Cities Skylines 2: My first weekend

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After putting in a solid weekend with the game, I have to readily admit that it is quite the enjoyable game. Only having close to 600 hours with Cities Skylines 1, I am eager to spend time with this one  There are quite a bit of annoyed peeps on the Steam discussion as well as the paradox interactive forums. Some of it is pretty well backed up, others is a symptom of the modern gaming culture. Regardless, after a few performance issues which for me have been addressed, I had quite an enjoyable experience playing the game. However, my reasons are purely for stress relief and not to push the envelope. For those, RPG-style games get my hooting and hollering as  much as I can handle.

Post office bug

I experienced the post office bug and which strangely is related to cargo terminal storage, it doesnt say it holds mail in the contents of a cargo terminal but for some reason it causes a deadlock and no mail trucks go out when the cargo terminal is being used. Turning it off seems to fix the problem for a while but then it came back. Ultimately just bulldozing the cargo train stations seems to have worked, but it took a while in simulation/game time to resolve. 

More information can be found on the paradox bug report forums: https://forum.paradoxplaza.com/forum/threads/post-sorting-office-not-working.1604058/

Unhappy Cims
Post office not working
Removing cargo terminals seems to work

Cargo Train Terminal and Exports

With the post office bug, this might need to wait a while before playing with. But it seems difficult to get your cargo train to export your goods. However, this seems to make intuitive sense. You have to make sure you own the tiles leading up to the edge of the map so that "route" can be drawn from wherever your cargo train is to the map edge. Then you have to draw the route using the "Cargo Railway Route Tool." Once you do that and successfully create a map, you have to actually be making a surplus of goods. You can check this in the Economy screen under the "Production" tab.

High Density Buildings

Tax breaks to encourage high density

This one was tricky and somewhat counterintuitive, but it requires you to ignore the demand bars and always assume the low density housing bars will be high. It does make sense if you figure people will always want single family detached homes, but if you slavishly follow the demand bars you will always be building these. 

The other thing you have to do is make an assumption that the folks who live in these high density skyscrapers will be taking office jobs and most of these office jobs are highly educated. So you need to ensure that the education system is not only built but well funded. It supposedly takes about 15 months in the game to have a cim go from birth and through college so expect this to take a while.

Once you have a good number of university educated cims, say 200 (arbitrary number), start plopping down some high density residential areas, one at a time. They take a while to fill and if you have too many that are only 1/4 or 1/2 filled it will be slower to progress.

Lastly, you can reduce taxes for office buildings and those with high education to encourage more growth in the city (and indirectly punishing the other populations).

High Density

There are no mods yet

Sadly and perhaps for the better, the designers made the decision to move away from the steam workshop. I looked at the website where the mods should be (paradox mods): https://mods.paradoxplaza.com/  and no mention of cities skylines 2 yet.

Here is the faq from the devs on the topic:
https://forum.paradoxplaza.com/forum/threads/faq-paradox-mods.1602590/

Thoughts so far...

I wish there were more maps and mods. There needs to be a deluge of content. Luckily, Paradox interactive announced that they will release a bunch of assets (around 2500) that covers 8 regions (Japan, UK, East Coast USA, West Coast USA, China, France, Eastern Europe, Germany).

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Saturday, 21 December 2024