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https://steamcommunity.com/app/255710/discussions/0/3113655160533387500/
https://steamcommunity.com/sharedfiles/filedetails/?id=2712549268
If you are using 81 Tiles mod, I suggest incorporating farmland, forests and parks, and/or terrain such as mountains, rivers and oceans, to make the map feel less empty.
CS2 has no such limits, but keep in mind it is much worse than CS, performance wise, so while you can indeed fully fill a map up there, you will be hardpressed to do so at later stages due to the snail speed of the simulation sometime after 150k-200k people, so buyer beware.
You can also increase the population and jobs available:
First, you can use the "Realistic Population" mod that will increase the number of households per building.
Second, you can use "RiCO Revisited" to manually alter the residential units/number of employees per buildings.
Another thing to note is that things like parks, concrete brushes, even rocks, are counted as buildings. And fences, power lines, quays etc are counted as nodes.
Given segments/nodes and buildings/zones are by far the most visible part of the gameplay, they are arguably the most important limits that need an increase.
Realistic population actually decreases the population of many buildings - i.e. low density buidings.
Either way, population is just part of the equation, should go hand in hand with sprawl, which is limited in this game.
What objects couldn't you continue using? You can try bulldozing things to make room for more. There are small buildings and large building. When I hit the building limit, I bulldozed all of the tiny zoned building that regrew and dezoned them all. you can have a single 4x4 building verses 16 1x1 buildings. as you can see, you can reach limits fast if you aren't careful. You can also spread out buildings instead of right next to each other.
Computers always have limits. They are very confined. but it's impossible to have endless limits on a computer.
If you can elaborate on what these limits you are experiencing, we can maybe find workarounds for you.
Some people are ok with playing with a snail paced simulation if it means continuing to grow.
AFAIK CS2 does not have hard limits, to the extent you can fill in existing maps.
One reason I do much of my city building in Transport Fever 2 - I have maps with 150k+ buildings, plus ploppable assets, and no need to worry about whether or not I can keep building more. Slow simulation? Yes, especially since it also uses an agent pathfinding based system as CS. But I will take that over a hard impassable limit.
And to the subject: not endless, but 4x4 buildings and free spaces in between help a lot. In the last resort PO (this is another beast)
CS2 Still has limits, it just throttles them so you can't reach them. Much like CS1 does with money. CS1 dumps the money in a bit bucket so it doesn't exceed the limit.
Myself, I prefer the hard limit, then I know for sure what is the problem. But I also know, hard limits can be immersion breaking, so it shouldn't be used for all games and scenarios.
If there are limits in CS2 - developers originally said there would be none - none of that stuff is in one's face as it is in CS1.
Certainly not the full stop 48k or so building limit or 37k segment limit that exists in CS1.
I prefer no hard limits. If things run slow due to an overbloated map, that is pretty much my choice to make and I know why is that the case.
That being said, hard limits that can be individually disabled or changed - with the proper disclaimers - would prevent some of that grief that CS2 is getting.