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CO Word of the Week #7

It’s time for the last CO Word of the Week this year. Next week we’ll start our holidays and will be away for a few weeks. But before the holidays there’s still time for the last patch, which is planned to go out this week. We will of course have full patch notes for you when it releases, but in the meantime, I can give you a sneak peek at what’s included. On the performance side of things, the patch adds the level of detail models for characters and improves the geometry layout for all assets. This won’t be the last update to performance, it takes us one more step towards our goals.

As promised, we’ve also managed to include a bunch of gameplay fixes and improvements. The patch changes how money is calculated and shown in your city. We hear your feedback and hope these improvements make the budget more transparent and easier to determine what new services your city can afford. We’re grateful for all the feedback you have shared, and we’ll continue to keep an eye on things to understand how things feel after the patch. We’ve also improved how vehicles change lanes, fixed situations where the resource amount stored would end up as a negative value, and added the line color to ships and cargo trains so you can easily see which lines they belong to.

The patch also includes a little holiday gift in the form of two new maps that were the result of internal testing of the Map Editor. There are still a few things missing from the Map Editor for it to be fully functional, like proper preview images showing off your amazing new maps, but we’re making good progress. I can’t wait to see what kind of maps you create! In the meantime, here’s the brief I gave the designers for the new maps based on some feedback we’ve gotten:

Land of the Eternal Sun
As the name suggests this area basks in the glory of the eternal sun. With literally no rain and steady warm temperatures this is an ideal choice for those looking to build with minimal input from the seasons.

Flatland
Hills, slopes, mountains? No thanks, I'd rather stay leveled. No need for contour lines on this land!

To my great disappointment, the designers changed both the names and the descriptions of the maps to “better fit the existing style” of the game. So Sunshine Peninsula and Corral Riches are the names of the new maps when you start a new game. Let us know what you think about them!

And then, as promised, let’s go over what our plans for Cities: Skylines II in 2024 are:

Modding
Bringing the mod support to the game is a high priority. This includes the map editor, code modding support, and the asset editor. The asset editor is the part that is most behind the schedule, but we will continue to work on it in January. We’ll be releasing Development Diaries related to the modding, and run an early access program for modders to try the tools before their release. Check out the previous WoW to sign up if you haven’t already!

Consoles
The console versions of the game were delayed and we’re working hard to get the performance and the stability up to par so we can bring the game on PS5 and Xbox Series X/S. The console versions will also have the modding tools (minus code modding) present on release so the players on console will also be able to create maps and add custom assets.

Expansion Pass
The DLC production is currently on hold and waiting for the higher priority work to be completed, but progress has already been made on the first Asset Pack, Content Creator Packs, and Radio Stations. CCPs are of course created by some of our favorite content creators in the community and the content for the radio is produced by Paradox.

Performance and bug fixing
While we’ve progressed quite a bit on the performance and bug fixing we’re still not satisfied and will continue to improve the quality of the game based on our internal findings and your bug reports and crash logs. To be honest, this is work that we’ll continue throughout the lifetime of the game, as I believe there’s always something we can improve upon, but the biggest remaining offenders should be sorted out during the spring.

Your suggestions/feedback
We'll be taking your suggestions and feedback on board regarding new content, features, and quality-of-life improvements that are not classified as bugs. Your feedback matters and we’ll be drawing inspiration from it for the lifetime of the project, just like we did for Cities: Skylines, so let’s keep the discussions going!

That is the current list of priorities we’ll have in 2024, though we will of course continue to keep an eye on your feedback and adjust our priorities as needed, especially when it comes to performance. We hope to bring you the features and missing platforms as soon as possible, and we’ll announce timelines as we get closer to each release so keep an eye on the CO Word of the Week in the new year for the latest news.

Next week there will be something to round up the year, but this little blog is taking a break until January 15th. I wish everyone lovely holidays and I look very much forward to getting back to work in the New Year!

Sincerely,
Mariina
 
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I find it normal that the new game requires more performance in terms of hardware. 2015 is a different time. This reminds me of the days of websites and compatibility with Internet Explorer 5 which required the webmaster to tinker because some people were not yet up to date.
 
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I'm sorry you are having difficulty playing the game but stating that the game is unplayable and everyone needs to start over after 200k is factually incorrect:

View attachment 1061828

By definition, every sim game will slow down as the city grows. This has been the case forever. I remember having dead slow cities in SC2K, 3K, and SC4, which were not agent based simulations. The more there is to process, the slower it will be.

Perhaps you could share your system specs with us? In any case, I truly hope the upcoming patches help out with the performance issues you are experiencing, as the game gets really fun and challenging at higher populations!

Let's see what this week's patch brings us!
Impressive! Would love to see it. Mine usually fall apart around 250k as I am still terrible at road management. My cities start to turn into Manhattan.
 
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First of all, I wish you all a nice holiday.

Having flat map, of course good news but not realistic. I wish you will do something about the terrain settlements.

For bug fixes, I had 2 questions about it.
1- Land Value issue, I got my answer, there will be no fix about it.
2- Education bug. I hope you fix elementary school issue or if elementary school is correct, I expect you the balance the rest. I have semi populated 2 high school and 18 full capacity elementary school in my city and this is very annoying.
 
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Maybe we don't need to physically count 600 cims waiting for a train, or a literal number of cars on the road-but could be represented-like if 1-20 cims are waiting for a bus, then show that, but you could just show 100 cims or 50 or whatever if in reality it is a large number waiting for the bus-I'm sure some people would probably physically count the numbers waiting and get mad if it isn't accurate but most of us would look at a large crowd waiting and accept it is really 600 folks waiting. I'm sure it would help performance doing that-so long as it does the math right otherwise
 
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Performance and bug fixing
While we’ve progressed quite a bit on the performance and bug fixing we’re still not satisfied and will continue to improve the quality of the game based on our internal findings and your bug reports and crash logs. To be honest, this is work that we’ll continue throughout the lifetime of the game, as I believe there’s always something we can improve upon, but the biggest remaining offenders should be sorted out during the spring.

So we could be waiting many months for these "offenders" to be resolved. Spring is between 20th March - 20th June.

Also in one of your developer diaries before the games release you said the editor was in beta and would come shortly after release, what happened there?
 
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And yet. I am STILL having random crashes that others have attributed to my CPU being slightly overclocked. Have you fixed this in this next patch or not? It seems to have been figured out early on, but still no fix?
 
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And yet. I am STILL having random crashes that others have attributed to my CPU being slightly overclocked. Have you fixed this in this next patch or not? It seems to have been figured out early on, but still no fix?
Random crashes, especially if they are dependent on hardware configurations, are incredibly difficult to debug and fix. Looking at your profile I didn't see any bug reports from you. I recommend you go to the Bug-Reports section of and look for others having similar issues and add a bug report to their thread or make your own. Make sure you attach your log files, and possibly attach your savegame files and your specific hardware configuration.
 
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Why was this game released in a broken state? This question *still* has not been answered.
 
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We don't have a definite answer to this yet, but we're looking into whether it makes sense to release separately or stick to our original plan to release support for code modding, map making, and asset creation at the same time.
Well of course it make sense to release them as the separate components as and when they are ready.

For one, people are so desperate for anything to help with the drudgery of the lacking content that anything to help is going to build/repair bridges between the company and the community.

For another you will get early feedback on any issues with the mod delivery platform.

And surely you must be aware of the code mods currently available and how much they improve the QoL, building/planning experience and performance of those of us that are using them.

If you're not then let me tell you a brief part of my experience, two mods, and I'm talking about their 1st release candidates, the traffic light and pedestrian pathfinding mods improved my population cap by 40K, and even at the new cap the simulation is slow but smooth, not creeping and stuttering like it did at the lower cap.

As for concerns that mods/maps/assets might break as you update the platform, that will always be the case, something that mod devs and users have always borne the responsibility for and always will do, not only in Cities Skylines. Stop holding our hands, it's time to let the children fall over and get up on their own ;)
 
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I'm not a native English speaker, so I might lose something in translation, but the way it sounds to me is "things we promised long time ago will be ready whenever we feel like getting back to work and we are not gonna give you any time frames because we don't want to be kept accountable and because we don't want to stop the inflow of money from the naive players who might buy our game in the meantime"

How is it possible that almost two months after the release there is no understanding of what needs to be done to fix a part of the game that "supposedly" should have been mostly ready at the time of the release?

It's not unheard of for at least part of the company to work through the holidays when there are urgent things that have to done. If everybody in the company wants to have time off for the holidays - the company should have planned in advance and either complete (most) of the game before release, or tell us "hey, we want to celebrate holidays, so we will release the game in 2024"...

Can we at least get some dates here? Like:
December 22 - January 2 - the company is closed,
January 5 - the next patch with the following things is supposed to come out
January 15 - our CEO will finally be in the office and release the next word of the week..

Not giving us any truthful updates just looks like you want to drag people for as long as possible, so they would miss their refund windows...
Console release is a good indicator for when the game should be ready, and in September console release was announced to be postponed to spring 2024. Spring usually means March to May. That’s when they are expecting the game to be “done”.
 
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Maybe we don't need to physically count 600 cims waiting for a train, or a literal number of cars on the road-but could be represented-like if 1-20 cims are waiting for a bus, then show that, but you could just show 100 cims or 50 or whatever if in reality it is a large number waiting for the bus-I'm sure some people would probably physically count the numbers waiting and get mad if it isn't accurate but most of us would look at a large crowd waiting and accept it is really 600 folks waiting. I'm sure it would help performance doing that-so long as it does the math right otherwise
Totally agree. I am struck by seeing so many Cims everywhere, they look very good.
It seems obvious, if you have to adjust active agents for simulation performance, I don't think it's a drama. In CS1 they are 65k, if CS2 needs to stay in double, 130k, it would be good difference.
 
Playtime 376hrs… my city is at 360k and something has happened for my citizens to decide to move out So I’m slowly losing people. Not asking for a fix to my situation here but what’s hard is that I feel like I have no information available to me to figure out what’s going on.

Everyones happy, only complaint is postal service yet they are moving out.

So my question is - are we going to get better data views that will tell us what’s going on under the hub?
 
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Your suggestions/feedback
We'll be taking your suggestions and feedback on board regarding new content, features, and quality-of-life improvements that are not classified as bugs. Your feedback matters and we’ll be drawing inspiration from it for the lifetime of the project, just like we did for Cities: Skylines, so let’s keep the discussions going!
What you need feedback for when the issues with your game are blatantly obvious. That you're asking us players alphatesters to tell you doesn't exactly inspire confidence. Traffic, economy, simulation, asset variety, balancing, performace, UI... Why don't you just finish developing the base game and fix the ton of bugs. By then it'll be 2025 anyway.
 
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Do you feel today that you have made a big mistake in having released a game that is absolutely not ready?
After more than 10 years of experience with CS1, and knowing the immense expectations of all your fans, how is it possible to have made such a big mistake??
 
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I have the same issue, if this is the same issue you'rehaving. Where I would have for example 100 criminals in the city, Crime is up 60%, But only 5 arrested/in jail with police doing absolutely nothing as if they aren't taking them to jail at all. Crime icons popping up with plenty police services to take care of the issue.
I agree with you, but to arrest criminals you need prisons and not sieves , if you look closely at the prison, the grids protective which are positioned all around the prison are open... there must be escapes
 
I’m sure this launch was not what you wished for. Neither did we. These were some tough weeks for everyone and some very emotional for many of us.

Thanks for all the hard work and passion you putted into this over years.

Despite the issues we are all aware of: You did create a great game and the direction where it goes is visible.

I’m looking forward to see the future of this game. I’m sure the CO team as well as all the outstanding modders will make this as successful as CS1 was. Even if it takes a while.

I wish you, all your team and the amazing community here in the Forum and out there on other platforms some great holidays and in advance a happy new year.

May the Chirper be with you.
 
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