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You may have misunderstood my point. I'm well aware of the vague communication they've put out about the asset editor since pre-release. I think you're probably right about the timeframe that clock is ticking for 2024 and hollidays are coming soon (everyone deserve a break imo, not arguing about that). Though at some point, it would be nice to see CO/PDX assume their responsability and provide a rough timeframe of what is their internal ETA for the asset editor. We've waited, we've done plenty of conjectures. It's tiring and - in my sense - such a poor way to engage with the people that have bought your product. At some point, it may be good for them to remember that if they want to put out 10 years of DLCs, they kinda need to have a playerbase that is not all but fed up with their way of conducting their business.
I agree with you, but most people have given up on asking clearer dates or estimates. We won't get any.

They did in the beginning and didn't meet any deadline the past year, which lead to great anger from the community every time (me included).

So they went to the new strategy of under promising and underdelivering. All jokes aside, I am happy we are finally getting these region packs at last. Although it would have been better to get them all at once after this long wait.
 
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When can we expect lane changing fixes? Its literally the only thing bothering me in the game by now, and it is a very annoying issue to have cims change lanes last second :(

But otherwise, as always, amazing job guys! The content packs, the frequent info- very much appreciated!
 
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I agree with you, but most people have given up on asking clearer dates or estimates. We won't get any.

They did in the beginning and didn't meet any deadline the past year, which lead to great anger from the community every time (me included).

So they went to the new strategy of under promising and underdelivering. All jokes aside, I am happy we are finally getting these region packs at last. Although it would have been better to get them all at once after this long wait.
Yup, it kinda feels that the remaining people are content as it is. Ultimately CO/PDX communication has been largely non-commital and vague about deadlines from the begining. It was mostly the overall community realising by waves that the game was in a poorer state or that it would take a longer time to fix. So it's a bit rich that it's now the justification to just (slowly) press forward without giving any heads up.

All I know is that their current business model relies a lot on DLCs. Between the game state at launch, the glacial pace of post launch support and the overall dismissive communication, now is the time to engage clearly and honestly with the community, not driving them away.
 
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Lodging is an immaterial good like software, recreation and entertainment for example. Immaterial goods can't be transported. They can be produced by companies, customers can consume it, you can tax it.
Yeah, and this concept obviously doesn't work.

My assumption at this point of time is that hotels are consuming all their respective ressources at the same rate. Else I see no reason why they wouldn't have been able to resolve this issue.
But "lodging" is kind of binary in its nature. You either have a free room or you don't.

Considering the fact that this problem became publicly known with the "Economy 2.0" patch back in June it is almost inexcusable that this problem is still around. What are they doing all the time?
 
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So nothing on homelessness, while this bug generates a lot of problems
Nothing on housing requests

Nothing on the problem of deaths

So I continue to launch the game(WITHOUT PLAYING),
I continue to put it in speed 3, the time that the deaths per month stabilize ((+35,000 deaths per month I am still at 7000 per month)
see if this will improve the requests and housing
 
When can we expect to hear more about the asset editor? Seems like any sense of urgency has been lost in the process, but I'd like to reiterate how crucial the feature is – it was stated as well by CO/PDX – so I would appreciate some proactive communication.

Are we supposed to expect it to release in beta soonish? Is it going to be another 6 months? If the current internal date is around the latter, it would be absolutely necessary to inform the people that bought the game more than a year ago. I know your position isn't exactly easy on that matter, but I truly believe that active communication and clarity on this issue would show some respect to your customer base.

I asked this same question for months, but they just wont respond with any actual time lines. For example the promised DLC is said to be released 'very soon'. I'm quite puzzled how they are still not able to give any timelines or dates, except maybe for the region packs that is.
 
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Don't forget about residential being broken. I've stopped playing my 250K city because it has zero demand and people are moving out in the thousands despite it being a utopia for them lol
 
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Known Issues & Tips
  • Hotels may complain about “Not enough customers” despite having all rooms occupied due to slow consumption of the “Lodging” resource. We are aware of the issue and working on a fix.
Is it perhaps possible to let us know what other bugs you are working on? This is so little information in comparison to the buggy game we have right now, not to speak of the lack of 'deep simulation'. Are there also plans to incorporate a more loose zoning system like manor lords?
 
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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.
 
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When can we expect lane changing fixes? Its literally the only thing bothering me in the game by now, and it is a very annoying issue to have cims change lanes last second :(

But otherwise, as always, amazing job guys! The content packs, the frequent info- very much appreciated!
ye I get you and feel the same.
I mostly get it "fixed" by making sure the last segment before an interchange is longer, as in they usually switch in the last segment and it may happen, that during building your last segment is only a few Us wide, so the length of street they have to switch lane is too small.
If the last segment is longer they do switch more diagonally, which helps.

But in generell I'd like a percentage change for cims to preemptively switch to a lane that they need to switch to anyways, to save on late merging. Some kind of distributing the switching. But maybe they already do that a little bit?


Just thought that workaround might help you in the time being.



Great patch btw :)
 
Don't forget about residential being broken. I've stopped playing my 250K city because it has zero demand and people are moving out in the thousands despite it being a utopia for them lol
Residential demand being negatively affected by homelessness is one of the issues we're currently testing a fix for.

Is it perhaps possible to let us know what other bugs you are working on? This is so little information in comparison to the buggy game we have right now, not to speak of the lack of 'deep simulation'. Are there also plans to incorporate a more loose zoning system like manor lords?
I don't have a list of bugs we're currently working on that I can share as we don't want to promise fixes that may not be ready for the next patch. I can share that we follow the discussions in the community to make sure we prioritize the issues that affect most players or cause the most headaches, but of course available resources also come into play here.

As for the zoning system, it's unlikely to see a massive overhaul that completely changes how it works. Such a change would very likely break existing cities, something we try to avoid as much as we possibly can.

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 assume we're talking about the zoning grid being slightly off and not creating perfect blocks. This is an issue we're aware of, but unfortunately, one that's rather complicated to solve. Because the road tools allow so much freedom in where and how you build your roads, they can end up with very tiny offsets that affect the grid. So the road that looks to be 100 meters long may in fact be 100.01 meters and that little .01 is enough to offset the grid on one road compared to another.

I can't promise anything here as a fix may not be feasible and we currently have issues that would be a better use of our resources to fix.

I am glad to say I had massive performance gains
That's wonderful to hear! :D
 
Optimized citizens job-seeking calculations.
Hmmmm.

I'm not sure what you guys did, but I figured I should point out that this does not seem to fix the bug I reported here: https://forum.paradoxplaza.com/foru...igh-population-and-high-unemployment.1716304/

I'll let it run for a realtime day or so, but "FindJobSystem" seems out of control.
Does the same unemployed resident really need to search for a job 60-100 times an ingame day?
(especially if statistically speaking, there are no jobs available for anyone?)
... I really don't know, but I don't think so.
 
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I assume we're talking about the zoning grid being slightly off and not creating perfect blocks. This is an issue we're aware of, but unfortunately, one that's rather complicated to solve. Because the road tools allow so much freedom in where and how you build your roads, they can end up with very tiny offsets that affect the grid. So the road that looks to be 100 meters long may in fact be 100.01 meters and that little .01 is enough to offset the grid on one road compared to another.

I can't promise anything here as a fix may not be feasible and we currently have issues that would be a better use of our resources to fix.
Let's be honest with each other: that problem would have been easy to solve during development. The tools needed would have been rounding and integers. But that ship has sailed since long.

So the conclusion is that this will be a problem which will never be solved as it might break already existing cities.
 
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I assume we're talking about the zoning grid being slightly off and not creating perfect blocks. This is an issue we're aware of, but unfortunately, one that's rather complicated to solve. Because the road tools allow so much freedom in where and how you build your roads, they can end up with very tiny offsets that affect the grid. So the road that looks to be 100 meters long may in fact be 100.01 meters and that little .01 is enough to offset the grid on one road compared to another.
CO could help immediately by making the grid tool useful. Right now you can't even specify the exact grid size you want, you have to draw by eye and hope for the best!
 
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CO could help immediately by making the grid tool useful. Right now you can't even specify the exact grid size you want, you have to draw by eye and hope for the best!
That decision might actually have been taken deliberately due to a lack of accuracy when trying to create your grid with a gamepad.
"Better" not to show the problem by stating exact numbers.
 
Residential demand being negatively affected by homelessness is one of the issues we're currently testing a fix for.


I don't have a list of bugs we're currently working on that I can share as we don't want to promise fixes that may not be ready for the next patch. I can share that we follow the discussions in the community to make sure we prioritize the issues that affect most players or cause the most headaches, but of course available resources also come into play here.

As for the zoning system, it's unlikely to see a massive overhaul that completely changes how it works. Such a change would very likely break existing cities, something we try to avoid as much as we possibly can.


I assume we're talking about the zoning grid being slightly off and not creating perfect blocks. This is an issue we're aware of, but unfortunately, one that's rather complicated to solve. Because the road tools allow so much freedom in where and how you build your roads, they can end up with very tiny offsets that affect the grid. So the road that looks to be 100 meters long may in fact be 100.01 meters and that little .01 is enough to offset the grid on one road compared to another.

I can't promise anything here as a fix may not be feasible and we currently have issues that would be a better use of our resources to fix.


That's wonderful to hear! :D
Despite everything, I think zoning should be more flexible. When designating zones in a square, often due to the size of the zoned buildings, the entire grid is not built up, despite being located by the road.

Here, the zoning mechanism should be more default and these gaps could be filled. Especially when we are talking about the regional packages France, Germany.

The French package has the ability to build terraced houses on two squares. They could fill the empty space. If automatic building is not possible, then at least there should be a function that allows switching between zoned buildings and the ability to run a list of zoned buildings with free placement (which will ensure filling the gaps between zones).

Something like this is possible with the "Find it" mod.

I realize that writing new code for zoned buildings is not possible, but the mentioned mod allows for something like that. If I remember correctly, Cities XXL had such an option to switch from zoned buildings to free placement of zoned buildings and vice versa.

I think it would be an alternative for those who like to have more control in terms of spatial planning.

Edit.

Below are some screenshots to show what I mean.
 

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