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CO Word of the Week #14

While we’re receiving plenty of questions about Cities: Skylines II features, we have also received a ton of questions on topics surrounding the game. Today we’ll go over some of the difficult ones.

Are you going to address the content creators’ concerns and criticisms?
All constructive feedback that we receive is valued and very much appreciated. Thank you to those of you who tagged us and shared the content creators' videos that highlight feedback you agree with and to everyone who took part in the constructive discussions that followed. For example, Biffa and City Planner Plays released videos with useful and constructive criticism that we have gone over with the team. We’ll be addressing the feedback according to the process described below.

Feedback process_transparent.png


Here are some examples of the smaller changes we have made since release based on your feedback:
- Added line color to passenger ships, cargo ships, and cargo train engines.
- Improved moving in pathfinding. This prevents citizens from reserving homes from disconnected buildings (Or moving into the city at all if it's not connected to an outside connection).
- Increased all emergency vehicle siren sound distances.

And I believe the more interesting part is the larger changes that we are looking into now, based on the community feedback:
- Land Value and Zone Suitability
- Education system, specifically kids and teens
- More transparency in the economic system
- Balancing subsidies and service importing
- Balancing negative happiness modifiers with lack of basic utilities (water, sewage, electricity)

How do you plan to get out of this mess? / What is in the works to fix Cities: Skylines II? / What will you do to set things right for the disaster launch of CS2?
We’d much rather be in a different position than we are in at the moment, but we cannot change the past. We’re working very hard to catch up on the missing modding support, missing platforms, the content for the Ultimate Edition, and improving the performance and fixing bugs this year. The team is divided to work on different tasks so that we’re seeing progress on all fronts and while it might not feel that it’s fast enough I can assure you we are all doing the best we can. Only time will tell if this is enough to turn things around.

There have also been many questions about the patch cadence and why we moved away from weekly patches. Weekly patches are too heavy for us to keep up with and the issues we are working on need more time than just a few hours or days to fix. We’re a small team of 30 developers and we have to plan the work in a way that creates the fastest results. So instead of spending a big part of the week working on the build deliveries and QA rounds, we can use that time to work on the fixes themselves. For the Ultimate Edition, the DLCs already have a rough schedule so we’ll have good opportunities to patch the game at the same time. This doesn’t mean that we never patch the game between the DLC releases. The goal is to improve the game as quickly as possible and when we have a solid patch ready and tested it will be released.

We are aware we have a mountain to climb when it comes to delivering on the expectations but we have our ice picks ready and we are surely used to the cold. We're going to keep on climbing and you'll continue to see that progress in the game.

Why wasn’t modding support available at release?
The biggest regret we have is that modding support is not yet available for the game. We have been working on it since the beginning of the project and the intent was to have it fully ready at release. Code modding support, map, and asset editing were all planned to be fully usable and mods shareable in one place. We still believe that offering modding support makes any game better and that the tools and mods should be available for all players to enjoy at no additional cost.

During the project we faced, and still continue to face, technical difficulties that affect the speed and quality of the development, especially performance. We simply ran out of time as the focus had to shift from modding support to all hands on deck to fix the performance. All this work is still ongoing.

We’ll be communicating more on the status of the modding soon. It’s not an ideal situation but we are committed to keep working on this part of the game because it means so much to you and to us. “A Colossal Order game is a moddable one” is a promise we have made to ourselves years ago and work very hard to keep.

And we’ll top off today’s WotW with a few quick ones:
Q: More animations to come? Construction, firemen, etc
A: Yes, in the future we’ll be adding more animations to bring details and life to the cities!
Q: When will we have cycle paths on CSII?
A: I don’t know when we’ll get around to them, but Cities: Skylines II will have bikes and bike paths.
Q: Will you add more types of buildings or special buildings?
A: Yes, there will be more buildings both free and paid for the game in the future. If there is something specific you hope to see, we’d love to hear it!
Q: Will we get actual quays like the ones in CS1?
A: This sounds like it would fit great with the harbor-themed Bridges & Ports DLC coming later this year!
Q: When will we get props?
A: Adding the props to the menus for free placement in the game has come up as a request quite often. This is not something we are actively looking into at the moment, but will be added to the wishlist!
Q: When will the land value issue finally be fixed?
A: In the next update we’ll have part of it fixed, but the issues that are tied to the economy will take a bit longer to be resolved still.
Q: Will there be more biomes like wetlands/jungle or more desert like Texas?
A: Yes, we plan to add more maps with different biomes and also assets for you to create your own.

Thank you for all the questions, as well as the constructive criticism and feedback, it is valued and appreciated. Keep it coming! We’ll be back next week with something different: words from the art team!

Sincerely,
Mariina
 
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Good communication in this one. It feels like the good old days when CS1 was being developed and the community was treated like a part of the team. Looking forward to seeing all of your hard work come to fruition in the future. Cheers
 
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As someone brought it up here again. Would you mind answering questions about staffing (see here for an example: https://forum.paradoxplaza.com/forum/threads/wotw-questions-to-co.1624962/)

This is understandably concerning for the game's future, and I think this needs to be discussed openly.

I’ve been curious about this too.

I really hope that optimization is still within the scope of what is considered "important".

It is. The game has to run on consoles. If they scrap the console version, start getting concerned.
 
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I've been critical of several of the past Words of the Week, but this one is the first that genuinely acknowledges ongoing concerns and accepts that the current situation of the game is far from ideal.

While this entry doesn't solve ongoing issues, the candidness is appreciated. Ideally, we'd have a roadmap of when the game is expected to be in a state that will 'turn things around' but I can appreciate that may be a challenge to provide - maybe a rough yardstick of we expect it'll meet our vision in X months could be suitable?

@co_martsu please use the candidness from this Word of the Week as a guide for future entries. You burnt through so much goodwill by previously giving the impression (whether intentional or not) that you were understating consumer concerns.
 
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I appreciate the candor and the updates this week. I noticed others mention that prop line tool or find it should be in the base game. I agree they should and they would be an easy win to put them in now. They would also be an easy win for when they put the actual modding into the game. I imagine that those two mods will be the most popular downloads on day 1 of modding season. Then they can point to big numbers of downloads right away. Also find it does exist now but it lacks things like a thumbnail pic or easy to read lists. So I can see why they let the modders take care of that and focus their resources on more important matters such as land value, education demand, and optimizations.
I look forward to the next patch, although I have really high expectations on that.
 
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Actually, your "basic rule of running a business" is a good way to go bankrupt pretty fast.
My expectations are based on what they advertised, so their own "vision", as you say, doesn't match their rhetoric.

No, it is actually how every company does their business. Nobody starts a business or continues to run it based on what customers expect. It is always driven by a vision that entrepreneur has, regardless of the business sector. Afterwards SOME customer feedback can be considered to improve the product IF it fits the vision closely enough [...]

Nonsense, @anydaytv had it right. I've created a number of companies over the past two decades. All are doing well, while I've seen many "visionaries" crash in front of me. Or they never get started. Or they make great pitches but burn their investors.

A vision without an idenitifed market to serve and a problem to solve goes nowhere. This really is MBA 101, and is in every business plan; all three are needed. The vision offers an innovative (or derivative) solution to that problem, but first the problem has to be defined and there needs to be enough people with the problem to make the solution profitable. Building a widget with no existing market or a solution to a problem that doesn't exist is a path to failure. Sure, exceptions exist, but are swamped by the crashes.

In the case before us, CO saw both a market (the masses of people happy with and loyal to CS:1) and a problem to solve (a decade-old codebase that was reaching the limits of extendability). CS2 is indeed the vision of how to do the upgrade, but that vision could not exist without first awareness of the market and problem. How well CO's vision (and more importantly execution of that vision and how it met expectations) solves the problem is what we're addressing here.
 
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I've been critical of several of the past Words of the Week, but this one is the first that genuinely acknowledges ongoing concerns and accepts that the current situation of the game is far from ideal.
Have you even read any of the earliest WoTWs? Here's an extract from WoTW #1 (highlights mine):
As you may have noticed Cities: Skylines II was released last week and we are happy the game is finally out! However, the launch was overshadowed by technical issues which caused disappointment, and rightfully so. We are happy to see that many players do enjoy the game and for those who are currently unable to play, I want you to know that we are working on a number of fixes and improvements to address your reports.

The first hotfix patch was quick to roll out on Steam last week and this morning the patch for Microsoft Store and Game Pass finally made it live. We will have to see how we can speed up the patching process so we don’t have players waiting for these important fixes longer than necessary. The patch included optimization for LODs, or Level of Detail, which means that the game renders fewer details when the camera is far away from the object. Finding optimal LOD levels is a balancing act between visual fidelity and performance, and we’ll be addressing this in future patches. Yes, including the characters and their teeth! We also identified some offenders such as the depth of field, global illumination, and fog, all now tweaked for improved performance. Additionally, the patch included fixes for a few crash bugs and stutter cases.

This week we will continue to go through the forum reports and fix the most urgent issues. The work on the assets and LODs continues, but it’s a task spanning over a longer period of time as there are quite a few different types of assets needing special attention. On top of the performance work, we are looking into gameplay issues you have reported. We have fixes being tested for education, where college/university eligibility is not shown correctly in the UI, and for trading, where it looks like the citizens are not consuming all different commercial types correctly resulting in not enough customers for the local business. We are currently investigating a garbage problem and it seems that some citizens are abandoning their dogs resulting in a huge dog pack just stranded in the city. Not cool, citizens, not cool at all.

The performance improvements and bug fixes take top priority until we have reached a level we are satisfied with. All the performance improvements will benefit the development of the console platforms and we hope to bring the game to Xbox Series X/S and PS5 as soon as possible!

I want to thank everyone for the reports, they’re very helpful and we appreciate you taking the time to provide us with the information we need. We will go through all of the reports as fast as we can. If you are experiencing a crash or performance issue please create a report on our support forum found here:
https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/

I will be back next week to give you an update on how the work is progressing. Until then, thank you to everyone for the patience and support, it means a lot to us.
There is no way people can honestly say that this WoTW does not "acknowledge ongoing concerns and accept that the current situation of the game is far from ideal." People should go back and refresh themselves on what Mariina actually said about the game's problems and what CO intends to do about them, which is extensive.
 
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Q: When will we get props?
A: Adding the props to the menus for free placement in the game has come up as a request quite often. This is not something we are actively looking into at the moment, but will be added to the wishlist!

I have seen videos demonstrating how to place props using developer mode, though the interface for that is ... ugly.
As such, is this not something that could be implemented by a mod?
Maybe CO is anticipating this, hoping that once mod support is enabled (or even before), a simple end-user implementation of Dev UI's "Add Object" will be implemented as a priority. Indeed, based on its description the existing "Findstuff" mod might already do this....
 
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Have you even read any of the earliest WoTWs? Here's an extract from WoTW #1 (highlights mine):

There is no way people can honestly say that this WoTW does not "acknowledge ongoing concerns and accept that the current situation of the game is far from ideal." People should go back and refresh themselves on what Mariina actually said about the game's problems and what CO intends to do about them, which is extensive.
Yes I have and that WoTW simply acknowledges what was widely known at time of launch - there were several WoTW's that did not address ongoing concerns or the growing unease of the userbase around progress.

This candid WoTW is genuinely refreshing after several that:
1. Brushed aside ongoing concerns,
2. Blamed the userbase
3. Stated they would reduce communications.

The game has now been out for more than three months and its fair to say that it currently doesn't meet expectations that were set. Candid communications like we have this week will at least help in keeping the customer base alongside for the journey.
 
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Yes I have and that WoTW simply acknowledges what was widely known at time of launch - there were several WoTW's that did not address ongoing concerns or the growing unease of the userbase around progress.

This candid WoTW is genuinely refreshing after several that:
1. Brushed aside ongoing concerns,
2. Blamed the userbase
3. Stated they would reduce communications.

The game has now been out for more than three months and its fair to say that it currently doesn't meet expectations that were set. Candid communications like we have this week will at least help in keeping the customer base alongside for the journey.
1. Post extracts from ones which "brush aside ongoing concerns". I see lots of people getting upset because their favorite bug isn't getting the urgent attention they want for it but that's utterly different to CO actively brushing concerns aside.
2. The infamous "this game just might not be for you" quote wasn't actually from a WoTW, it was from a response by Mariina in the depths of the WoTW #5 comments. Not her finest moment but not part of a polished WoTW either. In the context of the extensive WoTWs she'd been posting it was overblown.
3. They sensibly stated they intended to reduce communication because as they'd done all the easy bugs and were moving onto the longer term ones they wouldn't have as much concrete information to give us. PDX promptly made their infamous "call from Sweden" and we got three weeks of fluff. Today's WoTW contains useful stuff because they've been working on it for the past four weeks and Mariina finally had useful, substantive things to tell us. Blaming them for posting fluff when PODX forced their hand is dishonest. The one thing Marina has acknowledged over and over is that the game is not up to scratch. They're in the WoTWs that nobody seems to have read.

Nobody's disputing that the game is not up to snuff. But I for one am getting tired of the revisionism going on which ignores the extensive things CO have said and done in favour of a "the monsters, they done nothing but ignore us for four months" line which is blatantly untrue.
 
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This is the best WoW of all.

It addresses almost all the concerns I had and hopefully those of many others.

I am really excited for both the difficulty changes and the added animations, my 2 main issues with the game.

Good luck for the future!

Edit: just to specify it wasn't sarcastic.

My big issue with the game is lack of challenge and the emptyness of stadiums and parks with no animations.

I have a powerful rig and I don't have performance problems so it is not a priority for me.
Where does it say that the difficulty/failsafes will be changed in the WOTW out of curiosity? I can’t seem to find it.
 
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1. Post extracts from ones which "brush aside ongoing concerns". I see lots of people getting upset because their favorite bug isn't getting the urgent attention they want for it but that's utterly different to CO actively brushing concerns aside.
2. The infamous "this game just might not be for you" quote wasn't actually from a WoTW, it was from a response by Mariina in the depths of the WoTW #5 comments. Not her finest moment but not part of a polished WoTW either. In the context of the extensive WoTWs she'd been posting it was overblown.
3. They sensibly stated they intended to reduce communication because as they'd done all the easy bugs and were moving onto the longer term ones they wouldn't have as much concrete information to give us. PDX promptly made their infamous "call from Sweden" and we got three weeks of fluff. Today's WoTW contains useful stuff because they've been working on it for the past four weeks and Mariina finally had useful, substantive things to tell us. Blaming them for posting fluff when PODX forced their hand is dishonest. The one thing Marina has acknowledged over and over is that the game is not up to scratch. They're in the WoTWs that nobody seems to have read.

Nobody's disputing that the game is not up to snuff. But I for one am getting tired of the revisionism going on which ignores the extensive things CO have said and done in favour of a "the monsters, they done nothing but ignore us for four months" line which is blatantly untrue.

I'm not sure what you intend to achieve by being argumentative over this, the communication today had a differing tone to other weeks and addressed several pertinent questions. It's a welcomed change to the previous communication style, a view that seems to be shared by several comments across this thread.

I'm fairly certain no one in these forums wants CO or CS2 to fail, but the way they communicate matters in trying to maintain goodwill and confidence that CS2 will eventually meet expectations.
 
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I'm not sure what you intend to achieve by being argumentative over this, the communication today had a differing tone to other weeks and addressed several pertinent questions. It's a welcomed change to the previous communication style, a view that seems to be shared by several comments across this thread.

I'm fairly certain no one in these forums wants CO or CS2 to fail, but the way they communicate matters in trying to maintain goodwill and confidence that CS2 will eventually meet expectations.
I am being argumentative over this because honesty and fairness matter. It's not like there's a shortage of legitimate reasons to criticise CO, people shouldn't attack them for things we know aren't their fault, but that is increasingly what is happening. People are developing a narrative which always casts CO in the worst possible light regardless of the facts and I'm tired of seeing it. That's why you haven't responded with the extracts to support your own over-blown claim that CO have been "brushing aside ongoing concerns". They haven't been doing that. Their failures lie elsewhere.

I said much the same thing back in early January:

Say what else you like about CO but they are not silent. Compared to most game developers they're positively garrulous. The CEO posts a blog once a week! What do you actually want from them? [profanity moderated out]

PS: I love how none of the people disagreeing with me have articulated exactly what they want from CO in way of communication that they're not getting. Maybe it's because the CEO and CM are so frequently in here answering questions and acknowledging problems they can only disagree with me out of spite.
Not only do I stand by what I said, it's gotten worse since then. There's a lot of spite in these forums. It's part of what Mariina called toxicity. It needs to be called out.

Ed: and the spite continues. :(
 
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While we’re receiving plenty of questions about Cities: Skylines II features, we have also received a ton of questions on topics surrounding the game. Today we’ll go over some of the difficult ones.

Are you going to address the content creators’ concerns and criticisms?
All constructive feedback that we receive is valued and very much appreciated. Thank you to those of you who tagged us and shared the content creators' videos that highlight feedback you agree with and to everyone who took part in the constructive discussions that followed. For example, Biffa and City Planner Plays released videos with useful and constructive criticism that we have gone over with the team. We’ll be addressing the feedback according to the process described below.

View attachment 1086522

Here are some examples of the smaller changes we have made since release based on your feedback:
- Added line color to passenger ships, cargo ships, and cargo train engines.
- Improved moving in pathfinding. This prevents citizens from reserving homes from disconnected buildings (Or moving into the city at all if it's not connected to an outside connection).
- Increased all emergency vehicle siren sound distances.

And I believe the more interesting part is the larger changes that we are looking into now, based on the community feedback:
- Land Value and Zone Suitability
- Education system, specifically kids and teens
- More transparency in the economic system
- Balancing subsidies and service importing
- Balancing negative happiness modifiers with lack of basic utilities (water, sewage, electricity)

How do you plan to get out of this mess? / What is in the works to fix Cities: Skylines II? / What will you do to set things right for the disaster launch of CS2?
We’d much rather be in a different position than we are in at the moment, but we cannot change the past. We’re working very hard to catch up on the missing modding support, missing platforms, the content for the Ultimate Edition, and improving the performance and fixing bugs this year. The team is divided to work on different tasks so that we’re seeing progress on all fronts and while it might not feel that it’s fast enough I can assure you we are all doing the best we can. Only time will tell if this is enough to turn things around.

There have also been many questions about the patch cadence and why we moved away from weekly patches. Weekly patches are too heavy for us to keep up with and the issues we are working on need more time than just a few hours or days to fix. We’re a small team of 30 developers and we have to plan the work in a way that creates the fastest results. So instead of spending a big part of the week working on the build deliveries and QA rounds, we can use that time to work on the fixes themselves. For the Ultimate Edition, the DLCs already have a rough schedule so we’ll have good opportunities to patch the game at the same time. This doesn’t mean that we never patch the game between the DLC releases. The goal is to improve the game as quickly as possible and when we have a solid patch ready and tested it will be released.

We are aware we have a mountain to climb when it comes to delivering on the expectations but we have our ice picks ready and we are surely used to the cold. We're going to keep on climbing and you'll continue to see that progress in the game.

Why wasn’t modding support available at release?
The biggest regret we have is that modding support is not yet available for the game. We have been working on it since the beginning of the project and the intent was to have it fully ready at release. Code modding support, map, and asset editing were all planned to be fully usable and mods shareable in one place. We still believe that offering modding support makes any game better and that the tools and mods should be available for all players to enjoy at no additional cost.

During the project we faced, and still continue to face, technical difficulties that affect the speed and quality of the development, especially performance. We simply ran out of time as the focus had to shift from modding support to all hands on deck to fix the performance. All this work is still ongoing.

We’ll be communicating more on the status of the modding soon. It’s not an ideal situation but we are committed to keep working on this part of the game because it means so much to you and to us. “A Colossal Order game is a moddable one” is a promise we have made to ourselves years ago and work very hard to keep.

And we’ll top off today’s WotW with a few quick ones:
Q: More animations to come? Construction, firemen, etc
A: Yes, in the future we’ll be adding more animations to bring details and life to the cities!
Q: When will we have cycle paths on CSII?
A: I don’t know when we’ll get around to them, but Cities: Skylines II will have bikes and bike paths.
Q: Will you add more types of buildings or special buildings?
A: Yes, there will be more buildings both free and paid for the game in the future. If there is something specific you hope to see, we’d love to hear it!
Q: Will we get actual quays like the ones in CS1?
A: This sounds like it would fit great with the harbor-themed Bridges & Ports DLC coming later this year!
Q: When will we get props?
A: Adding the props to the menus for free placement in the game has come up as a request quite often. This is not something we are actively looking into at the moment, but will be added to the wishlist!
Q: When will the land value issue finally be fixed?
A: In the next update we’ll have part of it fixed, but the issues that are tied to the economy will take a bit longer to be resolved still.
Q: Will there be more biomes like Im lining
While we’re receiving plenty of questions about Cities: Skylines II features, we have also received a ton of questions on topics surrounding the game. Today we’ll go over some of the difficult ones.

Are you going to address the content creators’ concerns and criticisms?
All constructive feedback that we receive is valued and very much appreciated. Thank you to those of you who tagged us and shared the content creators' videos that highlight feedback you agree with and to everyone who took part in the constructive discussions that followed. For example, Biffa and City Planner Plays released videos with useful and constructive criticism that we have gone over with the team. We’ll be addressing the feedback according to the process described below.

View attachment 1086522

Here are some examples of the smaller changes we have made since release based on your feedback:
- Added line color to passenger ships, cargo ships, and cargo train engines.
- Improved moving in pathfinding. This prevents citizens from reserving homes from disconnected buildings (Or moving into the city at all if it's not connected to an outside connection).
- Increased all emergency vehicle siren sound distances.

And I believe the more interesting part is the larger changes that we are looking into now, based on the community feedback:
- Land Value and Zone Suitability
- Education system, specifically kids and teens
- More transparency in the economic system
- Balancing subsidies and service importing
- Balancing negative happiness modifiers with lack of basic utilities (water, sewage, electricity)

How do you plan to get out of this mess? / What is in the works to fix Cities: Skylines II? / What will you do to set things right for the disaster launch of CS2?
We’d much rather be in a different position than we are in at the moment, but we cannot change the past. We’re working very hard to catch up on the missing modding support, missing platforms, the content for the Ultimate Edition, and improving the performance and fixing bugs this year. The team is divided to work on different tasks so that we’re seeing progress on all fronts and while it might not feel that it’s fast enough I can assure you we are all doing the best we can. Only time will tell if this is enough to turn things around.

There have also been many questions about the patch cadence and why we moved away from weekly patches. Weekly patches are too heavy for us to keep up with and the issues we are working on need more time than just a few hours or days to fix. We’re a small team of 30 developers and we have to plan the work in a way that creates the fastest results. So instead of spending a big part of the week working on the build deliveries and QA rounds, we can use that time to work on the fixes themselves. For the Ultimate Edition, the DLCs already have a rough schedule so we’ll have good opportunities to patch the game at the same time. This doesn’t mean that we never patch the game between the DLC releases. The goal is to improve the game as quickly as possible and when we have a solid patch ready and tested it will be released.

We are aware we have a mountain to climb when it comes to delivering on the expectations but we have our ice picks ready and we are surely used to the cold. We're going to keep on climbing and you'll continue to see that progress in the game.

Why wasn’t modding support available at release?
The biggest regret we have is that modding support is not yet available for the game. We have been working on it since the beginning of the project and the intent was to have it fully ready at release. Code modding support, map, and asset editing were all planned to be fully usable and mods shareable in one place. We still believe that offering modding support makes any game better and that the tools and mods should be available for all players to enjoy at no additional cost.

During the project we faced, and still continue to face, technical difficulties that affect the speed and quality of the development, especially performance. We simply ran out of time as the focus had to shift from modding support to all hands on deck to fix the performance. All this work is still ongoing.

We’ll be communicating more on the status of the modding soon. It’s not an ideal situation but we are committed to keep working on this part of the game because it means so much to you and to us. “A Colossal Order game is a moddable one” is a promise we have made to ourselves years ago and work very hard to keep.

And we’ll top off today’s WotW with a few quick ones:
Q: More animations to come? Construction, firemen, etc
A: Yes, in the future we’ll be adding more animations to bring details and life to the cities!
Q: When will we have cycle paths on CSII?
A: I don’t know when we’ll get around to them, but Cities: Skylines II will have bikes and bike paths.
Q: Will you add more types of buildings or special buildings?
A: Yes, there will be more buildings both free and paid for the game in the future. If there is something specific you hope to see, we’d love to hear it!
Q: Will we get actual quays like the ones in CS1?
A: This sounds like it would fit great with the harbor-themed Bridges & Ports DLC coming later this year!
Q: When will we get props?
A: Adding the props to the menus for free placement in the game has come up as a request quite often. This is not something we are actively looking into at the moment, but will be added to the wishlist!
Q: When will the land value issue finally be fixed?
A: In the next update we’ll have part of it fixed, but the issues that are tied to the economy will take a bit longer to be resolved still.
Q: Will there be more biomes like wetlands/jungle or more desert like Texas?
A: Yes, we plan to add more maps with different biomes and also assets for you to create your own.

Thank you for all the questions, as well as the constructive criticism and feedback, it is valued and appreciated. Keep it coming! We’ll be back next week with something different: words from the art team!

Sincerely,
Mariina
I’m liking everything here except

Q: Will we get actual quays like the ones in CS1?
A: This sounds like it would fit great with the harbor-themed Bridges & Ports DLC coming later this year!

Are you guys really planning on putting a cs1 base game content into a payed dlc??? Feel like that’s a really low move
 
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Thanks for all the positive feedback on the content of the word! Kind reminder here that please be respectful to each other even if you would disagree. Let's have conversations, not fights.
As someone brought it up here again. Would you mind answering questions about staffing (see here for an example: https://forum.paradoxplaza.com/forum/threads/wotw-questions-to-co.1624962/)

This is understandably concerning for the game's future, and I think this needs to be discussed openly.
When it comes to staffing and working at Colossal Order I can surely write more about it. Maybe in a future Word of the Week!
We have a few metrics we think indicates that our devs like it here, like the fact that they are not leaving (we have less than one person resign per year, and that's a really low number even for a small company). We opened the senior positions because we want to strengthen the team in those areas without having to rely on outsourcing. These positions have been very difficult to fill, and now we are fortunate to get some visibility and help from Paradox in our quest finding the right people. The competition for the experienced developers is brutal, and working on a simulation game in Tampere, Finland, is not everyone's cup of tea (can't see why, it's the best thing!). We're super lucky to have our small dedicated team that loves what we do and they will keep working regardless of what happens in the recruitment.
 
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An outstanding reaction score which shows how much the community has longed for these words. You are on the right track. Thank you very much and keep up the good work!
 
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I'm a vanilla player and appreciate the ability to place individual props. I was surprised to not see this as part of the base game as it was with CS1. Now, they are different games. I recognize that. But this seems like an easy thing to turn on and could be a nice quick win for CO.
I had to "respectfully" disagree with the quick win bit... whilst there is already a Asset Picker available (via developer mode or through certain greyzone mods) there are no prop images and so to push a user interface into the game, without the images of the props to show, the feedback would be an utter disaster. Check out a couple of the things available on a certain store to see how it looks without those prop images.

Personally, I'm hoping that there is some sort of autocapture/autoimager gizmo they are trying to get working that will feature as part of the Asset Editor, which will then resolve this issue and see both custom and studio props (and assets) get working placeholder images.
 
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