• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
This might end up being a long post, so I'll start with the questions about restarting your city or rebuilding parts of it. The fixes in the patch take effect in existing cities, so you don't have to start a new city. We expect that simulation fixes take a while to take effect - vehicles are already on their way in your existing city, buildings are storing products and have sent out orders, pedestrians have a destination, etc. It takes a while for the existing state to be resolved and the new one to take its place.

For fixes to buildings, like the train station and international airport in this patch, you usually need to replace the specific building. That's because roads and internal paths exist in your save similar to how roads you've placed do. They aren't changed until something prompts them to be, like rebuilding the building.

And now to some questions! :D

I'm afraid I don't have a percentage for you, but you should see a significant improvement when viewing areas of the city with a lot of pedestrians. As for new features/content, I'm afraid that's currently not a high priority, but we're still collecting feedback for the future. And we don't have a timeline for the next patch, other than next year. I recommend checking in the CO Word of the Week starting up again the 15th of January as we'll share updates there.


Thank you for the save, we'll look into why these get stuck. In the meantime, I recommend bulldozing the road under the stuck vehicles to get them unstuck or to despawn. That should get your traffic going again.

In general, it's always best to report issues on the dedicated bug report forum as we often need more information, and it gets messy quickly keeping track of 5-10 issues in a thread like this one.


I'm afraid we don't have a roadmap to share at this point, but improvements to the CPU performance are high on our to-do list. The closest to a roadmap we have currently is the updates we share in CO Word of the Week.


We're looking into the situation with land value, but I'm afraid we don't have anything specific to share yet. We'll of course keep you updated when there's news to share.


That's great to hear, thank you for sharing! And as always, if you run into situations where the traffic is behaving weirdly or causing trouble in your city, we would very much appreciate a save with the camera pointed directly at the problem area/vehicle(s).


Could you elaborate on what details specifically you would find helpful? Or point me to any discussions that cover that. We covered the basics of how traffic picks a route through the city in one of the first development diaries, so I'm curious about what you would hope to see elaborated on and especially get a sense of how technical you'd hope the information to be.


If you haven't already, please make a report about this on our bug forum and attach the save there, so we can look into what's happening.


Thank you for the kind words, I'll be sure to share them with the rest of the team. :D

When we talk about something that's planned for the game, it's usually something we have a (at least rough) timeline for when we'll work on it. Besides that, we have a long list of "things that would be cool to have/improve" that we wouldn't consider "planned". These are the things we might look at for future expansions or free updates, but as we don't have a timeline for them, we generally avoid discussing them. We rarely talk about these things to avoid the expectation that they're coming or coming soon.

Snow visuals are a good example. It's something we want to improve, but at this time it isn't a high enough priority for us to have a sense of when we'd get to realize those improvements.

So happy to hear that snow visuals are on your backlog. The current version just look so bad that I think it would have been better to release without.
 
  • 3Like
Reactions:
For anyone having issues (from before or after the patch), please make sure to report them on the bug forum if you haven't already, so we can keep track of them and look into them. Thanks!

 
Great work! You guys can be proud of you ! This was not a easy launch and you guys just killed it like the people jay walking in CS2 xD Jokes aside, keep it up i believe in you all <3
 
  • 5Like
  • 2
Reactions:
I started on low graphics settings on release and I've had a pretty "okay" performance experience. Now I can play on medium to high settings with stable 30 fps (locked in Nvidia control panel) and my RTX 3060 does a good job at 50-70% utilization. Especially zooming into areas with lots of people is much smoother now and doesn't have a notable impact on fps. But chimney smoke still does... if i zoom close to a smoke cloud my fps drops down to single-digit range.
 
  • 1Like
  • 1
Reactions:
For fixes to buildings, like the train station and international airport in this patch, you usually need to replace the specific building. That's because roads and internal paths exist in your save similar to how roads you've placed do. They aren't changed until something prompts them to be, like rebuilding the building.
Would be great to mention which specific buildings need to be replaced in each patch note directly. I know they are already mentioned in the fixes itself but especially if the patch notes are big, i might just look for fixes for buildings i currently have issues with.
 
  • 2Like
Reactions:
1704194176908.png
 
  • 8Haha
Reactions:
Every couple weeks I check for the next patch thread... hints of the big shift that's surely coming... in vain it sits in my library, defiant but unplayed...

Very much looking forward to development picking up again this year, hopefully the internal builds are already much further along than the current public one.

I don't even mind restarting the city for the 4th time. I just want stuff to join together properly tbh. If you want to see the kind of UI/UX threads you need to pick up on go play Frontier's Jurassic World Evolution 2. You click a ranger post, ranger team or ranger station and you can access each unit and task queue and requirement for each facet of its operation. Every UI panel in that game that has a setting somewhere else that affects it, has a link to click through to it, that's the kind of flow that the C:S2 UI needs building in if you want the player to organically grasp whatever the heck is going on currently in this huge new and improved simulation.

I'd wager a good 60% of the bugs reported here are down to simply not having enough information on display to allow the player to make the connection between what they did and what the effect was.
 
  • 3Like
Reactions:
I literally installed the game this morning, saw cars waiting in the middle of the roundabout blocking the entire traffic only moving an inch at the time and the pedestrians never crossing the road unless I explicitly place a zebra crossing and decided to turn it off and uninstall after maybe 30 minutes of active play