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Unlock All doesn't remove the Tile Upkeep, but we have added a new option called Unlock Map Tiles which does. As for difficulty modifiers, that isn't something I can answer at this time.
Maybe you should adjust the thread accordingly, at the moment it is somewhat confusing.
We don't currently have anything planned but we'll be following the feedback closely to see how the game feels now and if any tweaks or additional options are needed for the difficulty to be where we want it.
There has been a host of people asking about it in the forum, in the subreddit and on the Discord. Sorry, but you don't need to follow feedback - The wish for difficulty customization options within the community is entirely clear.
 
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First, thanks for the patch and patch notes. Excited to play!
Fixed achievements progression on saves that have used mods not being disabled.
Can you confirm if this applies to existing saves that had mods enabled but don't not? Or does it only apply going forwards if you enable a save on a mod?

I enabled a mod on my save without realising it would disable achievements and have since been playing without mods, but I don't have a backup of the save from before I enabled the mod.

Or, is there a way to determine if achievements are disabled or not whilst playing?
 
If you prefer building small towns and villages, I highly recommend using the new option "Unlock Map Tiles." This both disables the Tile Upkeep cost and unlocks the entire map, so you can build your towns and villages without needing milestones to reach a certain part of the map.

Thanks for the reply and thanks for the patch. I'm especially looking forward to place building upgrades more freely.

I think, I solve my issue with the Tile Upkeep via mods. Thanks to Anarchy, I no longer need to buy tiles for road and rail connections.

My suggestion for the future would be "City Administration" as a proper city service instead of Tile Upkeep. Demand for City Administration could scale with population and area (unlocked tiles). You could increase the capacity of the administration via new goverment buildings or upgrades to City Hall, which should of course have upkeep costs.

If the City Administration capacity is too small, bureaucratic processes should be slowed down. Things like leveling up or construction of new buildings could be slowed to a crawl, because Cims don't get permits in time.

I'm just spitballing for a solution that fits a bit better in the world of C:S2 and does not penalize empty tiles.
 
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Pedestrians being able to cross the road without a dedicated crossing is not a bug but expected behavior. That said, we are looking into what we can improve to avoid the situations where they do it so much it causes traffic to back up. What that might look like is still undetermined, but we are aware that it can sometimes be an issue and it's something we're looking at.
The real issue is that Cims don't wait for a safe time to cross the road like a human would. They just go for it instantly. Including crossing large highways where they join a large roundabout. It creates massive problems which aren't problems in real life as the traffic stops for them (not without mowing down a good few of them mind).
I actually had to cross a dual carriageway trunk road once at rush hour (A38, UK), and it took me over half an hour to get the two gaps in traffic, including 10 minutes sitting on the barrier in the middle. And I bet I was the only idiot to do that on that day! People don't just run across roads en masse when there's traffic.

It would honestly be better if that particular expected behaviour was removed altogether if it can't get close to being realistic.
Oh - and unless I missed it in the patch notes, please PLEASE add concrete steps into pedestrian pathing options. The space required to build ramps for a simple footbridge is wild! :)
 
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I can't do anything in the game. If I try to select let's say "Water" the menu is not appearing. I see the water view for pipelines etc, but I cannot do anything. Cannot exit. Nothing.View attachment 1152705
If you are using a laptop to play, make sure the game runs on the correct GPU. Cities: Skylines 2 does not support integrated GPUs, only dedicated GPUs.
 
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I can't do anything in the game. If I try to select let's say "Water" the menu is not appearing. I see the water view for pipelines etc, but I cannot do anything. Cannot exit. Nothing.View attachment 1152705

I saw a similar issue mentioned a couple of times, and from the discussion, it looks like it is related to some mod. Have you tried to run the game without any mods? Can you still reproduce the issue that way?
 
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I have loaded the game without any mods
but now I have problems to change bus lines, or better where the bus stops
Me trying to do so, resulted in a line only for busses that are able to fly

And the movement of busses and pedestrians is now painfully slow, alsmost non existent.
 
I play on multiple devices using my own desktop and GeForce Now (GFN), and I just want to highlight and appreciate how quick the patch was applied to GFN. I was able to jump straight in without any issues.
 
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Taxes and Services tabs in the Economy panel now unlock at milestone 1 and the Production tab unlocks at milestone 2.
This is most welcome
Changed Industrial Manufacturing space multiplier from 1 to 5 to allow more workers per grid so fewer buildings are needed.
Finally no more industrial (and hopefully soon) commercial zones taking majority of available land
all criminals having the same pathfinding result to queue up to do crime.
Oh I wish I saw that
Adjusted Specialized Industry Unlocking to start from milestone 0.
Yeeeess
Adjusted XP values for low construction cost building.
Welp there goes early game exploit I guess
Fixed specialized industry main building missing.
A day 1 bug! Rejoice!
Fixed driver not included in passenger count and capacity for personal vehicles.
And here we were, convinced that it's a feature
Fixed citizens parking their cars at public transport stations without the intention to board a transport line there.
Oh my gods. Finally no more of that? No more people flooding to a freshly built train station only to park the car and leave in foot? Wonderful
Fixed traffic jams occurring inside Parking buildings.
Does that mean we can finally put up some large parkings without risking clogging the entire neighborhood?
  • Fixed trucks keep going back and forth between commercial and industry.
  • Fixed commercial companies accidentally exporting goods to other companies.
  • Fixed broken pathfinding warning after rebuilding destroyed service building that has extension upgrades.
  • Fixed mail getting stuck due to heavy traffic at the cargo terminal by adding a trip needed buffer amount as another cost in resource trade pathfinding.
  • Added a penalty for resource pathfinding when the cargo station has more requests or sent out most of the vehicles.
And does that mean that citywide queues to cargo hubs are no more?
Fixed hotel renter deserialization bug causing unknown mayhem for tourist / hotel logic.
So, more hotels will spawn at last?
Fixed a bug where placing a road could cause tooltips to jump between their target positions
Just to make sure, no more overlapping curve/slope/length tooltips?
Pedestrians being able to cross the road without a dedicated crossing is not a bug but expected behavior. That said, we are looking into what we can improve to avoid the situations where they do it so much it causes traffic to back up. What that might look like is still undetermined, but we are aware that it can sometimes be an issue and it's something we're looking at.
If there's a nearby alternative, say, in form of overpass path, they should use that. The penalty for illegal moves should be higher, not only for citizens but for vehicles as well.
Though while we're on the subject of paths, any chance to increase the slope limit? To make a simple path over a busy intersection, required space for sloped one is ridiculous, both ways, a bridge and a tunnel. Not to mention 7.5m minimum height. Should be 5 at most, everything can fit below that. Even the alley has less strict requirements.

And for people who worried there will be no fixes because dev diaries didn't cover them - look, over a hundred.
 
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Ambulances transport some patients in emergency mode (randomized with health level).

That actually is a neat little surprise! I always wondered why ambulances were never rushing back to the hospital. Now this looks way better :)
 
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During my lunch time so can't really post a log - but game crashes straight away, even after disabling unsupported mods. Upon loading the city the upgraded crematorium brings no road connection issue, deleted it, trying to build another one - game is trying to put landfil, UI disappears and ctrl - alt- del is needed.
 
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  • Changed Industrial Manufacturing space multiplier from 1 to 5 to allow more workers per grid so fewer buildings are needed.
In existing saves, is it as intended that you have to demolish al the industrial buildings and let them regrow for this to take in effect? I noticed no change in the amount of jobs when loading an existing save. Only new industrial buildings have more jobs.
 
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Can we get a fix please (or a mod, mod developers who might be here ;) ) for road naming behaviour? Please return CS2 to CS1's road naming style. If I have an intersection, I want the new road on the other side to have a new name...

Basic control over road naming basically...
 
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I'm actually very surprised that some of the bugs and balancing changes haven't been fixed for so long....

But the update looks promising, I'll reinstall CS2 and see what the feedback is after a few hours of playing. Hopefully it won't be a disappointment again.
 
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Loving the new patch so far, thank you! The increase in difficulty is a very welcome change, it makes the game feel allot more engaging, as you actually have to make decisions carefully. Nice to see that most of the mods are still working too. The overhauled building upgrades is an excellent improvement as well.

Also, I noticed a large increase in traffic, I didn't see this mentioned in the patch notes, so I'm assuming it's to do with workers from outside connections visiting the city? (or I could be blind) Either way, it was fun to upgrade road and public transport networks to accommodate for the influx of cars and people. I understand that, from a performance standpoint, it's not a good idea to simulate too many journeys, but, in my opinion, I think there's allot of fun to be had trying to optimise road and other types of transit networks, so it would be great if traffic volume is increased in a future patch. Maybe this could work alongside a difficulty setting option (as I noticed a few people asking for that too). In the long term, it would be amazing if good traffic and good public transport connections helped facilitate improved economic growth - with a difference that is tangible to the player.
 
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Glad to see this, I'm going to give it a week before trying it in order to let mod problems get sorted though.

Also I'd like to see tile upkeep as a choice. I don't like unlimited money, but I do like unlocking tiles in order to be creative about expansion.
 
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