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CO Word of the Week #11

Last Monday I said we would be taking a break from these weekly posts due to the lack of concrete news and that we would come back when there’s something to share regarding updates to the game. On Tuesday I received a call from Sweden. It seems there was an overwhelming amount of feedback from you wanting to hear from us developers weekly. Thank you for all the lovely messages, we really appreciate it! So let’s get into it:

Patch 1.0.19 came out last Wednesday and you can find the full patch notes here. More bug fixes will be patched into the game with the first modding support features - code modding and Paradox Mods - as soon as they are ready for Public Beta. Now that’s a Word of the Week I can’t wait to write! Steadily working on the game and bringing improvements to it is now the best way to showcase our commitment to Cities: Skylines II and you the community.

We have been wondering what type of information would be relevant for you to hear about and that we can share freely while waiting for confirmation on the updates for the game. Therefore I asked @co_avanya to provide a list of questions we have received since the release that take a bit more time and effort to answer than a quick reply on social media. Together with the team, we looked at your questions about how the Industry and Goods simulation works, and here are the answers.

How do importing and exporting actually work and what are the thresholds for exporting goods?
The city can import and/or export goods when sufficient connections to the outside connections have been created. Some city service buildings also require resources to operate. These buildings can import those resources from outside connections if the companies in the city can't provide enough of that resource. The city’s companies can also import or export resources as they see fit, which depends on many different factors. The threshold for exporting goods is whether the company is able to make more money by exporting those goods or if it earns more profit by selling them to companies in the city. Additionally, when the companies’ storage capacity goes under 50% they start to import resources from outside connections.

So what is the flow of the resources in the city?
Industrial and commercial companies move into the city with starting resources, while storage companies start empty. That way the new companies don’t need to wait for the first resource transportation before they can start operating. The companies won’t get more “free” resources after that so they need resource deliveries to operate. Companies need one or more input resources to work and they can get the needed resources from the city’s industry factors or outside connections. The companies use the employees to generate production and refine the input resources into new resources (output) which can then be shipped to outside connections, other manufacturing companies, warehouses, commercial companies, offices, or directly to households. The new resources will be shipped either directly by trucks or by transporting them to cargo terminals. Cargo terminals can transport resources within the city as well as to outside connections.

Here is an example of wood’s possible production chain. There are three options where to get the wood in the first phase: forestry extractor, outside connections, or a storage that includes wood. One of these options sends the wood resource to a sawmill. The sawmill uses the wood to produce timber. Timber can then be sent to a paper mill which uses timber to produce paper, which in turn can be exported, sent to a warehouse, or sent to a bookstore. A bookstore then stores the paper until a customer comes in and shops there. The bookstore's storage on paper is reduced and the customer’s household gains resources. Households only have resources and do not count individual resource types. This means that they do not look at how much "paper" they have, just only how much resources they have.

Production chain.png


An important part of a successful production chain process is resource transportation. The physical resources (goods) are always carried by truck in the end and they’re deducted from the storage when a pickup is scheduled, so trucks don’t travel in vain. When a building spawns a delivery truck to send out its output resource, the storage should go down, but there’s currently an issue with the synchronization, so the resource is deducted before the truck spawns. We’re aware of this issue and looking into a fix, so things are synced up correctly. It’s also worth noting that if the vehicle carrying the resource is stuck then it will despawn and those resources are sent back to the owner's building where it will try to send a new vehicle to forward those resources.

The system tries to always go with the physical transportation of goods, especially when it comes to business-to-business. With citizens the requirement is less strict and they can either go to a place to buy goods or they can basically order them through the teleport (representing online shopping), so to speak. Teleporting is a secondary option but sometimes the agents just can't get to the place they would go to buy their resources and in these cases, the resources are teleported to their household.

What about if the city has a deficit or surplus of some product?
During the deficit, there should be more companies spawning that can produce the resource that is in deficit. If some product is in deficit, it means that the citizens and/or companies are consuming more of that resource than the city is producing. In that case, the city is importing that product more from outside connections which can create more traffic. During surplus, the opposite happens, where the city is producing more of the resource than the citizens or companies are using so the extra products are exported to outside connections.

That’s it for today's Word. Did you enjoy reading more about the inner workings of the game? I’ll come back next week with a new Q&A. We have a handful of other topics in mind that we can cover, and you are of course very welcome to share any game topics or questions you are wondering about. Until then, have a lovely week!

Sincerely,
Mariina
 
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I'm fine with that.
It's clear from your post that you would do it differently. Well, I would do a hundred things differently in the game, and a thousand other people would do those things differently from me. You can't please everyone. Oh yes, you can, there are mods.

How about a shitstorm against the makers of Monopoly for pushing a game with lousy balancing, teleporting from prison and fake tax calculations on us? I've been waiting 30 years for bug fixes and even bought the DLC for my home town. Now that's what I call a scandal. :D
Ahh, modern classsic for a critique rebuff - 't's not for you'. Stunning and brave

And, to your tongue-in-cheek joke about Monopoly - Monopoly seen many balancing versions (with additional dice, recalculated earnings and stuff) AND it was first in line - it haven't built upon the legacy of successful and not-so benchmarks just to deliver a half-baked virtual novel of 'why I will hate dogs even more'.
But I'll play along - man, fr, this chess game is appalling - thousands years wait for a proper DLC, and the only solid MOD has no support from developers! And what is with their customer support, like - their wiki page does not even have a mailing address for my very detailed letter on why they need to make knight stronger (eat it bishop-lovers!)
 
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During the deficit, there should be more companies spawning that can produce the resource that is in deficit.
Curious. Wondering if I can manage my areas with this... Say, put taxes on max level and dezone existing production for, say, wood line... And then put taxes to -10% and zone new industry near to wood production... To get timber and paper production all in one place.... Otherwise, having wood production in one place, timber/paper factories spawn wherever they want...
 
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Not sure what people are celebrating here. What insights does this rather basic overview over the import/ export system add that we didn't have before? Also why doesn't the game give players all the information of the systems in the first place?

@Didoland82 I agree, teleporting goods for households does seem like an easy fix solution for whatever issue there was with the simulation or maybe it was to save the devs time. In any case it's not a real feature ("online shopping") because if it was there would still be trucks to deliver the packages.
Having waited for reactions, this is the only one so far that (mostly) matches my view and got an "Agree" from me. Especially the highlighted part as:

  • Much of the information was in the pre-launch videos.
  • The graphs of how each item is produced from other resources are already available in the game.
What I found a little misleading in those videos, was statements about how you could influence the style of your town, which show adjusting some sliders. I quickly found out in game that these are just the tax sliders.

In general, I think most of the industry buildings are the same (same level of noise, ground pollution Etc.). I would have expected that there would be much greater difference. Maybe some petrochemicals would create more pollution (ground or air), but maybe a sawmill would have noise pollution only?

As these industries are very similar in such negative effects and auto spawned, there really isn’t much player involvement in the goods produced, or any good reason to optimize any particular industry.

Ideas would be: Making a significant visual and environmental impact differentiation between industry types.

Zone based policies on industry.

Grouping industry somewhat more into consumer goods and other goods, which are needed for further processing and export, such that stores and houses only select from the appropriate subcategories.

As of the current game, I believe that too much of the simulation is “hidden within the game”. This IMHO leads to less enjoyment (less “mayor control”).

I also suggest that the full technology tree could be added as an in-game help page.
 
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It's clear from your post that you would do it differently. Well, I would do a hundred things differently in the game, and a thousand other people would do those things differently from me. You can't please everyone. Oh yes, you can, there are mods.
Ok cool. Anyone plays it differently and I'm happy you like it, but you should be really concerned instead: giving the numbers of active players, you will be one of those few who will be milked to the bones to keep this circus running and just have a game that it's nowhere near its predecessor at its launch (or ever in its lifetime if things are not sorted out).

For example: what about the building animations? cranes and empty lots, then popping up buildings from nowhere. Upgraded buildings just changing from one building to another one, when in CS1 you would see an actual animation building floor by floor a new asset. That gave the feeling of a dynamic realistic city.
What about firefighters, hearses and ambulances just reaching their destination and leave with no interaction with the city? Where are those animations that made CS1 feel like a living city?
What about parks and community assets being completely empty? Other animations missing.

And we are supposed to wait for mods to just have someone fixing the game for free in their spare time? (and btw kudos to every modder out there doing a better unpaid job than CO!!)

C'mon, we're not shitstorming anyone, we like what we saw in the Dev Diaries and the new features (if working) are awesome.. but this product is nowhere near to be completed soon, and the doubt that this is what it was designed to be (and that's what I keep reading in all their communications, aside from bugs...) is not only frustrating, but also painful and infuriating.
 
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Isn't this already in the Productions Tree in the game? Milestones -> Production -> See all of the production pipelines.
As I noted "The graphs of how each item is produced from other resources are already available in the game.". That's what you see in "Production", but not the entire tree. For example: If you click on "materials wood" you do not see the tree all the way to furniture. If I am mistaken, and you have seen a page which shows how raw wood (and all other items) eventually make furniture in a single screen, perhaps you could attach that screen capture?
 
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Nice explanation of how any supply chain works. I will take this WoW and make a quote in Wikipedia. LOL
This game is just a black box. There isn't a user interface to know that all this supply chain magic works.
I know that you could do it better because I bought CS Industries DLC (and all the others CS1 DLC). (Picked random screenshots to prove that supply chain existed in CS1)
industriesdlc.jpg
industriesdlc2.jpg


My god...
 
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The deficit bug has stopped me from picking up my save again. My grain got nuked and hasn't restored.

I hope you guys fix it but I feel you fix 1 and 3 other appear.
It's really hard to trace what one does wrong until you are able to verify on the forum that it's an actual issue.

Good luck to the team
 
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Anyone plays it differently and I'm happy you like it, but you should be really concerned instead: giving the numbers of active players, you will be one of those few who will be milked to the bones to keep this circus running
I'm not concerned at all. It's been months and 300+ hours of playing since I've paid some money for a game which I still enjoy. This was a one-time milking and I have no regrets. And when I don't feel like playing it anymore, I do something else.
C'mon, we're not shitstorming anyone, we like what we saw in the Dev Diaries and the new features (if working) are awesome.. but this product is nowhere near to be completed soon, and the doubt that this is what it was designed to be (and that's what I keep reading in all their communications, aside from bugs...) is not only frustrating, but also painful and infuriating
I also question the way CO and PDX communicate and think they have done a lot of things wrong. I don't mean the disastrous state of the game at launch, but their communication and transparency. I also hoped for more, the release version felt like a beta. Of course, I'd be sad if CO went out of business and Cities Skylines II became history. But I couldn't change that, we couldn't change that, and until then I'll just keep building my next city.
 
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Nice explanation of how any supply chain works. I will take this WoW and make a quote in Wikipedia. LOL
This game is just a black box. There isn't a user interface to know that all this supply chain magic works.
I know that you could do it better because I bought CS Industries DLC (and all the others CS1 DLC). (Picked random screenshots to prove that supply chain existed in CS1)
View attachment 1081317View attachment 1081318

My god...
CS2 works the same, there are more chains, more complex rules. But it is hidden and non-managable. It is what I call “auto-simulation”. It tests devs if they can program self-managing city, not if a player can manage a city.
 
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Last Monday I said we would be taking a break from these weekly posts due to the lack of concrete news and that we would come back when there’s something to share regarding updates to the game. On Tuesday I received a call from Sweden. It seems (...)
... somebody had to step in.
Announcement of terminating the communication with the customers on Monday.
Order to continue the communication with the customers on Tuesday.

That is what I would call immediate action.

The city can import and/or export goods when sufficient connections to the outside connections have been created.
What does "sufficient connections" actually mean? Can there be insufficient outside connections, and if yes, what does make them insufficient?


The threshold for exporting goods is whether the company is able to make more money by exporting those goods or if it earns more profit by selling them to companies in the city.
As there are additional costs of transportation added, wouldn't a company always make less money when exporting?
In other words, as long as there is "local" (= from within the city) demand, shouldn't that demand always be served first?

Your statement makes it sound like there might be additional factors in the calculation. Care to elaborate on those (assumed) additional factors?

Additionally, when the companies’ storage capacity goes under 50% they start to import resources from outside connections.
To me this very much translates to "companies only start importing needed goods when they are running out of storage space". That certainly can't be true, can it?

That way the new companies don’t need to wait for the first resource transportation before they can start operating. The companies won’t get more “free” resources after that so they need resource deliveries to operate.
Why is that?
To me it seems logical that a newly founded production company needs to receive some raw materials first before it could start operations.
In addition, it seems strange to me that a company can get resources "out of the blue sky" initially but never again afterwards.

Households only have resources and do not count individual resource types. This means that they do not look at how much "paper" they have, just only how much resources they have.
And that literally means that the composition of your industry is meaningless. For the final customer (the household) any good will do.

When a building spawns a delivery truck to send out its output resource, the storage should go down, but there’s currently an issue with the synchronization, so the resource is deducted before the truck spawns. We’re aware of this issue and looking into a fix, so things are synced up correctly.
Just for the record: we are four months past release.
And you are telling us you not only couldn't fix that issue prior to release, but still are unaware of the cause?

Teleporting is a secondary option but sometimes the agents just can't get to the place they would go to buy their resources and in these cases, the resources are teleported to their household.
Excuse me?
I can only see two options for the unability of "the agents" being unable to reach their destination:
a) there is no connection between starting point and destination whatsoever - which would be the mayor's task to resolve. Even more so as making sure that people can reach their destinations to me seems to be a vital part of a city builder game.
b) the pathfinding routines cannot work out a path to the destination - which would be your job to correct.

In total, your explanations aren't very exhaustive and I would like to kindly ask you to give us another round with some more insight in the workings of the simulation.
 
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Teleporting resources.........Might as well just make this game an idle game and watch the city spawn itself. If the truck gets stuck, the business should have shortages and eventually shut down unless the player fixes their bad traffic. Isnt that the whole point of playing a planning/building/management/simulation game?
 
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For those of us who have been waiting for a roadmap, while we don't have any information here it looks like a few days ago we got a gleam of information from the CO official twitter account:


It's our publisher's sole right to communicate all timelines for the game. We respect that and as such will not be sharing a roadmap, but we'll keep you updated on what we're working on (when there's news to share of course) through CO Word of the Week.

So it sounds like it isn't CO that's refusing to give us a roadmap/timeline, it's Paradox?
 
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So it sounds like it isn't CO that's refusing to give us a roadmap/timeline, it's Paradox?

I'm guessing the reason they aren't publishing the roadmap is because we won't like what they have to say. Doesn't make sense otherwise with so many people asking for it, and their promise of transparency.

I'm just speculating and I might be reading too much into this, but it seems relations between CO and PDX aren't exactly amicable right now. This and Mariinas "I got a call from Sweden" from the latest Word of the Week...
 
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This was very necessary. Stepping back would have been a mistake and taken as a retreat. Players need more insight into how the games work in order to take advantage of every aspect of the game. Also it might help in spotting areas that the game is not working as expected. We need to get our content that we paid for ASAP. I know your worried that it will cause more problems when released but it doesn't matter when you release it those problems will crop up. The longer you withold the DLC's that were paid for the worse the backlash will be. Everyone wants the modding support now but it should be as near flawless as possible. If that means going back to Steam workshop for awhile then so be it. Paradox modding can be a down the line goal when all the kinks are worked out. You shouldn't hold up modding because its not ready to handle everything. Above all DON'T CRAWL INTO A HOLE AND IGNORE THE GAMERS. Afterall they are the ones that pay your salaries in the end.
 
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Here is an example of wood’s possible production chain. There are three options where to get the wood in the first phase: forestry extractor, outside connections, or a storage that includes wood. One of these options sends the wood resource to a sawmill. The sawmill uses the wood to produce timber. Timber can then be sent to a paper mill which uses timber to produce paper, which in turn can be exported, sent to a warehouse, or sent to a bookstore. A bookstore then stores the paper until a customer comes in and shops there. The bookstore's storage on paper is reduced and the customer’s household gains resources. Households only have resources and do not count individual resource types. This means that they do not look at how much "paper" they have, just only how much resources they have.
Sorry but that is a nice explanation how things work in CS1
In CS2 we can only drop a basic resources plant. There is no micro managing at all,
All the fun/challenge has been taken out of our hands.
Not to mention the lack of objects/mods etc because the modding platform is still missing.

In my opinion CS2 is an empty shell and is heading for the same direction as SimCity 4
(I really hope that things changes soon)
 
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Just posting this so management/CEO doesn't miss it. Skylines 2 is getting the headlines on more mainstream gaming sites about what is going on right now. It is also on the frontpage of r/Gaming now, a subreddit with 3.3. million members. Maybe it gets covered or adressed in the next WOW.

 
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Last Monday I said we would be taking a break from these weekly posts due to the lack of concrete news and that we would come back when there’s something to share regarding updates to the game. On Tuesday I received a call from Sweden. It seems there was an overwhelming amount of feedback from you wanting to hear from us developers weekly. Thank you for all the lovely messages, we really appreciate it! So let’s get into it:

Patch 1.0.19 came out last Wednesday and you can find the full patch notes here. More bug fixes will be patched into the game with the first modding support features - code modding and Paradox Mods - as soon as they are ready for Public Beta. Now that’s a Word of the Week I can’t wait to write! Steadily working on the game and bringing improvements to it is now the best way to showcase our commitment to Cities: Skylines II and you the community.

We have been wondering what type of information would be relevant for you to hear about and that we can share freely while waiting for confirmation on the updates for the game. Therefore I asked @co_avanya to provide a list of questions we have received since the release that take a bit more time and effort to answer than a quick reply on social media. Together with the team, we looked at your questions about how the Industry and Goods simulation works, and here are the answers.

How do importing and exporting actually work and what are the thresholds for exporting goods?
The city can import and/or export goods when sufficient connections to the outside connections have been created. Some city service buildings also require resources to operate. These buildings can import those resources from outside connections if the companies in the city can't provide enough of that resource. The city’s companies can also import or export resources as they see fit, which depends on many different factors. The threshold for exporting goods is whether the company is able to make more money by exporting those goods or if it earns more profit by selling them to companies in the city. Additionally, when the companies’ storage capacity goes under 50% they start to import resources from outside connections.

So what is the flow of the resources in the city?
Industrial and commercial companies move into the city with starting resources, while storage companies start empty. That way the new companies don’t need to wait for the first resource transportation before they can start operating. The companies won’t get more “free” resources after that so they need resource deliveries to operate. Companies need one or more input resources to work and they can get the needed resources from the city’s industry factors or outside connections. The companies use the employees to generate production and refine the input resources into new resources (output) which can then be shipped to outside connections, other manufacturing companies, warehouses, commercial companies, offices, or directly to households. The new resources will be shipped either directly by trucks or by transporting them to cargo terminals. Cargo terminals can transport resources within the city as well as to outside connections.

Here is an example of wood’s possible production chain. There are three options where to get the wood in the first phase: forestry extractor, outside connections, or a storage that includes wood. One of these options sends the wood resource to a sawmill. The sawmill uses the wood to produce timber. Timber can then be sent to a paper mill which uses timber to produce paper, which in turn can be exported, sent to a warehouse, or sent to a bookstore. A bookstore then stores the paper until a customer comes in and shops there. The bookstore's storage on paper is reduced and the customer’s household gains resources. Households only have resources and do not count individual resource types. This means that they do not look at how much "paper" they have, just only how much resources they have.

View attachment 1079167

An important part of a successful production chain process is resource transportation. The physical resources (goods) are always carried by truck in the end and they’re deducted from the storage when a pickup is scheduled, so trucks don’t travel in vain. When a building spawns a delivery truck to send out its output resource, the storage should go down, but there’s currently an issue with the synchronization, so the resource is deducted before the truck spawns. We’re aware of this issue and looking into a fix, so things are synced up correctly. It’s also worth noting that if the vehicle carrying the resource is stuck then it will despawn and those resources are sent back to the owner's building where it will try to send a new vehicle to forward those resources.

The system tries to always go with the physical transportation of goods, especially when it comes to business-to-business. With citizens the requirement is less strict and they can either go to a place to buy goods or they can basically order them through the teleport (representing online shopping), so to speak. Teleporting is a secondary option but sometimes the agents just can't get to the place they would go to buy their resources and in these cases, the resources are teleported to their household.

What about if the city has a deficit or surplus of some product?
During the deficit, there should be more companies spawning that can produce the resource that is in deficit. If some product is in deficit, it means that the citizens and/or companies are consuming more of that resource than the city is producing. In that case, the city is importing that product more from outside connections which can create more traffic. During surplus, the opposite happens, where the city is producing more of the resource than the citizens or companies are using so the extra products are exported to outside connections.

That’s it for today's Word. Did you enjoy reading more about the inner workings of the game? I’ll come back next week with a new Q&A. We have a handful of other topics in mind that we can cover, and you are of course very welcome to share any game topics or questions you are wondering about. Until then, have a lovely week!

Sincerely,
Mariina
Hi team! Appreciate the detailed explanation of the resources. Been wondering as Biffa has experienced unexplained problems in his vids. Would you be able to publicly respond to the big players like Biffa and Cities by Diana and others and their feedback and suggestions? Just want you to know I appreciate you and CS 1 has been such a great part of my life. Can’t wait for the console version to be ready.
 
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Teleporting resources.........Might as well just make this game an idle game and watch the city spawn itself. If the truck gets stuck, the business should have shortages and eventually shut down unless the player fixes their bad traffic. Isnt that the whole point of playing a planning/building/management/simulation game?
Absolutely. In fact your post brought back memories of the Fix the Traffic scenario in CS1 and how my whole city suddenly lost power because the trucks carrying coal weren't making it to the power plants in time. I really get it if the issue is computational power, but if it's a problem with pathfinding, surely a more sensible option would be to carry resources by mail (which is already in the game) or FedEx-style delivery trucks.
 
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What was really upsetting, and I haven’t been upset about this until last week, is that you are shifting the focus from bug fixes and performance improvements to adding DLC to the devs’ tracks.
This is absurd.
The performance is still terrible, there is no way this needs 99% GPU usage from a 20k pop city on a GTX 3050 when the system requirements are what they are. Feels like most ppl without a 4090 just left the game and you are ok with it. And there are some terrible GAMEPLAY bugs still here, breaking ppls saves, including mine! This Word of The Week and the statement that the “gameplay is good, the simulation is good” after this is just cynical and insulting.
 
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