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There could be an issue with cims preferring street parking over the built in parking that comes with the asset. I have noticed that zoned commercial buildings rarely have a car parked in the dedicated lot built in to the asset, but the parallel parking spots on the streets adjacent to the shops are usually full.
You can test this by disabling street parking in those areas (wide footpaths, kerbside trees and a district policy are options here).
 
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I removed almost all public transportation, left the game for a while to let it recalculate and the sims adjust and force them to take their car.

Result, same, cars remain desperately parked and the streets are the same, empty

Taxis are more present and the sims have all become Olympic athletes and environmentalists, they all walk, the sidewalks are flooded with them with an increase in homeless people :oops:

so even there, already existing city 300k, and since the last patch, almost dead city, streets remains empty even without public transport
 
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I've noticed the same thing after patch 1.2, but I also felt like with every patch I have less and less traffic in my city.
So I have city with 280k population and I know for sure about multiple bottlenecks mainly on highway exists to city center and they were bothering me all the time before. Now I don't have any traffic problems at all. Some people said that it's because of good public transportation so I decided to do a test. I've used Sim Census mod to see how many cars were active before I removed all public transportation lines and after and I was shocked but those numbers. I let it run for some time after I removed it.

I had ~240 personal cars active before and approximately ~800 after. Those numbers are just hilarious for a city that big. Can you imagine having 244 personal cars in a city of 280k pop? This is absolutely ruined my experience with the game. So much for 'pathfinding optimisations' in the last patch.
 

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I've noticed the same thing after patch 1.2, but I also felt like with every patch I have less and less traffic in my city.
So I have city with 280k population and I know for sure about multiple bottlenecks mainly on highway exists to city center and they were bothering me all the time before. Now I don't have any traffic problems at all. Some people said that it's because of good public transportation so I decided to do a test. I've used Sim Census mod to see how many cars were active before I removed all public transportation lines and after and I was shocked but those numbers. I let it run for some time after I removed it.

I had ~240 personal cars active before and approximately ~800 after. Those numbers are just hilarious for a city that big. Can you imagine having 244 personal cars in a city of 280k pop? This is absolutely ruined my experience with the game. So much for 'pathfinding optimisations' in the last patch.

Did this have a positive effect on game performance?

As long as they don't react on this this could be either a bug or making behind the scenes stuff simpler to scale for console and CPU heavy cities. It would be nice if they could confirm what this is...
 
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Today I started a different map and the traffic seemed to feel like pre latest patch, and managed to get to a population of 80k and it was gridlock city, even the bus stops had 1000+ waiting and trains were unloading 3/4, felt like the old days then got to 180k and it started playing up so started another map and had the same results!... until the game kept ctd'ing so gave up.

Didn't add any mods nor change what I had running but there was a mod update for ExtraLib that seemed to be having issues loading well before this latest CO update
20241216_091641.jpg

(pic from before this morning and had this back months ago aswell)

After the auto update of ExtraLib the two maps worked with traffic and civ foot traffic as pre update.. then after a few hours the game kept crashing and when restarting it would download the ExtraLib again but didn't need to install.

There's still a massive wait time whilst the game thinks about the mods and when launching from Steam that Steam overlay msg that pops up on the bottom right freezers mid way on pop up first launch then after a few dozen ctds it might show up right, feels like the game is all over the shop on loading in since this latest update
 
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Did this have a positive effect on game performance?

As long as they don't react on this this could be either a bug or making behind the scenes stuff simpler to scale for console and CPU heavy cities. It would be nice if they could confirm what this is...
I haven't noticed significant effect on performance whatsoever. I have a feeling that this "optimisation" is part of their work to deliver this game on consoles as well.
 
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I've noticed the same thing after patch 1.2, but I also felt like with every patch I have less and less traffic in my city.
So I have city with 280k population and I know for sure about multiple bottlenecks mainly on highway exists to city center and they were bothering me all the time before. Now I don't have any traffic problems at all. Some people said that it's because of good public transportation so I decided to do a test. I've used Sim Census mod to see how many cars were active before I removed all public transportation lines and after and I was shocked but those numbers. I let it run for some time after I removed it.

I had ~240 personal cars active before and approximately ~800 after. Those numbers are just hilarious for a city that big. Can you imagine having 244 personal cars in a city of 280k pop? This is absolutely ruined my experience with the game. So much for 'pathfinding optimisations' in the last patch.
I just installed Cim Census
city not modified, therefore with public transport, but 99 this is completely SUREALIST

You are luckier than me, I have 99 active personal vehicles :p
1734524296822.png
 
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Did this have a positive effect on game performance?

As long as they don't react on this this could be either a bug or making behind the scenes stuff simpler to scale for console and CPU heavy cities. It would be nice if they could confirm what this is...
Strong possibility, to have a correct optimization of the game on console, I still hope that it is temporary.I hope they do not leave it like that, because the game will be dead
 
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Strong possibility, to have a correct optimization of the game on console, I still hope that it is temporary.I hope they do not leave it like that, because the game will be dead
Yeah it is a bit ironic that we are all asking for more animations in parks, sport fields and city services and also for bikes. But the cities feel more dead with every patch lol
 
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Taxis are more present and the sims have all become Olympic athletes and environmentalists, they all walk, the sidewalks are flooded with them with an increase in homeless people :oops:

so even there, already existing city 300k, and since the last patch, almost dead city, streets remains empty even without public transport
So the city is not dead right. It’s just everyone is walking.

In any case, I think there are several problems when comparing with CS1, or this is my impression:
-Freight traffic was more intense there. Specifically trucks delivering to commercial. This was most of the traffic in CS1. I’m not sure this is less because of Econ 2.0 reducing production or was like that since release.
-CIMS walk a lot. If public transportation is available they use it massively. Otherwise they walk. They prefer taxis over their own cars. Seems like they avoid driving.
-when we zone, there is massive traffic of people moving in. One of the few a instances when they drive. This is probably more noticeable in smaller cities, where new zones are a larger proportion of the city. The effect is watered down in larger cities. In the city I’m playing since release with 600k, there is barely any traffic. But in the newer areas everything is gridlocked.
- There is also the question of the aging population. I feel like CIMs get very old. Maybe in older areas they are all 150 years old vampires and their mobility behaviors are different.
-ECON 2.0 introduced a bug that made CIMs go buying to offices constantly. This created massive traffic at all hours. There was not rush hour because all day long was rush hour. Probably people designed their cities to deal with this intense traffic, and now that the bug is gone, this massive infrastructure is too much and traffic is perfect.
-Traffic is low since release. Except for the aforementioned bug, and the current constant expulsion of homeless that we have now, CIMs don’t move much. That being said, after the above bug was solved I’m noticing rush hours on the usage of public transportation.
Did this have a positive effect on game performance?

As long as they don't react on this this could be either a bug or making behind the scenes stuff simpler to scale for console and CPU heavy cities. It would be nice if they could confirm what this is...
A small one in my case. That has been nulled by the homeless situation. I think there are other things reducing performance aside from CIMs moving. Also if they made CIMS walking less then we would probably see more traffic anyway.

And regarding the console thing, why would they change this for PC. They could reduce that for the console version and leave things as they are for PC. Not that PC performance is ok…

My two cents.
 
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You can always install the mod that limits walking distance for cims, it's called "Lazy Pedestrians" and see if that does anything to car usage.
And of course, there are more traffic mods that simulate real life quite better than vanilla.

Realistic Trips (real life driving patterns)
Realistic Parking (will get the cims to park close to their actual destination)
No Vehicle Despawn (this will help you determine bottle necks in poor road load out, or just straight bugged cars)
Traffic Simulation Adjuster (this will no longer scale down traffic in large cities like vanilla does)

In my 8k city I find that around 10% of all parked cars are in circulation during busy times (morning/lunch/evening). Seems like a low number but you have to remember that a cim will get into a car at his apartment parking lot and drive 2 screens over to his work parking lot, so the car is only moving for a short duration (in my city layout, your milage will vary of course).

Anyway, it's only an 8k city but I am slowly building it out and the goal is to make it as car friendly as possible and lots of parking lots at all destinations they go. I have zoned in a lot of pedestrian facilities so I am starting to notice that they prefer those, and they will walk 10 screens(!) easy if they can. But I can fix that with "Lazy Pedestrians" which I have used in the past but forgot about in this traffic galore experiment city, so I shall play with that one tonight.
 
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That's unduly cynical. No in-house testing ever catches every bug and the longer it takes for a bug to emerge the less likely it is to be caught early.
Someone from CO or Paradox could take a brief moment out of their busy schedules and share if it’s a bug or WAD. That would clear things up quickly.
 
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Did you try this mod yourself and did you notice anything interesting?

Yes, I used it a few months ago (different city then I play now) and cims simply stopped walking super long distances so that part works. But you need infrastructure to deal with this. They need either public transit or cars instead or your city will die out because nobody can get to long distance workplaces/shops/leisure/etc, which means no/poor tax revenue and your budget dies.
 
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That's unduly cynical. No in-house testing ever catches every bug and the longer it takes for a bug to emerge the less likely it is to be caught early.
I'm sorry if I sounded cynical. That was not my intention.

I want to be as constructive as possible and I just observed that traffic was decreasing patch after patch and apparently I was not the only one with the same observation. That's why I started this topic; I wanted to know whether it was just my impression (which could have been wrong) but based on the observations of others, it does seem to be a thing (whether a bug or intentional).
 
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Yes, I used it a few months ago (different city then I play now) and cims simply stopped walking super long distances so that part works. But you need infrastructure to deal with this. They need either public transit or cars instead or your city will die out because nobody can get to long distance workplaces/shops/leisure/etc, which means no/poor tax revenue and your budget dies.

Would indeed be interesting to test whether using this mod and no public transport will bring back the traffic.
 
Would indeed be interesting to test whether using this mod and no public transport will bring back the traffic.
It should but I have a theory that in order for them to own a car they need to afford it which means they need a job but not only that they need low taxes and whatever else (low cost goods in shops?, low rent?) to make them "not wretched wealth" and then they will drive.
So that's another experiment I will do at some point, figure out the minimal wealth status they need to own a car, if there is such a thing.

Oh and students.. if they can no longer walk to school because it's too far now (with the mod) and you have no public transportation then they simply won't go to school, and you end up with dumb kids (but factories will take those as well), so plan for that as well :)
 
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