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I'm not a fan of this change. I have 5k university demand in my 80k population city so this will make the alternative universities (technical or medical and more in the future) useless in terms of student capacity.
I'm also wondering to what extent this really improves attendence when pathfinding and proximity play a role in whether an eligible cim actually enrolls. Whether there are 1,000 seats or 5,000 in my mind doesn't change that I have to place universities and colleges across a region in order to generate enrollment.
 
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So much discussion about the great potential for improving the game.

Might I remind everyone it took a month to tweak some job seeking and garbage collection parameters...

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I'm also wondering to what extent this really improves attendence when pathfinding and proximity play a role in whether an eligible cim actually enrolls. Whether there are 1,000 seats or 5,000 in my mind doesn't change that I have to place universities and colleges across a region in order to generate enrollment.
this actually makes me feel a little better about the change. While a centrally located uni would be full at capacity, there is still incentive to build more. (I still think the number should be lowered)
 
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Could you explain what your seeing? I'm sat on the side lines still waiting for news of things being a lot better before I buy.
Fps is still not ideal, but simulation speed is way better for me. The game slows down after you reach a population number (100k for me before patch, it dependes of your system). Now my city is running way faster, just as with a small city.
 
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Could you explain what your seeing? I'm sat on the side lines still waiting for news of things being a lot better before I buy.

Things are a lot better. How much better is sort of nebulous.

At 800,000 population around this time a year ago, I could barely get 30 FPS and 0.2 play speed on a 12k i9 and a 3080 ti,
Now I get relatively consistent FPS (it required a driver update, by the way - but I locked it at 40 because I don't really see the point in anything higher) and a decent 0.5-0.7 play speed with that same population. Mechanics are far better as well, there doesn't seem to be stampedes of cargo trucks anymore and far more private vehicles on the road. The land value bug is also seemly mostly resolved, though perhaps now it's a little too forgiving.

It still feels like there's a lot more performance on the table to be gotten, but it did go from relatively unplayable to enjoyable for me personally.
 
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Yeah, sure, just keep complaining...

This you?

I also dont understand how at this point we are getting a "small patch" The performance issues at pc are monstrous. So many deep bugs. And yet once more we get a small patch. Are all employees working on consoke and asset editor? But still, working on ps5 and xbox shouldnt they have discovered at this point many issues that are slowing down performance that could also be used to improve the pc version of the game? I just cant understand. All leads me to think they are indeed working on another project and there are minimul people working in cs2 just to make it to console with asset editor and get that final income.

I am not trying to make any conspiracy, but I just cant see it other way

Seems complaining helps...
 
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it says the cargo traffic has gone up alot in the statistics, which I cannot see (are there more trucks now? I don´t know) ...but my pessenger public transport has gone down by more than 30% which I can definetly see at my public transportation hot spots, that are very lifeless now
 
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Going to post this here too:

Great news guys. Paradox messed up in our benefit this time. :D

For the people that have the Windows Store version; those ultimate edition creator packs are already live and can be installed. Best to block the Xbox app from the internet in case they try to block it tomorrow.

I posted some screenshot of the new zoning and service building assets on my other post for those interested: https://forum.paradoxplaza.com/foru...an-promenades-trailers.1717853/#post-30032840

So a UK region pack, a patch and 2 new creator packs and it is only Tuesday. What is happening :D
 
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Every little bit of corrective action is appreciated, small patch indeed but thanks. I keep seeing that there's no mention about fixing the zone breaking problem, does anybody else think it is important? When a player has a nicely developed block and suddenly it is destroyed by adding a needed street nearby, it is very bad gameplay. On rare occasions the zoning reverts to the way it was by simply bulldozing the new street, but then what if one still needs to add network? In any case, it isn't always possible to save those buildings, even using by the Move It mod.
I've had considerable success in maintaining a unified grid by following a few rules when that is my goal:
- Always snap to road length and 90 degrees
- disable snap to Existing Geometry and Guidelines
- Use snap to zone grid to start the new road/path, but disable it afterwards so you don't get messed up by any competing nearby grids.

I hope this helps.
 
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Considering it made massive improvements to sim speed I think it was a great job
Although sim speed is improved, the update also reduced my public transport demand to only 1/5 of the original demand before the update. The town is like a ghost town now. I prefer the busy town with packed buses, trams, metros etc more. It’s actually less enjoyable after the update since I enjoy seeing cims moving around instead of seeing a ghost town at 410k population with barely any traffic.
 
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