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.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.
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.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.
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.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'd love to look at your save some time if you're willing.I have the main capital, two large cities and several smaller ones.
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.Besides, there is a constant problem with one product "drinks". An icon appears above the buildings that the goods are too expensive.
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.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.
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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