I’ve been really enjoying Cities Skylines 2, but the more I play it the more I realize how buggy it is.
So far nothing game breaking has come up for me, but it’s noticeably buggy. I’m not very picky so I just shrug and keep playing. I’m fairly confident the devs will fix it up eventually, but if you’re expecting a bug free game give it some time before you pick it up.
Sieht auf den Bildern so aus als würden Autobahnen (und hoffentlich auch Gleise) in #CitiesSkylines2 endlich so gebaut werden können dass Auf- und Abfahrten auch vernünftig funktionieren und aussehen.
Wenn ich mir in 7 Jahren vielleicht einen PC leisten kann auf dem das Spiel rund läuft wäre es vielleicht eine Überlegung wert es zu kaufen 🤭
I am beginning to think the traffic AI for #CitiesSkylines2 will be the death of the game, or rather force Paradox to do a repatch and relaunch and all the other fun stuff we all know from No Man's Sky and Cyberpunk.
It is laughably bad.
Well that and the performance.
(Btw as a publisher: If the streamers you have long standing cooperation for the first game with and you send free review codes to give "Can NOT recommend" reviews on Steam you are not in a good place).
Okay I am... troubled by the stuff coming out from reviews of #CitiesSkylines2 , it sounds just like Sim City all over again (minus forced multiplayer).
It is cheaper to import every single city service than to build it yourself, except for water and electricity.
The RIC is busted, just like in Sim City and only shows demand for residential
Goods export and import does not work, nor distribution to stores and industry. It is all faked, like in Sim City.
#citiesskylines2 I think I figured out how to satisfy low density residential demand in the game. It basically operates on the concept of Induced Demand. Just like adding a lane to a highway incentivizes people to use the highway more, leading to the same congestion problems. If you constantly zone low density residential in an attempt to "chase the demand bar," what you're doing is increasing the supply of houses. Meaning, driving down the COST of housing. Meaning more citizens can afford a house, meaning they buy up that supply, so they demand more... it's a feedback loop, like acquiescing to a child who only ever wants to eat chocolate.
So, counterintuitively, you need to IGNORE their demand. By keeping the supply constant, and with demand increasing, the cost of the housing goes up. This prices out some of your citizens, and so they will begin demanding lower-cost options. Enter, medium density housing. You start with row housing, then medium density, then mixed-use. This doesn't happen fast, let alone instantly, so you kind of have to plan this strategy from the founding of your city. At one point I had a 15k pop with almost exclusive demand for medium density housing.
As your citizens get more educated through college and university levels, they'll be able to afford those suburbs again, and the demand will return. But they'll also be young enough that living "in the big city" will be desirable and they'll start demanding high density apartments close to shops and offices. Beware the Low Rent zoning type! Despite being high density, if your citizens are too well educated and make too much money, they'll abandon these buildings the moment they can afford nicer places. But I guess they're a good stopgap measure between medium density and regular high density.
So Induced Demand is a double edged sword: you want to avoid inducing demand for low density suburbs, and purposely induce demand for higher densities.
...yeah but are you starting the city according to the first city plan when it was founded? Because Paris or whatever did not start with the city plan it has. Seriously.
Okay so datamining of models suggest that the details of cims are way overworked with 40 000 polygons or more for details you cannot see in the game (you can't zoom in that far).
The performance of the game is... not good for a lot of players that struggle with framerate dips down to <10 fps on 30-series NVIDIA cards.
I don't know much about gamedev or 3D modelling but this seems like an odd choice.
#citiesskylines2 I know the game was basically released unfinished, but I think it's really strange that the only way to tax residential is by education level. I think they tried to equate education level with zoning density? I've noticed that the demand for various densities depends almost entirely on how many students at each education level you have: university students demand high density, college students demand low rent and mixed, high school demands medium density and row houses, etc.
Seems like it would make more sense to tax based on wealth (which the game tracks with Wretched, Poor, Comfortable, Wealthy) and/or the zoning density (Low, Row, Medium, Mixed, Low Rent, High). That would line up with real life a lot better, like income tax and real estate tax respectively.
Got Cities Skylines 2. Wasn't going to pay that much, but I did. Enjoying it. It will work perfectly on my desktop gaming PC, but was finally forced to order more RAM for my gaming laptop. I should have waited for a sale, but I'm that gal. #CitiesSkylines2#CitiesSkylinesII#CS2#CSII
Tried #citiesskylines2 out on my Asus G14 with an Nvidia 2060m on #gentoo. No problems launching using #proton my word the FPS, even in low quality, was really bad and had to refund :(
New Fire Station. These upgrades from the first service buildings to the full service buildings are EXPENSIVE, but they basically cover your whole city (at least at the size I'm at currently), instead of like a third of it.
Ja, #citiesskylines2 hat seine Macken. Aber auch viel gutes. Ich kann gerade die Kritikpunkte auf Steam und den ganzen Hate kaum nachvollziehen. Lest mehr darüber auf meinem neusten Blogbeitrag:
I changed all my display settings in #CitiesSkylines2 to either disabled or low, and the game still is unplayable but at least it's ugly now. I don't know how they screwed it up so badly. I guess I'll just go back to CS1. 😓