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100% agree but, I understand this is by design. dlss/amdstuff "fixes" it. however this introduces ghosting. this is good graphics in todays standard. it happens on lots of modern games. normal SMAA doesnt work if your not wanna bleed your eyes because those "optimised for upscaler AI" graphics programmers.. imo it only looks good (except ghosting trails, if sim speed lets it) if you run the game in 2x resolution (dlaa) AND enable AI upscaler (dlss). this cant be whats supose to happen. i just tried again and remember this is one main reason i dont like this game. you get used to it, but it gets to you if you switch between older games. where modern hardwhare can crank resolution or smaa to realy improve graphics fidelity. here we just hope dlss gets beter. and Intel invents some "AI cpu core generation".

1. Go to Github
2.. Find DLSS swapper
3. Install it
4. Run it.
5. Download latest 3.8.x DLSS files
6. Swap them to C:S2

--> Ghosting is gone / very minimal

Nvidia has released latest libraries but it takes a while them to get updated to game. Didn't cause any crashes or other problems for me.
 
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With this patch I have some new problems popping up:
-masses of missing customer complaints at medium/high density commercial - none before the patch (I had the same problem about a year ago but then it was fixed completely). My Population was rising a lot since loading and only minimal new commercial was zoned.
-Garbage is not collected from random buildings, although working garbage trucks passing neighbouring streets several times and I run recycling over-capacity

It is not good, when you fix a few bugs but at the same time bring the old bugs back in the game.
 
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With this patch I have some new problems popping up:
-masses of missing customer complaints at medium/high density commercial - none before the patch (I had the same problem about a year ago but then it was fixed completely). My Population was rising a lot since loading and only minimal new commercial was zoned.
-Garbage is not collected from random buildings, although working garbage trucks passing neighbouring streets several times and I run recycling over-capacity

It is not good, when you fix a few bugs but at the same time bring the old bugs back in the game.
You use mods?

Nothing of that sort has happened to most so not sure if you can so easily blame it on the CO.
 
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Thanks for the update.

Please please please, finally fix the global illumination setting. It has been a year and you still get sparking trees depending on the time of day. This issue has been submitted countless times by lots of players and is an issue on every savegame, on every map and on every game session when you have day/night cycle turned on.

I can't believe such a gigantic, easy to see issue has persisted for more than a year. It can only be fixed by turning of global illumination. Just remove the option altogether if you don't plan on fixing it.

I keep hoping they finally fixed this with every update, but it never seems the happen...

View attachment 1246001
EDIT: Collosal Order told me on Twitter\X to create a new bug report on this.

So if you all want this glowing tree thing fixed: give it an upvote here please: https://forum.paradoxplaza.com/foru...-specific-times-of-day.1726839/#post-30135822
 
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Thread 'Add Unique Icons to Info Views'
https://forum.paradoxplaza.com/forum/threads/add-unique-icons-to-info-views.1697930/

Edit-8:30am

I couldn't agree more. I made the suggestion above a while back and there are even mods breaking up the housing options available to us. I truly hoped that it would be implemented this patch because the remaining region packs are coming soon (I hope).

Please give the suggestion an up-vote.
I actually up-voted your request before your reply! Yours went a bit further in that there are many views that would be more informative if the symbols included a bit of visual differentiation, I was focused on the schools because of the mod I highlighed.
 
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1. Go to Github
2.. Find DLSS swapper
3. Install it
4. Run it.
5. Download latest 3.8.x DLSS files
6. Swap them to C:S2

--> Ghosting is gone / very minimal

Nvidia has released latest libraries but it takes a while them to get updated to game. Didn't cause any crashes or other problems for me.
Dude, this is awesome! I just did that with DLSS v310.1 (should be 3.10.1 I think) and that looks like a charm!
 
1. Go to Github
2.. Find DLSS swapper
3. Install it
4. Run it.
5. Download latest 3.8.x DLSS files
6. Swap them to C:S2

--> Ghosting is gone / very minimal

Nvidia has released latest libraries but it takes a while them to get updated to game. Didn't cause any crashes or other problems for me.
wow, this is great!! reduces ghosting and artifacts a whole lot, however i think it still looks like compressed video :rolleyes:
 
1. Go to Github
2.. Find DLSS swapper
3. Install it
4. Run it.
5. Download latest 3.8.x DLSS files
6. Swap them to C:S2

--> Ghosting is gone / very minimal

Nvidia has released latest libraries but it takes a while them to get updated to game. Didn't cause any crashes or other problems for me.
I use this already in several games but this does not fix global illumination and sparkling trees.

People should also not use this trick on multiplayer games because tampering with files can be flagged as cheating by some games.
 
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It would be nice if we could get an update where my GeForce 4080 does not always run on 80-99% for no reason. Even with a complete empty flat map and paused simulation.

What is it doing there? AI Calculations on how to optimize the game? :)
 
I think it gives you as much fps as it can. You can try to limit your fps with the FPS Limiter mod or Nvidia Control Panel.
In my case, I don't want my PC to heat up the room and limited my 3060 to 30 fps. On medium graphics settings it runs on about 40...60%.
 
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Incinerator upgrade depot does not work in vanilla. And got death waves supposedly due to the limit to the age of citizens - many die at the same time. I now need a crematory with four hearses depots PLUS a cemetery for each ~30k while before the same dealt with ~60k inhabitants. I think some improvement is needed here. A Cemetery with 15 hearses should deal with 30k/40k without a problem. The problem is the speed of creamatories burning bodies, which should now be faster to deal with more simultaneous deaths.
 
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With this patch I have some new problems popping up:
-masses of missing customer complaints at medium/high density commercial - none before the patch (I had the same problem about a year ago but then it was fixed completely). My Population was rising a lot since loading and only minimal new commercial was zoned.
-Garbage is not collected from random buildings, although working garbage trucks passing neighbouring streets several times and I run recycling over-capacity

It is not good, when you fix a few bugs but at the same time bring the old bugs back in the game.

This is likely due to the massive Senior exodus; give it time to balance out and build new housing if needed to bring in new consumers/residents.
 
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This is likely due to the massive Senior exodus; give it time to balance out and build new housing if needed to bring in new consumers/residents.
Just fyi, the issue won't be from a senior "exodus." What happens is that some seniors die in that initial mega-death wave while the rest get converted into younger citizens. The resultant massive unemployment will require new job-sites to be built, but definitely not more housing.
 
How can I install this fix without creating a Steam account? I downloaded CS II from an Xbox account. I may want this hotfix installed, but I do not see it in the Paradox mods. Where is it?
 
View attachment 1245307

Hi everyone,

Today, we have Hotfix 1.2.3.f1 going live with a host of fixes to gameplay, UI, and modding, including minor fixes for Urban Promenades and Modern Architecture.

Let’s dive into the patch notes below!

Known issues:
  • Due to the changes to the death probability, cities with many seniors may experience an increase in unemployment as all seniors have been made younger to maintain the population and avoid a huge increase in the death rate. As some of them reenter the workforce (some will be early to mid-range seniors and stay retired), unemployment may rise depending on the job situation in the city.
  • The amount of seniors in the city is expected to drop very low, but as the population ages and the new death probability calculations take effect, it will stabilize at a more reasonable level than previously.

Modern Architecture Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.

Urban Promenades Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.

Gameplay Fixes & Improvements:
  • Performance optimization for job finding.
  • Improved the death probability curve to ensure citizens die at appropriate ages.
    • Existing senior citizens have made younger to ages spanning from early adulthood to mid-range seniors.
    • Citizen age is now limited to 120 game days.
    • Removed already dead citizens who haven’t been assigned a hearse yet.
  • Fixed crash to desktop caused by a missing zone type after a building levels up.
  • Fixed the Hydroelectric Power Plant’s electricity production depending on simulation speed by adding a constant flow speed.
  • Fixed police stations not sending vehicles to crime scenes if there are no parked police cars but there is a parked police helicopter.
  • Fixed situations where placing a train station over existing tracks caused connection issues.
  • Fixed parked service vehicle props floating in the air or dropping under the vehicle when the building was placed on uneven terrain.
  • Fixed issue causing elevation when placing a road next to a parking lot.
  • Fixed propping issue with IndustrialManufacturing04_L1_6x6 (and L2)


UI Fixes & Improvements:
  • Updated Terraforming, Vegetation, ParksandRecreation and Landscaping icons.
  • Improved the default game input option page to show a warning if there is a binding conflict.
  • Fixed issue with road tutorial UI highlights.
  • Fixed Photo Mode tutorial not triggering in certain cases. The tutorial will now trigger after pressing the Photo Mode button if it has not yet been seen by the player.
  • Fixed an issue where save files may display incorrect Population and Expansion Points data if the Player hovers over completely new save files while playing on an already developed city.
  • Multiple SFX fixes.
  • Multiple controller fixes.


Modding Fixes & Improvements:
  • Fixed connection loss causing PDX Mods to crash.
  • Fixed custom climate curves loading issue.
  • Fixed an issue where Region Pack buildings start to disappear if the internet connection is lost.
  • Fixed "B" shortcut on the keyboard not opening the bulldozer in the Editor.
  • Improved the Mod Publisher
    • A new mod is only published if the Mod ID is 0 in the publish configuration.
    • Fixed incorrect resolving option being shown when a keybinding has a conflict and a user is trying to set the same key to a binding.
    • Added the ability for mods to show warning sign on options (using SettingsUIWarningAttribute), option tab (using SettingsUITabWarningAttribute), or option page (using SettingsUIPageWarningAttribute).

Paradox Mods Fixes & Improvements:
  • Updated PDX SDK to 1.30
Can you please fix the traffic bug issue that is being widely reported in your bug issues?
 
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View attachment 1245307

Hi everyone,

Today, we have Hotfix 1.2.3.f1 going live with a host of fixes to gameplay, UI, and modding, including minor fixes for Urban Promenades and Modern Architecture.

Let’s dive into the patch notes below!

Known issues:
  • Due to the changes to the death probability, cities with many seniors may experience an increase in unemployment as all seniors have been made younger to maintain the population and avoid a huge increase in the death rate. As some of them reenter the workforce (some will be early to mid-range seniors and stay retired), unemployment may rise depending on the job situation in the city.
  • The amount of seniors in the city is expected to drop very low, but as the population ages and the new death probability calculations take effect, it will stabilize at a more reasonable level than previously.

Modern Architecture Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.

Urban Promenades Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.

Gameplay Fixes & Improvements:
  • Performance optimization for job finding.
  • Improved the death probability curve to ensure citizens die at appropriate ages.
    • Existing senior citizens have made younger to ages spanning from early adulthood to mid-range seniors.
    • Citizen age is now limited to 120 game days.
    • Removed already dead citizens who haven’t been assigned a hearse yet.
  • Fixed crash to desktop caused by a missing zone type after a building levels up.
  • Fixed the Hydroelectric Power Plant’s electricity production depending on simulation speed by adding a constant flow speed.
  • Fixed police stations not sending vehicles to crime scenes if there are no parked police cars but there is a parked police helicopter.
  • Fixed situations where placing a train station over existing tracks caused connection issues.
  • Fixed parked service vehicle props floating in the air or dropping under the vehicle when the building was placed on uneven terrain.
  • Fixed issue causing elevation when placing a road next to a parking lot.
  • Fixed propping issue with IndustrialManufacturing04_L1_6x6 (and L2)


UI Fixes & Improvements:
  • Updated Terraforming, Vegetation, ParksandRecreation and Landscaping icons.
  • Improved the default game input option page to show a warning if there is a binding conflict.
  • Fixed issue with road tutorial UI highlights.
  • Fixed Photo Mode tutorial not triggering in certain cases. The tutorial will now trigger after pressing the Photo Mode button if it has not yet been seen by the player.
  • Fixed an issue where save files may display incorrect Population and Expansion Points data if the Player hovers over completely new save files while playing on an already developed city.
  • Multiple SFX fixes.
  • Multiple controller fixes.


Modding Fixes & Improvements:
  • Fixed connection loss causing PDX Mods to crash.
  • Fixed custom climate curves loading issue.
  • Fixed an issue where Region Pack buildings start to disappear if the internet connection is lost.
  • Fixed "B" shortcut on the keyboard not opening the bulldozer in the Editor.
  • Improved the Mod Publisher
    • A new mod is only published if the Mod ID is 0 in the publish configuration.
    • Fixed incorrect resolving option being shown when a keybinding has a conflict and a user is trying to set the same key to a binding.
    • Added the ability for mods to show warning sign on options (using SettingsUIWarningAttribute), option tab (using SettingsUITabWarningAttribute), or option page (using SettingsUIPageWarningAttribute).

Paradox Mods Fixes & Improvements:
  • Updated PDX SDK to 1.30
Fix the Traffic problems
 
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View attachment 1245307

Hi everyone,

Today, we have Hotfix 1.2.3.f1 going live with a host of fixes to gameplay, UI, and modding, including minor fixes for Urban Promenades and Modern Architecture.

Let’s dive into the patch notes below!

Gameplay Fixes & Improvements:
  • Improved the death probability curve to ensure citizens die at appropriate ages.
    • Existing senior citizens have made younger to ages spanning from early adulthood to mid-range seniors.
    • Citizen age is now limited to 120 game days.
    • Removed already dead citizens who haven’t been assigned a hearse yet.
Hey all, I wonder if you can take a look at your algorithms. I always build slowly and methodically to avoid death waves, but since the patch I see recurrent waves of dead elderly cims.

1738527700744.png


As you can see it isn't really a show-stopper, per se, because I have more than adequate death care provisions. Those bodies will be retrieved somewhat quickly. But it is a bit of an annoyance to look up and see a screen filled with slow hearse notifications. I'm wondering if something needs to be better randomized or sequenced in how the game determines when elderly citizens pass away.

UPDATE - @co_avanya -- the game literally cleaned up all those dead cims the same month that they appeared. Personally, this doesn't seem like a "bug" to me -- but this phenomenon of mass die-offs only started with the new patch.
1738529351239.png
 

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