I disagree with the premise that CS1 is the better game. As someone who has been playing CS1 since 2016, I enjoy vanilla CS2
far more than vanilla CS1. Now that I’ve played CS2, I can’t play vanilla CS1 without heavy use of mods. It’s just not enjoyable. I
can play CS2 completely vanilla and have fun getting lost in the game for hours. Just my opinion.
CS1 has benefited from a decade of modding and DLC, and there are some absolutely amazing mods available that double or triple CS1’s value. The mod history of CS1 is the main advantage CS1 has over CS2 right now.
Yeah, I think CO bit off more than they could chew with the time and staff they had. There is a lot of complexity in the back end logic of the simulation that isn’t entirely understandable for the player. It seems like they spent all of their time building out the complexity, then ran out of time at the debugging, calibration, and validation phase. The more complex the simulation is, the longer it will take to debug and calibrate to make all of the systems work together properly, which compounds the problem.
To add on to CO’s technical problems, after the debugging and calibration is done, the complexity must be simplified within the game interface/data feedback so players can conceptually understand what is happening in the game and connect how their actions are impacting the simulation. Designing this interface is as much an art as it is a science, and the amount of time and testing of the user interface scales up with the complexity on the back end. If the interface isn’t clearly giving good feedback, then the player doesn’t know the next move they should make when they run into a problem to solve. This will cause frustration, and the player will believe the simulation is arbitrary, wrong, or nonexistent, even if there is realistic logic there within the simulation (like your elementary school example).
So, I think there is a good simulation underneath the hood, but CO has a two pronged issue right now:
- Debugging and calibrating the simulation is still in progress.
- An interface with clear and concise feedback to the player when the player takes action is not complete and is not possible to complete until the first issue with debugging and calibration above is largely solved.
I understand your point, but there are a few things to consider:
- Is the same company making the sequel? All this talk about the time CS1 needed for improvement can also apply to CS2, since they are not creating a completely different game. They have the knowledge from the previous game.
- We can talk about comparing the game with or without mods, but I think that once you open your game to the workshop, the most important mods that address some issues should be considered part of the game. CS2 has no workshop, and I’m pretty convinced this is an economic decision.
- I’m not taking into account all the DLCs of CS1... We all know Paradox’s DLC policies very well. What I’m saying is that the base game of CS2 has serious simulation issues, and they remain unresolved even after one year. Now I’ll need to list them because it seems like many people are either blind to these issues or feel personally attacked when someone criticizes the game.
I’m not a programmer, of course, but I know a lot about simulation and AI. A simulation doesn’t need to be completely realistic; you can take reality and create a model of it, simplifying by removing terms in the formulas that aren’t significantly important. Sure, it’s a big system, but mathematics can also solve large systems. The most important thing here is to check whether the model accurately represents the reality they’re trying to simulate.
Let me give you some examples:
How is it possible for me to reach the status of a large village with 0 population? This happens because they created an XP system with no additional requirements. So, all I need to do is fill the map with wind turbines, sell the electricity, and keep repeating the process. How can this be fixed? To reach each milestone, you should need several conditions, not just XP — for instance, a minimum population or a minimum number of services.
How can I get rich from the education system? It’s not hard. You just need to set the budget to 50%, which will make your citizens a little less educated, causing them to repeat the process, and then you can max out the school payment. (Actually, you can exploit your citizens in different ways.) Should it work this way? I don’t think so. I believe the simulation should be designed in such a way that people might prefer to leave the city instead of continuing with this cycle.
You can reduce the service times for things like ambulances, firetrucks, police, or anything that involves vehicles, to provide the service in half the time. You just need to create a one-way street so that the vehicle cannot return to the station after providing the service. It just disappears and reappears at the station. I don’t think it’s hard to simulate that the station has no vehicles and cannot provide service, with an icon indicating that.
Here’s another one: You can create a city with completely separated zones except for a pedestrian road. I don’t know how it’s possible, but all the products from your industries get transported magically to the commercial and service buildings. This conveniently solves the problem of trucks generating traffic jams. Again, this could be fixed easily: Program the pedestrian road so that it’s not considered connected for product transportation. And, to make it more realistic, you could implement some sort of “efficiency coefficient” because people are far away from their jobs or stores.
And maybe someone will say: "But you’re not playing the way it’s supposed to be played..." These kinds of problems, and more, can occur even if you’re not intentionally exploiting the system. We can also talk about the balance of the game, like elgendo87 mentioned: you need to set up TONS of schools, and they are huge. That’s not realistic. Let’s look at real-world schools and their sizes and placement. Some schools in the game could be the size of a building, maybe 4x4 tiles. I’m not saying they need to change the schools, but the number of schools needs balancing, and maybe the simulation should reflect what people actually want (in a non-political way: Some people might choose to work instead of going to school or university).
Another big issue is the pricing of the zones. People living in cheaper zones save money, and once they have enough, they move to a more expensive zone. Then, they start losing money, complain about the zone's price, and when they’re broke, they move back to a cheaper zone. This creates a cycle. Why didn’t they simulate this based on income? "I will move to a more expensive zone when my income — not my savings — allows me to afford it." And of course, they could simulate that when someone loses their job, they could use their savings until they find a job that might not pay as well as before, and then they could decide to move to a cheaper zone.
I will try to find another examples but I have no more time today.