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Yes, that's right, Cities Skylines 2 crashes and throws me to the desktop at the least expected moments. Sometimes it crashes immediately after starting the game. When I restart the game, I can sometimes play for up to an hour, but I constantly save every action I take. In the long run, however, this is tiring. After an hour, it is enough that I move to another part of the city and the game immediately throws me to the desktop. There is no rule for this. Honestly, I don't know what it depends on.
I'm no longer experiencing any crashes since I stopped zoning the urban promenade mixed-use buildings as they always seem to cause my game to crash to desktop (@co_avanya). Obviously, this may not have any relevance for you, except to say that the game is fairly stable without mods. I only play with two mods ... InfoLoom and Extended ToolTip.

Interestingly, I again have a problem with the demand for residential zones. I have 206,000 inhabitants and either this number decreases or increases. I can only build commercial, industrial and office zones, and yet the demand for residential zones is low.
InfoLoom has allowed me to track availability of housing and correlate it with the demand bars. Basically, demand drops when there are available, unfilled homes at any density. If you haven't dealt with the unhoused cims problem then that might explain why you have unfilled homes. In my opinion, the mechanic for departing cims still moves way too slowly, so you end up with unhoused cims queued to look for homes but unable to afford them. This creates a bottleneck, which leads to unfilled housing.

To a certain extent the above is all speculative on my part, because I don't know how to read code. So I don't know if they ever fixed the 128-queue problem. I am basing this on my experience in the game playing without any mods.

The Bye Bye Homeless mod fixes the unaddressed unhoused cims issues--but you can also deal with the problem in-game in vanilla. Generally speaking, keep a range of housing from affordable to medium to high density so that all your cims can find somewhere to live. And crank up your residential tax rates on well and highly educated cims in order to force them to leave your city when they become unhoused. I have my city at a net average 10% residential tax rate and am subsidizing uneducated and poorly educated cims while taxing well and highly educated cims at 25-30% rates.

In my opinion, the incentive system in the game needs to be modified. If you build a city where someone would want to live (who wouldn't?) with wonderful amenities and services, then no one wants to leave when they become unhoused (especially if they have a job). A progressive, Swedish-style tax system will solve the problem in-game.

There is practically no traffic in the city. Residents use public transport, which can suddenly disappear, even though there are no obstacles. They are also capable enough to walk to cities that are several kilometers away.
I do think the game favors mass transit use and walkability. I see traffic in my city while cims are also using mass transit. I try to follow basic road hierarchy principles, while building mixed-use, mixed-density neighborhoods that are walkable. Cims walking to the edge of the map was a problem in CS1 as well. Hopefully we get bikes soon.

I have the main capital, two large cities and several smaller ones.
I'd love to look at your save some time if you're willing.

Besides, there is a constant problem with one product "drinks". An icon appears above the buildings that the goods are too expensive.
I had the beverage problem as well. I believe what is happening involves two main factors. The first is that there is some kind of feature with industry whereby perfectly functional industrial firms will disappear and be replaced by more profitable industries (immediately after they level up to level 2). Beverages are a lower tech industry, so you could have a 100% profitable fully staffed beverage industry firm replaced by a firm in another field like machinery because that field is producing goods with a higher profit margin. The short of it is that some industries are not profitable enough at a 10% tax rate to remain in your city for very long.

This leads to the second factor: as a consequence, all of your commercial establishments selling beverages (or entertainment, which uses beverages as an input) will have to import their goods. This raises their operational costs no matter how they import (road, train, shipping, etc.). I've seen this happen with furniture sales as well, even though I have ample forestry in my build.

To some extent it is a feature of building urban cores with tons of medium density mixed-use buildings. Lots of residents raises the demand for retail establishments selling beverages. Those firms are satisfying the local demand for the good--but those firms are not sustainable in a developed, service-oriented economy with a highly educated work force (i.e. fewer poorly and uneducated workers). This is similar to the real world (IMO).

I literally went through my build and eliminated every beverage retail establishment I could see. Some have built back but the internal competition for local goods is no longer pushing them to import.

Right now, I have a build where (because I have tax rates on highly and well educated cims cranked up) I've also been able to drop commercial and industrial tax rates low enough to make those notification icons go away.
Another problem is the caravans. Practically above every building there are icons about uncollected bodies. When I think I have mastered the topic, another wave of death comes in a moment. I have satisfied residents, taxes in the black, but there is still something wrong. At times I don't know what could be done, because there is really a lack of any messages that would suggest what the problem is and how to solve it.
I see this as well. I think this is a problem with the game's algorithm since this most recent patch. It's like someone flips a switch and all those cims die all at once. If you have sufficient deathcare, those bodies will be picked up very quickly. Aside from the notifications, this hasn't been a problem that has impacted much of anything in my city.


Attaching my most recent save if you want to take a look. I think I've solved most of these issues in vanilla. I don't know what mods you're running, but I'm skeptical about the game's ability to remain stable when there are too many mods running. With CS1 we had Harmony, which ensured all the coding was compatible. I don't think we're quite at that point yet with CS2.
 

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I`m having the same problem with CS 2 crashing to desktop random, from minutes to several hours. I played for the first time just now. After the turbulent launch, I decided to wait for they to patch the game. After the last one and reading some comments saying that the game was in a better spot from launch, I decided to give the game a try. My very first time playing, I thought to myself to play without mods, thinking about stability and to try the game vanilla. I had two consecutive crashes, I think about 10 minutes into the game.

After that I could play some hours without crashes. I learned that I would need autosaving, set that to like 5 minutes, and manual saving after finishing some projects that I would not like to do again if the game crashes. I observed that some of the crashes is related to going too "fast" with the mouse, panning or zooming the "camera", but it happens in unexpected others time too.

I have to say that it was not a good experience for trying the game for the first time, and after some time from launch. Apart from this stability/crashes problems, there is the problem with game`s mechanics. Traffic on the city is inversely proportional to number of population, citizens walk long distances, and others that already have been discussed on the forum. I`m using some mods to fix this problems, and having a better time than vanilla, especially for getting a real experience with mass transit on my cities (Transit, Realistic Parking Mod, Traffic Simulation Adjuster, Realistic Trips and Lazy Pedestrians), all of than that really was needed on the vanilla game. The problem is that I don't think I will achieve high city population with these realistic settings, because of the stability and optimization of the game.

Despite the instability/crashes, and problems with the game's mechanics, overall it's a fun game, especially with mods, and has a lot of potential for the game. I hope that despite the turbulent launch and the lack of speed in patches for fixes and unfulfilled promised features, the game is not canceled and continues to receive updates to realize its full potential.
I play mostly vanilla as well. I only use InfoLoom and Extended Tooltip.

The mixed-use urban promenade buildings were causing my game to crash for some reason. It seemed like it was a rendering issue, because the game would only crash when those buildings were in view... and sometimes it was when I was moving the view too quickly with my mouse. I don't know if this has been addressed--but I'm just not zoning those buildings in my city and the game no longer crashes. With all the new region packs, I'm not losing any sleep over it.
 
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I'm no longer experiencing any crashes since I stopped zoning the urban promenade mixed-use buildings as they always seem to cause my game to crash to desktop (@co_avanya). Obviously, this may not have any relevance for you, except to say that the game is fairly stable without mods. I only play with two mods ... InfoLoom and Extended ToolTip.


InfoLoom has allowed me to track availability of housing and correlate it with the demand bars. Basically, demand drops when there are available, unfilled homes at any density. If you haven't dealt with the unhoused cims problem then that might explain why you have unfilled homes. In my opinion, the mechanic for departing cims still moves way too slowly, so you end up with unhoused cims queued to look for homes but unable to afford them. This creates a bottleneck, which leads to unfilled housing.

To a certain extent the above is all speculative on my part, because I don't know how to read code. So I don't know if they ever fixed the 128-queue problem. I am basing this on my experience in the game playing without any mods.

The Bye Bye Homeless mod fixes the unaddressed unhoused cims issues--but you can also deal with the problem in-game in vanilla. Generally speaking, keep a range of housing from affordable to medium to high density so that all your cims can find somewhere to live. And crank up your residential tax rates on well and highly educated cims in order to force them to leave your city when they become unhoused. I have my city at a net average 10% residential tax rate and am subsidizing uneducated and poorly educated cims while taxing well and highly educated cims at 25-30% rates.

In my opinion, the incentive system in the game needs to be modified. If you build a city where someone would want to live (who wouldn't?) with wonderful amenities and services, then no one wants to leave when they become unhoused (especially if they have a job). A progressive, Swedish-style tax system will solve the problem in-game.


I do think the game favors mass transit use and walkability. I see traffic in my city while cims are also using mass transit. I try to follow basic road hierarchy principles, while building mixed-use, mixed-density neighborhoods that are walkable. Cims walking to the edge of the map was a problem in CS1 as well. Hopefully we get bikes soon.


I'd love to look at your save some time if you're willing.


I had the beverage problem as well. I believe what is happening involves two main factors. The first is that there is some kind of feature with industry whereby perfectly functional industrial firms will disappear and be replaced by more profitable industries (immediately after they level up to level 2). Beverages are a lower tech industry, so you could have a 100% profitable fully staffed beverage industry firm replaced by a firm in another field like machinery because that field is producing goods with a higher profit margin. The short of it is that some industries are not profitable enough at a 10% tax rate to remain in your city for very long.

This leads to the second factor: as a consequence, all of your commercial establishments selling beverages (or entertainment, which uses beverages as an input) will have to import their goods. This raises their operational costs no matter how they import (road, train, shipping, etc.). I've seen this happen with furniture sales as well, even though I have ample forestry in my build.

To some extent it is a feature of building urban cores with tons of medium density mixed-use buildings. Lots of residents raises the demand for retail establishments selling beverages. Those firms are satisfying the local demand for the good--but those firms are not sustainable in a developed, service-oriented economy with a highly educated work force (i.e. fewer poorly and uneducated workers). This is similar to the real world (IMO).

I literally went through my build and eliminated every beverage retail establishment I could see. Some have built back but the internal competition for local goods is no longer pushing them to import.

Right now, I have a build where (because I have tax rates on highly and well educated cims cranked up) I've also been able to drop commercial and industrial tax rates low enough to make those notification icons go away.

I see this as well. I think this is a problem with the game's algorithm since this most recent patch. It's like someone flips a switch and all those cims die all at once. If you have sufficient deathcare, those bodies will be picked up very quickly. Aside from the notifications, this hasn't been a problem that has impacted much of anything in my city.


Attaching my most recent save if you want to take a look. I think I've solved most of these issues in vanilla. I don't know what mods you're running, but I'm skeptical about the game's ability to remain stable when there are too many mods running. With CS1 we had Harmony, which ensured all the coding was compatible. I don't think we're quite at that point yet with CS2.
Region and Regional Capital Poznań on the Tampere Map.

Region Description:

My region, built on the Tampere map, is characterized by the following structure:

* Regional Capital: The main center is Poznań, divided into 14 districts: Old Town, City Center - New Town, Marysienki Plaza, Jeżyce, Franowo, Factory District, Rataje, Rynkowo Skalne, Winogrady, Portowo, Piątkowo, Górna Wilda, Środkowa Wilda, Dolna Wilda.

* Two Large Cities: Gnieznówko (10 districts: Tysiąclecia, Dalki, Róża, Ustronie, Arkuszewo, Pustachowo-Koluszki, Grunwald Old Town - Center, Winiary, Piekary) and Wronki (9 districts: Zamość New Center, Olszynki, Beach Gardens, Na Górce, Borek, Słowackie, Słowiańskie, Mieszka I, Wodne Piaski).

* Two Medium-Sized Cities: Dąbrówka and Miła Kępa.

* Small Towns: Zalasewko, Japonice.

* Villages: Kamilowo, Łosień Sosnowiecki, Myszkowice, Śmiłowo, Dobrojewo, Lipnica.

* Industrial Zones: Rynkowo Skalne - Poznań, Franowo - Poznań, Factory District - Poznań, Porteczna - Poznań, Stabrownice - Miła Kępa.

* Mixed Residential-Industrial Zones: Portowo - Poznań, Piekary - Gnieznówko, Mieszka I - Wronki.

Poznań City Description:

Poznań is my first city and the regional capital, which I have been building since the beginning of Cities: Skylines 2. It has a population of approximately 200,000, but this number fluctuates constantly. Of course, it is not the only city I have founded. At the beginning, when the game had technical issues, I lost two city files. Currently, I am playing on three maps.

The regional capital, Poznań, has gone through various stages of development. The game often crashed, forcing me to change the city's concepts. I am building Poznań without popular mods, using only the region packs available on Paradox Mods.
The capital and other centers generate over 600,000 simoleons in profit. Residents are satisfied, although I still encounter known game problems.

Public Transport:
The capital has two train stations, a large bus station, a sea port, and a passenger port. It lacks a metro system and an international airport. I have built several tram lines, bus lines, a main railway line for passenger and freight trains, and expanded the taxi network.
I regularly return to expand this city, but constantly saving progress can be tedious.

Of course, I will share this city. However, please remember that it is not perfect, but I have built it to the extent that the current game version allows. I hope that after more fixes are implemented, most of the problems will be resolved.
 

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Of course, I will share this city. However, please remember that it is not perfect, but I have built it to the extent that the current game version allows. I hope that after more fixes are implemented, most of the problems will be resolved.
First, I think your city is beautiful. I'm always a bit in awe of European builders, because I simply don't have a feel for the real-world, historically-grounded aesthetic of organic builds. I like how you have several different cities and towns growing all over the map, because it gives a sense of regional history and character.

My main recommendation is to install the Bye Bye Homeless mod and the InfoLoom mod. There are over 11K unhoused cims in this city and that is a big part of the problem with your residential demand. The Bye Bye Homeless mod fixes what the game developers haven't yet... although it is possible to play without it, as my attached city file above shows. The InfoLoom mod provides some indispensable information for managing the balance between housing, education and job educational needs in the economy. Without it, it's not easy to address the unhoused cim problem, IMO.

Then you need to deal with unemployment. The recent patch de-aged most of the elderly. All of those formerly elderly persons had some level of education, and they end up unemployed across the distribution of education labor needs.

The high unemployment rate in this city IMO is a result of not enough schools. There are around 15K unemployed, uneducated workers. The city has a deficit of about 13K elementary school seats and about 3K high school seats. I suggest you consider closing the gap of elementary and high schools, then over time as your citizenry becomes better educated, they'll fill in the empty high density residential units, and you'll need to add more office jobs, probably.

In the meantime, however, you might also consider expanding your industrial capacity to employ those uneducated workers. Specialized resource extraction industries will provide jobs for uneducated and poorly educated workers, and will also supply additional income.

The real challenge will be beefing up your school system while maintaining the really gorgeous Eastern European (Polish?) vibe you have built.

I played in your game for about two hours and with these suggestions and a few tweaks to your tax code was able to keep the number of unhoused cims down (after an initial purge) and closed the gap on education and deathcare capacities. Although I'd rather run the game for a bit longer and get rid of the Bye Bye Homeless mod to see how the simulation balances out with my adjustments.
 
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@Marov84

following-up on the dead cims question ... they do seem to all die at the same precise moment.

This shows, however, how quickly the hearses can pick the cims up when there is adequate coverage.

the top half shows "before" and the bottom half shows "after" ...
1740369489636.png

time stamp in the bottom left shows only about six hours have elapsed in-game ... same month and year.

I still have a minor scare every time all those icons pop up all at once, though.

This shows my coverage and capacity ... based on CS1 experiences I pretty obsessive about deathcare coverage.
1740369538301.png


I also wonder to what extent traffic flow plays a role. It's hard to read this dang graph, but mine is somewhere between 75%-80%.
1740369660288.png
 
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Somewhat ironic question, but wondering if we're ever going to address the too many pups issue... all cims rent. In the U.S. at least, most landlords don't allow more than two pups per renter. Here, the Smith Family has literally run out of names for all their dogs. Two are named, "Sheba".

Also, every one of those pups followed Isabel into Denny Denims when she arrived at the store. They can't all be service dogs.

1740369922960.png
 
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Somewhat ironic question, but wondering if we're ever going to address the too many pups issue... all cims rent. In the U.S. at least, most landlords don't allow more than two pups per renter. Here, the Smith Family has literally run out of names for all their dogs. Two are named, "Sheba".

Also, every one of those pups followed Isabel into Denny Denims when she arrived at the store. They can't all be service dogs.

View attachment 1258090
Seconded. Reducing the unnecessary dog agents seems like a good way to help optimize performance too. It’s a win-win for both realism and processing speed.
 
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Somewhat ironic question, but wondering if we're ever going to address the too many pups issue... all cims rent. In the U.S. at least, most landlords don't allow more than two pups per renter. Here, the Smith Family has literally run out of names for all their dogs. Two are named, "Sheba".

Also, every one of those pups followed Isabel into Denny Denims when she arrived at the store. They can't all be service dogs.
Imagine the billions of dollars our cities would get simply by taxing veterinary clinics ;)
 
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First, I think your city is beautiful. I'm always a bit in awe of European builders, because I simply don't have a feel for the real-world, historically-grounded aesthetic of organic builds. I like how you have several different cities and towns growing all over the map, because it gives a sense of regional history and character.

My main recommendation is to install the Bye Bye Homeless mod and the InfoLoom mod. There are over 11K unhoused cims in this city and that is a big part of the problem with your residential demand. The Bye Bye Homeless mod fixes what the game developers haven't yet... although it is possible to play without it, as my attached city file above shows. The InfoLoom mod provides some indispensable information for managing the balance between housing, education and job educational needs in the economy. Without it, it's not easy to address the unhoused cim problem, IMO.

Then you need to deal with unemployment. The recent patch de-aged most of the elderly. All of those formerly elderly persons had some level of education, and they end up unemployed across the distribution of education labor needs.

The high unemployment rate in this city IMO is a result of not enough schools. There are around 15K unemployed, uneducated workers. The city has a deficit of about 13K elementary school seats and about 3K high school seats. I suggest you consider closing the gap of elementary and high schools, then over time as your citizenry becomes better educated, they'll fill in the empty high density residential units, and you'll need to add more office jobs, probably.

In the meantime, however, you might also consider expanding your industrial capacity to employ those uneducated workers. Specialized resource extraction industries will provide jobs for uneducated and poorly educated workers, and will also supply additional income.

The real challenge will be beefing up your school system while maintaining the really gorgeous Eastern European (Polish?) vibe you have built.

I played in your game for about two hours and with these suggestions and a few tweaks to your tax code was able to keep the number of unhoused cims down (after an initial purge) and closed the gap on education and deathcare capacities. Although I'd rather run the game for a bit longer and get rid of the Bye Bye Homeless mod to see how the simulation balances out with my adjustments.

Hi!

I took your advice and reinstalled the ByBy Homeless mod you mentioned. I immediately noticed an increase in the number of residents and a decrease in the number of homeless people. From what I read in one of the updates released by the game developers, the homelessness problem was supposed to be solved.

Apparently, it wasn't completely eliminated. Whenever I demolished buildings, "rearranging" the city, a large group of "overlapping" homeless people appeared. After a while, they dispersed and wandered to the parks, setting up those awful tents. Fortunately, the mod is updated to the latest version of the game.

Another problem I encounter when using mods is the disabling of in-game achievements. Some of them don't affect gameplay at all and shouldn't block achievements. I understand if it was a mod that directly interferes with the game, affecting the happiness or well-being of residents, or gives unlimited money (an option that can be turned on and off)... but these are just my random thoughts.

Returning to the second mod, InfoLoom, I still need to thoroughly investigate its operation. I haven't had any experience with it before, apart from the most recommended ones (Move It, Anarchy, etc.).

When I find more time (especially on weekends, as I work from Monday to Friday), I will fully test it. The mod has a wide range of applications when it comes to statistics. It makes it easier to analyze data that the basic version of the game doesn't offer, or at least not to that extent. The game developers should eventually implement it permanently. At least now I have an accurate picture of the number of homeless people.
Thanks for your help!

I also had the opportunity to test your city. I must admit that it is impressive and very realistic. You build great, and I will definitely use your solutions in my game. I like some of the solutions you used to build the entire region. You can see a thoughtful and well-planned network of cities that work perfectly together. Everything forms one large agglomeration. I'm very impressed.

Answering your question, yes, I'm from Eastern Europe, specifically from western Poland. I live in Poznań, located in the Wielkopolska Lakeland by the Warta River. Poznań is the historical capital of the Wielkopolska Province and the fifth most populous city in Poland (metropolitan center), and the ninth largest in terms of area. The capital of Wielkopolska was one of the royal cities of the Crown of the Kingdom of Poland and the capital of Poland in the years 1290-1296. Poznań forms the Poznań agglomeration, which is inhabited by over one million people.
That's a brief overview of my city.

In the recently released Eastern Europe regional pack, one of the interesting and modernist buildings located in Poznań was added. "Okrąglak" is currently an office building. It used to function as a department store, commonly known as "Okrąglak," due to its distinctive design.

I have attached photos of the "Roundhouse" ("Okrąglak"), but if you look closely, you will see the "Squarehouse" ("Kwadraciak") next door, an office building that has a similar facade to the "Roundhouse". And as a little bonus, a photo of the view from the office to the city of Poznań in a wintery atmosphere. :D
 

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@Marov84

following-up on the dead cims question ... they do seem to all die at the same precise moment.

This shows, however, how quickly the hearses can pick the cims up when there is adequate coverage.

the top half shows "before" and the bottom half shows "after" ...
View attachment 1258087
time stamp in the bottom left shows only about six hours have elapsed in-game ... same month and year.

I still have a minor scare every time all those icons pop up all at once, though.

This shows my coverage and capacity ... based on CS1 experiences I pretty obsessive about deathcare coverage.
View attachment 1258088

I also wonder to what extent traffic flow plays a role. It's hard to read this dang graph, but mine is somewhere between 75%-80%.
View attachment 1258089
@Hubbubb17

Unfortunately, my attempt to expand my provincial city ended in failure. Despite building several elementary and secondary schools, the game unexpectedly crashed again, returning me to the desktop. This time after about 15 minutes. The next attempt lasted even shorter, only 5 minutes.

This is completely different from when I was admiring your city, where I could enjoy the game for a whole hour before I decided to exit myself to install the recommended modifications.

I think I'll return to this project when I find a moment of respite after work, or wait for the upcoming weekend.
 
Another problem I encounter when using mods is the disabling of in-game achievements. Some of them don't affect gameplay at all and shouldn't block achievements. I understand if it was a mod that directly interferes with the game, affecting the happiness or well-being of residents, or gives unlimited money (an option that can be turned on and off)... but these are just my random thoughts.
Yes ... this bothers me as well. Hopefully, we'll get a mod at some point that enables achievements even when playing with mods.

In my mind, if the game were fully playable in vanilla without mods then this feature wouldn't be unfair. But the game requires some mods to be playable. That is unfortunate.
 
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@Hubbubb17

Unfortunately, my attempt to expand my provincial city ended in failure. Despite building several elementary and secondary schools, the game unexpectedly crashed again, returning me to the desktop. This time after about 15 minutes. The next attempt lasted even shorter, only 5 minutes.

This is completely different from when I was admiring your city, where I could enjoy the game for a whole hour before I decided to exit myself to install the recommended modifications.

I think I'll return to this project when I find a moment of respite after work, or wait for the upcoming weekend.
This is my opinion ... for some reason the Urban Promenade Mixed-Use buildings cause the game to crash to desktop. When I stopped zoning them my game stopped crashing. Now ... full disclosure ... in that save of my city there are perhaps a total of 70 cells of Urban Promenade Mixed-Use that I've managed to sneak back in without having the game crash (fingers-crossed). They're all in one place in the city so maybe you never scanned across them. The game hasn't crashed for me since I snuck them back in.

I mentioned this because I noticed you have a bit of Urban Promenades Mixed-Use scattered throughout your city. Maybe that is why your game is crashing to desktop. One can't really know for sure. All I do know is that when I removed that zoning previously my game stopped crashing.

Hopefully, this might be helpful. I went through your city and removed all the Urban Promenade you had placed. I replaced it either with low density offices, or with North American or EU mixed-use zoning, depending on what was already in the neighborhood around where you had zoned. Maybe this was the issue? If it was, maybe this version of your save game might work for you?

This file is titled: "Poznań 2-UPmixed-use.cok"


The next one, I'm a bit reluctant to share. Because our cities are our babies and we put so much care and intentionality that I don't want you to feel like I've ruined your baby...

I'm attaching another save file that I did a bit more work in. In this save file, I've also removed or rezoned all the Urban Promenade, but I also did a few more things:

1) Throughout the city where you already had crematoriums, I added capacity. There are also a few places now where I added a few more crematoriums in addition. I tried to do so in a way that made sense, but you put so much care and intentionality into creating this build I hope you don't feel I've wrecked a neighborhood.

2) I also added schools throughout to improve your seat capacity for elementary and high school students... Again, I tried to do so in a way that didn't disrupt the existing neighborhoods as you have built them. But there are a couple spots where I just spammed some of those ugly dense city elementary schools. So you'll obviously need to review placement to put things where you would want them consistent with your vision for the city.

3) Lastly, I went through and played wack-a-mole with all the retail businesses selling beverages. That will get rid of the high import cost notifications. And I demoed all the buildings where there were dead cims waiting to be collected. This will give your hearses a chance to catch up and get even with the body count. This means that many of the buildings in your city have been de-aged back to level 1. I've done nothing to the zoning.

Again, I do this with quite a bit of reluctance because (I believe) we play the game because we love problem-solving. But maybe this gets you back to a satisfactory starting place and you still have plenty of things you can work on in your city.

That file is titled "Poznań-0228f.cok"

Cheers! I hope things work out. I'm sorry this has been causing so much frustration, because I know how it feels when you work on a project for this long. I've been working on the city I shared above since early 2024.
 

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I also had the opportunity to test your city. I must admit that it is impressive and very realistic. You build great, and I will definitely use your solutions in my game. I like some of the solutions you used to build the entire region. You can see a thoughtful and well-planned network of cities that work perfectly together. Everything forms one large agglomeration. I'm very impressed.
Thank you! Definitely hundreds of hours have gone into this build. I started it well before Economy 2.0. Here is the written background and history of the build:

https://docs.google.com/document/d/1XbUSXz-32ix44IZrnbz_3MaZa1YBtiJoYRRc8TkWCP4/edit?usp=sharing

Answering your question, yes, I'm from Eastern Europe, specifically from western Poland. I live in Poznań, located in the Wielkopolska Lakeland by the Warta River. Poznań is the historical capital of the Wielkopolska Province and the fifth most populous city in Poland (metropolitan center), and the ninth largest in terms of area. The capital of Wielkopolska was one of the royal cities of the Crown of the Kingdom of Poland and the capital of Poland in the years 1290-1296. Poznań forms the Poznań agglomeration, which is inhabited by over one million people.
That's a brief overview of my city.
Thanks for telling me a bit about your home city!
In the recently released Eastern Europe regional pack, one of the interesting and modernist buildings located in Poznań was added. "Okrąglak" is currently an office building. It used to function as a department store, commonly known as "Okrąglak," due to its distinctive design.

I have attached photos of the "Roundhouse" ("Okrąglak"), but if you look closely, you will see the "Squarehouse" ("Kwadraciak") next door, an office building that has a similar facade to the "Roundhouse". And as a little bonus, a photo of the view from the office to the city of Poznań in a wintery atmosphere. :D
That is one of my favorite buildings in this pack! I've actually placed it in my city as part of a new educational and office-oriented campus in the Platte Flats township of my city! And those are some beautiful photos! Thank you for posting them!
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Yes ... this bothers me as well. Hopefully, we'll get a mod at some point that enables achievements even when playing with mods.

In my mind, if the game were fully playable in vanilla without mods then this feature wouldn't be unfair. But the game requires some mods to be playable. That is unfortunate.
There is actually a mod for that. It's called 'achievement enabler' or so
 
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I hope you guys will address teens leaving your city in future updates, the percentage of teenagers in my cities never leaves the single digit as a result.
an observation...

When teens become adults they are automatically kicked out of their parents homes. And if you have a developed economy with higher land values, not much affordable housing, and a preponderance of office space (jobs for highly and well educated cims who can thus afford rent), then those educated adults end up unhoused and have to leave your city because they can't find jobs and can't afford to pay rent in your city.

The number of teens as a percentage of population may never change much because becoming an adult is a hard-wired part of the aging mechanic--but, personally, I think they need to randomize the mechanic of educated adults being pushed out of their parents' homes.
 
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