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I'm a bit torn about the props. On one hand, I'm really happy they got added. I have fairly little interest in them myself, but I know people have been yearning for them. On the other hand, I was hoping for a more impactful detailing mechanic (gameplay-wise), and I'm worried this means there won't ever be a more meaningful way, because there's existing detailing functionality that needs to be taken into account when designing a more meaningful detailing system. If detailing had a purpose gameplay-wise, I know I'd be more interested to do so myself. As it is, I have little interest in detailing, as it has no real purpose - trees suffice well enough for my detailing needs. My summary? Probably a good step for the game's success, not necessarily the best solution for getting the best game it can become, and personally I wish this level of detailing could've been left to mods until a more meaningful detailing system can be added.
 
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I spent about an hour with the new patch. I agree with what CPP posted in his video about collisions and having to use anarchy to get more freedom with prop placement. This really needs to be added imo. Props are really fun to add in, but right now in the vanilla game there are too many restrictions. One more thing is there needs to be a search feature. I'm learning where everything is but it would be easier to be able to search for specific objects. CS1 did a nice job of this at the end with their props. Oh, and I really miss fences. There are some really nice fences that could be used in props. I know, you can do this with mods but I'm talking about the vanilla experience.

So overall I'm happy with what we got with the decorations. I built myself a nice little community garden that mimics an actual community garden that I walk past on most days. Very fun to do. As a first pass it is decent but needs some tweaks to make it even better. Also in the future it would be nice if the props were actually used in some capacity.

A good start on detailing for this game. Like the map creator, it still needs some work, but I'm hopeful in the end the detailing will be as good or better than what we had with CS1.
 
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I hate to say it, but I got to give PDX props for keeping the updates coming (even if at a glacial pace).

KSP2 is dead, Concord is DEAD. PDX could have easily pulled the plug after launch.
 
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After 12 real time hours my streets are still full of homeless.

At 1.9 million population I expect it will take "a while" but nothing has changed in 12 hours other than the "Move in" rate has plummeted from 22k per month to just a few hundred with still thousands of homeless just standing in the streets.

I set all my transit lines including taxi to zero fare, still nothing has changed in my big 45 year old city.

What is "a while"? A game day month or year? It's been 10 game days so far.

Thanks.
 
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@co_avanya Can we expect some word on our feedback on this patch? Can you tell us if you've collected and forwarded the feedback to the departments or do you think it's pointless? Players have done a good job here to express how they see the latest patch in the game and what they expect on addition to that. Starting with using welfare offices and ending with how props are used by gamers.
 
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KSP2 is dead, Concord is DEAD. PDX could have easily pulled the plug after launch.

Forcing them to refund all premium editions because of non-fulfillment. They're basically funded by these DLC pre-orders, moving to a similar strategy with CK3. HOI4 has a subscription model. All this allows planning ahead for a longer period. I'm not worried for this year, but what will happen when the future DLC sales flop?
 
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@co_avanya any update on pricing information before plopping a service building of the associated costs for wages?
We're looking into the best way to present this information as wages vary depending on how many people work there. As an example, a school that only has 100 students doesn't have a full staff, it's adjusted based on the use. So the wages for the school vary depending on how many students attend.

@co_avanya Can we expect some word on our feedback on this patch? Can you tell us if you've collected and forwarded the feedback to the departments or do you think it's pointless? Players have done a good job here to express how they see the latest patch in the game and what they expect on addition to that. Starting with using welfare offices and ending with how props are used by gamers.
Constructive feedback is never pointless and something we value highly. It isn't really visible to you but we gather feedback, not just right after a patch, but all the time in between. It helps us understand what's important to you and where we can improve your experience. Of course, we can't address all the feedback we get, and I think the process of adding/changing something based on feedback is probably slower than most of you expect/hope it would be. But we are listening (or reading more accurately I guess) and we really appreciate all the constructive feedback we get.

@co_avanya

Any update on fixing tourism? We don't have tourists, hotels/motels in game.
I don't have any details to share, but we're investigating the issue and will let you know when there's an update.
 
Enjoying the new decorations. I know it has not been long since their vacation so hopefully this will help kill some time as we wait for bug fixes.
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A “worst-case amount” would be best, which includes building maintenance and the full staff and material costs based on a 100% budget.

IDK how issues like this even make it past the design phase. They literally have to sit down and have the conversation-

"What should the budget panel say for how much a building costs?"
"Hm. I guess it should say a random number from how much it costs with 0 employees on the lowest possible budget, to another random number that doesn't represent the opposite where it's maxed out?"
"Yeah, that makes sense. That's enough information for players to understand how much a building costs."
"But won't the placed building immediately cost more than the estimate listed on the UI?"
"Yeah, but the players can just memorize the number of employees and do the math in their heads every single time they place any building, like how City Planner Plays does it."
"Fair enough, push the update!"

How did nobody say "It should probably show the minimum and maximum running cost"?
 
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After 12 real time hours my streets are still full of homeless.

At 1.9 million population I expect it will take "a while" but nothing has changed in 12 hours other than the "Move in" rate has plummeted from 22k per month to just a few hundred with still thousands of homeless just standing in the streets.

I set all my transit lines including taxi to zero fare, still nothing has changed in my big 45 year old city.

What is "a while"? A game day month or year? It's been 10 game days so far.

Thanks.

Try unsubscribing from plop the growables. That should help if you're playing modded.
 
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  • Fixed issue where it was possible to place buildings so that their surface areas would overlap with already created standalone surface areas.
But why it was a problem ?
I liked making an industrial area with a concrete surface, and then building industrial buildings/electricity/post office/recycling on top. Now only buildings with zoning can be built on top of the texture. How it looks before that Fix.
If it possible, turn it back plz.
 

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been letting the game simulate all day today, about 7 hours. I have a population currently of 350,000, but, it keeps going down. Started at 400000. I have 12 people move into the city, from outside, in the last day, game time. But, I am making $15000000 per month.?!?! is there a time line for the game to fix the homeless problem?
 
After a few months of not playing the game, I would say that with this patch, I am slowly liking it.
Sure, the game is still full of bugs, but with all the mods and bug fixes, it is playable.

If CO had released this version, most likely, the release would have been less rough. The game still needs improvements and bug fixes, but now it slowly reaches the point where it is no longer in the beta phase.

Yes, not everyone will agree, but for me, it is okay. Of course, I will take future improvements.
 
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