Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Lifting those limits in CS2 would be a plus I'm sure. Just not worth anything like 49.99. Devs created the issue long about the same time as the P&P Update release and could have just as easily corrected the issue any time they wished to. I see no point, or need, or good to come from paying CO to fix their own FU.
Yes same for me, pop is never a problem for me to deal with in making a large city in 81 tiles.
Actually, the fact is there are many other more significant limits to deal with long before population becomes a factor.
The save I posted has a several thousand in population left in it but nodes and buildings make it a dead end currently.
The pop numbers max is one number I hit the last.
The worst choke points are nodes and buildings so I deduce from your comment you have never built a city near those limits. The pop limit is easy to stay under but those two and many others get in the way way way sooner.
Well, To be honest I never saw much point in using the 81 tiles mod. I simply used those two outer rows of tiles to place such facilities that I preferred not to have inside the city limits. My approach to pollution control.
You may well be right about the node and building limits, from all I know. I only know that, if desired, I could easily hit the 1.04 million limit with anything from 3 - 25 tiles up until the P&P release. After P&P, Not so much. As luck would have it how ever, you are right about one other thing. I rarely retired a game that reached any of the posted limits with the one exception of the 16k vehicles active limit. As a matter of fact most of my games went on hold with a city population of 0.
For my purposes my maps only require a limited street map covering around 6 x 6 city blocks. City citizens and all that comes with them is a totally useless and unnecessary distraction.
Opening the entire map with 81 tiles is an interesting experience in CS1. Setting up entry points for intercity busses is just one thing. It's a riot to see Cims ganging up at the edge of the blue and following the busses from the blue to pick them up and deliver them to only an intercity station and back out without stopping anywhere else. Also reduces pocket cars.
https://steamcommunity.com/sharedfiles/filedetails/?id=2894537382
You should actually try it before you trash it maybe?
It is one of the main reasons I play in Transport Fever 2, whose pathfinding mechanics are similar to CS'. I have maps/cities - that are fully available from the start and can be significantly bigger than CS, not to say customizable as in 1:1 squares or 1:5 rectangles, by the way - with many times over the segment/node, lines, and buildings of CS' equivalent limits, and do not need to worry about whether the end is near.
I am really hoping they will be got rid of in this game. If another game can, so this one.
And that is the very best reason to support this game.
To me it was the only real flaw in the old game and could not be fixed.
Possibly the only reason CS2 exists and bears such a close resemblance to CS1.
I loaded that game over a year ago to use it on my Steam Deck, it looks fantastic but i just can't find the time to learn it.
There are always limits to games, it is just part of limitations of computers. The devs may bypass them and throttle them, so you can't reach them. Much like you can't reach 1million in CS1 without plain hacking the numbers directly into the game.
But I'm afraid we'll be now throttled by the game. similar to single lane backups. The game will see us reaching a limit, then throttling the game so it can't be reached. I have noticed this in the demands of the gameplay videos. poor demand (happiness) will slow growth, so you make them happier to allow greater growth. at some point, it will just stop the demand in the district and not allow any more growth.
I think I'd prefer the old method and have more control over the limits and hack them as needed.
Here's my old release day (year) 665k city. Ironically, I was able to reach almost 500k withing the first 9-tiles, but almost filled the entire inner 25-tiles and only gained another 165k population. So, you can see how much throttling the game was doing even at release time. And it didn't change much, even though they expanded a few of the limits so 25-tiles could be more easily used.
https://steamcommunity.com/sharedfiles/filedetails/?id=723204559
I want to be able to do in Cities Skylines something like I do in TpF 2 below; 137k "zoned" buildings, not including ploppable assets/buildings; millions of assets and trees; over 150k separate nodes, which are roads and tracks alone and do not include the automatic air and water lanes built when creating air and water lines; 600+ transport lines; etc.
Simulation is slow due to the extremely large number of paths available, and due to the amount of high definition assets on screen it has reaches 24+ GB vRAM forcing the computer to draw in from shared graphics memory, but I understand well why is so and I am ok with continuing to keep going.
https://steamcommunity.com/sharedfiles/filedetails/?id=3025981739
I definitely need to spend some time on this game before CS2 begins to consume my limited time. Thanks for the insights!
That is a scary thought!
A noble thought indeed. I can't seem to apply it to CS1 though.
In spite of trying since 2015.