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CO Word of the Week #13

Last week we touched upon the economy in Cities: Skylines II, how it works now, and how it might be subject to change based on your feedback. This time around we’ll answer some of your questions about the citizens, education, and public transport.

Could you talk about how citizens are simulated in the game?
You have noticed that sometimes citizens don’t behave the way you might expect. Sometimes citizens vanish or they might stay at home for a day. So let’s talk about when that can happen and why. A citizen can despawn in some circumstances: for example, when there is a dead-lock with other agents, such as an overly long queue of cars, or there is no reasonable path to their destination. There is still the rule that a citizen cannot teleport to their destination. If they despawn, they teleport to their previous destination so they can’t just skip bad traffic by teleporting. Some of you have also noticed that when the city grows bigger there is a probability for whether or not an agent will travel to work or school. This is intended, and citizens become a bit more passive to reduce traffic, but there is no limit to the number of moving agents. This choice was made to keep traffic manageable because reducing private car ownership didn't help as city centers were filled with pedestrians. Performance gain from the reduced pathfind load was just an extra benefit.

How do citizens choose which products to buy?
When a citizen goes shopping for their household, the game picks the type of goods through a weighted random check. Products that citizens should need more of or more often have a heavier weight and are roughly based on real-world consumption statistics. Additionally, each age group has certain products they “prefer” which affects the weighted check. As an example, citizens are more likely to purchase food over media, and a household of seniors is even less interested in media than the other age groups. Once the products have been purchased, they’re added to the household’s resources and eventually consumed.

How did you balance the education system?
The citizen Education system closely follows the same system we had in the original Cities: Skylines. When a citizen is educated, they will get a job with a better salary which gives them more opportunities to live in different places. While we have made some improvements to it to encourage more High School students, the Education system still needs some balancing, as we feel it’s currently not working as well as it could. For example, the number of Elementary Schools needed in the city is quite huge because the percentage of the population that goes to Elementary School is big.

The children don't have a choice between studying and working so that also raises the number of students compared to other education levels, where a portion of the eligible students will choose to work instead. The Elementary School’s student capacity has been balanced around how many students the building could reasonably hold, and while it might improve the situation, a small school building with 1000 students is quite unrealistic. Currently, we are checking the factors that need to be considered to balance this issue. This includes, for example, how long it takes to graduate from different types of schools. Additionally, each school type has its own Graduation check curve that determines the probability of graduating. Elementary School has the highest probability and University has the lowest probability.

Is there a system to “unbunch” public transportation vehicles?
Public transportation vehicles can get “bunched up” due to traffic or most often when a new line is created and the vehicles spawn. We have a system that spreads out the vehicles on a singular line by extending stopping times when necessary. This helps the vehicles to move at regular intervals, so your citizens can get where they need to go and you don’t have all buses arriving in one long line, but it may take a little while for vehicles to spread out properly on a brand new line. We have received reports of public transportation vehicles getting stuck for too long at a stop and we are investigating what are the reasons behind this.

Feel free to send more questions our way and we’ll be answering them in future Words of the Week!

Sincerely,
Mariina
 
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I probably watched a handful of those videos and i am seriously wondering what else you are expecting them to adress here besides what they already did.

i just checked the WotW from this year and the first 4 were detailing the road map for 2024 how and when you can expect patches and bug fixes and improvements plus where they are at with modding support and in the last 3 blogs they adressed cargo flow, then the economy and land value, now cim choices, pathfinding, education.

While keeping in mind that the next patch is scheduled for end of march, i seriously wonder what, in your opinion, CO should have said or adressed here that would instantly impact the way you can enjoy the game until the next patch actually is deployed.

And whose or which issues specifically would you have them adressed here? Biffas or CPP´s? Dianas or Imperaturs?

A couple of weeks ago, Mariina asked to send questions to them for these words of the week to answer.

Did any of those content creators submit questions to them here that werent adressed?

Should they adress feedback at all given in a video here?

Well - the game has quite a lot of bugs (and quite game breaking) and it is quite unbalanced... and they decide to line up patches with modding support at the end of March and then with DLC releases (at least according to WotW where they were talking about patching process). That doesn't make any sense with broken and unfinished game like C:S2 - to have patches only every 3 months or so. And they never addressed any concerns about it risen from the community. They just decided to ignore them. They should explain why they decided like that - if it is really needed - and then inform about the progress and plans.

Same goes to issues mentioned in YT videos. In general, they are quite similar and also they just sum up all the issues which were mentioned in the community. It would be actually quite easy to group these questions and answer them - but that would need somebody from CO/Paradox who actually has some interest to really communicate with players. Seems, there is non.

So we are getting these WotW which are kind of pointless - this kind of info should be part of the game manual or so. WotW should be about updates how they are going to fix the game and what is the progress.
 
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They did. Several times. Have problems with the situation of the game? Play something else for a while.

They did it is true.
They blamed the community. That didn't really work to their favour.

The recent reviews are bordering 40% - it will drop to 39% becoming Negative.
The playerbase of CS2 is half of what CS1 is and unlike what should be happening the playerbase for CS2 is dropping every single week and every single week CS1 is on the rise.

People just want a heartfelt; "Sorry we screwed up this is how we intend to fix it (Link: ROADMAP)"
It's not too much to ask for. However, continue to not do this and this game is going to have a very tough future ahead.

And somehow this is very difficult to get through to CO which, apparently, live in their own little echo chamber of positivity..
 
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Hello, any word about the perceived "lacking challenge" or "nothing matters" from a big part of the community and content creators?


Are there any plans to make a more challenging mode with impactful consequences in the future?
The design team is looking into this and we'll communicate about it when we have something concrete to share.

My question is when are you going to address the anger in the community? Or issue a full apology for the release?
The release has been discussed on multiple occasions and we have expressed that we are sorry for not meeting the expectations. We are not sorry to have released the game and we are proud to have overcome multiple issues during development, that was the most challenging we've ever faced. With that said, there is still a mountain to climb and we're working on the game; bugfixes and improvements, modding support, the promised DLC for the Ultimate Edition and the missing platforms. We believe the best way forward is to keep working on the game and learn from the mistakes. There are people playing Cities: Skylines II and we're committed to them and to this game.

Yes, you claimed there isn't really any news until the next patch. But, there is! Let me give you a couple hints for the next WotW:
  • Job openings: people have seen that you have 4 job openings for senior personnel. You could've written a whole post about it. And please don't say that isn't a topic people would be interested in this. People have been asking for you to expand your team for months now. It would actually be a WotW that would be welcomed by the community, and you would for once get kudo's
  • The streamers: come on. Everyone has seen the numerous YouTube-video's from well known streamers. Address the issue!
  • It's been a couple of weeks since the last patch. You could give some insights what has been worked on. We get that you don't have a weekly update on bug fixes. But you must have made a bunch of progress since the last patch.
We have agreed not to release any information that is not concrete and could cause further disappointment. When it comes to the streamers (and community) we have received the feedback and it's taken into account. Before there are any concrete results we're not able to share it. Progress is being made and it will be communicated. We have not abandoned the game. Thanks for the feedback on the open positions, didn't think of that!

They've already apologized. The problem is they don't want to spend any of our hard earned revenue to hire additional engineers to fix the problems more quickly than a normal QC patching process will allow.

The deeper issue, however, IMO, is that they need a game optimized for consoles in addition to PCs. I'd love to know how much revenue comes from console sales. If they give PCs the game they deserve, it will leave consoles and older PCs in the dust. We got that version of CS1 through free-for-all modding on Steam. But there were a different set of problems on Steam ... it's the Wild West out there. So we're waiting for a streamlined moderated modding community.


But IMO they really need to release two versions of the game designed and optimized for different types of machines.
9 women can't make a baby in one month is probably a good way to describe the situation we've faced. Unfortunately throwing money at a problem doesn't always solve issues. With that said we are indeed looking to strengthen the team and we wish to find suitable people to work with us so we can speed up the development in the long run.

Consoles are something we've committed to at announcement, but as those are not available to purchase there's no revenue from them. All the optimizations required for it will benefit the PC. We believe we can find places to still optimize the game further without dumbing down the simulation. Though it also requires work for different reasons.

For people who have bought CS1, all its DLC, and those that play on PC and only ever played it with 100 mods minimum, which i would guess includes a good chunk of the community, that time and investment just isnt worth giving up for CS2 yet. That seems to me the most urgent problem for this game.
I fully understand and respect this and it's not urgent. It took 10 years to get CS1 to the point it is today. We'll be happy to welcome you to Cities: Skylines II in the years to come, when you feel the game (or the modding) is ready.
 
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Nothing is faked, but the game is balanced to be easy enough to be played in a chill fashion for everyone. Still about half the people complained about not being able to make their city profitable. Traffic is actually only despawned when they are in an eternal waiting cycle. To my understanding, this is unlike in CS1 where they are despawned whenever traffic gets too heavy. It should be quite easy for people to make a hard mode for the game because now everything is actually simulated instead most of it being faked as in CS1 and most other similar games.

I think this game has the most actually simulated agents ever in a game, at least given how sophisticated they are. People are moving around somewhat less in a big city mostly not because of performance, but because the time scale means the city doesn't scale as in real life so a realistic number would just gridlock every city. But if you for example compare to CS1, it had a hard limit on how many agents can be on the move, while this game has none, and here everybody is actually simulated whatever the city size. If you have ideas on how to make a "realistic" city sim game with a time scale that is not boring but also doesn't have this problem, I'm all ears.
You're right in a way, the problem here isn't that things are faked, it's that they're faked so obviously. If they can't make the game run well by simulating every single agent, and the time dilation is holding things back, then I see two options. One is to just fake it better. Wouldnt be too hard to run calculations for certain areas and add dummy traffic, or fill a park with fake citizens if it's supposed to be busy but no one can get there. The other option is to simulate a time closer to reality, just go all in on the realism. Neither one is easy, and what we got instead was a quick easy fix to a fundamentally broken game.
 
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The design team is looking into this and we'll communicate about it when we have something concrete to share.


The release has been discussed on multiple occasions and we have expressed that we are sorry for not meeting the expectations. We are not sorry to have released the game and we are proud to have overcome multiple issues during development, that was the most challenging we've ever faced. With that said, there is still a mountain to climb and we're working on the game; bugfixes and improvements, modding support, the promised DLC for the Ultimate Edition and the missing platforms. We believe the best way forward is to keep working on the game and learn from the mistakes. There are people playing Cities: Skylines II and we're committed to them and to this game.


We have agreed not to release any information that is not concrete and could cause further disappointment. When it comes to the streamers (and community) we have received the feedback and it's taken into account. Before there are any concrete results we're not able to share it. Progress is being made and it will be communicated. We have not abandoned the game. Thanks for the feedback on the open positions, didn't think of that!


9 women can't make a baby in one month is probably a good way to describe the situation we've faced. Unfortunately throwing money at a problem doesn't always solve issues. With that said we are indeed looking to strengthen the team and we wish to find suitable people to work with us so we can speed up the development in the long run.

Consoles are something we've committed to at announcement, but as those are not available to purchase there's no revenue from them. All the optimizations required for it will benefit the PC. We believe we can find places to still optimize the game further without dumbing down the simulation. Though it also requires work for different reasons.


I fully understand and respect this and it's not urgent. It took 10 years to get CS1 to the point it is today. We'll be happy to welcome you to Cities: Skylines II in the years to come, when you feel the game (or the modding) is ready.
But why not have small updates as bugs are fixed, instead of a big one in a long time? There are too many bugs to be waiting so long for an update.
 
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The design team is looking into this and we'll communicate about it when we have something concrete to share.


The release has been discussed on multiple occasions and we have expressed that we are sorry for not meeting the expectations. We are not sorry to have released the game and we are proud to have overcome multiple issues during development, that was the most challenging we've ever faced. With that said, there is still a mountain to climb and we're working on the game; bugfixes and improvements, modding support, the promised DLC for the Ultimate Edition and the missing platforms. We believe the best way forward is to keep working on the game and learn from the mistakes. There are people playing Cities: Skylines II and we're committed to them and to this game.


We have agreed not to release any information that is not concrete and could cause further disappointment. When it comes to the streamers (and community) we have received the feedback and it's taken into account. Before there are any concrete results we're not able to share it. Progress is being made and it will be communicated. We have not abandoned the game. Thanks for the feedback on the open positions, didn't think of that!


9 women can't make a baby in one month is probably a good way to describe the situation we've faced. Unfortunately throwing money at a problem doesn't always solve issues. With that said we are indeed looking to strengthen the team and we wish to find suitable people to work with us so we can speed up the development in the long run.

Consoles are something we've committed to at announcement, but as those are not available to purchase there's no revenue from them. All the optimizations required for it will benefit the PC. We believe we can find places to still optimize the game further without dumbing down the simulation. Though it also requires work for different reasons.


I fully understand and respect this and it's not urgent. It took 10 years to get CS1 to the point it is today. We'll be happy to welcome you to Cities: Skylines II in the years to come, when you feel the game (or the modding) is ready.
Thank you for this response, i'm happy to hear the design team is looking into 'nothing matters' and 'lacking challenge' as this is a big issue in the game. I am also glad to hear that feedback from content creators is being taken into account.

However, these things should have been properly mentioned in the word of the week. I reckon a lot of people have been waiting to hear something along these lines.

We all want this game to succeed, the reason people are frustrated is because we care about the game. I care about this game (a lot), I want it to live up to it's potential, so I feel it's important to hear reassuring things like this in the word of the week.

I think it's important to adress community concerns and to interact with the community. Things not being adressed/being silent just leads to more frustration and loss of hope of this game ever being what we all hoped it would be.
 
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Excuse my language but holy shiz! I'm pretty mad... these WOTWs are so useless! Again, you confirm what everyone already knew- the simulation is completely faked with tons of failsafes to prevent anything from actually happening if you're not doing well. If there is somehow a traffic jam, then citizens will just start despawning instead of adding to the traffic jam, which will eventually just clear up the jam and solve your issue.

And let me get this straight, you noticed while developing that too many agents was making the game slow down, so instead of like fixing it, you just tried to take their cars away? So they wouldn't try to pathfinder and add to the simulation load? But then that didn't work so you just made them like sit at home and do nothing?? I honestly question who is making these terrible choices. None of it makes any sense in a SIMULATION game!

And then you admit that education isn't balanced... Is this something you noticed before or after everyone else who played pointed it out? If it's after, how did you not notice this before and fix it? Why isn't it fixed yet??

And why aren't you answering any of these questions that EVERYONE is asking??????

I think I'm gonna just give up and move on. Steam keeps denying my refund, so looks like I'm just out 90 dollars... who knows when I'll be getting that dlc
"I think I'm gonna just give up and move on." The only sensible sense in this otherwise every week same ritual of frustrated people who also want their own WOTW.
 
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The design team is looking into this and we'll communicate about it when we have something concrete to share.


The release has been discussed on multiple occasions and we have expressed that we are sorry for not meeting the expectations. We are not sorry to have released the game and we are proud to have overcome multiple issues during development, that was the most challenging we've ever faced. With that said, there is still a mountain to climb and we're working on the game; bugfixes and improvements, modding support, the promised DLC for the Ultimate Edition and the missing platforms. We believe the best way forward is to keep working on the game and learn from the mistakes. There are people playing Cities: Skylines II and we're committed to them and to this game.


We have agreed not to release any information that is not concrete and could cause further disappointment. When it comes to the streamers (and community) we have received the feedback and it's taken into account. Before there are any concrete results we're not able to share it. Progress is being made and it will be communicated. We have not abandoned the game. Thanks for the feedback on the open positions, didn't think of that!


9 women can't make a baby in one month is probably a good way to describe the situation we've faced. Unfortunately throwing money at a problem doesn't always solve issues. With that said we are indeed looking to strengthen the team and we wish to find suitable people to work with us so we can speed up the development in the long run.

Consoles are something we've committed to at announcement, but as those are not available to purchase there's no revenue from them. All the optimizations required for it will benefit the PC. We believe we can find places to still optimize the game further without dumbing down the simulation. Though it also requires work for different reasons.


I fully understand and respect this and it's not urgent. It took 10 years to get CS1 to the point it is today. We'll be happy to welcome you to Cities: Skylines II in the years to come, when you feel the game (or the modding) is ready.
Thank you for your responses. I do believe had this been communicated to us 2/3 weeks ago, all this anger could have avoided from the start. But I cautiously welcome any potential change in communication, and thank you for replying.

Would it be possible to have a roadmap on what CO is playing to do to help fix the many issues soon? I believe a roadmap was promised but as of now we have had no word on it.

My personal opinion is that I feel there is a lot of “we can’t share X that is concrete”. My worry is that at this moment, nothing much is being done to address the concerns of the community other than “we are looking into it”. For example, the same thing has been said of hard mode in the first WOTW iirc wrt “looking into it” and it’s still the same progress despite it being months (feel free to correct me if I’m wrong). Would you be able to share anything that is concrete about the games development at this moment?
 
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Last week we touched upon the economy in Cities: Skylines II, how it works now, and how it might be subject to change based on your feedback. This time around we’ll answer some of your questions about the citizens, education, and public transport.

Could you talk about how citizens are simulated in the game?
You have noticed that sometimes citizens don’t behave the way you might expect. Sometimes citizens vanish or they might stay at home for a day. So let’s talk about when that can happen and why. A citizen can despawn in some circumstances: for example, when there is a dead-lock with other agents, such as an overly long queue of cars, or there is no reasonable path to their destination. There is still the rule that a citizen cannot teleport to their destination. If they despawn, they teleport to their previous destination so they can’t just skip bad traffic by teleporting. Some of you have also noticed that when the city grows bigger there is a probability for whether or not an agent will travel to work or school. This is intended, and citizens become a bit more passive to reduce traffic, but there is no limit to the number of moving agents. This choice was made to keep traffic manageable because reducing private car ownership didn't help as city centers were filled with pedestrians. Performance gain from the reduced pathfind load was just an extra benefit.

How do citizens choose which products to buy?
When a citizen goes shopping for their household, the game picks the type of goods through a weighted random check. Products that citizens should need more of or more often have a heavier weight and are roughly based on real-world consumption statistics. Additionally, each age group has certain products they “prefer” which affects the weighted check. As an example, citizens are more likely to purchase food over media, and a household of seniors is even less interested in media than the other age groups. Once the products have been purchased, they’re added to the household’s resources and eventually consumed.

How did you balance the education system?
The citizen Education system closely follows the same system we had in the original Cities: Skylines. When a citizen is educated, they will get a job with a better salary which gives them more opportunities to live in different places. While we have made some improvements to it to encourage more High School students, the Education system still needs some balancing, as we feel it’s currently not working as well as it could. For example, the number of Elementary Schools needed in the city is quite huge because the percentage of the population that goes to Elementary School is big.

The children don't have a choice between studying and working so that also raises the number of students compared to other education levels, where a portion of the eligible students will choose to work instead. The Elementary School’s student capacity has been balanced around how many students the building could reasonably hold, and while it might improve the situation, a small school building with 1000 students is quite unrealistic. Currently, we are checking the factors that need to be considered to balance this issue. This includes, for example, how long it takes to graduate from different types of schools. Additionally, each school type has its own Graduation check curve that determines the probability of graduating. Elementary School has the highest probability and University has the lowest probability.

Is there a system to “unbunch” public transportation vehicles?
Public transportation vehicles can get “bunched up” due to traffic or most often when a new line is created and the vehicles spawn. We have a system that spreads out the vehicles on a singular line by extending stopping times when necessary. This helps the vehicles to move at regular intervals, so your citizens can get where they need to go and you don’t have all buses arriving in one long line, but it may take a little while for vehicles to spread out properly on a brand new line. We have received reports of public transportation vehicles getting stuck for too long at a stop and we are investigating what are the reasons behind this.

Feel free to send more questions our way and we’ll be answering them in future Words of the Week!

Sincerely,
Mariina
Will there be a fix for people sleeping outside the buildings?
 
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"We have received reports of public transportation vehicles getting stuck for too long at a stop and we are investigating what are the reasons behind this."

Great to see this finally acknowledged in a word of the week. Hopeful that this finally gets fixed in the next patch.
 
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Last week we touched upon the economy in Cities: Skylines II, how it works now, and how it might be subject to change based on your feedback. This time around we’ll answer some of your questions about the citizens, education, and public transport.

Could you talk about how citizens are simulated in the game?
You have noticed that sometimes citizens don’t behave the way you might expect. Sometimes citizens vanish or they might stay at home for a day. So let’s talk about when that can happen and why. A citizen can despawn in some circumstances: for example, when there is a dead-lock with other agents, such as an overly long queue of cars, or there is no reasonable path to their destination. There is still the rule that a citizen cannot teleport to their destination. If they despawn, they teleport to their previous destination so they can’t just skip bad traffic by teleporting. Some of you have also noticed that when the city grows bigger there is a probability for whether or not an agent will travel to work or school. This is intended, and citizens become a bit more passive to reduce traffic, but there is no limit to the number of moving agents. This choice was made to keep traffic manageable because reducing private car ownership didn't help as city centers were filled with pedestrians. Performance gain from the reduced pathfind load was just an extra benefit.

How do citizens choose which products to buy?
When a citizen goes shopping for their household, the game picks the type of goods through a weighted random check. Products that citizens should need more of or more often have a heavier weight and are roughly based on real-world consumption statistics. Additionally, each age group has certain products they “prefer” which affects the weighted check. As an example, citizens are more likely to purchase food over media, and a household of seniors is even less interested in media than the other age groups. Once the products have been purchased, they’re added to the household’s resources and eventually consumed.

How did you balance the education system?
The citizen Education system closely follows the same system we had in the original Cities: Skylines. When a citizen is educated, they will get a job with a better salary which gives them more opportunities to live in different places. While we have made some improvements to it to encourage more High School students, the Education system still needs some balancing, as we feel it’s currently not working as well as it could. For example, the number of Elementary Schools needed in the city is quite huge because the percentage of the population that goes to Elementary School is big.

The children don't have a choice between studying and working so that also raises the number of students compared to other education levels, where a portion of the eligible students will choose to work instead. The Elementary School’s student capacity has been balanced around how many students the building could reasonably hold, and while it might improve the situation, a small school building with 1000 students is quite unrealistic. Currently, we are checking the factors that need to be considered to balance this issue. This includes, for example, how long it takes to graduate from different types of schools. Additionally, each school type has its own Graduation check curve that determines the probability of graduating. Elementary School has the highest probability and University has the lowest probability.

Is there a system to “unbunch” public transportation vehicles?
Public transportation vehicles can get “bunched up” due to traffic or most often when a new line is created and the vehicles spawn. We have a system that spreads out the vehicles on a singular line by extending stopping times when necessary. This helps the vehicles to move at regular intervals, so your citizens can get where they need to go and you don’t have all buses arriving in one long line, but it may take a little while for vehicles to spread out properly on a brand new line. We have received reports of public transportation vehicles getting stuck for too long at a stop and we are investigating what are the reasons behind this.

Feel free to send more questions our way and we’ll be answering them in future Words of the Week!

Sincerely,
Mariina
Hello CS2 team, first of all, thank you for your patience in managing this rather fragile launch of CS2. I have some questions primarily about the game simulation:
- In what ways do public transports change the way citizens move around the city? Are there fewer cars in the city as in CS1? If there is, it doesn't seem like there's any change at all.
- Parks and other public places seem to be completely deserted, no one uses them, there's no life.
- Some features that we can get through mods like Line Mode could be directly included in the base game. Is there any reason why such widely used features from the previous game were not integrated? Thank you!
 
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Thanks for the update, I’m glad you’re still doing WotW. Got back into CS2 over the last few days after getting some mods running - and having a good time. This highlights the importance of mods to the game, so hope the work in that area is progressing well.

Regarding agents - I spent a lot of CS1 hoping for a higher agent limit, but this seems to be a poisoned chalice now that we have no limit. Could CS2 simulation function with an agent limit to avoid late game simulation slowdown? If so, could that be a user specified option, allowing performance to be individually optimised?
 
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Please read my text before complaining yourself. I don't ask for weekly patches. I even literally wrote that I get why they don't update weekly.
You're right, I replied to the wrong posting. However, I disagree with yours ;
They did it is true.
They blamed the community. That didn't really work to their favour.

They didn't.

The recent reviews are bordering 40% - it will drop to 39% becoming Negative.

Because only haters do their reviews for now. Eg. mine will follow when the game is ready to write an objective review

The playerbase of CS2 is half of what CS1 is and unlike what should be happening the playerbase for CS2 is dropping every single week and every single week CS1 is on the rise.

Because the fanbase stops playing, back to CS1, until the game is ready
 
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I fully understand and respect this and it's not urgent. It took 10 years to get CS1 to the point it is today. We'll be happy to welcome you to Cities: Skylines II in the years to come, when you feel the game (or the modding) is ready.
Look, we all want this game and the studio to succeed as we all just love this franchise, I have 1800 hours on CS1 and that's excluding my one year on console.

But you just cannot make the argument of "CS1 became what it is now after 8 years" yeah sure, but back then you guys were a much smaller studio with not too much experience on the genre. You know what made CS1 successful, you have years of feedback, you know the features people love and want. You're a big company with lots of experience now. It's just not an excuse to say "CS1 was barebones at launch too", CS2 is the successor of a highly successful game, so it's required for it to be better. However only significant and proper upgrade is the lighting. Content is severely insufficient. Having only one type per building is just not the way. All cities built look the same. There are many lacking features. It seems that you have wasted some needed resources on things that were really unnecessary and even bad (hint hint lifepath). Ofc, CS1 had a lot of DLCs, and since this is a commercial product as it is a game, you may want to leave some content for new DLCs. But there are tons of things to add as DLCs even after you add some proper content and incorporate at least some more of the progress CS1 had.

And also CS1 had modding support on day 1. I can understand a gaming studio perhaps not being too fond of modding, since you have made a product and other people are affecting your product without your control. But one of the things that made CS1 big and appealing to masses was custom created content. Modding community is an essential part of this franchise. Cities: Skylines is meaningful with it's modding community. Many many asset creators and modders (including me) were waiting for the game to bring their work into CS2, which would also immensely help with insufficient content issue. You need to offer some public beta modding support even if it's barebones, it has the potential of helping the situation a lot.
 
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The design team is looking into this and we'll communicate about it when we have something concrete to share.


The release has been discussed on multiple occasions and we have expressed that we are sorry for not meeting the expectations. We are not sorry to have released the game and we are proud to have overcome multiple issues during development, that was the most challenging we've ever faced. With that said, there is still a mountain to climb and we're working on the game; bugfixes and improvements, modding support, the promised DLC for the Ultimate Edition and the missing platforms. We believe the best way forward is to keep working on the game and learn from the mistakes. There are people playing Cities: Skylines II and we're committed to them and to this game.


We have agreed not to release any information that is not concrete and could cause further disappointment. When it comes to the streamers (and community) we have received the feedback and it's taken into account. Before there are any concrete results we're not able to share it. Progress is being made and it will be communicated. We have not abandoned the game. Thanks for the feedback on the open positions, didn't think of that!


9 women can't make a baby in one month is probably a good way to describe the situation we've faced. Unfortunately throwing money at a problem doesn't always solve issues. With that said we are indeed looking to strengthen the team and we wish to find suitable people to work with us so we can speed up the development in the long run.

Consoles are something we've committed to at announcement, but as those are not available to purchase there's no revenue from them. All the optimizations required for it will benefit the PC. We believe we can find places to still optimize the game further without dumbing down the simulation. Though it also requires work for different reasons.


I fully understand and respect this and it's not urgent. It took 10 years to get CS1 to the point it is today. We'll be happy to welcome you to Cities: Skylines II in the years to come, when you feel the game (or the modding) is ready.
I would like to thank you for this post. For me it is much more valuable than the original word of the week, and it actually gave me hope . If it would be possible to have something like this in official WOW, it would be great. Something like post question prior to WOW, so we can vote on them and let you know on what we are interested the most and you can address them in the next WOW.

I am one of the players who has game crashing bug, where the game crashes 5s after unpaused. From the bug reports and discussion in them, I am not the only. So my question for the next WOW or now would be: "Why you decided to not release fixes for game crashing bugs outside regular cycles you stated previously?"

It is hard to put the CS2 for month and half on the shelf, so it would be great to know your reasoning behind the decision.
 
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Fact is that this game has a hard limit of how many agents can be on the move, even though it was sold as having no limits.
This claim is just baseless. There is actually no limit, unlike in CS1, and in fact everything the game does is a ridiculous upscale from the previous game that just fakes everything instead of trying to simulate anything. Yes, it's not a perfect game in many ways but please at least provide criticism that makes some kind of a sense.
 
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