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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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Still not hearing a thing on console. Is it on track still , getting pushed back even farther than spring 24 as last updated in the fall or should it even be expected this year? No news feels like bad news.
I completely agree, missing an entire platform and then not even mentioning it in the word of the weeks is very dissapointing. I've found that the Console versions have been heavely dismissed and I think it should be much higher priority. I do completely agree with not having weekly bug fixes though since that would be difficult to keep up with such a small team divided into so many projects however I feel that CO and Paradox should not be making promises they cannot keep. The whole exitement has gone and I don't know how likely it would be for me playing thanks to the focus on PC's only and Mods.
 
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Okay I guess, but why can't you just come out and say you released the game too early? You say your biggest regret is not releasing with mod support like you didn't know it was something people wanted? Obviously not, you knew it wasn't ready but you released anyway. That's the part I still don't get. Damage is done, as you said, I guess...
 
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Quite the contrary, I think that it would be rather well appreciated by the community, and that it would lead, why not, an LGBT+ audience to discover this kind of game.

But nevertheless I respect your opinion :)
Are you thinking of an asset pack? I don't see how a gay bar would be different from the other bars with the current game abstraction (outside of visual differences).

Pride and other events would be cool (e.g., Carnival, protest, etc.). I think the main gameplay would be around handling the related traffic issues?
 
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Thank you for your kind words and concern. <3 I'm still around, but I've had to take a step back from replying on the forum for a while to focus on other tasks (like collecting and summarizing feedback for the design team). I've still been lurking here and I'll be back to replying regularly again at some point. ^^
So happy ur still around :)
 
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The argument by them that a game is moddable doesn't make sense when in console you can't have them (code mods). Those are the ones that make really different and releases all the potential of the game. Like we saw in som CS1 cities on PC that show really crazy futuristic/medieval/... cities. It's not only about assets, it's also mods that help to place them, or modify them (procedural objects), for example.

We can have thousands of assets in Console CS2, but still can't be able to create some of the crazy cities we've seen on PC.

And totally agree, "city painters" are totally banned from the game itself. They will have to wait to mods, and don't want to play to the game on console.

In my cities, I am not a very big fan of hardcore "city painter", but I like to do so a little bit in some areas, specially parks, CS2 really makes you forget about it because it's a really difficult thing, would be great to see some tools from the core of the game. Because, as happened in CS1, saves of cities won't work properly, as well as mods, every time we have an update. I was hoping in CS2 to play Vanilia or almost, but I think that the same pain in each update will come back in CS2 if we want some personalization and freedom to build.
Tbh if you're really into that hardcore city design and painting, then you should get a PC to mod the game that much.
 
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And please don't forget whom has been pushing hard for A CSII version and release... yes we have. So try to understadn de pressure the DEV's had/ or have to face both from the community and their own CEO/ publishing party to deliver this game.
Care to tell us who of the players did ask for a release three years overdue and still full of bugs? Not to mention that vital parts of the content are still not available, like modding support and the modding website.

So, no, it hasn't been "us". It has been CO who didn't deliver in time and certainly not in quality.
 
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Thank you for finally, at last, addressing some of the community criticism head-on.

I'm afraid none of this explains why the game was released in such a broken state; it clearly needed another year of development.

I don't understand why this post says that CO "ran out of time" to complete the modding tools.

Whose timeline? If the game wasn't ready for release, and it was not, why was it released to meet some arbitrary deadline?
This is the same sentiment I've had. I would have rather have been disappointment in a delayed release to get the major issues fixed and some type of limited early release (maybe randomly selected list of those who pre purchased).

To that End I think that this WotW was more informative. The devs have likely fixed most of the easier to fix bugs and now have bugs that require a little more time to release so it makes sense to update on a month or every other month cadence. Not to mention the fact they are still working through the issues with modding and assets to get them released and other things (like Console version).

My hope is that CO has learned a lesson - be willing to delay if there are issues. Limited Early Release Betas are cool as long as expectations are set
I'm ready to move forward, the framework for a great game has been laid and I'm excited for its potential from both a vanilla and modded perpective.
 
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Cycle paths will come with a DLC; more buildings will come with DLCs; quays will come with a DLC; maps and different biomes will come with DLCs.
Basically we will need to spend hundreds on this game to have some fun... No thank you.
 
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It seems like "Word of the Week" has turned into a weekly FAQ blog. Maybe having two different kinds of "announcements" would be more appropriate, as the stuff worthy of being put under "WOTW" (in my opinion) has taken a pause for now while things are fixed and whatnot. Something like "FAQ of the Week" and "Word of the Week" to give them enough distinction between each other so the community can react accordingly to the post(s). I appreciate these announcements, but since nothing major has been "announced" recently, one would think the WOTW has simply become a delayed FAQ for the things that should (or shouldn't) be happening in the game and what's being done to address them. I originally understood the WOTW announcements as revealing major news (and sneak peeks) about the game and what's next for it. Correct me if I'm wrong for thinking that way, but I'd appreciate a separation of the two types of announcements we've been getting lately (especially considering each week is just "WOTW #14" or whatever number is next on the list)...
 
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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!

I'd argue there really needs to be focus for CO on delivering the core game that myself and others were sold so many months ago. In my view, I still have not seen the game which operates as it was advertised. I'd prefer not to hear about coming DLC, because DLC for a broken game will be, by definition, broken. I'm not even sure why DLC was not canceled altogether in support of improving the base game, but I certainly won't be giving Paradox or CO any more money at the present time.

It is good to hear about other positive changes potentially forthcoming. I'm not sure why we had to wait for YouTubers to speak up in order for concerns to be heard, since this forum has been filled with the same ones since release day. So, because of that, I will hold off my excitement until I actually see these positive changes.
 
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Thank you for your kind words and concern. <3 I'm still around, but I've had to take a step back from replying on the forum for a while to focus on other tasks (like collecting and summarizing feedback for the design team). I've still been lurking here and I'll be back to replying regularly again at some point. ^^
Glad to hear you're still out there!
 
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.

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.
This was a perfect word of the week, and my only remaining question for now is around dogs:

Is the reason dogs weren't turned off that they can't be, or do you guys feel like they can be fixed easily and just haven't been able to?
 
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