• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Dev Diary: Decorations Patch

Hi everyone. We’re back with a development diary as patch 1.1.8, also known as Decorations Patch, is almost ready for you. Yes, it isn’t Detailer’s Patch #2 as this patch is not as big as the last one, but we hope you will still enjoy it. Since we wanted to get the homeless fix out as soon as possible and the decorations menu was ready to ship, we decided to bundle them together, along with a bunch of other bug fixes of course. Today, we’ll go through the new menu, how props work, and what has changed with homelessness. So let’s dive in!

DECORATIONS MENU​

We have been impressed by the creative use of the many props included in the game and when we first started putting Detailer’s Patch together, we knew we wanted to include an official and supported way to access them. For those who aren’t aware, it’s been possible to access and place props through developer mode, but as the name suggests, this isn’t a feature intended for everyday use, and as such can break things. So we’re excited to introduce the new Decorations Menu as part of the Landscaping options bringing you access to many props you can use to decorate your cities.

Detailers 1.1 - 1 Decorations menu.png

Add a personal touch to any empty area of your city using the props in the decorations menu

Landscaping now includes 8 new categories packed full of props, from stones in Nature to benches and fountains in Park to crates and silos in Industrial Props. We looked at all the existing props in the game and selected the ones that both make sense and work when placed in game. As an example, we haven’t included props that only make sense when placed on a building, like chimneys or air condition units, as prop placement on buildings is not supported. In total, you will have access to 298 props to decorate any area of your city that needs a little something extra.

Placing a prop from one of the new categories works a lot like placing trees or buildings. They have a collision area based on the item’s size and shape, and just like trees, they can be placed on top of surface areas to create beautiful plazas or manicured gardens. Once placed, they can be selected, moved using the Relocate button in the Selected Info Panel, or removed using the Bulldozer. And perhaps best of all, props are free to place as they are decoration items that don’t impact the city - well, besides making it look cool of course!

Detailers 1.1 - 2 Decorated area.png

Create plazas, parks, gardens, back alleys, or more using props and surfaces

HOMELESSNESS​

Now, let’s talk about homelessness in the game. When citizens lose their homes, either because they cannot afford them or because they get destroyed, they become homeless. If they can afford it, they will leave the city, and if they cannot, they will find temporary shelter in your city’s parks or abandoned buildings. This is where they tended to get stuck, unable to find new homes or leave the city. Patch 1.1.8 contains a series of fixes to make sure those homeless households have a chance to get back on their feet.

Previously, we had a random check for whether homeless households would look for suitable homes in the city. This has been removed so with patch 1.1.8 homeless will always try to find a suitable home in the city. But that in itself isn’t enough, it requires homes for them to move into, and that those homes are not filled by newly created households instead of the city’s homeless population. To ensure this, homelessness now affects demand in two ways. It causes fewer new households to spawn while increasing the demand for high density residential housing.

Depending on how many homeless households your city has, it may take a while before all of them get back on their feet or find their way out of the city, but you can help the process along by fulfilling the demand for residential zoning and providing public transportation out of the city, such as intercity buses or trains.

That brings us to the end of this development diary. We hope this has given you some idea of what to expect for the next patch, and we will of course release the full patch notes when patch 1.1.8f1 goes live. We’re excited to see what you create using the Decorations Menu, so don’t hesitate to post screenshots (and tag us on social media if you do) showing off your creations!
 
  • 82Like
  • 24Love
  • 3
  • 1Haha
  • 1
  • 1
Reactions:
FYI, my homelessness issue seems to have resolved itself after about 14 - 16 hours of IRL gameplay. Resi buildings are FINALLY developing and resi demand is returning as well. I've never used the Bye Bye mod.
 
  • 2Like
  • 2
Reactions:
In my case, new City, only 1 mod: "Cim Census".
With 20k cims I get to have 5k homeless. It demolishes a couple of residential buildings and they didn't stay, they went to the parks.
Only when I put an outside bus line, they began to leave.
Now I have 40k cims and 770 homeless.

I think those 5k homeless didn't find house because for a time I had no residential demand.
 
Last edited:
  • 1Like
Reactions:
FYI, my homelessness issue seems to have resolved itself after about 14 - 16 hours of IRL gameplay. Resi buildings are FINALLY developing and resi demand is returning as well. I've never used the Bye Bye mod.
I've been playing or letting the simulation run for about that about of time. Previously my city had no homeless cims. The mod removes them every 45-90 minutes in-game time. I didn't have any issue with residential demand post patch. With the homelessness mod in place metrics in good shape before the patch (including crime), but now unemployment is up to 6% and the city has a steadily declining population. The stuck unhoused cims are standing on the streets but still hold jobs, so the housed population is slowly bleeding out as they can't find jobs.
 
Sorry to disappoint, but homelessness is not fixed. Now I have some homeless who are normal and leave when they need to. And I still have other homeless who just stand around on the sidewalks or in parks. Those abnormal homeless are occupying jobs, so the normal homeless leave the city when they can't find a job. My population has crashed 20,000 in two hours of play.

Sadly, the Bye Bye Homelessness mod is presently inactive, so the game is unplayable until homelessness is actually fixed.
If you haven't already, we'd really appreciate a report with your save attached (ideally saved with the camera pointed at the stuck homeless people so we can easily find them). You can add to this existing report so we have it all in one place.

The homeless reduce to a relatively low percentage in my city, perhaps a couple of percent of population, but they then remain at that level. So many of them are wealthy - perhaps they are professional beggars? - perhaps they love the lifestyle? or, heavens forbid, perhaps the game logic is flawed?
It's expected that cities still can (and likely will) have some homeless remain. If you're still seeing wealthy homeless people, please add them to followed citizens and make a report on the bug forum with the save attached, so we can look into why they're retaining that wealth status.
 
(...) so we can look into why they're retaining that wealth status.
Shouldn't they keep the wealth status they had at the moment when homelessness occured???

The ones who got homeless because of being unable to pay the rent will then be poor, but ones who become homeless due to destruction of their homes (for instance due to player action) shouldn't suddenly drop in their wealth status, should they?
 
  • 4
  • 1
Reactions:
If you haven't already, we'd really appreciate a report with your save attached (ideally saved with the camera pointed at the stuck homeless people so we can easily find them). You can add to this existing report so we have it all in one place.


It's expected that cities still can (and likely will) have some homeless remain. If you're still seeing wealthy homeless people, please add them to followed citizens and make a report on the bug forum with the save attached, so we can look into why they're retaining that wealth status.
Hello @co_avanya I want to apologize for my earlier tone. I was frustrated, thought I was being witty, but realize looking at it now that I wasn't. I appreciate how diligently you all are trying to improve this game. I will send the save from a few days ago. Regards, Hubble
 
  • 3Like
Reactions:
You can (technically) make this same comment to any and all additions CO make to the game. Ever. As if nothing would please you, because it was not implemented on day one.
I'm sorry but I respectfully consider this kind of comment non-constructive.
I disrespectfully consider yours to be the same. Thanks for your input.
 
  • 1
  • 1Like
Reactions:
Hi there.

Perhaps I'm a little bit to impatient since I notice the last release has "only" been beginning September, and its now only mid October.
Perhaps you can share with us, what are you currently working on, and ballpark when do you expect to release again? (Before or after December? I hope you'll have something for the Summer holidays down south?)

If I can make a request? I really would like one to be able to edit and save the climate data on an existing map. I live in South Africa, and snow is quite an exotic sight for me. So I would prefer to change my maps to not receive snow before playing on them.

Kind regards.
 
  • 1
  • 1Like
Reactions:
Hi there.

Perhaps I'm a little bit to impatient since I notice the last release has "only" been beginning September, and its now only mid October.
Perhaps you can share with us, what are you currently working on, and ballpark when do you expect to release again? (Before or after December? I hope you'll have something for the Summer holidays down south?)

If I can make a request? I really would like one to be able to edit and save the climate data on an existing map. I live in South Africa, and snow is quite an exotic sight for me. So I would prefer to change my maps to not receive snow before playing on them.

Kind regards.