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RA1981

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Mar 11, 2015
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Hi,

I'm just curious: let's assume the economy 2.0 patch satisfies most of the players worries about economy and has not introduced heavy new bugs - what should be in the next patch? I'd prefer to see traffic related things, starting from a better path finding, traffic/train behaviour regarding signals etc up to extended/more road types and traffic flow controls. Improved bus stops and roundabouts somewhere in between.

What would you like to see?

Regards
 
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I prefer visual cleanup and visual tools.
- Animations back for services, parks etc,
- Fixed snow layers on all assets.
- Improved ground textures with grass, grain, etc
- Extra smaller and medium version of service buildings
- Improved tree brush (where you can select multiple trees) and a native line tool.

And also some extra’s added to Economy 2.0 like setting min and max thresholds for import/export
 
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More variety in the shapes and sizes of parks'n'things and more beautifcation assets in general.
 
I would love more information. I want to know how many unemployed workers I have in my city based in their educational levels. Areas that have too few comercial. Info like that so that I know whats going on in my city.
 
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Economy 2.0 is definitely a massive step in the right direction

I tried it out a bit and it looks ok but I don't see myself playing until we get those content creator assets and asset mods in general. The vanilla assets are just plain horrible, mostly due to sizes of buildings both ploppables and growables but also largely due to a ton of car park space in them
 
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1719255939985.png


It would be amazing if you can reconsider the Tile Upkeep cost. This is just making the game more difficult for the sense of making it more difficult. You get punished for unlocked tiles you are not gonna use yet and this makes it so expanding and building over a large area punishes you. Hopefully this is gonna be adjusted quick. It's just not a fun mechanic and ads nothing of value.
 
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View attachment 1152926

It would be amazing if you can reconsider the Tile Upkeep cost. This is just making the game more difficult for the sense of making it more difficult. You get punished for unlocked tiles you are not gonna use yet and this makes it so expanding and building over a large area punishes you. Hopefully this is gonna be adjusted quick. It's just not a fun mechanic and ads nothing of value.
you can already fix it with unlimited money or unlock all tiles, both get rid of your issue with it.
 
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Well, for the tile cost, it came in exchange for government subsidies, but they missed the option to disable both. Simply having no tile upkeep OR upkeep depending on how much the tile is occupied would also be an option worth to implement, I think.

Regarding the other things, optical or cosmetic changes are on lower priority - of course, I'm talking about my personal priority list :) I think that bringing the current gameplay mechanics up and running should be on higher priority.
The post sorting facility still doesn't work as far as I can see (seems to be dependend on if you've a cargo harbor or not) and the traffic and railroad AI also could be improved. One of the most annoying things is that traffic still got removed if it takes too much time to reach the target destination. Or that highways get congested up to the map border... here a little step into the right direction would be stopping the taxi invasions :D And I still doubt that the traffic AI takes time to reach the target into account - if it really does it, it ignores the traffic which is already on the chosen route...

Indeed some of the info views could also be optimized - I remember that some of them are useless because you could display only one info type at a time, but for some circumstances it would be only useful if there are combined views of them. Don't know why they implemented it like it is currently.

For asset packs I'm not sure if they should be prioritized - what exactly is an asset? Just an additional visual representation of a building type or does it also have special features like reduced pollution/crime/etc, something like that?
 
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That tool in CS1 that let you select a road and see where its traffic is going.
 
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Whatever the next big patch works on, I hope it's the remaining bugs, or at least the largest sets of bugs. But outside bugs, I would agree with you on the traffic management aspect requiring refining. More tools to both use for traffic direction (stop and yield signs with independent intersection control, etc), and to diagnose traffic issues (traffic route overlays, as said above). Bike lanes and cyclists would be fantastic, but I suspect that's coming in the DLC.

Besides these, I'm in it for more variety of service assets. Not just smaller ones for suburban/regional/rural settings, but larger "central" service buildings (like a grand central station, as one example).
 
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I prefer visual cleanup and visual tools.
- Animations back for services, parks etc,
- Fixed snow layers on all assets.
- Improved ground textures with grass, grain, etc
- Extra smaller and medium version of service buildings
- Improved tree brush (where you can select multiple trees) and a native line tool.

And also some extra’s added to Economy 2.0 like setting min and max thresholds for import/export
Agreed, also metro crossings and the ability to connect our paths to park paths.

And bikes
 
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1. Extra Substations upgrade for dams!


2. Add expected wages cost to the (projected) building upkeep number in the building menu

(The menu that pops up for you to select buildings to build)
(Otherwise the number doesn't really help much)
Also prehaps add the number of workers, water consumption and electricity consumption too..?


4. By the way, how are the wages calculated exactly?

For some reason, my hydroelectric dam has 18 employees paid at 37500 per month totally;
my cemetery has the same amount of employees, all of them less educated, but the wages are 96000 per month (almost triple the cost..?!);
my emergency battery station has 40 employees (2.2 times more than the dam, with similar educational level), but their wages are 252000 per month, about 6.72times as much..
The dams’ wage per employee are more close to that of the rail yard, which has 30 employees paid at 62700 per month.
I don’t know, the numbers just seem a bit off to me.
it seems like there are (at least) two different level of city service wages, one is about three times as high as the other.
Like, why..??


5.The tile upkeep just feels so unrealistic. Who are you paying to? Paying for what? I understand building upkeeps are there to maintain the structure, keeping it from collapsing. But tile upkeep just seems so random..
 
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I am a historical city builder/planner when it comes to playing CS1 and I would play CS2 in the same way except for the fact that CS2 does not allow you to have control over road naming like CS1 did.

Take for example this screenshot from CS2, Manavon St. is supposed to intersect with S. Main Street and that one way road (Newhall St.) However, when I attempt to link up the roads the game renames S. Main Street to Manavon Street...

1719329598183.png

This destroys any possible building of historical cities where road names matter... I would appreciate either a fix for this issue or a suggestion as to work around it.
 
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There are a lot of small details, for example, if the game crashes, all the settings are set to default. Despite there is a mod that now allow the player to save settings profiles (not always works), it would be better if after a crash the game ask the player if wants to load default settings or keep the previous settings. I use and test a lot of mods and every time the game crashes (with no error window at all) and reset all my settings (and some mods settings) I just wanna trow the computer trough the window...
 
Asset improvements
  • More base asset variety (they repeat too often)
  • More readable/identifiable assets (commerical and industry look very samey, i.e. grey - they're hard to differentiate at a glance when zoomed out).
  • Less(!) asset-level variety (buildings change too drastically by levelling up imho). A change of decoration or color would suffice imho.
Visual improvements
  • Better, more varied ground textures
  • Better blend between map and asset textures
  • Better night visuals (currently too dark and hard to see)
  • Better snow visuals (make it more consistent, and less white? It can be quite straining)
Gameplay improvements
  • A way to export water etc. without buying map tiles to connect to outside (tile upkeep not worth it)
  • Smaller service buildings with less upkeep costs
 
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I don't think the tile upkeep is a bad idea, it helps make buying one more of an active decision. However, I think the cost should be reduced to half or even a third of what it currently is, but increase road upkeep even more, maybe 5x to compensate. That helps make the brunt of the cost associated with actually developing the land, and road maintenance be expensive IRL
 
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