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Ok after half an hour of running the simulation and trying to deal with global deathwave I noticed one thing. After turning on outside city services to help with deaths, I also pay over 10 millions in outside police and fire departments, each. And I don't need that. So, deciding which service is up for import is definitely a thing I'd like to see, because right now all of them take more than half of my total spendings.
Hopefully in autumn update.
They received this exact feedback under their dev diary. Though unclear if they are listening.
 
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Hello, upon loading I have an issue where my cargo train routes both say pathfinding failed even though it worked properly prior to the update. I tried deleting and recreating the routes but it is unable to do the pathfinding. The tracks between the stations and the destinations have not changed. What can be done? Thanks.
 
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Hello, upon loading I have an issue where my cargo train routes both say pathfinding failed even though it worked properly prior to the update. I tried deleting and recreating the routes but it is unable to do the pathfinding. The tracks between the stations and the destinations have not changed. What can be done? Thanks.
Create a Bug report. This is not really the right thread to report issues.
 
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Game crashing to desktop after this update. Crash logs not being created

Are you using any mods?

From the "Save game checklist" thread:

If you want to play the game without mods while you wait for mods to be patched, you can use a new playset empty of mods or temporarily add --disableModding to the game's Steam launch options to disable all mods.

If you are using mods, you could try running it with the -disableModding parameter to see if that helps
 
Hello, upon loading I have an issue where my cargo train routes both say pathfinding failed even though it worked properly prior to the update. I tried deleting and recreating the routes but it is unable to do the pathfinding. The tracks between the stations and the destinations have not changed. What can be done? Thanks.
Had a similar issue with bus/tram routes. Razing the street corner where the pathfinding error occured and building it new helped.
 
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Just started playing this game 3 days ago vis GeForce Now. Love it. Biggest gripe was how easy money management was. It gets harder as you try to expand faster. But the early game leaves you thinking it's fool proof.

Looking forward to the improvements!
 
I confirm the death wave feature works.
:cool:

E8D383AC38729154D8C815E1750B2BC8E4DC9664


Fortunately, my city successfully survived it.
 
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Building Upgrade Rework
  • More control over upgrades from the Selected Info Panel of City Service buildings.
    • All upgrade types can be removed from the Selected Info Panel of a City Service building.
    • Sub-buildings can be removed by using the bulldozer as well.
    • Sub-buildings can be relocated.
    • Sub-building can be turned on/off.
    • Sub-buildings can be selected.
  • Sub-building upgrades can now be placed freely within a radius limit from the main building.

Ah thank you for that, this is a much appreciated update. The previous rule when sub-building had to be built along the main building led to street layout nightmares, as they had odd sizes. Now we can finally plop them a little further, better fitting the local road layout.
 
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Hello @co_avanya, There is something off in how the game is recording unemployment (or I missed something in reading the patch notes).

In the attached picture, the workplace availability window shows a total of 10,609 filled jobs (which means the game should be reporting 10,609 employed workers). In the unemployment screen, however, the game shows only 9.335 employed workers.

How do we explain the difference?
 

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The update downloaded today for me and I gave it a spin for about an hour. It broke a bunch of mods I using and the distribution for children, teens, adults, and seniors is still garbage. But my biggest issue is traffic. Anyone who tried the game with this new patch experience a colossal increase in traffic? All of my highways are suddenly backed up
 
Hello @coavanya, There is something off in how the game is recording unemployment (or I missed something in reading the patch notes).

In the attached picture, the workplace availability window shows a total of 10,609 filled jobs (which means the game should be reporting 10,609 employed workers). In the unemployment screen, however, the game shows only 9.335 employed workers.

How do we explain the difference?

Maybe its outside workers. Theres discussion in the change log about off-map employees.
 
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I noticed that a lot of my low-density offices now have 5 employees only, even if theyre max zoning area, this seems to either affect level 5 offices, deleting them and rebuilding seems to reset this but I have a feeling that once they get to level 5 again they'll revert back, I will edit my comment on the results

Edit: Many high density offices are also affected, many have 5 job positions and some a bit more like 30, some also have way more office space than others even though they're the same size

Edit 2: It seems like no matter what, the offices always revert back to just 5 employment no matter how big or small they are, that would explain why everybody is having such massive unemployment issues all of the sudden

Edit 3: It also actually seems like offices, both low and high density, reduce their employee numbers everytime they level up
 
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Maybe its outside workers. Theres discussion in the change log about off-map employees.
Hmmm ... it seems plausible to me that the workplace infoview could include off-map workers while the population infoview doesn't ... exceeeeeept ... the Patch Notes state:

"Workers from Outside Connections are not included in population or workplace infoviews," the two views in my comment above.

Maybe the patch notes are incorrect? Seems to me if outside workers aren't included in either infoview the employed worker value on each infoview should match precisely. Having zero unfilled jobs wouldn't necessarily mean that unemployment is 0% because we still don't know exactly how the game formulates unemployment. There is always the possibility that there are other cims looking for work and this is not discernible in the workplace infoview. The game could indicate that 100% of jobs are filled and still show an unemployment rate above 0%... but we don't have that formula, so ...
 
Can someone help me understand why my mods are not showing up in the games ui? Is that happening to everybody?
I’m seeing the same thing. The mods seem to be loading but none of their UI appears (even for mods that have been updated). May try a fresh playset later today and add mods one by one to see if it’s a particular mod causing all others to fail