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I actually really enjoy this mechanic. It forces me to put thought into how I zone my city and plan the infrastructure and services, because I know there are consequences to taking people’s homes after they have moved in. If I find out I need to retrofit additional infrastructure into a built out area of my city, I have to do so carefully so I minimize impacts to surrounding properties. It’s a fun problem to solve and feels realistic.

I agree, I should face some kind of consequence for deleting entire neighborhoods in order to start over. In real life, older cities have histories, which are told in the patterns of development. On the one hand, just knocking something down because it stands in the way of "progress" is very modern, but on the other hand, historic preservation is a real and valuable phenomenon.
 
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On the one hand, just knocking something down because it stands in the way of "progress" is very modern, but on the other hand, historic preservation is a real and valuable phenomenon.
It's actually the contrary. Historical preservation is a modern idea while knocking everything down without thinking about it has been a habit until the 20th century.
 
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"Improved the logic for citizens moving out. Citizens turning adults are now less likely to become homeless and stay home longer. They do not move out until they get starting money from the household, have a job, and the city has suitable houses available. They can also move out of the city and become commuters if no suitable housing is available."

This does not seem to be working. I looked all over my city and if this was occuring, there would be plenty of households with 3 or more adults, but none could be found.
I placed 10 employed teens on the followed citizens tab, waited a few years and only 2 of them remained in the city as adults. The rest have vanished from the followed citizens screen meaning they all moved away.

Likewise, if this was working, since the amount of children is so high, if these citizens turning into adults stayed within the city, there would be hardly any citizens moving in at all. However the population growth graphs show the amount of citizens moving into the city is the same as before the patch.
 
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Did a quick test and sadly the out of the box global illumination setting is still not fixed resulting in glowing trees at night. This has been an issue since release.

I did a bug report on this a while ago, so if people want this fixed at some point, please give it another upvote over here
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They should fix it and make this a separate setting. Imagine the kinds of crazy parks we could build with this :)
 
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Please explain how homeless is fixed. Adding housing, homelessness goes up, adding jobs, it goes up, adding services, it goes up. NOTHING brings it down. DONT EVEN DARE PLACE A PARK! Instant increase! Soccer fields almost instantly get 70 homeless moving in on placement. Kinda pathetic that after 9 months, yall cannot seem to nail this... Good luck with the asset editor...
Good luck
 
@Cities: Skylines Official and @co_avanya

Good morning! In Denver, Colorado (United States) many students are currently on spring break, so I've had some time this week to really settle into how I'm feeling about Cities Skylines 2 following your 10th Anniversary Patch.

The first thing I want to say is THANK YOU for sticking with this game! I know it's been a rough journey for you all, since launch, but the game has been steadily improving since launch and its starting to show its true potential.

glows:
  • I'm not sure why the visuals in this game seem so much more satisfying for me than they did in CS1, because I know there are others who have found them banal. I always found CS1 visuals to be overly saturated. That never stopped me from playing, though.
  • I also feel like the assets in the game are so much better detailed. This is true of even the vanilla assets, but with the new region packs this game is filled to the brim with content! I can't wait to see what else you have in store. Every once in awhile, I open up a new CS1 map -- because many of them are just so much more richly designed and aesthetically pleasing than some of the vanilla maps in CS2 -- but once I start playing, the assets in CS1 bounce me right back into CS2.
  • The road tools have been phenomenal! It took me a long time in CS1 to develop an appreciation for well-constructed interchanges and road networks. The road tools in CS2, make building interchanges and networks sooooo much easier and more intuitive.
  • Speaking as a social studies teacher, I genuinely appreciated the effort to deepen the economic simulation in the game. I miss the granularity of management that we had in the Industries DLC in CS1, but I assume you have something in the pipeline at some point. Especially with the new patch, the economic simulation seems much more responsive to our inputs.
  • The scale of the maps is phenomenal. On CS1 we ran out of space so quickly. Now, on CS2, the map size allows us to lengthen the course of a build over many months or years.

grows:
  • I understand there must be some technical reasons that bikes were not included in the base game ... but can we prioritize BIKES! Please!
  • I know the conversation about scenarios as been bandied about ad nauseum, but you might consider a set of economic scenarios. It is true to say that not many of us played the scenarios in CS1. I got through about half of them and after I felt comfortable with the game I stopped playing them. But it does seem to me that what a lot of people perceive to be bugs or deep fakes in the simulation have more to do with a general lack of awareness in macro and micro economics. Perhaps you might conceive of some economic problem-solving scenarios that help players better understand the concepts of trade-off, scarcity, opportunity cost, and how those manifest in the game.
  • Having said that, I would like to encourage you to hire an economist or two (one from the Austrian School and another from Brookings, perhaps?) to review and give feedback on your economic simulation. For example, while it may seem intuitively correct and somewhat easier from a coding standpoint, to program companies in the game to hire more workers when you lower taxes--the reality is that Trickle Down economic theory has been repeatedly debunked and disproven over the last several decades. In fact, raising corporate tax rates tends to stimulate hiring because companies (run by capitalists) would rather reinvest their profits in growing their businesses than in turning over large sums to governments. A good example of how this modeling already works fairly well in the game is that when we raise taxes on residential, it can have the side-effect of lowering demand for commercial. Whether you intended this or not, people have less discretionary income when their rents go up. This effect in the game models real life.
  • Along these lines, I would also like to ask for a more realistic model of aging in societies (vis a vis population pyramids) from rural, to industrial, to service and information economies. The data repeatedly shown through population histograms demonstrates that societies follow very predictable patterns. Rural, agricultural societies tend to look more like stage 1/2, "expanding" pyramids (lots of kids to help with harvest combined with higher death rates due to poorer literacy and health outcomes)--whereas a societies further into the development cycle like Canada look more like stage 3, and "post-industrial" or service-oriented economies which have largely expanded non-productive age bands tend to look like stage 4, or even may resemble a wine glass (Japan).
1743012213842.png

Source: https://medium.com/five-guys-facts/1-12-17-mehul-2803211cad1b

The patch which immediately preceded this one and de-aged 2/3ds of our elderly cims, turned realism on its head. Now I have a densely urbanized yet expanding population pyramid in my current city.​
It might even be worth it to create an infographic panel that allows us to see our population histogram. The shaded line graphs aren't always as helpful as some might think.​
  • Can we have a toggle to turn off despawning please? It'd be cool to have the same level of rigor with traffic as we had with TMPE in CS1.
  • My penultimate grow is this pet peeve: I really do believe that a game ought to be playable in its vanilla form. As much as I enjoy this game at the moment, the reality is that one can't effectively deal with the economic and planning problems one encounters without additional data tools. The InfoLoom mod by BruceyBoy, for example, has become indispensable for me. I really do appreciate the additional data you're providing in your enhanced population screen, but it's essential to be able to see unemployment and job market needs at a more granular level than the game provides at the moment.
  • Lastly, I'm hoping you might be willing to revisit the vanilla maps at some point (especially before console release). They're not BAD, but the dearth of resources on all of them makes them impractical and pretty much necessitates using custom maps.

In closing, thank you again for all your hard work! You have already given me a few thousand hours of enjoyment in this game since its launch. Can't wait to see what comes next!
 

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We are hoping to update them soon; you will see them update on Paradox Mods when we do!
Any new progression updates on this? When is 'soon'?

The UK region pack was released a whopping 123 days ago and the Japan pack 109 days ago. That sometimes bugs get into a product, I can understand. But waiting so long to fix game breaking issues is way too long. Especially because CO said on their X account this is a Paradox problem to fix.
 
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(...) CO said on their X account this is a Paradox problem to fix.
I heavily doubt the correctness of that statement.

From what we know, the UK bug is due to the fact that the creators of those assets "somehow" did give them a fixed number of households. Which any observer would assume to be the way to go. But it seems that the game is somehow - in an undisclosed manner of course - calculating the max number of households - based on what, remains a mystery so far.
So, what is the error here? To have inserted a fixed max number of households by the asset's creator or the fact that the game does calculate that max number based on unknown factors? Is the latter even meaningful in any way?
 
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Well, they basically said ‘not our problem’ though. I don’t care who has to fix it: content creators, CO or Paradox. It is pathetic it takes literally 123 days to fix bugs of officially endorsed content.
I absolutely agree with you. :)

In my earlier statement I didn't doubt what you said, but the correctness of CO claiming it's not their problem. The root cause I think is to be found in their area.
 
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