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Summary
Leisure overload (too many taxis & small park visitors)Steps to reproduce
After patch 1.2.5f1 (anniversary) there was a change made to how many visitors each area with entertainment receives.Some venues get extra. Unfortunately it seems random which venues get more, but from my observation (any or all):
Make a park next to a train station.
Add a cemetery and then add several sub buildings attached to the ROAD and not the main building.
Build a water tower, add the observation deck, then add a small park on the same block.
Add a 2x2 gym within 1 tile of the map edge where there is an outside road connection.
Add a small (2x2 or 2x3) pocket park near a major attraction like the signature observation tower.
Build commercial with Beverages or Recreation and add a few parks nearby.
Dog parks and the small gym seem to get the most ancillary visitors.
Water Tower Observation deck and the vanilla cemetery sub buildings get the most primary visitors.
Parks of any size near a train station are by far the worst
Expected Result
This change is mostly welcome, many leisure venues now have appropriate foot traffic, inbound car traffic, and get both residents and outside visitors. I welcome the additional traffic to a believable point.See 1st comment below: https://forum.paradoxplaza.com/foru...xis-small-park-visitors.1733787/post-30263094
Actual Result
It seems like the leisure venues that were the most popular before now have a "halo effect" that spills over to nearby parks. The cims then tend to visit the nearest park as if it were the main attraction. Now, due to this overload, the LeisureSystem is the top Pathfind use of CPU cycles.It seems to work similar to the air pollution effect. If you have several factories that pollute, the each new one you add MULTIPLIES the air pollution instead of adding to it. In this case, it is like the TRAIN STATION multiplies its own leisure to any SMALL PARK and then causes a rush of cims. So it takes the "5" entertainment effect of the small park and multiplies it by the "50" of the train station, resulting in a small park with 250 entertainment effect.
The result for the player when not near a train station is unmanageable taxi traffic. See photos for examples of back to back lines of taxis and see reddit posts detailing others with this issue.
I also notice that 3,500 businesses have closed since the patch. Many I replaced with offices. Many of those businesses used to provide leisure (Entertainment, Meals, etc). Now they are gone, it feels like the Leisure system is in overdrive, desperate to find a new place for people to go (where before there were many options in local commercial.)
It changes the dynamic of the city if people must newly travel far, especially since it seems they prefer high concentrations of entertainment. On smaller maps, this may draw cims away from a local business to flock to a Cemetery instead.
It also feels like many of these visitors are "dummy" traffic. Some are not residents, not tourists, and just visitors who pop in and out.
Game Version
1.2.5f1What mods do you have installed?
None required. Cim Route Highlighter provides the count and colors for cim travel using multiple modes as seen in screenshots.Affected Feature
- Balance
- Gameplay
- Performance
Platform
- Steam
- Microsoft Store (Xbox)
Additional Information
Additional Information
I have documented the problem here:Most popular place or does AI love dogs?
Hello everyone! Do you like dogs? A new "Dog Activity Park" has opened in my new city: Cars bring Sims from all over the area: We are waiting for everyone! "Dog Activity Park".
You can try the save file from when the patch was released:

nrr 3 Million - Paradox Mods
Niles’ River Region [nrr] save game with 3 MILLION

Or the save file after "reset residents/vehicles" and "cleanup obsolete entities" was used (6 months elapsed):

nrr-2948-bug-office-leisure - Paradox Mods
6 months after patch (office-leisure bug)

Here are other examples:
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