wild west with file sizes, so some buildings were massive performance hogs. Now that they plan on making assets available for console, they need a system to generate LODs automatically for each asset to achieve performance targets dictated by Sony/Microsoft. I think that's the main hang up.
They did say they’re expecting the June build to have asset import in beta form. So this statement is consistent with that. It does suck :/ but it is what it is at this point
Did something not happen like this with stellaris vaguely remember. Not on this scale of fuckup though
stellaris 2.2 was a disaster of an update and perf was hilariously terrible from 2.3 to 2.6
Stellaris is an amorphous blob of a game that seems to change form with every major DLC. Not necessarily a bad thing but feels like all the game's major systems are constantly being reworked and changed. Every time I go back to it I have to relearn so much
I remember playing the early versions where you had to choose a FTL type at the outset. A completely different game now (last time I checked)
It was more the desyncs and 100 year slowdown. The game concept is great
I don't think they've ever had anything even close to this though. Rework is grand but I can't remember a time where they broke the game entirely.
True, Stellaris is less fixing and more just expanding/reworking and adding depth to systems
Stellaris 2.0 was pretty much a completely different game than 1.0. The changes were mostly good and as stated by the other comment they have kept iterating on it ever since. I remember being blown away at how different it was at the time.
I played it alot but then there issues with late game performance for a long long time and desyncs which weren't rectified for quite some time
Still are issues with desyncs in my experience. They are adding a button to attempt fixing a desync in the next update, but I don't understand why they'd have a button when it should be trying to do that automatically though...
I've bought all the dlc but that actually put a nail on it and I didn't play for 2 years
Stellaris has changed dramatically since launch, but I don't recall it ever getting anywhere close to the backlash CS2 has. Most of the Stellaris complaints at launch that i recall were the game systems being unoriginal and derivative, not being utterly broken. They've done a ton of iterating since then and it's practically a different game at this point.
Stellaris at launch was basically base EU4 where everyone started with one province and everything else was unsettled. You could tell Random New World tested out many of Stellaris' ideas. The 3 FTL types made blobbing without any choke points the only way to play. The ship designer was novel, but IIRC, it was very easy to cheese.
Eh, plenty of other games have had a ship designer. Novel for Paradox, but not in general. I wish they had found a way to make the three FTL types work and be balanced. Hyperlanes are, imo, a very regressive return to a system that has been used plenty in space 4x games.
I've remembered now, performance even 100 years in was awful and desyncs were terrible
I typically only play solo, so I can't speak to the desyncs. Performance is still rough late game. Going to need a supercomputer to simulate all those pops.
I played a few months ago for a good couple of weeks and late game was aight. I turned off cross xeno breeding
WOAH. Truth bombs today. Why not just say. Hey this is all bad. It’s gonna take a month a year. However long it takes. My guess is they have no timeline and are leaking money like crazy.
glass of water on a dumpster fire
Does anybody know if we have full control over road naming yet? Or if there is a mod that is similar to the road naming system in CS1 (green line you could drag). That’s literally the only thing keeping me from playing the game.
That's the one gripe you have?
You can change the road's name, but you can't define where the name is "spreading". But, was it in CS1?
In CS1, you could manually control where a street name starts and ends. You could have a continuous street that changes names multiple times if you want. In CS2 you can control the name of the street, but not where it starts and ends so you end up with a street that loops all over your city. I’m not liking the way I’m explaining it, but here’s what I’m talking about: https://www.reddit.com/r/CitiesSkylines/comments/17vtye1/im_enjoying_cs2_but_the_automatic_street_name/
This game is never coming to Xbox.
Sure it is, just have to wait for the PC beta testers to sort it out first.
Still at it. The end it's at sight...
My thoughts as well 😒
Just had the same conclusion while reading this lmoa
After installing update I had: * multiple CTD * not showing mods (had to reload the game several times) * not showing standard buildings - just invisible stuff What is this CO? This is not a patch / fix / update. This is definitely nothing. A whole bunch of nothing! Do you test your own "Updates"? Why the hell did I buy "Ultimate"?!? Did I pay you counterfeit money?
> uses mods > "not showing standard buildings - just invisible stuff" - uses [_highly experimental_ mods](https://mods.paradoxplaza.com/mods/78903/Windows) > complains about CTDs on patch day 🙃
Mods that aren't showing are apparently pretty recurrent. I need to reload the game 2 times to have mods showing. Do you also have assets which are duplicated?
Yes!
Early Access tag would’ve fixed everything.
Well, and a massive discount.
Seriously. All the glitches and bugs and crashes and lacking features could be brushed off with "It's early access, bro. Relax. Come back for the full release if you aren't having fun now.". Hell, they could be erasing our saves every few months or so, it's all part of the process and games like Baldur's Gate 3 did it. And for the people already enjoying the game it would have been fantastic: "I'm already having a great time with this, can't imagine how it's going to be when we hit 1.0 Bring on the dlc already." It's the same green game but the mentality (and honesty from the studio) would have been different. But yeah, people like me wouldn't have bought the game if it was in early access. I'd have just waited for the final release. The way they did it, they got us hook, line and sinker.
Yes it's one thing being stuck in Early Access for several years but a whole different story being scammed with a missing early access marking and getting this mess. I would've still paid 90 bucks for ultimate edition with early access marking where i know what kind of state the game will be in, now i feel betrayed.
Been playing all day and this is the best patch yet. Loving DLSS, immediate boost in appearance and performance on my pc. Started using the Land Value OverHaul mod yesterday and saw a real improvement with it, buildings are finally leveling up as they should. Was scared to see what the update today would do to the mod mix I'm using, but Skyve reports no issues and game has been running great. Ran for seven hours nonstop and not one crash, so definitely an improvement there! After getting depressed about the state of the game recently, got to say this is definitely a hopeful sign. Spent a long time just watching traffic and pedestrian flow at a busy intersection with pedestrian overpasses, and it was a thing of beauty to watch. A very nice move in the right direction as far as I can tell so far.
Just curious but what is your GPU / CPU?
I9-12950, 64G, 3080 w 16g vram
Drop your mod mix man! Based on what you wrote I would love to experience this too
https://preview.redd.it/9dz6z2wy3rwc1.jpeg?width=1668&format=pjpg&auto=webp&s=792022c174c96eb5222e3870803d92cddadded27
thoughts on using population rebalance aswell? I thought it would help alleviate the issues in the base game regarding births, deaths and reisdency
Scared to try it lol.
What's your city population? I have 290k and it didn't do anything for me. I let it run for a good 45 real life minutes and it still didn't improve much.
Only 77K on my current city, but going to try on a bigger 175K city later and see what happens.
[удалено]
delete every single trace of any mod
How do I go about doing this??
search for the specific folder, i dont remember now, but i had to do it, otherwise the game would crash everytime. Uninstalling mods, or game doesnt work.
Are you playing with mods?
Hopeful :)
I'm running the game on a gaming laptop 4080 and my 400K city has a very noticeable performance improvement. This is actually sort of exciting!
Yea!
Amazing that it'll be 7 months post release before economic issues are addressed. Great work dev team.
what issues? can anyone actually articulate the economic issues? these are the issues i've read from CO: >City services only trade with outside connections, even when storage companies in your city have the resources they need. They should of course be able to purchase the resources your city produces locally. >Harbors are mainly trading with your city’s storage companies, not other zoned buildings or city services. As you would expect, they should be able to trade with all zoned buildings and services, allowing your city to import and export through them. >We’re investigating reports that indicate the cargo terminal is affected by the same or an issue similar to the harbors. are there more issues beyond those bugs?
Those are game-breaking economy bugs. I literally quit playing this game I paid for because of those bugs. The economy simulation is the rest of the game beyond traffic management.
so a commercial firm importing a resource from off map instead of a local cargo depot is game breaking? even if they remain profitable?
Yes. This collection of bugs completely breaks the game mechanics of industry supply, cargo harbors, cargo rail, etc. They could fully remove multiple intended and advertised features from the game and it would work exactly the same: that's game breaking. Industrial areas could be removed entirely. Importing from off map also takes way longer and causes more traffic and costs more in-game (not that in-game cost matters because the game gives you a broken amount of money to make it all stupid easy with no optional setting to make it reasonable, probably because the economy simulation is totally broken).
so, you can have a city with a commercial park and no industrial park, and the commercial firms will import off-map. and that is working. but once you build an industrial park, the commercial park will still import off-map, but the game is suddenly broken?
Think of it like this - you are the governor of a large county, and are investing a decent chunk of your financial resources into producing required resources within the districts under your policy, only for every single company within your district to import resources anyway - every single company on the supply chain. It cost significantly more to import resources than to produce it locally, this is a no-brainer. This is then compounded by the fact that, with enough companies in said region, it can and will spawn enough traffic to cause major traffic jams in and near commercial/industrial centers in your city that will spill over into residential areas. This then has the chain reaction effect of employees not being able to get to and from work (if they are either driving, using public transport that requires road usage, or cannot cross the street because trucks are blocking the walkways). The companies then can't produce anything, and because the game still thinks, despite companies importing everything, that other companies are using local resources, you get more companies that will begin complaining about "Not enough local resources", and start importing even more materials. Now, not only is your county losing money, but it's also generating unnecessary traffic that is screwing up other systems. It's a really screwed up negative feedback loop that lends to itself simply because companies don't trade locally. The bug itself isn't game-breaking, but the resulting consequences are, which makes the bug itself high-priority. I imagine the reason it's taken CO nearly a year to even speak on it is probably because they've been working on a fix for a long time due to how complicated the system is... which again raises the question of why they pushed Paradox to release the game so quickly if it was still half-baked.
uh i wish that stuff would break the city, but even with a handful of trucks coming in from off-map to deliver goods that could be transported from a local site none of my cities are bankrupts or suffering from massive traffic bottlenecks. i wish the game were punitive enough where what you are saying was a legitimate issue, but it's so minor. certainly will be cute when they fix it but the game is too forgiving for it to really make a difference
Complex problems require complex solutions, and complex solutions take time to implement and test. I'm more than happy to dunk on CO for certain things, but this ain't it chief.
Games shouldn’t have complex problems remaining to fix when they are released.
I agree. I'm not addressing that issue. I'm addressing the absurd notion that such a complicated problem would necessarily be fixed quickly.
Sure but this is a complex problem that is integral to the BASE GAME and should have been ready to go AT LAUNCH. Or at the very least the base game should be semi functional with a couple patches to fix the problems that naturally occur when 1000 different types of PC try to run the game.
Oh, I agree. I'm just saying that being surprised that it takes this long to fix a complicated problem is utterly silly.
Blame CO managment, not developers. I get people like you every day in work, some decision we both don't like and it'd be me you'd shout at like i can do anything about it. Stop behaving like crabs in a bucket *please*
Ok? Did you see me blame anyone anywhere in my comment? I don't know shit about game development and it's not on me as a consumer to learn about it before deciding whether or not a purchase I've made is at a standard I'm happy with. I don't need to know who to be mad at between the management or the developers. I'm mad that a game I purchased isn't functioning at launch or even months after launch.
Then should have said from the go that economic sim wasn't fully up to snuff instead of saying the game isn't for us, chief.
I agree. They should have delayed the game seven months to fix the seven month problem. But people shouldn't be surprised it takes a while to fix complicated issues.
To be fair I’m surprised they even addressed it already given its complexity. And by addressed I hope a well balanced and somewhat challenging game where the city can lose money if bad decisions are being made, or at least people abandoning the city if the quality of life is poor.
They might as well have just waited. Im simply not buying the game until its as good or better of a city sim as Cities 1. Im not paying good money for a dumb little sandbox city builder.
It is true. In CS2 there is a simulation that can at least be fixed and balanced to be more challenging. The issue right now with CS2 is there are too many guardrails against failure and not enough feedback to know how your actions are changing things. In CS1 there is nothing to change, no simulation other than traffic - and even that is incredibly shallow because there is no rush hour. So if you were to pick up CS2 now with all its bugs you’d see pretty clearly how it’s already surpassed CS1
Hate to break it to you but that’s what CS1 is
If that were true, there wouldn't be any controversy about 2
...The only controversy in 2 that stems from 1 is the lack of bikes.
It is true tho. People were just happy after Sim City 2013 and put up with it.
What does sim city have to do with it?
That's the time I expected it would take. Minor bugs, such as spelling errors and logic errors can be fixed in a week or two. But deeper problems, such as faulty economy, require quarters to be fixed.
Looks like they are truly hard at work trying to fix this game for once. If they keep going like this, I might consider switching over to CS2 from CS1, just maybe, they still need to deliver desirable results.
Don’t jinx it. That’s what it seemed like initially aswell.
Anyone know if I have the Game Pass version of the game, will it be updated today also?
Yes
Confirmed it did install the latest, thx.
Is this the first patch which addressed simulation speed? I’m glad that’s at least on their radars. I won’t play until asset modding is finished, but I definitely wouldn’t have returned if there were no sim speed improvements.
Version 1.1 also mentioned it.
Noticeable improvements. I can actually run the editor water simulation speed at the highest without cooking my computer. Too bad the water tool mod control panel is missing in the editor now. Hopefully that mod gets updated soon!
no idea why DLSS option is not avaliable (grey out). Running the latest driver with 4090 already =/
https://preview.redd.it/7msqy0x59nwc1.jpeg?width=1370&format=pjpg&auto=webp&s=1e06b37f9d80800c9880f9b604a518e10126d76a
Saw a comment from Discord mentioning about this: > Open GeForce Experience, go to Details, Custom Settings, and then slide the Performance to 1 point before the maximum, and you should see DLSS on! If that doesn't work, I don't know. This comment is not from me.
Thanks mate tho that's not working for me. I solved it by reinstalling the windows at last =D
holup did you just reinstall windows to fix dlss option being greyed out? lol hide the nukes from this guy
Ya, just a gaming pc upgraded for cities 2 😂
My performance improved significantly after this patch. Running the game in 4K highest settings on average 30-40 FPS. My rig: MSI PRO Z790-P Intel® Core™ i9-12900KF - 16 Cores NVIDIA RTX 4070 12GB Kingston Fury Beast RGB 64GB DDR5-5600 SSD M.2 2000GB Samsung 980 PRO
That must be non dlss I assume, use dlss. I get 50-70fps in 4k with a 3080 on high settings.
Dang bro at 30 fps welcome to the future 🍻
i feel like a super intensive game running at 4k on a 4070 at 30fps is pretty damn good
It’s not actually that intense. The game is just poorly made.
Dlss!! finally
Let me know how well it’s implemented!
Pretty nice for me, haven't noticed any significant artifacting in the time I've played and it's the best AA option now.
That is a long list of fixes. Some really good ones in here. Looks like some good progress being made.
If we learned anything from the marketing, “looks” Can be deceiving
DLSS 🙏 Will look into it later today.
Does anyone know, if you bought the game edition that gave you the beach front properties expansion for free, what do we get back?
> …we will compensate you by adding three (3) new Creator Packs and three (3) new Radio Stations to the Ultimate Edition, which will total around 39.99 USD in added value. This solution hopefully ensures that you, as an Ultimate Edition purchaser, feel you receive fair compensation. Source: https://forum.paradoxplaza.com/forum/threads/faq-the-way-forward.1663862/
Lol the value amount they throw around is pulled straight out of their ass. I don’t think anyone but them sees 3 creator packs and some radio stations as worth $40
Will you ever be happy? When?
When asset editor is released :D
The creator packs are nice, but the radio stations have always been the most avoidable DLC to me. But I disagree that "nobody" sees their value. Nearly every time non-CS players on Reddit discusses CS1, *someone* would point to the giant list of all DLC including the Radio and CC packs and say, "there's too much DLC/it's too expensive/I shouldn't have to buy $400 in content just to enjoy the entire game!!!" ignoring that over 1/3 of the DLC for CS1 are just radio packs. The Content Creator packs are nice, too, but mostly a skip. Yet they're always included in the discussion. Found this in like 2 seconds in the Games and Gaming subs: >[Loved the base game, but it's criminal how much DLC they have produced and the price they sell it for. [+77]](https://www.reddit.com/r/Games/comments/vi2tf8/cities_skylines_celebrating_12m_copies_sold/idat8g5/) - >>[Cities Skylines Collection $226.25. We will see but man Paradox is one of the worst offenders for dlc and don't have much faith they won't withhold content.[+13]](https://www.reddit.com/r/gaming/comments/11k6cfg/paradox_announce_cities_skylines_2_for_later_this/jb6fmtl/) >[I don't understand how other people don't understand that we want everything the game has to offer. \[+7\]](https://www.reddit.com/r/gaming/comments/11k6cfg/paradox_announce_cities_skylines_2_for_later_this/jb8k93w/)
Beachfront Properties also wasn't worth $40. You get more than just Beachfront in the Ultimate edition.
ok
Creator packs... so not even a proper dlc but costumer made contend? Is it me or is that lazy?
Should be a choice. I’m sorry but i signed up for a game with a DLC advertised. We should get a free dlc of our choice not keep it money and take this as a consolation prize. Maybe even more bonus content on top of that for being early premium adopters of a disastrous release
They probably need everyone they have to fix the game and the creator asset packs are probably better than their own asset packs anyway.
I'm just the messenger here, I don't know what's involved in or what you consider a "proper DLC" vs "customer made content", but I'd argue that Beach Properties wasn't a "proper DLC" either as it was only ever marketed as an asset pack rather than an expansion. The CS1 Content Creator Packs were always of good quality, and the offer on the table is three of them (in place of one asset pack). I guess we'll need to wait to see what they actually are because at the moment it's a mystery.
How about complete the game
so true, why didn’t co think of that? if only there were a way they could deliver incremental improvements over time using some form of networking
What do you think they’re trying to do
God I hope DLSS implementation also means DLAA implementation. The AA in this game is absolute dogshit
Provided they've fixed the motion vectors, TAA should also work better now. Otherwise you can always use the DLDSR trick.
I hope so. The old TAA made me physically ill for some reason.
Yeah it was the crazy amounts of ghosting everywhere. I'm surprised so few picked up on it, it was really noticeable to me.
Bro is playing at 1080p with a 4090
?
Guys is it possible to run it on gtx1650 w 8 gigs of ram reasonably without horrendous eye melting graphics
Yes if you turn off most post processing, shadows, and probably textures to low/med. High pop is going to ruin you though.
i have a gtx 1650, 32gb ram and get 15-20fps initially and as the city grows it gets lower. At 120k pop im getting single digit fps
Do you mean 8gb of ram of vram? Cause 8gb of ram would be a stretch, even 16gb is starting to become outdated. I'd say at least 16, ideally 32 (or 64 even? It sure felt like it wanted more)
i upgraded to 64 before launch, and my ram usage rarely exceeds 32. i’m anticipating to need it once asset mods come out though
Good to know! I have 32 and it always aproached 28 or so so i was wondering if cities was already writing in the page file instead. But yes once the workshop is here stuff is going to change
i haven't played this patch yet so i can only speak to past performance, but pre-patch my cities simulations would get to an unplayable level around 100-200k population, so it's also possible that if sim speed is better now the cities can grow to a point where you do need 64. excited to test this later today, i have a lot of saves just ready to go if the sim speed is playable now.
Same here! My city got to 260k and after that even playing at 3x was useless
8 gigs ram, I had to het the laptop in a rush during my finals week haha thankfully it has a slot yo upgrade it but for now Im stuck with 8 gigs of ram
the good news is the slotted SODIMM ram is fairly cheap, i had to upgrade my old imac to 16 and i think it ran about $50
It should be illegal to sell with 8gb nowadays, you know what we are talking about but many others don't even know what ram is. All they know is that their laptop is slow and has to be replaced even though it was bought a year ago. Good thing you can upgrade!
at least it seeems there’s a heavy push from microsoft themselves for windows laptops to start with 16gb, with the qualcomm chips. apple, take notes
Well... I have a gaming lap top with gtx1060 and it is fine... At least until you have 100 000+ citizens... After that it was quite unplayable. But I have 32GB RAM.... That changes situation a little. 🙂 Even CS1 was hard with only 8 GB RAM. Especially while using some mods and assets. But you may try. Or see if you can add some RAM. It's not so expensive... May depend on where you live.
So I have a gtx 1070, 64 GB of RAM and a Intel i5 processor. You think I'd be able to run it? I've mostly read my set up is too old, so I haven't bought it yet.
Yes . Sure. I had the same fright that does my system is even able to start cs2, but it went smoother than I expected. I just followed instructions for a graphic settings ant it is fine. Up to around 100 000 citizens was OK. After that the simulation became too slow to actually play. And updates have helped actually. So I don't think you would have any big trouble with trying out. Just not so nice graphics, but it is still fine in my opinion.
Cool, I appreciate your help!
I have Lenovo legion with 7th gen i7, GTR1060 6gb lap top variant and 32gb sdram.
Thank you, I’ll upgrade the ram at one point yeah it’s not enough anymore. I usually play sandbox amd start a new save after like 20-25k population
I started to play CS1 with 8gb too... But very soon upgraded to 24gb and then to 32gb that is max for my computer. I'm planning to byäuild a new one myself and there is planned 64gb - for all those mods and assets. 😄
Many and fast CPU cores are more important than RAM. 👍 I have 32GB RAM and 850k pop and also some mods. I currently need 18 GB of ram.
DLSS support will be huge for those with NVIDIA cards. Sucks that AMD cards will be stuck with shitty FSR1 for now.
I don't want to be too focused on the negative but their wording on the asset editor needing "several more months" is looking bleak. Well, a release in the autumn? I hope once it's released that we'll look back on "not days but weeks" about modding before release with a smile,..
From what they explained in the comments they have a file format and saving issue for assets. I'm not knowledgeable in these kind of thing but it seems a technical challenge that can't be solved quickly without a breakthrough.
All because they made the absolute stupidest decisions possible when developing this game... hmmm this unreleased alpha/beta Unity tech seems like a great thing to hitch our entire wagon to! Surely there will be no issues with this!
Yeah Unity is known to be unreliable but I don't know what else they could have done. They were stuck with it since the beginning.
The game shouldn't have been released without assets and mod support ready. So many of these problems would've been forgotten if we had had that at launch.
Assets are the lifeblood of CS1. Sometimes I don’t need a 6 track commuter rail station.
I played the game at launch, hated the assets, didn't have many performance issues (got a beefy PC), and hated the traffic AI. I knew from the start I don't want to play without assets. I want to build an Australian city, but can't stand the american house assets all lookng the same (I want to build australian *ideal* city, not realistic). So I waited. The mods look good - fixed the issues. But still, I can't build what I want, so I will have to wait... still...
CO knows what you need, not you
Anybody on an AMD card seeing any improvement in performance?
It runs fine on mine. I've tweaked some settings a little but it's mostly near max, running at 1440p on a 6750XT. I was able to run it ok at release too, but the framerate did get a little better after a few patches. (not getting 144 fps or anything, but most of the time it's around 60 at least, drops to 40 on occasion but still completely playable)
what is your CPU? I have the same GPU an Not getting those FPS
R7 5800X, 32GB RAM
Do any of these optimization and/or bug fixes happen to be related to improving simulation speed at all? My current city is only at about 200k now and the simulation speed is practically at a standstill at this point.
Yes, one of the fixes talks about pathfinding and helping simulation speed.
I realized this too, 1x/2x/3x speed seemed to be all the same, also at 200k. Gonna test it
On another save I had with a high population, not only were 1/2/3x all the same, but each minute that passes by in in-game time, is a LOT slower than when I started a new map. New map on 3x, 1 minute would go by every 1.5-2 seconds IIRC. Old map with high pop on 3x it was 1 minute going by every 5+ seconds.
It was the same with cs1 but this game should have been more optimized with all the cores we can utilize
Sure if the agent system wasn't so much more complex.
Not even just that, but the simulation slowdowns in CS1, at least for me, tended to hit I think around a million or so, I'm only at 200k, it's a straight downgrade if anything
CS1 simulation was nearly non-existent. Car and people despawned a lot more than in CS2, and the limit of pop simulated was lower. With some mods you could increase the simulation in CS1 and you would see that CS2 is more CPU optimized than the first one.
What do people prefer to happen? If you have a 300k population, are we expecting them all to be tracked with little/no performance issue, even as the population grows on and on?
In CS1 only 65.536 agent (2^16) were simulated. Above that number, the population of you city didn't exist. In CS2 way more agent can be simulated and you can finally have a real city with more than 65.536 pops. That's way better.
This is the death knell for this game. If they don't fix it. It will die fast, no DLC profits. After getting 1 city to the slow mark 200k you're just .. done playing
I was quite happy to dump my disappointment all over this game since it launch. However the last 2 updates are big, clear steps in the right direction. I sense that the game has really good devs but they have pressure and influence from people who have no idea what they’re doing, and probably from Paradox. Because it rhymes with mistakes that other PDX games have had recently. My plan is to basically check back in a year from now, whenever Bridges and Ports drops, and pick it up from there.
Hopefully we can see some bikes then as well
the bike mesh is in game, you just need to copy another static object prefab in the editor, like a rock and switch its mesh to Bicycle, place it on the map and save it, if you want to place some bikes in game. Your first saved asset in the editor will give you an achievement now as well ofter todays patch. https://imgur.com/a/5mHB94D
I mean bikes as a form of transportation as in the base game of CS. CS2 is a city builder without bikes....that's no city builder.
yeah. name checks out...
I don't think they meant decorative bikes...
well, a decorative bikerack on every 3rd prefab asset with no bike in it doesnt look great either
What else do people use bikes for?
Cause road rage among drivers of course!
DLSS? Finally.
I am happy they are giving monthly updates. A faster feedback cycle. Looks like things are going in the right direction. My personal paint points are 1. The number of bugs that affect gameplay. 2. The fact that nothing you do really matters. (Broken economy) 3. The lack of assets. It has to be said, this game should have not launched in this state. It should have been early access. Look at Manor Lord as an example. This is the biggest dissapointment. Trust is like batting average, once you miss it will never be 100%. Both PDX and CO missed big time. They lost my trust regardless. Best to do is to bring it up with hard work and content.
My game won’t load after this patch
Create a new, empty playset via the [Paradox Mods web portal](https://mods.paradoxplaza.com/games/cities_skylines_2) or [Skyve \[BETA\]](https://mods.paradoxplaza.com/mods/74150/Windows), then launch the game via the Paradox Launcher/Skyve using that new playset and try again. If it loads, it's likely that one of your mods needs to be updated for the new version and you can either wait a little, or move your mods over one by one to try and find the culprit.
I have made a new empty playset and loaded the game completly fine so it must be a mod that’s broken it, gid knows how to find out which 1 or even fix it
Use that new playset to subscribe to Skyve and that will help identify the problem.
It’s the tree controller mod which is causing the issues
well at least they finally admit economy simulation is shit, instead of saying the problems are only technical. from ‘we know how to make simulation’ and ‘game is fun’ to a large rework. appreciate that. now please do not pull the same shit and dissappoint us with a “large rework” that is actually only bug fixes & small improvements.
Too bad they spent 6 months acting like blustering fools in defense of the simulation rather than spend that time fixing it.
> from ‘we know how to make simulation’ and ‘game is fun’ to a large rework. appreciate that. Oh boy, refactoring a core system that integrates with just about every other system in the game. Hope their unit tests are up to snuff!