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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.
Runs a lot smoother after the update with the path finding change, yet there are a lot less cims travelling around and hence the improvement in my case. It’s actually less enjoyable for me now it feels so lifeless.
 
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  • Optimized citizens job-seeking calculations.
Hello @co_avanya -- can you say more about what is different now in the game as a result of this optimization?

With nothing changed in my build, I'm noticing higher unemployment, more unfilled jobs, and 50% lower mass transit usage. Are cims not looking as far for jobs? as long? choosing to remain unemployed when they can't find a job within a specific range?

p.s. cims moving in and cims moving away numbers seem to have calmed down a bit as well, something about which I shall not complain.
 
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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.
This is what I'm noticing. Lower demand for mass transit (but traffic flow unaffected), higher unemployment and higher numbers of unfilled jobs. I'm just wondering if the job-finding algorithm has either shortened the time cims will look or the distance they'll be willing to travel. And if they can't find something nearby, they remain unemployed.
 
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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.
Yes, its a shame but it seems to have happened to everybodt. I hadnt noticed that mass transit was so empty in my city. Its a really wierd effect to this patch since noting indicated that this would happen. Maybe the changed this and said nothing to increase performance at yhe cost of city lifeness, which would be a terrible mistake.
 
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This is what I'm noticing. Lower demand for mass transit (but traffic flow unaffected), higher unemployment and higher numbers of unfilled jobs. I'm just wondering if the job-finding algorithm has either shortened the time cims will look or the distance they'll be willing to travel. And if they can't find something nearby, they remain unemployed.
THis makes sense. Maybe they are no willing to travel such great distances. I wish we could hear some explanation to what is going on
 
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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.
Your enjoyment of this game will depend on how much the bugs annoy you. By all rights it should be a good game, there's a lot of simulation detail present and they did improve on the systems from CS1. It's just...not working correctly. A year out from release they've fixed some bugs, introduced about as many other bugs, and haven't even touched over half the other issues, just from the simulation perspective. Performance I think has gotten better, but when your cars and service vehicles make nonsensical driving decisions and some major service buildings flat out don't work properly, it's hard to recommend as a game right now. People who are less invested in simulation details might not be bothered by all that.

CO is honestly just spread too thin with their team trying to juggle a massive backlog of bug reports, technical issues with the asset editor, performance issues for the upcoming console release, and everything else they haven't revealed publicly. Offhand I can think of about a dozen major bugs that significantly impact the simulation quality and cohesiveness (some of them from launch!) and there's literally hundreds of non-duplicate polish or minor issues (ranging from graphical like "snow doesn't render properly on objects" to functional like "pathway not connected" on an auto-spawned building) that cumulatively weigh the experience down.

Vicky 3 had a messy launch but the dev team there was able to dig out of that hole about a year after release. CS2 started in a deeper hole and is maybe...a fourth of the way out?
 
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If the car traffic is the same, maybe they are just not willing to change lines to get to their jobs? So that calculations are not as heavy? I say this because all my lines in my city are connected and many cims changed lines to get to their destinations
 
If the car traffic is the same, maybe they are just not willing to change lines to get to their jobs? So that calculations are not as heavy? I say this because all my lines in my city are connected and many cims changed lines to get to their destinations
Unfortunately car traffic is also reduced for me so I think it’s affecting everything
 
I'm not fully sure that's intentional. The production/consumpation rate of goods is now low enough that buildings don't run out for a long time and thus no delivery trucks are needed, but that makes it seem even more unrealistic than the alternative.
Well, that's unfortunate if true... and I was sort of happy in my ignorance too.. *sigh*

The issue with truck traffic originally (and I'm pretty sure I pointed this out along with multitudes of others) was that certain companies could never restock no matter how many they had come in, and the reverse, which was that commercial business would keep sending trucks to a business that had no stock available, and finally that the cargo hubs were horribly inefficient.

Man, those cargo hubs gave me nightmares. Not only would it only accept one truck at a time no matter what you did, it was horribly inefficient in other subtle ways where a cargo truck with a 25T capacity would dispatch from the cargo harbor with only 5T because regardless of whether the business was low density, high density, level 1 or level 5, they'd never receive an upgrade to their initial capacities. I can't remember whether the capacities were based on building type or business type though, but I think it was the latter.

Phew. o_O

I know I kind of went on a rant there for a second that you didn't ask for, haha. But hopefully at some point they circle back around to actually solving those issues if what you say is true. (I've kind of given up on trying to analyze the actual simulation at this point. And that's sad to say.)
 
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So basically you are saying that they achieved somewhat better sim performance, by reducing traffic numbers, and further stepping away from any realistic simulation behavior in the city? Like they did with ALL of the patches until now? No way...
 
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So basically you are saying that they achieved somewhat better sim performance, by reducing traffic numbers, and further stepping away from any realistic simulation behavior in the city? Like they did with ALL of the patches until now? No way...
I Am not sure, but it sure would be usefull to hear from CO
 
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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.
It still seems a bit much to spend nearly 500 euros to play a game at 0.5 to 0.7 sim speed though. That only covers the cpu...
 
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On a positive note, I am happy to see more stuff thrown our way. I do hope that they'll also (very) soon come up with a major update that transforms the game from a city painter to a fun game. (I would also love to see the ability to designate roads to a certain road hierarchy. In other words, being able to specify artery roads, collectors and local roads.
 
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So basically you are saying that they achieved somewhat better sim performance, by reducing traffic numbers, and further stepping away from any realistic simulation behavior in the city? Like they did with ALL of the patches until now? No way...
tried to let the game just run for a few hours irl again hoping things would be lively again but boy was I wrong. Public transport usage dropped even more during the few hours. Time to give up trying. May just wait for a year or two and see if the game improves at this stage. Was seriously considering buying the creators contents pack but think I won’t now.
 
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