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I've been on the other side of reporting a bug as not fixed but still... Mail is not fixed.
EDIT: Unless I'm missing something I had to take down my Post Office and it seems collecting mail is fixed.

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Thank you for the hard work, these are the new issues I've noticed with this patch
- the pathfinding penalty for pedestrians crossing the road without an explicit zebra crossing seems too large now as I never see any pedestrians "jaywalk" and I would expect them to do it often, especially on roads where there's no traffic or alleys
- cars still have pathfinding issues and switch lanes last minute although not as frequent as before
- road upgrade snapping seems to be broken (at least for highways) and I can never get it to snap to lanes anymore
- road building in uneven terrains causes some weird slopes, three-way build tool works the best from what I've tested so far
 
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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.

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.
From what's been investigated elsewhere, elementary schools are different from other schools. They don't have a set time to graduate, rather every citizen who is a child is in elementary school from the moment they are born until they turn into a teenager. That's quite a few in-game months, and cims spend a lot longer as children than they do as teenagers. On top of that, teenagers also have the option of going to work instead of school, so not all teens are in high school. Thus you end up with a disproportionate elementary school : every other school ratio because even the baseline graduation time for secondary schools is way shorter than the length of childhood.

One of the suggestions was for kids to only start attending school after they're several years old (kinda like real life) rather than from the instant they are born. That might not be a simple change because I don't think there's any in-game childcare and so they may need some kind of new non-student occupation to assign to those kids.

It's equally possible that the baseline graduation times for secondary schools are all too short, but I think even then the primary school duration could be adjusted downwards because cims are considered a child until an age higher than you'd expect.
 
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The city has progressed for a few hours tonight, the simulation speed seems to have stabilized, it's back to a stable 0.2. The post office, honestly, doesn't really work, I still have to try replacing the post offices around, but the processed mail is continuously decreasing, even if I put new post offices nothing happens and it keeps dropping.The cargo traffic has improved, but I am modifying some roads to resolve it, it SHOULD be manageable, maybe... i don't know, there are still a loooot of cargos that all wants to go in one lane. However, I still see problems, the ship has shipped for a while but now it's almost at zero, also the planes never ship almost anything. Freight trains, on the other hand, are all at 100%, no matter how many trains I put, the goods percentage remains fixed at 100%.
I reached the 2 bilions max money in one night, with taxes at 3% and parking, water fees, electricity fees and all transports, all FREE

The industry seems to works better now, i got tons more jobs needed around, and people wants to come in city more.
 
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It doesn't seem like this patch has fixed the mail issue. Still broken for me (and somewhat worsened, previously some postal offices in my 365k population city worked, but now none of them works).
 
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Game still crashes for me after about 3-4 mins with 'Virtual texturing warning: W1003: Transcoded a tile but no space was left in GPU cache of type BC7 UNORM to accommodate it. This probably means that the GPU is too small for the requested data.' in the logs.

Over a hundred thousand times.
 

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I just tried out the day/night cycle and it's a great improvement. Not sure if it's because it was spring/summer in my game, but the night was not as dark as it was before (perfect!) and when the sun came up the transition was great! Keep up the good work patching :)
 
I have this problem now too. 280k pop.

Bulldozed my industry to try to regrow with the right factory and warehouse ratio.

Now they're ALL warehouses.
How? Even if you set it up outside of high land value? This is a known bug.
Workarounds for industry is to put in specialised industry in the zone, low residential in the zone and don't fiddle with water and electricity fees for industry atleast, delete roads - this does not work very well.

Empty warehouses (company for rent in your old industry zone with high land value) are now working warehouses.
 
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.
But that is boring like that

I also had this issue in CS1 with death waves because I usually zone whole neighbourhoods at once and then detail them. For some reason all the people moving in where all age zero and all died at the same time. It seems they made that same mistake here that everyone arrives ‘dumb’ and uneducated and overloads the system. Very strange…and totally not realistic either.
 
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
Yeah, I have the same issue; it is very annoying that the whole city is filled with elementary schools and only 1 high school. That is extremely unbalanced.
 
Update 02/12

Deleting and rebuilding the cargo hub (the first i built) like the other player suggested, fixed the mail sistem.
The patch seems really to have done a great job on the industries, there are TONS of more traffic going around the city, and it seems a loooot more logic in it and where it's located.
I also noticed the industries starting to fail, when i destroyed and rebuilded all the cargos hub, cause the lack of resources, then i builded more hubs, and connected them, to import more resources, and the industries starting to fail less and less ( i will need more time to confirm this)
Really a good step in the right direction imho, the city feels more alive (exept for the 0.2 slow motion speed :\ )