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Police not solving crime was not resolved?
No changes to crime in this patch. If the issue has already been reported on the bug forum, then we'll investigate it as soon as we get a chance.

Is the post sorting facility actually working?
Yes, at least it should be according to our tests. Like always with simulation fixes, it may take a little while for it to take effect in your city, and if you're still having issues, please let us know in the existing report on the bug forum.

I loaded an existing saved game, my city has no mailboxes, then placed more Post offices but Im not seeing any of them send out any post vans to collect from buildings directly. Same with the Sorting Centre? Ran the game in fast forward for 5 minutes.

Does it require a new game for a lot of these changes to work?
Existing saves should also be included in the fix, but it would be super helpful to know if you're not seeing this in a new city either. In any case, it would be great to have a report on this on the bug forum, so we can look into whether there's a specific situation in your city that the fixes don't address.

I don't want to be the guy that just comes in to rain on this parade, but it still bothers me that there is no way of disabling traffic violations at all. I get the design choice of a "pathfinding penalties" system, but I can't be the only one thinking that some pathfinding choices shouldn't be an option regardless of how inconvenient any other route is, especially illegal turns and restricted access lanes.
If you're seeing the traffic behave in ways that seem unintentional, please save the game with the camera looking directly at the problem intersection/vehicles and make a report on the bug forum. This is the best way for us to look into situations that may need adjusting.

What does this mean? When i log in game, it will remove let's say 40% of warehouses.

There is a problem when industry refuses to spawn any further when you have level 5 + high land value. It is this topic : Softlocking industry. https://forum.paradoxplaza.com/foru...ng-itself-out-of-industrial-district.1606564/

Is this fixed, or is it getting abit worse, when the warehouses, few of them will be vacant. (more buildings for rent).
The changes to how many storage buildings spawn only affect newly zoned areas, your existing storage companies will still stick around in your city, but you likely won't see any new ones for a while, since your city has more than what the new balance aims for. As for the problems with high land value, those are currently being looked into, but I'm afraid it's too early for an update.

two questions regarding these fixes:

what are prefabs in game?

And the increase of siren range, is that just an audio adjustment or does the siren make other cars/pedestrians in its AoE do something?
Prefabs are game objects configured and ready for use. Typically they're called "assets" in the community and include things like buildings, trees, roads, etc.

The changes to the sirens are an audio adjustment as the sirens were not playing when they were intended to do so.
 
unfortunately I experienced a CTD with no crash dump 15 minutes in, error log complaining it couldn't find a texture.. crash report filed. otherwise great stuff....
 
What does this mean? When i log in game, it will remove let's say 40% of warehouses.

There is a problem when industry refuses to spawn any further when you have level 5 + high land value. It is this topic : Softlocking industry. https://forum.paradoxplaza.com/foru...ng-itself-out-of-industrial-district.1606564/

Is this fixed, or is it getting abit worse, when the warehouses, few of them will be vacant. (more buildings for rent).
Situation is worsening now. Once industry increased their production rate, the land value there became even higher.
 
That does not make any sense. Even concrete producers now earning a lot. 5 times more than they can pay rent. But I cannot build new industry there because land value is too high. Only warehouses arise.
 
It is actually correct, look at guelph ontario for instance, population of 135000 and over 60 elementary schools, Missisauga has over 130 schools for a population of 800k it is absolutely realistic.
The issue is that 1 high school (with 800 student cap) is enough for 100k people. I have a city of 60k with around 12 elementary schools, all capped out, with 1 HS that only has 600 students.

That's like a 96% drop out rate for 12 year olds.

If they're going for realism on the current path, they need to increase utilization of the high school, AND capacity. I'd say 1 high school for every 5-10 elementary which is a somewhat realistic ratio. (putting the HS cap around 7500 students for 5 schools).

Another concern is how much space this takes up. High schools, especially with a football field, have massive footprints. Elementary schools are visible from space, too.

Another rebalance would be to have additional capacity outbuildings for both schools within the same footprint.
 
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Traffic behavior is stupid. There were traffic routes in the 1st game, why aren't there any in the 2nd game? The demand for primary schools is extremely high, post office vehicles do not go out to collect mail. Although there is a lack of service. And this reduces efficiency (mail processing minus 10 points). There is a problem in the rock production industry, it always says zero. The livestock industry produces zero production on infertile lands. The game lags even on the RTX 3070 TI system. Sometimes it crashes and shuts down. The problem of high rent always exists in densely populated houses, even if you do not provide services to that area.
 
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I don't want to be the guy that just comes in to rain on this parade, but it still bothers me that there is no way of disabling traffic violations at all. I get the design choice of a "pathfinding penalties" system, but I can't be the only one thinking that some pathfinding choices shouldn't be an option regardless of how inconvenient any other route is, especially illegal turns and restricted access lanes.
It should be tuned down to 0,0001 chance so that you see only few cars doing that on big cities
 
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Well, since people do not go shopping to outsidde connections either now. There is absolutelu zero traffic jams now. Which is good. But that is whole new logistics now. The whole city has to be rebuild ((
 
Barely playable. Because all industrial and commercial buildings now are working with cargo terminals. Everyone who wants to buy something, sends a truck there. Everyone who produced somethoing, does the same.
 
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Are all of these fixes compatible with previous saves, or do we need to start a new city? For example: do we need to load our previous game and let the simulation run for a bit, save, and quit and reload again, or are we just good to go straight away?
 
Please fix the school, it's not correct that elementary school are ever full. a city with 300.000 citizen has more than 50 elementary schhol all full and never empty
In my city, I have fully upgraded full capacity 14 elementary school and not full 1 high school. This is very annoying. Most of the things effect gameplay are fixed, I’d like to see that fix asap to proper gameplay. Thank you
 
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oh damn, a surprise patch! I love it.
I bulldozed all my industry (just to make sure) and then started up the simulation, and I am delighted to see that my Cargo Harbor sprang to life! Awesomeness! Now I shall build a massive railyard and see how that works.
 
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Barely playable. Because all industrial and commercial buildings now are working with cargo terminals. Everyone who wants to buy something, sends a truck there. Everyone who produced somethoing, does the same.
That sounds good tbh.

Isn't that the purpose of cargo hubs?
 
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If they're going for realism on the current path, they need to increase utilization of the high school, AND capacity. I'd say 1 high school for every 5-10 elementary which is a somewhat realistic ratio. (putting the HS cap around 7500 students for 5 schools).

The problem is the players aren't going for realism and then expect a realistic simulation. Most of the ES complaints come from people zoning large residential areas in a short period of time and then expect one school to cope with massive influx of kids completely disregarding the time it takes to graduate, age up etc.

Zone and expand slowly and you won't need 13768523 schools. It takes time for cims to go through education system.
 
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Hi everyone. We have a new patch for you today with a bunch of fixes and improvements for the game. Thank you for all the reports and feedback, it's very much appreciated, and thank you for your patience while we've worked on these fixes.

[SNIP]
Very cool - my assumption that we get a patch early in december was true :D And maybe there'll be one for christmas (hopefully with reduced illegal u-turns) ^^ @co_avanya @co_martsu Keep up the good work, let's make this game great and please forward a big thank you to everyone at CO
 
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The problem is the players aren't going for realism and then expect a realistic simulation. Most of the ES complaints come from people zoning large residential areas in a short period of time and then expect one school to cope with massive influx of kids completely disregarding the time it takes to graduate, age up etc.

Zone and expand slowly and you won't need 13768523 schools. It takes time for cims to go through education system.
Pretty much. I have 4 elementary schools at about 80% usage, and 3 high schools at about 33% usage.
 
Im not going to quote anyone, because alot of you responded, thankyou.

I have industry fixed now, somehow. All empty buildings are storage now and they work, in old industry zones ~ +100jobs on average per zone (2500jobs).
Increased industry traffic by 30% +/-
Increased income by 4,11 times, i don't know the reason?!
No longer those superugly blob trees.
Lighter nights and days for me atleast (no need to turn off day/night cycle).
Traffic's windows(windshields) gets massive improvement, atleast in summer.
More traffic accidents by 50%
Less pedestrians overall, 80% less traffic from my city to neighbouring city (people went shopping there).
Small homes debuff -11 to -7 decreased to -5 for entire city.
 
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