I'm pretty sure this bug was introduced by fixing others, a not uncommon occurance. It did not exist in early versions.
What are your remaining no-go issues, BadKen?
This is fantastic news and I think it will open up the game for me, for playing during the Summer. I could not be happier.
If you have a problem with homeless people not getting jobs again, build public transit connections to other cities and they will leave on their own.
I'm having a great time with it. There was another patch today, fixes with a little content if I read it correctly. And more to come. I think they have a team that volunteered to hang around for part of the Summer, but it's such a great thing to be able to play without getting hammered by something unexpected.
I have not found anything yet that I have work around, but it's early days. I would recommend playing Vanilla, and starting a new city. The budget and economy are much more challenging, as was overwhelmingly requested. I have been stupid and chased the demand bars a bit too much, now I'm working to get more money in. But so far I'm hanging on, remembering the basics and putting them into action.
Still doing well with this. You have to have a heavy hand with zones, and infrastructure that supports them (roads, power, water) and a light hand with services. Get and make use of high density housing (low rent and normal apartments, rather than row houses and single family homes), that helps a lot in the early game.
When you go negative, or you are losing money and you dont' want to be, just zone in more housing, then a bit more industry and a little commercial. Don't chase the demand meters! Having demand means your economy is ready to grow. Raise taxes a bit on everything at the start - don't keep changing them - and wait for the money to go green, then save up for new services.
It's feeling really comfy. I view this as the real 1.0. Can't wait for what's next.
I've had a good weekend with this. A few crashes but I was able to save out first, and the saves were not bugged. The mail stuff is fixed in the 1.1.7f1 patch on PC, should hit console soon. Ton of other bugs fixed. The systems seem to be interacting properly and you really need to watch your happiness and service meters along with your money to keep your city humming. I'm up to Level 10 now, around 21K people, and just set up my first bus line.
Parking lots work. Busses take cars off the street. People walk on paths across blocks. Mail is a real crowd-pleaser and also works. Power, water and sewage lines run under streets and provide curbside hookups automatically for buildings, so it's only occasional specials like fire towers that require their own hookups.
Traffic control is not as detailed as in the DLC for CS1 yet. Can't place individual lights/signs, or turn them on/off individually. But roadlaying is easier and more detailed, and vehicles are *far* more realistic in how they move around and deal with issues.
The economic modeling definitely seems to work and gives a much more interesting and granular simulation. I have taken to giving people what they want, but after a while, if a block has a strip of "Wretched" homes, I'll tear them down and build something more useful in the area.
The way you can stretch the boundaries of a service building a bit to fit odd-shaped lots or take over nearby space is just great. And there are many service expansions that are free-standing within a radius, which is a breath of fresh air.
Education is working well, and then people go off and find a variety of jobs. Likewise, consumers buy goods that fit their income; I've literally got some luxury goods shops, and some discount grocers, car dealers, clothing stores, software stores, business equipment places, everything you can think of, and they all exist at the end of a supply chain that has to bring them what they need. And you can supply them as you get your specialized industries going.
There is still a problem with homeless, but there is a workaround. Still, I'm not going to throw them out because they might end up getting a new house with the low-cost apartments. It's not like they are wandering around like zombies.
I dunno. It's blast. Just save and take a break every hour - I'm sensing there is a memory leak. Enjoy!
This has inspired me to re-install. Will be playing this weekend.
Yep. CPP has helped me understand how the game works and flourish with my city. So far, anyway. I'm not so organized, but I like the variety of different types of zoning interspersed with each other. At least until Industrial. They can live by themselves, like wasps.
I enjoyed the beginners video but I need him to keep going. He mentioned making it an island for tourism and I don’t know how to do that.
Be careful expanding too fast. I was just trying to keep up with the video but ended up expanding to meet demand but it put my unemployment at 30%. I waited and eventually demand for offices and commercial helped reduce that.
I know there are things you can build that will increase tourism; for example, I think the Temple addition to the Cemetary does that, as well as the special reward buildings you get (like the apartment built on top of a fancy restaurant). Each item that does it should have a notation of "+x Tourism", or some other designation that it is a tourist destination.
Does unemployment include the young and old? Or is it just employable people?
Sorry to hear it, BadKen. The one thing I can say is that the revamped simulation is probably taking up a lot more resources than the first version, which was more abstracted. They may well have to make serious changes to get it to work on consoles reliably, due to the restrictions that exist in that market.
Have you thought about a service that runs it on a server and just sends you the video?
Seems quite playable to me on my rig (4070 card).
The land value thing is fixed, I have a slightly high death rate despite decent healthcare in a small 7,500 village I started last night.
Haven't checked garbage but the economy seems balanced; I'm taking a while to earn money for big items like a college but this feels pretty right to me.
In the haste to get economically feasible (only possible through population scale), I kind of built out the village with quite a bit of density. Basically grids of medium housing but I also mixed a bit of high density for a mix of accommodation to fuel the lower socioeconomic jobs (industry).
Pretty cool it's working again!
Haven't exploited the electricity export thing which I think they patched out anyway - I'm all about wind energy since it's fairly cheap and sustainable.
I like this game. It has a good pace where even as you grow and unlock things every progress in one area gives you more to fix, maintain, upgrade in others. I constantly find myself re-evaluating services as population increases.
Electricity export is a thing, and gives you a good revenue. Find a nearby border with an electrical connection, and connect to it (using a high voltage cable to get the most current flowing). I often run my cables underground to keep from dealing with towers.
Make sure you get all the extras for each wind tower, and a battery array to deal with accidental cuts and such. Or just to be accurate.
Garbage works correctly. However, if you get to the point where you will move garbage from a dump into a recycling facility, build the recycler close by. The further away it is, the fewer trucks from the landfill will move garbage. Pro-tip:
Just delete the landfill and all the stored garbage disappears. :-)
Don't overbuild services early. Getting too much debt in service costs will stop your service growth before you even have them all unlocked. Let the zoning demand build and address services only as they go into the red.
You can partially pay off debt so it does not have to be one big outlay.
What I found works so far (if you ignore my traffic snarl) at 22k pop:
- turning down education, water, waste and police/fire down as low as you can saves some money and you can bring their budget back up as demand grows
- the recycling plant with 2 add-ons can recycle rubbish faster than the town can produce it, at a high budget cost, albeit you get some back with the recycled plastics
- a couple of low cost to high happiness options are small parks (+6) reliable mail (around +6), the unlocked telecom tower (+6), spamming elementary schools (+7 if in close walking distance)
That said, offices make so much city taxes compared to everything else. You can help your office tenants by having a decent sized industrial estate and buying the town hall; also with the tech university.
My latest experimental city has worked well. A few low density houses complained about high rent but it wasn't endemic. But the single highway entry is seriously problematic so I may just start again
So, in typical fashion for me, I started again learning from my mistakes.
I think I've learned a lot in this latest city attempt. Population is at 72,000 I think and traffic only tends to break down when I rezone a large mass of high density residential or medium density residential. Income is +340,000 per tick or so. Sitting on about 42 million in the city bank, so buying anything and everything is no longer a problem for now.
Getting your residential zones to Level 5 (max) is fairly straightforward - you pump the positive mood factors (as mentioned, good health services, close public schools, wifi, snail mail, plus a smattering of parks and outdoor recreation) and try to minimise the negative mood factors (try not to tax too high or charge too much for services...noise becomes an issue being next to high density commercial, highways, industrial or infrastructure that generates noise pollution).
It's not as clear cut for industrial, commercial and office zones.
Seems to be a function of their profitability, which is a function of their costs of inputs (try to have complete supply chains for your industry has flow on benefits to commercial and office zoning that consumes those goods). It seems to take forever to get Level 5 Industrial and Office buildings - commercial seems slightly faster than those two.
I wonder if it's a matter of further reducing my costs of imports?
I was going to build a town hall and central bank plus seaports and heavy rail, just haven't gotten around to planning where they go. Would love to hear if anyone's found a surefire way to level up their zones!
I'm still in the 30's and am having unemployment issues that lead to mass homelessness. Tried a few recommended "fixes" that didn't work. So now it's either wait for the team to fix it, or use the mod that just gets rid of the homeless. I don't like that approach, but I may give in and use it until a patch arrives.
I'm not sure if it's related as a bug but at one point almost the entire office zones on the map became vacant. We're talking city taxes from offices went down from $1.5 million to $300k. To fix it, I dropped office taxes to 6% and all of a sudden there was a mass uptake of offices again. Put the taxes back up to 10% once it stabilised and haven't seen a problem since then, with unemployment sitting around 200 people or so.
From what I've seen online, once you've got the homelessness problem, you have to mod it out (CPP mentioned it in one of his videos).
Have you got your education sector up and running? I think you need a moderate spread of uneducated/educated/well educated/highly educated [primary school > high school > college > university] to cover all the jobs across the city. If your revenues are strong enough, you could borrow funds for a college/university and hopefully that will balance out the employment opportunities.
I don't seem to have run into an unemployment simulation issue - it may be with keeping the capacity for school/college/uni at or above potential enrolments. It's expensive to fund though!
Hmm so I checked unemployment and it's at about 5.4% with a working population of around 48,000. Just over 2,000 jobs to be created.
In an effort to get more Level 5 everything I started dropping taxes across the board. It worked but as residential zones levelled up it created an influx of new residents and traffic is uh less than optimal
Bfgp, take a look at the other stat, jobs filled versus jobs available. If the difference is far smaller than 2000, you've got homeless. You can also examine your parks and streets (especially at night).
I build in the CPP manner, with a large road leading in, medium ones for my collectors, and smaller roads for neighborhoods. I use a lot of circles, too - they tend to handle traffic better than regular intersections.
I used the homeless mod to tidy up any possibility of a broken simulation.
Newest city is at 92k. It has some cool features although lately it is a mess of high density clusters of grids.
Roundabouts are cool except when one direction gets exceptional flows of traffic, making it almost impossible for the giving way lanes to enter the roundabout. Traffic flow seems more about having multiple fast transit highways ringing and connecting city areas. However my problem is once they're exiting a highway there's always a bottleneck.
I added a cargo port and freight rail to connect two industrial parks. Works pretty well to get goods flowing more easily around the city.
Something unusual happened so far as my commercial districts tanked in profitability (down to 64% whereas office is 100% and industrial around 87%). I wonder if it's because I zoned too much high density commercial? I've tried to counter with more high density residential to increase consumption, it works in some places in not in others.
Oh and the new "rubbish" is mail in the economy 2.0 balancing. Unsorted and local mail is a horror to sort and deliver.
This mod Road Builder seems unbelievable. It takes the functionality of a real world road design program and puts it in Cities Skylines 2 so you can make something like a 2 lane 2 way road with a 4 meter walking boulevard, or 4 lanes of trains + a bus lane and whatever else you want. Basically complete freedom. Really impressive that this level of modding is possible finally.
Yes, this mod makes me excited to see what else is possible for mods.
Playing vanilla for now but have hit a bad case of restart-itis. Get to about 3-4k and decide one or more of a) made a stupid, unfixable (or more hard than I want to fix) mistake early on, b) am OOC, or c) this map sucks what else is out there?
Any non-vanilla maps people like enough to recommend?
I'm probably gonna sit on my hands on this until they come back and give us a few patches. We'll see. Loving it but still bugs I want to see fixed.
I'm only playing vanilla maps and barely use any mods as I've been trying to make more interesting designs while getting better at planning ahead instead of adding new blocks incrementally.
Something I've noticed is that once you hit about 40k population just about every road should be 4-lane at a minimum.
I'm also increasingly of the opinion one of the first unlocks should be highways so you can put the backbone of traffic distribution in and build around it.
Aren't you using any mass transit, Bfgp? I use the standard large-medium-small methodology with busses and taxis, and my traffic has rush hours but is otherwise fine. Also, circles help *a lot*.
Depends on which city playthrough
My first city in CS2 to hit 100k had bus and tram connections everywhere, to the point I made specific bus lanes and even then they jammed the roads.
Second city to hit 90k had buses only, the problem was a choke point in the entry highway section.
Third 90k city did a lot better with buses and a second arterial highway above the main entry point with offramps but that just jammed multiple offramp points
I can get utilisation up to about 40k rides a month but that's still another 60% of the pop driving plus tourists and out of town / industry driven traffic.
I do use traffic circles but with the vanilla tools they still jam when the density of traffic is too much ie where you zone say 10 full grid blocks of high density.
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