#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.
Cities Skylines 2 lackluster launch can be mostly attributed to the growing pains of a small studio.
It was probably never possible for a small studio like Colossal Order to deliver a fully functional successor from scratch when they were adding features for 10 years CS1 in parallel.
The only way it would've worked was if they could have used the same code in CS2. But clearly, they weren't able to, as it's missing most of the DLCs they built for CS1.
Wczoraj do Cities: Skylines 2 wpadł patch 1.1 i w sumie nie zmienił chyba nic. Słyszałem że poprawia wydajność zwłaszcza na słabszych sprzętach, ale jakoś tego nie widzę, może 2-3 fps ale to może by błąd pomiaru tak naprawdę. Wsparcie modów przez Paradox mods nie pomaga, zwłaszcza że większości przydatnych modów nie ma, ponieważ autorzy ich jeszcze nie przeportowali. Ciekawy jestem jak to się wszystko rozwinie, bo na chwilę obecną grania w to nie polecam.
Kwestię dlc pominę, bo to kpina że za takie rzeczy chcą pieniędzy...
#CitesSkylines2 is less like a sequel to #CitiesSkylines and more like a QoL patch with a fancy shader/texture mod where random features and systems have been drastically (and somewhat badly) rewritten.
Shout-out to the dev who had to make the old fishing boat mechanic work for garbage trucks, it's a nice touch, but garbage dumps are deletable now?
Honestly, I pirated #CitiesSkylines2 and I feel a little ripped off.
It's just mostly just #CitiesSkylines with more realistic cars and human shaders.
There are a few QoL improvements that probably make it worth a buy; like being able to buy smaller squares of land, or how water pipes run under streets now.
In general my goal is always to max out the population until it brings the simulation to a crawl.
In #CitiesSkylines that's hard to do because it actually limits you to a certain number of citizen simulations internally. The population can keep going up but the internal representation stays the same.
Are there four of you out there in the #Fediverse that are generous enough to help a hobbyist #YouTube#VideoGames#Creator hit that magical 1000 subscriber? If so I'd really appreciate a sub. Happy to swap subs as well if you're in need of some.
To co sie rzuca w oczy to... skopana optymalizacja 🤣 Animacja spada do okolic 20 klatek na sekunde 🤣
Ja wiem, ze do premiery jeszcze 5 dni, a w dniu premiery moze sie jeszcze pojawic patch, ale serio... czy w tym roku wyjdzie chociaz jeden potencjalny hit, ktory nie bedzie sprawial wrazenia niedorobionego? 😆 No i zeby w citybuilderze skopac optymalizacje to trzeba sie postarac
The #TombRaider Remasters are pretty important to me - the original TR game was the first game I got on my PS1 way back in the day - it was also the first game I played on my channel when I first started it! #ShareYourGames
A wave of BIG Cities Skylines creators on YouTube are coming out with videos criticizing Cities 2 and the devs decisions.
I find it tragically ironic that Colossal Order is in exactly the same place PR wise as EA / Maxis was a few months after the ill-fated reboot of Sim City that laid the ground work for their own success. and doing a lot of the same mistakes like taxes being irrelevant for example.
I want to play #CitiesSkylines2 but from what I've heard, it doesn't run worth a crap on even the highest end gaming computers. Cities: Skylines on my Steam Deck already suffers, although from what I've heard it too is practically unplayable if you have a complete city (I do not). I doubt CS2 would run well enough even on cloud gaming. And I really don't want to waste my money to find out.
J'ai tenté de redonner sa chance à #CitiesSkylines2.
Les performances sont meilleures qu'à la sortie du jeu, ce qui le rend un peu moins frustrant. J'ai aussi regardé pas mal de vidéos sur le jeu ce qui m'a permis d'éviter des erreurs bêtes en early game. Après 4-5 heures sur ma nouvelle partie, ça se passe pas trop mal, mais je commence à souffrir des problèmes de circulation donc il va peut-être falloir refaçonner pas mal de routes et je sais pas si j'ai le courage 😭