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The small coal power plant seems expensive… it costs about 3 x as much as a wind turbine in terms of dollars per megawatt produced. Not sure if that’s a skill issue on my end or if the costs are just imbalanced.
Trying to math the maths here ... I may be misunderstanding something ...
  • The wind turbines produce up to 5 MW assuming you place them appropriately, while the small coal power plant initially produces 20 MW--so you have to place four wind turbines in order to equal what you get from a single coal power plant
  • The wind turbines initially cost 25,000 ea while the small coal power plant costs 100,000.
As I read this, therefore, initial costs are exactly the same.

Regarding upkeep ...
  • Wind turbines cost 2,500 EA per month in upkeep, while the small coal power plant costs 3,750-42,500.
  • I never place the coal power plant, so I don't know what causes that cost to be variable, but I assume it has something to do with import costs of coal, whether you place any additional turbines or other modules, wages for employees, and where you set your energy budget.
Theoretically, the wind turbines start out with an upkeep 2-2/3ds more than the small coal power plant--although over time, their upkeep costs remain static while the coal plant will likely increase.

initialupkeepenergy produced
wind turbine25,000 * 4 = 100,0002,500 * 4 = 10,0005 MW * 4 = 20 MW
small coal power plant100,0003,750-42,500 (variable)20 MW
 
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  • Zoneable Roundabouts
    • 8 New Roundabout Decorations
  • Surface Tool
    • 2 Concrete Surfaces
    • 2 Grass Surfaces
    • 2 Pavement Surfaces
    • 2 Sand Surfaces
    • 3 Tile Surfaces
  • 27 New Service Building Variations
    • 4 New Education Buildings
@co_avanya I just gotta say ... I read the patch notes (mostly), but it really didn't sink in until after I downloaded and started playing.


Holy freaking smokes! I almost fainted when I saw all the roundabout choices!

And I am thoroughly jazzed with the newer schools.

Haven't even started playing with the surfaces or anything else.

Thanks again for all the hard work!
 
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Wow, what a wonderful surprise! The new assets are absolutely beautiful. This is such a nice complement to the economy 2.0 patch. Really excited to rework the new city I started after the last patch.

Something I'm really looking forward to (hoping for!) is a change to the traffic. Not sure if anyone else is having this problem, but the traffic seems to be dramatically decreasing as my cities get bigger. My current city has 110,000 people, pretty haphazardly designed roads, literally 0 forms of public transit except a taxi depot, and yet there are no cars on the road haha. Missing traffic and transit-management challenges from CS 1!

Thanks again for the awesome patch updates!
 
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Can the new small train stations get passengers by placing a road on either side of the station or can they still only come in from the main entrance?
 
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Something I'm really looking forward to (hoping for!) is a change to the traffic. Not sure if anyone else is having this problem, but the traffic seems to be dramatically decreasing as my cities get bigger. My current city has 110,000 people, pretty haphazardly designed roads, literally 0 forms of public transit except a taxi depot, and yet there are no cars on the road haha. Missing traffic and transit-management challenges from CS 1!
I noticed that too. I was surprised about the low traffic for a large city. In fact, the traffic seems to temporarily increase when I build a new neighborhood (people coming into my city?) and got some traffic issues, that fix themselves.

However, my main traffic issue comes from the pedestrian crossing the streets. Around bus stops and subway stations, it drains a lot of cims and there's always someone crossing... Having the ability to create several entrances for subway stations would be nice (for example, one entrance at each side of the street).

75CF3554F8D987D915CEB734BA882063C5325DFC
 
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Great additions, most if not all of was wanted not by just me but I'm sure plenty others, of course it comes a day after I start setting up my new high density area, time to bulldoze the old service buildings.

I cant help but notice though, all my settings got reverted back to the default, including the graphics being set back up to high. My FPS was not happy about that
 
It isn't in the works currently, so we'll have to see. But while the Urban High School doesn't have a higher student capacity, it does have a smaller footprint, so you can fit around 3 in the same space as the regular High School. With upgrades that gives you 36,000 student capacity in a fairly small area.


Unfortunately, we don't have an update on the console release yet, but we'll let you know as soon as we do.


Not yet I'm afraid, but it's high priority for us and we'll get right back to working on it after the holiday break.


We're currently investigating the issue with homeless people, but I don't have an update on the situation. Realistically, we won't get to the bottom of it before the holidays (this week is the last one for Colossal Order before the holiday break), but we'll dive into it after the break. I can't say when we might have a patch, but we'll do what we can to bring you one as soon as possible.
was hoping for a school with a bungalow design, which are very common in warmer climates and suburban areas in North America. Here are some pictures. These would really make a city glow, they look much different from the ones currently offered in game. They typically feature a "quad" which is an outdoor gathering space to eat during lunch hours as well as swimming pool, a gymnasium, football or soccer field, basketball courts, tennis courts, etc. The class buildings are usually 1-2 stories tall, the main entrance building is the administration building, is usually the tallest, sometimes 3 stories tall, but really never more than that. If you guys could make one of these, it would be really awesome. Bottom left school serves just over 2,800 students, it's California High School.
 

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If I could request one thing from the art team for 'detailers' patching, it'd be many many more variations of commercial, residential, and industrial zone buildings.
When you start building a city, the neighbourhoods are easily seen to be very copy and paste, which would not be such a bad issue in Soviet Russia era. However here, it is quite immersion breaking.

Since release, I'll admit the visuals were the biggest letdown for me. The game just visually looked too generic. So if I could make one suggestion in line with this patch, it'd be the above. Zone Building variation diversity - much more of it. Minimum 10+ per zone type, but I'd say more akin to 30+ per each zone type and then the cities would look far more interesting.
 
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Hi everyone. Today's patch includes fixes for some of the issues reported with patch 1.1.5f1, also known as Economy 2.0, as well as some new free content. Our art team has been working on new service building variations and additional theme vehicles to expand the options you have. For those of you who enjoy detailing, we have added an Age Selector to the Tree Placement Tool for more control over your trees, and the Surface Tool which allows you to add 11 different surfaces to your city. As the #1 implies, this is only part 1 of "Detailer's Patch" as we want to address the feedback we've received and improve the support for this play style. More information on what else we have in the works to come.

For now, we hope you will enjoy the new additions and bug fixes. Thank you to everyone who reported bugs or shared constructive feedback, and to everyone who has filled out the survey. We've already started looking into how we can tweak balancing in the future based on your responses.

And as always, if you encounter any new issues following this patch, we'd appreciate a bug report here:

We wish you a wonderful July and look forward to continuing development when we're back in the office in August.

Remember: A new patch can cause compatibility issues with mods. If you have issues, please disable mods and wait for them to be updated by modders. See this thread for more information.

Patch 1.1.6f1

New Content

  • Zoneable Roundabouts
    • 8 New Roundabout Decorations
  • Age Selector Added To The Tree Placement Tool
  • Surface Tool
    • 2 Concrete Surfaces
    • 2 Grass Surfaces
    • 2 Pavement Surfaces
    • 2 Sand Surfaces
    • 3 Tile Surfaces
  • 27 New Service Building Variations
    • New Small Water Tower
    • New Small Medical Clinic
    • New Urban Fire Station
    • 4 New Education Buildings
    • 2 New Police Stations
    • New Small Post Office
    • 6 New Public Transportation Buildings
    • 5 New City Parks
    • 6 New Parking Lots
  • 4 New Vehicles
    • New North American Garbage Truck
    • New North American Snowplow
    • New North American Passenger Train
    • New European Cargo Train Engine

Gameplay Fixes
  • Fixed offices downscaling their amount of workers until they only have 5/5 workers.
  • Fixed industrial company worker max amount not updating correctly.
  • Fixed Reliable Mail Service happiness factor affecting citizen happiness even without any Post Service Buildings.
  • Fixed wages being doubled when service buildings are upgraded, causing too high service costs
  • Fixed the UI upkeep section calculated the wages two times if the building has upgrade building
  • Fixed flooding near the building when relocating the Advanced Water Pumping Station.
  • Fixed evacuation bus and prison van passengers being counted in public transport stats.
  • Fixed some citizens remaining teens for their whole life.
  • Fixed virtual office products like Financial and Software trading not working between companies.
  • Fixed the missing audio effect from the Geothermal Power Plant.
  • Fixed company profitability not considering that the storage is full.
  • Fixed resource seller pathfinding not working when companies try to find office products.
  • Improved storage of virtual products produced by office companies to be limited to 100000, the same as the physical product storage limit. Office companies will now stop producing if the output products reach 100000 in storage.
  • Improved pollution decay over time on water.
  • Increased Noise and Air Pollution coming from Highways.
  • Removed Noise Pollution from Solar Power Plant.
  • Added workplaces for Small Parking Lots.
  • Added air pollution reduction to the Landfill Waste Recycling Unit.
  • Balanced Well-being and Park stats of Elementary School Playground, High School Sports Field and University Park
  • Elementary School Playground and University Park Upgrades now require the Large Parks node to be unlocked. High School Sports Field now requires the Large Sports Parks node to be unlocked.
  • Fixed building Selected Info Panel always opening upgrades options dropdown to the left to not overlap with section tooltips
  • Fixed broken label rendering in some economy/production details panel
  • Fixed intro tutorials (movement, rotation) would sometimes have glitchy text rendering
  • New translations added

UI Fixes
  • Added navigation option to take into consideration size of items to fix a bug when small buttons in settings can not be selected as next item is considered 'closer' then button.
  • Added controller action (LS Press + Y) to toggle advanced options.
  • Added controller actions to search in options and clear search.
  • Added switch option section action
  • Added controller Right Stick Press as a modifier to give mods more options for binding. Actions that used Right Stick Press are rebound:
    • Continue tutorial to RPress + DPad/Right
    • Previous tutorial to RPress + DPad/Left
    • Focus task list to Rpress + Dpad/Up
    • Focus task advisor to Rpress + Dpad/Up
  • Added scroll hint to panels with scroll
  • Added icons for mouse actions in tutorials
  • Store which item was focused before search was activated and restore focus on it when search exit.
  • Select the first option in the list when a tab is switched.
  • Shrink option tab header to fit more tab buttons.
  • Show conflicts for built-in actions which can appear if the player changed keybinds and we added a new action that uses the same keybinds.
  • Improved multiline text option to use theme color.
  • Improved key binding conflict tooltip.
  • Improved tutorial balloon orientation in the electricity tutorial and water tutorial.
  • Fixed tutorial about Info Views panel does not appear after opening it for the first time.
  • Fixed money (and population) field tooltip trend style not updating correctly.
  • Fixed some building upgrades’ bonuses not being displayed in the building’s Selected info panel.
  • Fixed the color of the transportation vehicle that is no longer a part of the transportation line only changing when the mouse hovered over it.
  • Fixed Line Color selection window may move off-screen, if the Player opens it while having at least 11 created Transportation Lines.
  • Fixed the Milestones tab and pop-up showing an incorrect pool of development points that the player should receive during milestone 20.
  • Fixed Info Views panel not opening after placing Unique building.
  • Fixed already built and locked signature/unique buildings not being greyed-out and unique buildings that were built or are locked showing not enough money badge.
  • Fixed missing space in passenger and cargo count in Route or Line details Selected Info Panel.
  • Fixed scrolling through City Information showing incorrect descriptions in some cases.
  • Fixed map tile purchase bird’s eye view in unlock all tiles mode.
  • Fixed part of the User Interface being invisible if the Player opens it via City Services or Info Views.
  • Fixed opening the "Upgrades" panel of another building of the same type may prevent the construction of an upgrade adjacent directly to the building.
  • Fixed the Chirper panel not being fully scrollable with a controller.
  • Fixed a longer list of households not being fully scrollable with a controller.
  • Fixed option search field position while using controller.
  • Fixed a bug when controller focus jumps over narrow items (like buttons) in options.
  • Fixed a bug when tabs appeared without action hint and the hint appears within a few frames causing a visual glitch.
  • Changed scroll action buttons from dpad up/down to right stick up/down to be able use it together with navigation action
  • Fixed navigation action hints

Modding Changes
  • Added the ability to set keyboard modifiers (shift, alt, ctrl) to mouse actions.
  • Added the ability for mods to create mouse bindings
  • Added formatting support to option description.
  • Several improvements to modding toolchain dependencies include a description and icons.
  • Streamlined directory picker option for mods to look and behave like any other option types in options. Added the ability to type path.
  • Added the ability to read action value as object (can be useful when action type is unknown).
  • Added display name override to input actions to easier control what display name should be set to an action in the current moment.
  • Environment variable values are updated during Unity Mod Project updating.
  • Added message dialog to modding options to show currently set environment variables (only available in developer mode).
  • Added scroll handler to error/message dialog.
  • Keybinding field can now be disabled.
  • Mod controller hints are now shown after built-in controller hints.
  • Fixed wrong conflict detection if one binding allows modifiers and another does not.
  • Fixed issue where the entire dropdown option field didn’t properly disable when dropdowns had no items.
  • Fixed copy button on dialog with details.
  • Fixed an issue when clicking "key binding conflict" notification does not open mod settings in-game pause menu.
  • Fixed a bug with updating the modding toolchain state to 'not installed' even when the player rejected uninstallation.
  • Fixed a bug when mod key binding was changed during the conflict resolution process, this changed key was not saved in a mod settings file.
  • Fixed a bug with auto-activation manually disabled input actions
  • Hide option group automatically if all its items are hidden
  • Use custom BindingButton and BindingKey instead of default GamepadButton and Key to provide additional controller
  • Escape markdown symbols when error text is copied
  • Store key modifiers in the same order everywhere so that it does not lead false positive detection of key rebinding when settings is saved/loaded
  • Do not set keybinding value to a setting property in case it was not actually updated in input manager
  • Fixed error when key binding has conflicts and user is trying to bind the same key
  • Fixed mod key binding value is not updated in UI in certain cases
  • Made a few key binding things public for modding purposes
  • Fixed false positive detection of binding changed while setting a new value

Paradox Mods
  • Updated to version 1.6.0
  • Switched to pagination in browse view from infinite scroll when using mouse and keyboard
  • Added support for subscribe to all missing dependencies when on mod details view
  • Bug fix: Prevent multiple unsubscribe clicks on the same mod

Known Issues
The Small Post Office doesn’t receive incoming mail to distribute in the city.

Office companies recover from the 5/5 worker count slowly, provided they’re able to make a profit in the city.

Office companies may not leave the city as they should when their building is removed. If you’re still seeing offices stuck at 5/5 workers or continuously losing workers, they are likely stuck in the city. You can force them out using this workaround:
  • Increase office tax to 30%
  • Let the simulation run until all office buildings are empty, which may take about a month in-game time. You can see empty office buildings (shown as grey) in the Profitability Info View, or check when you no longer receive any tax income from offices.
  • Once all office companies have left your city, set the tax back to your preferred level.
  • New office companies will start to populate your city.
  • Please note: You will likely not see any office demand for a while as you have many empty office buildings. This is completely normal. Office demand will return with time as the existing buildings fill up.

As an alternative that preserves the office demand, you can do the following:
  • Remove all office zoning in your city.
  • Let the simulation run until you have 0 tax income from offices.
  • Zone offices again where you want them.
THANK YOU so much for these upgrades! I have put in over 300 hours on CS2 but I stopped playing about 2 months ago as I became BORED with doing the same stuff over and over again--I like small towns and communities and the bus stations, train stations, post offices, schools, police stations, medical clinics etc were all too BIG for my smaller communities and offered little VARIETY, so I just LOST INTEREST and STOPPED PLAYING figuring that it would take exactly the kinds of assets you just added to encourage me to start playing CS2 again. It is as if you READ MY MIND! Grazie! Merci Beaucoup! Mucho Gracias! AWESOME! can't wait for the console version so I can teach my grandsons about the NEW CS2!
 
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please do a dev dairy about the new buildings, this is the sort of update people have been waiting for but it's hidden in what looks like a bug fix announcement without a special name or pictures
 
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Hey, so I've been trying to office max that was shared, but it seems every office except some random software office has been abandoned and I can't seem to find it for the life of me. It's the one thing preventing me from setting my office taxes back to normal amounts and fill up my buildings again.

Every other office type is at zero profit except software. Is there a way to filter buildings by company type or something so I can find the offending office building? Thanks!!
 
Thank you so much. This kind of patches is what it takes to make this game fun again.

Missing content is and stays a major issue besides the game mechanic bugs that I am sure you will fix step by step.

I tried Economy 2.0 during the last week and felt it is finally becoming a playable and enjoyable game. I really didn’t like the tile upkeep change, but I love the fact you can now simply unlock all the map as I never liked the tile unlocking concept in general.

Seeing now that you finally start to add more assets gives me a very positive feeling.

What’s missing now to make me finally come back is:

- Fix the sound system so that I can finally hear anything from my city
- Animated details (Fire fighters, visitors in stadiums etc)
- More building options for rural areas (hoping for asset mods)
- Something like park life
- Good options to make beautiful waterfronts

Especially the waterfronts bother me a lot. I don’t know any city where these are not beautiful places with lots of activity. I’m not talking about Harbor areas. From promenades to canals or even beaches. Waterfronts are a main attraction and usually for good reasons the most expensive housing area. And Water is the place for sports, marinas, transportation, tourism. The first game covered it very little and it got better with some mods. But never really good in the way I wished it. But the second game doesn’t cover it at all.

Seeing the failure of the waterfront DLC, I hope that a lot more is planned in that regard. Hoping for bridges and ports. But at least the title reminds me mostly on more harbor options.
 
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