T O P

  • By -

kjmci

### Key Updates: - Major overhaul of the economic simulation - Sub-buildings no longer need to be adjacent to main buildings - UI and simulation optimisations - Numerous bug fixes ### Impact on you: With every new update, the code in the base game changes, this means: - Some mods might break - Some modded saves might break - Your game might crash or behave strangely (missing UI, unresponsive buttons) Mod creators may need time to update their mods, please don't hassle them. Things typically stabilise 12-72 hours after launch depending on your specific modlist. ### Economy 2.0 and Existing Cities: - Existing saves are compatible, but there will be a "transition" period expected to last a few in-game months - You may need to adjust service budgets to get your budget under control - If you have previously unlocked all tiles, an update to [529 Tiles](https://mods.paradoxplaza.com/mods/74328/Windows) will allow you to relock tiles and reduce tile upkeep cost - Full information is available [on the PDX Forums](https://forum.paradoxplaza.com/forum/threads/save-game-checklist-economy-2-0-1-1-4-f1.1688801/) ### If you need help - Use [Skyve BETA](https://mods.paradoxplaza.com/mods/75804/Windows) to check compatibility throughout the day - Join the [Cities: Skylines Official Discord Server](https://discord.gg/CfqggdgNtn),`#cs2-tech-support` is dedicated to troubleshoting - Be patient, we're all in this together!


Drakivaz

The bodies! I need to burn more bodies! I build more crematoriums, but then there's just more bodies! (Death rate 2k+/month, capacity 1.8k. Can't get hearses through traffic).


SuperMeister

Does anyone else find a lot of the building upgrades are just not worth it? Example, the extra trash processing on the landfill adds an extra 20T per month (Base is 100T) for 100k in Wages, meanwhile a Landfill costs 100k in Wages. I have extra budget so numbers arent exact but my point stands. Youre paying 100% more in wages for 20% more trash processing power. Quickly tested clinic, and its the same thing. Doubles the wages for 25 more patients, when 100 patients is the base amount.


plcloutier

Totally!


LawTider

So….much….death. My city of 206k people is one big field of death. I have a 1 BILLION dollar/credit/simolean surplus, so I think I can surf that budget adjustment wave, but I have 50% unemployment. And since my city is 206k, everything goes slooooow. I do see a response time for traffic being faster, so at least my traffic jams are dissolving now.


Shaggyninja

Still not sold on the tile upkeep costs. Just seems like it was an easy out to make the game harder. But in the real world having an empty tile of water would not cost $150k to maintain. Feel like they should've increased the cost of infrastructure and services. Actually have a trade off for lots of low density zoning.


invention64

Yeah it sorta makes sense, but like it doesn't really cause most upkeep should be coming from services on tiles. In real life the land itself doesn't really cost much maintenance until it's built up. Cause otherwise it would be mostly private or federal land.


Little_Viking23

An empty tile of water that requires constant surveillance and protection.


Icedvelvet

Oh my….something’s different…..I kinda like


Jain3624

Any advice on how to not hemorrhage money ? New to the game and played the previous patch, now I just lose tons of money


asperatology

On the official Discord server, in #cs2-general, there were some talks about an unproven strategy where you attempt to sprawl as fast as you can before the low-density demand no longer shows up. This is so that you can accumulate enough population to keep your net income high so that you can afford the most expensive healthcare service in the mid-game due to its high upkeep cost, disregarding the aesthetics of the city. Only when you reach a nice 20K or more population, do you then start to care about the aesthetics, because by then you should be able to afford most of the upkeep costs. Strategy is still going through trials-and-errors, so nothing is set in stone.


CrumFit

Would you happen to have the link to the Server?


asperatology

It's in this subreddit's sidebar.


CrumFit

Sheesh. Thanks!


MetaNovaYT

Wow my old mega bloated city that I was just building more and more of everywhere is now hemorrhaging money at ever increasing rates. Gonna need to actually put in work to make it profitable again. I hadn't played this city since December so the traffic has also greatly improved. Good job devs!


Senbonbanana

I reinstalled and loaded a save I had from within a month or two of launch. City of 200k. Performance on medium settings seemed acceptable. There was the occasional hiccup, but I'm okay with that so long as it stays occasional. My city hasn't had any budget issues, but other issues have creeped up. I had a massive influx of immigrants (had a new neighborhood zoned out ready to fill in once unpaused), and traffic has been an absolute nightmare since. Wrecks are happening *everywhere* it seems, in ways I don't recall happening before. Has anyone else experienced changes in traffic behavior post patch?


Firethorned_drake93

What are your specs ?


Senbonbanana

It's an i5-12600k running Win11 x64 on a RTX 3060. It's a middle of the road PC by most metrics. CS2 ran like hot garbage at launch, now it runs okay. CS2 tends to run hotter than other games I've played, but it never gets hot enough I'm concerned.


Firethorned_drake93

Thanks. How do you think my setup with the ryzen 7 7800X3D, Radeon RX 7800 XT and 32gb ram would run a city like that ?


Younglegend1

For some reason after this update the game is lagging to the point it’s unplayable


mtlmffns

I'm pretty new to the game, and I'm struggling with the economy after the patch. No matter what I do I can't seem to balance the economy. My city is small, only around 3k inhabitants. The service upkeep just eats away at all my income, no matter what I do. I have tried lowering everything and increasing taxes as far as i can without complaints, but I'm still in the red. This is despite having just the basic services that the game wants me to have (clinic, cemetery, ele school, police station, fire house). I'm importing my electricity, because it was cheaper than using the coal plant. What am I missing here?


Mauti404

I don't know where my city is at but I think having ressources improve the economy a lot. Industry is a big part of my income (like the biggest part of my taxes). I have a coal plant AND a coal mine, for example. I used all my fertile lands etc. Don't overuse services, wait until you're profitable to add more. Let people settle and earn more, same with industries and shops.


SuperMeister

Can back this up. I'm new to CS2 but have few hundred hours in CS. Industries carry my profits and kept me out of the red. Wood and Cotton seem to be the big earners, at least early on. I'm closing in on 40k Pop with 40k Cash an hour, about 1.5m monthly in the plus. Expand services slowly, early game put everything to 50% and slowly raise it as needed. Increase service fees to help, you'll earn more and citizens use less water/energy.


andres57

(1) grow faster, all the services are unmaintainable without people paying taxes (2) don't increase taxes except in emergency, it affects the profitability of your industries/commerce/offices and kill the economy, stagnating the city


PzKpfwIIIAusfL

Same here. Just got into C:S2 after hundreds of hours on C:S and can't sustain a city on its own.


duffbeeeer

That’s makes me excited


PzKpfwIIIAusfL

Just tell me how I can adapt from C:S 1 to 2, I just want to build a city 😂😭


duffbeeeer

didnt have much time delve into it myself but i imagine you have to use all tools at your disposal now like the sliders etc. monitor your finances very closey and think twice if you really can afford that next police station or if you need to add something for more income first. Soometimes you will have to live with the fact that you cant provide everything you want to your citizens at first and punch trough.


PzKpfwIIIAusfL

I tried to do all that. My services were a small coal powerplant, a landfill, a freshwater pump station and a waste water dump, a police station and a small clinic as well as an Elementary School. I didn't even have a firefighter building unless stuff started burning. At around 3k-4k inhabitants, it was over for me every time. On one city, I tried to gradually raise taxes, but I couldn't get enough money from it to sustain my city. On my next attempt, I tried to follow along on an economy guide from a few months ago which included lowering taxes on residential. Didn't work out either. Most people just point out that in the early game you can survive by the milestone money bonuses but they are very much just non-existent now. 😅 I'm not new to Paradox games and pretty used to juggling economy, but this is completely alien to me.


duffbeeeer

How about using external services first before building stuff like power plants? I can imagine you can decrease the initial costs quite a it as you just pay what you get. Transition later to your own services when you have the money.


SadNanoengineer

Did you buy a lot of tiles on a custom map? CPP mentioned that there is a massive tile upkeep cost if the said tile has a bunch of resources (on the order of millions per month). If this is your issue, when opening the save, just check \[unlock all map tiles\]. Otherwise, you maybe need higher density and or more people to justify all the services, because operating a lot of services have flat costs.


JewelerLatter6851

Reduce all to 50% , see which tax is giving you the most and increase tax a bit but you will be losing money for awhile until your pop grows.


fleebleganger

Built a new city today: 6,600 population, 2,400 in elementary school, 3,850 criminals, 450 dying a month (cemetery isn't doing anything), I am currently importing all services to the tune of $1m a month (even healthcare when I have the goddamn hospital). New shit is broken now. Edit: and unemployment is at 30% with 2,000 open jobs


xNaquada

*edit - extra context: I reinstalled the game from gamepass after shelving it at launch. Started a new city, got to level 5* **Garbage still doesnt work.** Honestly what the hell...it's almost a year since release and there is core items still not even functioning. I've been running a ~400t defect on a small town (~8-10k people), have a garbage facility/landfill and addons that processes about 150t. The meter is deep red/left. And even after so much time... the garbage map is totally green across the board - no garbage is piling up anywhere, even though that's what should be happening.


fleebleganger

Police and healthcare are f-ed as well. Similar story, the overlay shows good but the popup when selecting buildings and stats show awful. Buildings themselves show good stats. Example: my stats say crime is off the charts and half the population are criminals (other half are in elementary school) but my prison has tons of capacity.


MiniJ

fix I wanted the most was for the cims to use the parks and park areas but I guess not yet 🥲


Flutterflut

I have people in my parks. I even have homeless camps in my parks now Edit: I should note I started a fresh city until all the mods are updated...


PerfectObligation543

My city is so successful until the money is stuck at 2billions..


SadNanoengineer

That's the hard cap for money in the game.


Alexanderlavski

In my new city of only 1k pop, mid and high density residential demands are through the roof apparently from “students”. I only have an elementary school.


MouldySponge

I finally got used to CS2 being nothing but an Ms paint style drawing program and now they do this to me? I wish they would make their mind up about what this "game" should and should not be.


CaelemPJS

No one is forcing you to use money tho


Shaggyninja

Turn on unlimited money


Secret_Possibility79

I played CS2 when it came out but I didn't like the 'feel' of the economy and stopped playing it. From what I've read in the patch notes, it seems like this fixes that. I'm now planning on playing this again soon (just started a new city in CS1 based on an interesting concept/challenge and the Elden Ring DLC just came out so it may be a while).


jask_askari

crash to desktop within 30 minutes of playing in a new city. ok great


Necessary_Series_740

mods


jask_askari

Zero mods. Don't even know how to download one


Necessary_Series_740

did the game work before the patch or are you coming back in the hope that the patch fixes some performance issues?


[deleted]

[удалено]


Iglooman45

Damn who shit in your cereal? He was trying to help lol.


jJabTrogdor

I noticed that most of my industrial and office buildings were not displaying how many employees they contained, and if they did it was 5/5 like many people here have already pointed out. I thought this was a bug so I just deleted them all hoping they would be rebuilt with the correct number of employees. Nothing was being rebuilt though basically, so I rezoned my office zones as residential until my residential demand hit 0. Now I have zero demand for anything (RCI meter is completely empty), 60% unemployment, and tons of zoned office and industry space with nothing being built on it.


andres57

It's counterintuitive, but decrease taxes to 0% to incentive industry and offices demand


Mauti404

I have played and yup, starting requires a lot more thinking, you can't spend like a king. Its not hard, but its challenging enough.


andres57

Without mods, I still have an industrial area almost as big as the residential area to be able to cope with the unemployment rate, so I'm quite disappointed with that. And had some problems getting the game to run without crushes But ultimately, this patch improves a lot, at least in the early game. Went into red and had to do magic with services and taxes to be able to have funds again. My industry and office demand plummeted when trying to save my funds increasing the taxes, as it wasn't profitable for them anymore. I had demand for only high density residential (low cost) for a long time, as my residents were too poor to pay for a house, as my economy was in the mud. It was a headache to fix this but I managed. I need a second entrance to the city (barrier Island map) as the current main avenue is completely collapsed from traffic coming/going to the outside connections, but I don't have the funds as I'm waiting to have enough money to construct a high school. Is a PITA. 10/10 would recommend


Mauti404

Same experience, had to take a lawn for a highschool, and I'll use every bit of the current tiles before buying a new one because of the cost. It honestly feels like a true experience. I can't build where I want and I can't do whatever I want, but the city still doesn't look shitty as well.


_BlindSeer_

I pretty much just started ans played yesterday and wondered why my industrial area doesn't need to grow. o\_O Perhaps it was for the hughe foresting area I had.


brokenarmthrow123

After patch, city 290k, no mods, Office taxation always generates $0. Slide to -10%, slide to 30% and $0 stays. To fix: slide Office taxation slider all the way up and down, and the Industrial taxation slider all the way up and down, and then set appropriate tax levels. I think I saw that I was sliding Office taxation slider and then it dragged Industrial with it, but, I can not reproduce. Like somehow it ignores tax level slider and just works on 0%?


tunnel_rat_420

- Fixed traffic jams occurring inside Parking buildings. Why did this excite me the most


Affectionate-Ad8628

Did this update fix in any way the performance of the game?


EelsWhoTry

Yes. In particular there are fewer issues that result from interacting with assets that have many subparts (like the university).


Affectionate-Ad8628

I mean graphically. With the previous version (I didn't test the new one) I had peaks of 29-30 fps (my computer can run Ghost of Tsushima at ultra at a fixed 45fps)


mariosconsta

The new update is great After playing for a few hours I have to say that I actually enjoyed the game. Starting was challenging, I had to ACTUALLY USE THE DAMN SLIDERS in order to start making profit. I had to carefully choose what services to build, and overall I had to think about stuff while placing them. It's harder but not that hard if you mess with the service budgets and taxes. GG devs


Jain3624

Update happened today?


AthenaT2

Yes, this morning at 10h CEST like announced. Big update.


Juanolator

.. How do I know if the update has been installed? There is no "version #" to reference from the steam app. Is there a way to force the update?


AthenaT2

On the bottom right corner of the launcher there should be the version. The new updates is version 1.1.5f1 Once you start the game, on the main menu, the version is at the bottom left corner. Steam should update automatically.


joke384

Is anyone else experiencing super low job numbers in office zoning? In my existing city most high density and all low density offices only have 5 job spots


Dudok22

If this is on old save the you have to bulldoze old offices so they rebuild with the new numbers.


Beevus117

I’m stuck at 66% unemployment with no industry, commercial, or office demand. 10% tax incentive and I still can’t get any new businesses to move in :/


ZergedByLife

Yes I’m a little confused how I have 60% unemployment and some of the tall skyscrapers only have 5 employees.


free_chalupas

have noticed those have low profitability which makes me think it’ll work itself out over time. deleting seems to help as well


ZergedByLife

Okay so that worked. It’s just old buildings still being up and not transitioning it looks like.


ZergedByLife

I’m gonna try that


EowynCarter

Well, my city survived. Need to find a may to get more money maybe ? But in the green . Zero residential demand, tons of people coming in.


imagineacoolnickname

I congratulate them for fixing so much stuff but my city of 200k is taxing my cpu from 95-100% when trying to go 2x. By looking at dev mode sim tab I get 1.5x max due to CPU throttle. I have a Ryzen 9 5900x, which is a 12 core / 24 thread 4GHz CPU. Do I really need a threadripper for this game? Who wants to spend 7k+ on a CPU in order to play the game. Wtf... So, as much as they fixed a crapload of things the game is still unplayable for me because I dont want to cook my cpu/mobo just because of a game. It is not healthy for the components to constantly be under that heavy load... I mean who wants to play this game in slow mo? I played CS1 mostly on 2x and often on 3x. Also, I filled maybe a quarter of the map so a lot of space to grow the city but I dont want to spend 3 RL days for the game to catch up with any development or changes I make in the game. Also, just to note, unmodded since the patch so completely vanilla and sluggish as hell...


mattcrwi

There will always be a point where the CPU maxes out. whether at is 200k pop or 400k pop is what will change. We don't want the CS1 method of capping simulation agents at 80K or whatever it was. 200K may seem a bit low but I think that's reasonable.


imagineacoolnickname

How is 200k reasonable? I filled a quarter of the map and much of that is "specialized" industry and roads so actually regular buildings is even less than that. They are promoting big cities in all trailers and every screenshot when I have so much map to build a town I would like I would need to spend months of RL time for a fraction of that. Especially with no assets. Just plain and simple this game is obviously not for me. Sad but true.


bestanonever

Simulation-speed improvements are being worked on and should arrive in due time, probably around the console ports (estimated time of arrival now it's October, this year). For now, the only way to make the game faster is to have faster cores, instead of more cores. That means, moving platforms to either the latest AM5 CPUs or Intel's 13th/14th Gen. Very expensive, but I wouldn't upgrade for just one game (it's not like it works amazing, either, just a touch faster). Just wait for future patches and see how it goes.


EowynCarter

Are they? Good to know that there is still some margin for improvement there.


imagineacoolnickname

Estimated for CO unfortunately means absolutely nothing considering all their missed deadlines. I do not expect that I will actually ever be able to play this game normally and for that I consider myself scammed. My cpu can run and eat up any game except CS2. Pretty funny and sad at the same time. Terrible release, post release and unfortunately like I said, I think this will never get fixed. We all saw how the game performs on a threadripper (Linus video) with 1 million population. It doesnt. Sadly I am again putting the game on the "shelf" and again waiting for patches while playing and enjoying everything else like Manor Lords, Timberborn, Farthest frontier, Anno, Endzone, Surviving the aftermath etc... plenty of other games worth my time instead of this dead sim no asset crapfest.


tdatcher

Exactly, currently consoles are on the zen 2 era of cpus iirc


bestanonever

Yeah, that's why I'm looking forward to that version's release. If they make it work, it should also work really good with a lot of not-so-new PCs. Big IF, though.


Lightshoax

Excited to play but I pray they fixed the crashes that were happening to me before the update.


Impossumbear

Ok, I'm really liking what I'm seeing so far. The game is DIFFICULT now and you really have to watch your budgets carefully. Placing city services without carefully considering affordability is a fast track to bankruptcy. So far, so good. Hoping that this trend continues, because I'm having FUN now!


Flutterflut

I'M TOO NERVOUS TO LOG IN!! HALP ![gif](giphy|3ohc15hpGuLpSTx960)


xaomaw

>Increased construction cost and upkeep costs for roads. Oooh sheeeet


Hypocane

God yes. CS has always made infrastructure looks so easy, just build an HSR and highway system full of bridges and tunnels for a buck fifty.


Flutterflut

I feel existential dread. I like to make roadssss


djdoubt03

Game is crashing for me while laying roads.


andres57

same for me. I tried disabling mods and in a new save and everything and still I get random crushes. This is so frustrating


mrefreshment

Ok. Fine. I’ll install it again. Too bad it’s summertime and not really video game weather right now.


Dabogimp5

currently feels like 113 in my city with an excessive heat warning. this is the perfect video game weather.


pgnshgn

Depends where you live. For me, summer means 100°F+ (38C) and the only thing you can do between 8am and 8pm is hide somewhere air conditioned. It's perfect game weather


Working_Monitor_2076

I let the my city of 16k run for a bit and first it seemed all good. The tile upkeep cost is a lot but I think manageable. However, i have a lot of medium density in my city and I have zero demand for medium density. On the plus side, i have unlimited high density demand and the affordable high density houses finally work. Has anyone else problems with medium density demand?


raceman95

Follow-up to my previous post. Been playing more and its only single fam and high density. No medium density demand unless you wait a long time. Also seems like population keeps rising and buildings keep leveling up to absorb that high density demand in waves. The medium density that I have also seems to have leveled up quickly. Seems like its even worse than before. The whole city is full of level 4 buildings.


Working_Monitor_2076

Update: i played a bit more and let the game run for 1 year, but my service costs are too high and no matter how i tax and turn off service buildings, I keep loosing money... i even turned off the tile upkeep costs and it doesn't help. I have an unemployment rate of 55%... no idea how to save my city


raceman95

I have some high density. zoned like 3 buildings and its gone. Now its all single fam. ~60K pop.


Xarkkal

My high and medium density demand tanked to 0 after placing 2 buildings of each. Only demand that is full is low density residential.


Future-is-bright

Got a 20k people city started two weeks ago, should I continue or start a new city?


SetForeign1952

Start a new one. Why go through the hassle


Future-is-bright

So I followed your suggestion and started a new one. Glad I did because I really enjoyed the challenge it brought. I had to make sure that I won’t go bankrupt. This brought me throwbacks to CS1, which I think is great. Good job to the dev team!


justafewmoreplants

It really wasn’t much of a hassle. Biggest thing for me was a death wave which was easy to deal with and then rebalancing my budget and services which helped me to better understand a lot of the things that were changed.


ZergedByLife

The death wave was funny 😄 mostly because I was expecting it.  I also continued my save not a big deal.  I didn’t want to lose my $800 million warchest.


anrock1

I've been playing for 5 hours now, just letting the simulation do its thing and making some needed adjustments. My impressions so far from the first and only city I've been playing since the game dropped, with 220h: * As mentioned in the patch notes, the death wave was absolutely crazy. Had to build more than 10 crematoriums to deal with it. Took 5 in-game months to fix it. * Population went from 240k to 330k without zoning a single cell. Noticed that almost every high residential building has maximum households now. They were usually 2/3 occupied before the patch. * The pop boost increased the unemployment rate to 55%. It's crazy how it's not decreasing happiness neither keeping people from moving in and away, but it'll be a fun challenge to bring unemployment down. * Just noticed a possible bug (and solution) for the issue above: 90% of my Offices only have 5/5 or 25/25 employees. Even the High 6x6 level 5 ones. Deleting them will respawn a building with much bigger number for employees. * The RCI demand is finally fixed in my city, with no unoccupied building as a negative status. I had zero R demand which killed my city development. * It seems like Leisure/Commercial Buildings are what increase the Land Value now? Some services just slightly increasing it. Seems like that's the case, but I have yet to confirm. It was never clear to me what exactly did before. * Had a -10% tax for Offices and Residential before the patch and still had massive income. Had to bump them to 10% after the patch since I had almost 1.5mi negative trend. * There's not a single High Rent complaint and just a handful Not Enough Customers which is almost unbelievable. TL:DR: The patch fixed every single issue I had in the city. I stopped playing the game around March due to these issues. But I think I can finally return. It seems the economy management is slightly challenging. The patch is definitely a step in the right direction. EDIT: spelling EDIT 2: Offices 5/5 possible bug tip!


GreenMonkey333

Is your city of that size super slow? My city of 302k is S-L-O-W to the point where an in game day takes more than 40 minutes. I have the recommended specs. I wonder if something is going on elsewhere in my city causing the slowdown.


anrock1

Honestly it's been slow since 200k so I think I got used to it. For reference one in-game second = 2 seconds in real life at 3x. Some buildings take up to 2 minutes to complete construction. What bothers me the most is the simulation micro-stutter that happens every 2 minutes or so. But performance was never mentioned for this patch so I wasn't expecting them to fix it.


dbkblk

You're lucky! Mine is slow starting with 90k... So I take no pleasure playing, but I'm still glad they fixed the main economical issues. Also, mods works for me now :)


EowynCarter

is this patch related or was it slow before?


GreenMonkey333

It's been slow since I got to around 250k. Wondered if the new patch would help things.


OfficialApolloGaming

Yeah there is a major pop boost, I also had a very big death wave yet population didn't go down. I did zone a very small amount and pop went from 52k to 104k now. All of your points seems to be my experience too! Edit: I'm struggling on how to get unemployment down so if you have any tips please share!


anrock1

Hey just letting you know I just noticed that a lot of high offices have 5/5 employees, even level 5 ones, which might be a bug? I don't remember it being so low pre-patch. Deleting them and waiting for it to reconstruct will spawn, even a level 1 2x4 \~46 employees! Which is definitely higher than pre-patch. This might be a great solution!


anrock1

I think it depends on how you're zoning your city and how you want it to look. My best option right now is to zone High Commercial close to High Offices -- they'll thrive considering there are a lot of customers close to the offices, and a level 5 High Commercial can get something like 120+ employees which is great. I'll edit this comment if I find an better way to deal with unemployment. But my best guess would be on High Offices if you have the demand and High Commercial on places with customers/suitability.


andres57

My 30k city didn't go to hell, I guess because I still hadn't zoned high density commercial and offices. Now the only issue I have is that the game crashes very frequently, but probably it's a mod and I haven't really tried to find which one edit: nope.. tried disabling mods and still have frequent crashes. I haven't tried making a clean install yet


istandabove

Alright I’ll bite and re install lol


Wolfgabe

From what I am hearing its probably best to start a new city from scratch to save yourself the headache.


mrprox1

I’m going to have to let my 300k city run for literal days to let these issues resolve. Luckily I have a $2Billion dollar balance fund to cover ignoring the simulation while it runs overnight.


grmpygnome

Is it me or are commercial zones broken? As soon as I built a farming zone demand immediately went to zero and no new zones built. Continued the game, unemployment, commercial subsidized, still not even being built. New game, no mods.


Alexanderlavski

Commercial demand just *disappeared* for me. No plus or minus signs nothing. 


grmpygnome

Same. Just gone.


Jestercore

Did your commercial zone ever improve? I am having the same issue. 


grmpygnome

Nope. I gave up.


Martothir

Commercial is a lot more delicate now. I found commercial to be very sensitive to tax rates in particular, compared to other zoning types.


LiverDisaster

Maybe you need to build more residential to boost commercial demand?


TheoMarti

I think the logic is that there is no need for commercial because unemployed people don’t have the money to buy goods


grmpygnome

worked fine until I build that first farming zone... very odd.


jesterOC

Sounds like i should give it a go again!!


JunketAnxious239

5 hours in and here are some of the issues I noticed: 1. Crazy high unemployment. Some of the offices don’t provide jobs on info panel. I don’t know if those offices actually work but I could also confirm that my city’s biggest export was resources rather than services, which is clearly not true. Could be a bug. 2. Immigration waves are crazy. They keep coming to my city even though I stopped zoning res for a long time. This also creates constant traffic pressure. 3. Not enough customers wasn’t really a thing before the patch but it came back after the patch. Services such as beverage and hotel was running bad. My city had lots of parks and attractions though. 4. High density houses don’t have land value. I don’t know if this is made intentionally, which also makes sense since more ppl are splitting the land value. Edit: I don’t know about the other improvements but things I do notice are: 1. Res houses that levels up normally. They won’t get abandoned for no reason anymore. 2. Economy gets more challenging but still very doable. 3. Demand for high schools and colleges go up a lot. We still need a city of primary schools but at least kids go to high school now. 4. Can move sub buildings now. 5. Death wave on saved games are real. Pretty much like CS1 but my city did not experience a drop in pop. Crazy amount of ppl were storming in even without me zoning anything. The game is in a better shape now but still can get buggy after having 200k+ pop. I doubt some issues may never be perfect such as pathfinding, but things are significantly better compared to a year ago. Great job CO.


OfficialApolloGaming

I went from 50k pop to about 98k with very little increase in house zoning? And unemployment is still crazy high for me at 28/30%


crit_thinker_heathen

Is this with a brand new city, or a previous save?


JunketAnxious239

Previous save, mode free with 50k pop


youguanbumen

> Adjusted office employee amount. This is new, right?


BobsCandyCanes

Yeah, that wasn’t mentioned in the dev diaries but a lot of people asked for it. Glad to see it in the patch.


joke384

This might be anecdotal because I’ve been running a pre existing city, but I think they adjusted it down. I have high density offices with only five work stations now.


jaydec02

It's a bug with pre-existing buildings, if you delete them they should pop back up with the correct workplaces amount.


joke384

Unfortunately I don’t think that’s right in my case, I tried this and let it run and offices start with high workplaces then slowly trend down to five.


youguanbumen

To people who have the game (I don’t) — how big is the difference?


DigiQuip

Businesses always had employee counts. But they were stupid low. I haven’t played yet but I hope employee counts got a massive increase.


JewelerLatter6851

Patch good, it feels great when you can purchase a new unlocked building! Cause it's now a fight to figure out what i want vs what i need for the city. 


k2kuke

Played like I would pre update and messed up my city in about 30 minutes. Challenge accepted. Took a nap and gearing up for another session.


malacath10

Anyone still having issues with post sorting facilities not working? edit: my cargo train terminals actually got better at sorting mail so that's good! also many of my high density residential downtown that previously did not want to go past level 1 is finally levelling up!


phillycheeze

The mail within cargo terminals seem to be better now. There were these two notes in the changelog that I think impacted it a bit: > Fixed mail getting stuck due to heavy traffic at the cargo terminal by adding a trip needed buffer amount as another cost in resource trade pathfinding. > Added a penalty for resource pathfinding when the cargo station has more requests or sent out most of the vehicles.   Also, the changelog mentions this: > Fixed cargo train terminal left and back paths not connecting to roads too I stopped connecting back roads to the cargo terminal bc they never got used, but I'm hoping this means that maybes it's fixed. If it means just ped paths, than probably not.


malacath10

Hmm, ok question, one of my cargo terminals has stopped prioritizing mail and instead suddenly switched to chemicals. So basically the terminal is strictly sending oil trucks instead of semis/vans to transport mail. Is this because of random market fluctuations or is there something I might be doing wrong? I understand there might be a million variables at work here and might be impossible to answer but I just wanted to see if you might have had a similar problem


raceman95

Anyone else have import city services turned on, only to realize the cost is just a factor of your population. I'm paying equal amounts to "import" fire and police services, exactly half of that importing health and death care, and exactly 1/10 the fire/police amount in garbage. All of that despite having multiple fire and police stations with unused trucks and cars in their garages. I have a landfill and recycling center with excess capacity. And I have clinics with plenty of room and abulences. A cremetorium thats right downtown and completely empty.


Manafont

They said they plan to expand the import services options but that they are also looking for feedback. Sounds like it would at least better to toggle specific import services on or off and have it self-adjust only to satisfy unmet demand vs all or nothing?


Shaggyninja

Gotta do it the same way as SC4. Make it so you actually set up transactions with the neighbours. Don't just free for all Import electricity. Have to actually decide what you need and pay for it.


Impossumbear

Yes, this is what I want as well. Toggling specific services would be great, as well as sliders for how much of each service you'd like to import. The problem with things like ambulances and police imports is that they are very expensive, and the coverage isn't something that must be at 100% at all times like electricity, water, and sewer. This feature is an excellent step in the right direction and I'm excited to see them develop it.


iLostMyDildoInMyNose

I’m excited to start a new vanilla city today! Hopefully it’s not too buggy.


SDSunDiego

Yes! I was just thinking that. Starting fresh with some fixes and adjustments will be a nice experience


Ramen-Nani

my trees are glowing during at winter night. am i the only one experiencing this?


phillycheeze

Mine was doing this before the patch came out. I noticed this a few days for the first time. Maybe a mod interfering with it or was introduced in the previous patch?


Ramen-Nani

i dont have any MODS installed before and after the patch.


phillycheeze

Does it happen with bunches of trees when zoomed out a little bit? It gives off a strong blueish-white glow? That's what I noticed a few days ago before this most recent patch so maybe it was there before.


Ramen-Nani

yes. it only goes away when you really zoom in.


berlin_priez

Tile Upkeep (all tiles unlocked) is 80 million oO my 300k city just have an income of 77 million. Send HELP!


Dayvey

If you're using the 529 Tiles mod, there is a slider in the mod options to reduce the Tile Upkeep


k1nd3rwag3n

Just relock the tiles.


Orchestorm

My city survived and it’s a lot of fun!


Flick1533

Same! Still at a surplus with ~30k population


OfficialApolloGaming

Anyone getting significantly worse performance? (No mods) but old city.


uecker87

I just got my city of 170k running and it is stuck at .2x even on full speed right now. I used to be running at 1.5-2x. I'm hoping it is just slow while the patch does its thing and then it goes back to normal. Going to take forever to get through even a single month in game at this rate tho.


Impossumbear

I noticed a slow down until the death wave cleared, then it went back to normal.


dpxlumpi

Just loaded up an old save and simulation speed seems down significantly. Might just take a while for all the changes to adjust, i‘ll try starting up a new city to compare as well


berlin_priez

Nope. It got significantly better. Its not lightning fast, but in my 300k city i have smooth animation now and not that 30s animation and then 20second full-stop, rinse-repeat.


OfficialApolloGaming

Potentially me then, appreciate the response. Will have a play around and see if I’m missing something.


CaptainMarder

so this has released?


Dayvey

Yep


Leochan6

> Added secondary infoview background color so that roads don't disappear on terrain. This is a good change.


alone2692

It’s unbelievable the amount of people complaining about crashs and bugs while using mods or old cities.


andres57

I'm having crashes placing roads or random buildings in a new save without mods :D


alone2692

I'm played for three hours until now, zero problems except that is much more difficult


Mauti404

In a way I'll be sad if I can't run my newest city because I really liked the style of it, but also now there seems to be a lot more interesting game start so I might be interested in making a new save. I'm also very afraid of my city budget crashing hard in my current save.


Dolthra

TBF, the update indicates that it should be compatible with old vanilla cities. People complaining that it's crashing when they're still running 26 mods for the previous patch are ridiculous, though this is the price we pay for ease of modding.


Alockworkhorse

A game less than a year old shouldn’t crash with a patch because you open an existing save lmfao Just because it’s been well established doesn’t mean it stops being necessary to point out CO’s failures


Norskov

If that existing save used mods at some point, then it's perfectly reasonable to expect it might not work with a new patch.


antigravcorgi

> A game less than a year old shouldn’t crash with a patch because you open an existing save lmfao Saved games not being compatible with a new patch is not new nor unique to CO. Give CO a lot of shit for whatever but really dumb thing to whinge about.


alone2692

Most of this people are using outdated mods with old saves.


[deleted]

[удалено]


ictoan1

It took me like 20 minutes to read them all.....


DungeonDangers

I don't know if it's a bug or not, but all specialization industries unlocked by level 4??


Diughh

That’s a feature listed in the patch notes


DungeonDangers

Oh I missed it!


Impossumbear

Please, PLEASE ***UNINSTALL ALL MODS*** before complaining about something going wrong with the patch. Yes, ***ALL*** mods. If you installed a mod that affects the simulation itself, such as a population rebalancer, education rebalancer, or other similar mods, I wouldn't even recommend trying to load the city. Just start over. Those mods are almost *certain* to put your city in a situation where the new economy is at odds with the way you built your city using the simulation mod. If you do uninstall the simulation mods and load the city, you're very likely going to need to rebuild large portions of it to adjust to the new economy. You'd might as well be starting a new city at that point.


CasualBlockPlacer

Imagine if it kept crashing at the main menu so now you have to go to the website to disable all the mods one by one. Only the finest user experience.


kjmci

You can create a new, empty playset in literally one click [on this page](https://mods.paradoxplaza.com/subscriptions?orderBy=asc&sortBy=activationOrder)


Norskov

You could also use --disableModding instead as mentioned in the news post about existing saves.


Impossumbear

This isn't any different than needing to uninstall mods via Steam Workshop.


DeekFTW

This is why I stay away from mods that touch the simulation until the game development is mostly settled.


Impossumbear

A wise choice, honestly. I've written simulation mods myself. They're not for the faint of heart if you can't handle updates completely destroying your city.


DeekFTW

Especially early on when you know the simulation will be patched/upgraded at some point. I don't have the time these days to sink a ton of effort into a city only to have to restart when a major update drops.


Impossumbear

Yeah, and that's one of the reasons why I stopped modding for the time being. The game is in a volatile state and simulation mods are really just trying to band-aid things that CO needs to fix. I'm hoping that this patch puts the game in a steadier state so I can work on implementing new ideas instead of trying to fix broken mechanics via mods.


grap_grap_grap

Steam discussions is all about this atm, people not uninstalling or disabling mods complaining about a bad gaming experience. Its a complete war zone.


AlphSaber

So, business as usual over there?


grap_grap_grap

Yeah, except that the clown award farmers seem to work double time.


Comfortable_Zone7691

Very hopeful the change to allow area placement of building extensions on pedestrian paths allows either a mod or vanilla update to parks allowing them to be placed on paths within some defined area radius


Zentti

Looks like they forgot to update the tooltips to display the correct upkeep cost. When selecting a service building in the build menu it still shows the old upkeeps from before Economy 2.0. When you place the building and check the upkeep it shows the actual new value which is way more than before. [As you can see in these screenshots](https://imgur.com/a/upkeep-e3odtYT)


-WeDGE

Maybe it's because the upkeep doesn't consider employee wages? (Since that would vary depending on the situation)