Cities Skylines 2 is Official!

On this it seems somewhat random which orientation the zoning is created from roads. I don't tend to build in grids as I prefer them looking more European/UK and rather than the typically grid based American cites.
I’m on the same map as you :D

You shouldn’t need to, but if you’re having trouble with zoning alignment you can use footpaths to block the zone and it’ll open up tiles on a conflicting road. It’s messy, but if you zone the newly available tiles and then remove the path it usually leaves things alone. If you remove it without zoning on there it’ll just revert back again.
 
Why am I still launching this game. It's so infuriating right now. The traffic AI is so dumb, that many of my routes are just at a complete standstill for utterly bonkers reasons...

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Everyone coming from the left, coming off the highway, turning left at the first roundabout and then right at the next. I've checked a bunch of car destinations, they're consistently heading to the other side of the map, they need to stay on the highway for another 4-5 junctions! I check further down the highway, maybe they're turning off here because it's quicker? Nah can't be - the entire non highway section is gridlock because of cars just parking in the middle of junctions and not completing manouvres.

Further down the Highway, we've got another stupid tailback. All caused because 90% of the traffic is routing off the highway, going around the roundabout and going straight back onto the highway...
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Am I missing something here? Is anyone else finding the AI this insanely dumb? I can kinda deal with the last minute lane changes because caused by the game getting the AI to use all lanes, but these sort of pathing issues. There's just no tools to address them in the game that I'm aware of?
 
Actually another thing I miss from the first, maybe this was a mod I cannot remember, but you could change the orientation of the zoning from the roads, or stop roads creating zoning all together.


On this it seems somewhat random which orientation the zoning is created from roads. I don't tend to build in grids as I prefer them looking more European/UK and rather than the typically grid based American cites.

This was definitely a mod and one that only turned up much later in the games life.
 
On this it seems somewhat random which orientation the zoning is created from roads. I don't tend to build in grids as I prefer them looking more European/UK and rather than the typically grid based American cites.
the first road placed gets zoning priority.
if the zoning has gaps then theres a way to move the gaps around by double clicking on the roads, but I can't remember what view mode you need to be in.
 
Why am I still launching this game. It's so infuriating right now. The traffic AI is so dumb, that many of my routes are just at a complete standstill for utterly bonkers reasons...


Everyone coming from the left, coming off the highway, turning left at the first roundabout and then right at the next. I've checked a bunch of car destinations, they're consistently heading to the other side of the map, they need to stay on the highway for another 4-5 junctions! I check further down the highway, maybe they're turning off here because it's quicker? Nah can't be - the entire non highway section is gridlock because of cars just parking in the middle of junctions and not completing manouvres.

Further down the Highway, we've got another stupid tailback. All caused because 90% of the traffic is routing off the highway, going around the roundabout and going straight back onto the highway...


Am I missing something here? Is anyone else finding the AI this insanely dumb? I can kinda deal with the last minute lane changes because caused by the game getting the AI to use all lanes, but these sort of pathing issues. There's just no tools to address them in the game that I'm aware of?

Yeah, the pathing is a mess.

I've watched traffic come off the highway, opt to take the left off-ramp, and join a massive queue of people waiting at the first set of lights, go straight on to the second set of lights, and then do a U-turn for the opposite side of the highway. Multi-lane too (3 i think), and they're all trying to merge into one lane for the U-turn.
Meanwhile, the right off-ramp that they could have took instead... empty.

Sometimes these jams just need a bit of a shake and they'll quickly solve themselves. I spotted an area in my industrial estate which was grid-locked, a T-section and i presume that they'd all got stuck by each other basically. Using the road swap tool from regular 2 lane to 2+1 asymmetric lane just made all of them reposition themselves and jiggle themselves free.
 
The unreliable mail service issue is a wierd one.

I am pretty sure there is a bug or something is not working an intended even after the patch yesterday.

Sometimes when I load my city up my mail processing centres seem to be working and my residents stop complaining so much.

Othertimes they sit there at NIL processing.

I don't change anything, I can only think of sometimes when I load up the city something doesn't kick in.

Very wierd as my city is running well with no other real problems other then the mail service. Hopefully it gets fixed properly on the next patch.
 
The unreliable mail service issue is a wierd one.

I am pretty sure there is a bug or something is not working an intended even after the patch yesterday.

Sometimes when I load my city up my mail processing centres seem to be working and my residents stop complaining so much.

Othertimes they sit there at NIL processing.

I don't change anything, I can only think of sometimes when I load up the city something doesn't kick in.

Very wierd as my city is running well with no other real problems other then the mail service. Hopefully it gets fixed properly on the next patch.
Agreed, im not entirely sure what the large sorting office is supposed to do. It clearly has a different type of role, but like you say it seems to be very stop-start.

The Post Office is 100% local, gets mail from mailboxes and seems to deliver to commercial buildings.
The Sorting Facility is 100% outside. I thought maybe it collects the mail from the Post Offices, but if it does, it doesnt do it nearly frequently enough.

Im wondering if its another one of these instances where it sits idle and looks bugged, but its simply waiting for a threshold value to be met somewhere (ie 50,000 mail at a Post Office) before it sends a large truck to collect it. It only has 5 vehicles at vanilla, so it cant be constantly dashing off for 10k mail. [Edit - 50/100k hit and nothing happened, so still guessing what these SF vehicles move for]

I also dont fully understand how the cargo terminals play into things. Theres 'Local Mail' and 'Unsorted Mail' and im not really sure who picks up what there. The sorting facility mentions unsorted mail, and im pretty sure i saw my SF pop over the road to get unsorted mail immediately. None of my terminals have unsorted currently, but they all have about 400T local mail, so maybe i need a PO closer to them, to deal with that. Im sure ive done this before, but maybe it wasnt collecting the unsorted mail and the distinction between the 2 were lost on me at the time.


Edit #2 - Also, my SF has 32k mail in there, just sitting. 21k local mail and 11k global mail. Why, where does it go, when will it go...?
Edit #3 - The Post Office takes 'Local Mail' from the cargo terminal, in 25t deliveries. Just watched 2 truck loads get delivered (took the road that goes all the way around the building, to deliver to its neighbour - they literally touch each other!) so maybe i need a couple more purely to deal with the mail in there.
 
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I think its more specifically the post sorting facilities that are bugged.

I disabled both of mine and let me city run and my unreliable mail has gone from -5 to -1 in approx 1 hour playing at low speed.


EDIT: Hah, another 10 minutes running the game and now I have reliable mail service +1

EDIT 2: Yup another 10 minutes and +3

Definitely the sorting facilities that are bugged.
 
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Sorry to disrupt the convo - I have Cities 1, I gave up pretty early on as I suck at these kinds of games. I want to get into something again, is it worth the upgrade from 1 for a super casual user? I used to play a lot of Sim City 4...
 
I think the general opinion is that the game is still a bit buggy and needs more optimisation, but theres a fair amount of things within the game that are positive steps forward.
So right now, it can be rather frustrating, but its still enjoyable. I dont think ive gone a day without playing it for a good 5hrs+ since its released, and im constantly moaning about things that are bugged or changed and theres isnt a proper understanding of everything so you dont know if you're the problem or something the code is.

Once they start whacking these bugs, improve the optimisation (it does sound like a lot of that has been dealt with but i doubt its in a good enough state, but a mid-tier GPU, say a 2070 should be playable), and then release the patch that adds mods, then things should be a lot better.

Its on Gamepass currently, if thats any use to you.
 
Sorry to disrupt the convo - I have Cities 1, I gave up pretty early on as I suck at these kinds of games. I want to get into something again, is it worth the upgrade from 1 for a super casual user? I used to play a lot of Sim City 4...

Have a go at Tropico 6 - it's super fun. Played it earlier this year and couldn't put it down for 3 months
 
Just hit megalopolis on my first city, >140k population, I think I'll leave it there for a few weeks.

It was getting very busy at the end, the pathing on the highways were causing endless traffic as people from lane 3/4 were constantly trying to take the exit and blocking all lanes with their stupid lane switching.
 
Pathing seems like it doesn't take into account speed limits.,

like it would be faster tyo sticxk to a highway withoput speed limit policy but this little 2 lane road is 1% shorter distance.... lets take that road
 
Pathing seems like it doesn't take into account speed limits.,

like it would be faster tyo sticxk to a highway withoput speed limit policy but this little 2 lane road is 1% shorter distance.... lets take that road
Speedlimits *and* current traffic. Everyone queueing down the shortest route instead of taking the nice empty freeway that has a slightly longer route... Sigh.
 
Yeah theres definitely multiple issues with the pathing. I just noticed a huge backlog of dump trucks coming out of my quarry to a light use roundabout on a motorway. I made a few lanes wider and it helped shuffle the traffic along, clicked on a random passing vehicle to watch where it was going, and seconds later it hits the back of an even worse traffic jam on one direction of the motorway to the next junction. I figured i'd find out where the vehicle was heading, before dealing with the issue, and it was going to the other side of the downtown area, however the ideal route to take would have been to turn off at the roundabout it'd just gone through, and the roads are completely empty. Instead, its going 1 junction further, and joining a huge queue, likely full of similar muppets who cant read a map.

5min later, theres no queue on the highway and the previously mentioned empty route, is backed up. It makes absolutely no sense.
It honestly wouldnt surprise me if the reason theres no way to view the pathing/route of vehicles like in CS1 is because it'd show the absolute mess CS2 is.
 
Yeah my biggest challenge now is traffic pathing. Specifically the decision to take earlier exits from highways for slightly shorter routes leading to turning small roads into gridlock with empty highways.

I'm sure it's nothing they can't sort out. In general I'm really enjoying the game. Although I'm glad it was releaserd in winter as the poor optimisation means I'm heating up the study quite considerably! I hope it's sorted by summer!
 
The FBI building is horrendous. I dunno what they were thinking making the asset round like this, you cant even really build in into a larger complex like that because of its shape, not yet, not without mods anyway.

Just sticks out like a sore thumb.

I'm really enjoying this game and my city is coming along nicely but they really need to let the modders loose, with the mods available in the first I could build this into a nice complex, add some side buildings, entry and exit roads, maybe some additional parking, fence around the outside, security gate at the front, etc etc etc and it would look really nice, alone like this, it looks ******* **** quite frankly. Even the road leading into it looks a state.

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TLDR is basically that ANY form of modding is months away, and will initially only be the map editor and code mods (which probably only deals with downloading, not writing)
Asset creation will follow later, iirc it isn’t even possible in the closed beta, this also means the Region Pack ‘DLC’ is a long way off.

This follows them saying modding would be added in ‘days’ on the final prerelease stream, and the region pack was ‘coming soon’ in the trailer. Both are at least 3mo post release, or early access in reality.

No mention of upcoming fixes or balancing, I think it mentions another update soon, but after that patches are going to slow down and focus on bigger issues. Hopefully hot fixes will still be frequent rather than waiting weeks cos they go to a monthly schedule.


I also saw a post on Reddit earlier where they show how you can enable mods in the current build. You just need to remove 4 characters from a largely unreadable file. I’ll go find the info and post it in a minute or 2 (on phone atm)
 
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