Cities: Skylines II

Cities: Skylines II

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OldyButCrafty Aug 25, 2023 @ 7:32am
The major change of CS2 has been completely ignored!
It's all about game limits. And the only real reason to upgrade.

Since my very first city in CS1 and every one there after the cities hit a brick wall and simply stop growing because of some stupid limit.

This city savegame below started circa 2018 and is currently running at every single maximum limit, yeah not grown in years. I just wipe out a swath here and there and play urban renewal for a few days Please don't try to load it unless you have BIG hardware and all DLC.

https://steamcommunity.com/sharedfiles/filedetails/?id=2899540036

I thank the heavens for modders that gave me new life in MY cities (talking to you Algernon and BP).

I'm so tired of CS1 and it's limits that I simply can't wait to break loose from these chains.

Stop the hating and start the hoping.
Last edited by OldyButCrafty; Aug 25, 2023 @ 7:40am
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Showing 1-15 of 82 comments
John (Banned) Aug 25, 2023 @ 8:50am 
Never been a fan of the new (way of addressing) CS1 unit limits myself. Fortunately, as it only effects the city population capabilities, it is not yet an issue for me. I never build for population numbers anyway.

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.
OldyButCrafty Aug 25, 2023 @ 9:10am 
Originally posted by John:
Never been a fan of the new (way of addressing) CS1 unit limits myself. Fortunately, as it only effects the city population capabilities, it is not yet an issue for me. I never build for population numbers anyway.

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.
Last edited by OldyButCrafty; Aug 25, 2023 @ 9:21am
2xreper (Banned) Aug 25, 2023 @ 10:09am 
Originally posted by OLDYBUTCRAFTY:

Yes same for me, pop is never a problem for me to deal with in making a large city in 81 tiles.

Actually 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 pop left in it but nodes and buildings make it a dead end currently

The pop numbers max is 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.
OldyButCrafty Aug 26, 2023 @ 7:21am 
Originally posted by 2xreper:

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.

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?
Tsubame ⭐ Aug 26, 2023 @ 7:59am 
Yes, I have posted over and over about this in both forums, that the limits must be gone. Not just the agents. I rather have no segment/node/building/zone limit than just no agent limit.

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.
Last edited by Tsubame ⭐; Aug 26, 2023 @ 8:04am
Mazisky Aug 26, 2023 @ 1:49pm 
They have already confirmed there will be no limits and the game will use all CPU cores\threads to support that.
OldyButCrafty Aug 26, 2023 @ 2:22pm 
Originally posted by Mazisky:
They have already confirmed there will be no limits and the game will use all CPU cores\threads to support that.

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.
2xreper (Banned) Aug 26, 2023 @ 7:16pm 
Dev's set and edited the limits in to CS1 they could just as easily bedited the limits out again.
OldyButCrafty Aug 26, 2023 @ 7:33pm 
Originally posted by Tsubame ⭐:
It is one of the main reasons I play in Transport Fever 2,

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.
MarkJohnson Aug 26, 2023 @ 10:09pm 
Originally posted by OLDYBUTCRAFTY:
It's all about game limits. And the only real reason to upgrade.

Since my very first city in CS1 and every one there after the cities hit a brick wall and simply stop growing because of some stupid limit.

This city savegame below started circa 2018 and is currently running at every single maximum limit, yeah not grown in years. I just wipe out a swath here and there and play urban renewal for a few days Please don't try to load it unless you have BIG hardware and all DLC.

https://steamcommunity.com/sharedfiles/filedetails/?id=2899540036

I thank the heavens for modders that gave me new life in MY cities (talking to you Algernon and BP).

I'm so tired of CS1 and it's limits that I simply can't wait to break loose from these chains.

Stop the hating and start the hoping.

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
Tsubame ⭐ Aug 27, 2023 @ 8:52am 
There are indeed soft limits due to hardware limitations, but that is up for me as a customer to deal with. If anything, place a limit that can be disabled with a warning message that going over its limit will affect game performance.

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
Last edited by Tsubame ⭐; Aug 27, 2023 @ 9:28am
OldyButCrafty Aug 27, 2023 @ 10:29am 
Originally posted by Tsubame ⭐:
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.

I definitely need to spend some time on this game before CS2 begins to consume my limited time. Thanks for the insights!
Last edited by OldyButCrafty; Aug 27, 2023 @ 10:29am
OldyButCrafty Aug 27, 2023 @ 6:22pm 
Originally posted by 2xreper:
Dev's set and edited the limits in to CS1 they could just as easily bedited the limits out again.

That is a scary thought!
Hugh (Banned) Aug 27, 2023 @ 7:02pm 
Never let a game or anything about a game scare you. Never play by their rules. Always play by your own rules.
OldyButCrafty Aug 28, 2023 @ 9:09am 
Originally posted by Hugh:
Never play by their rules. Always play by your own rules.

A noble thought indeed. I can't seem to apply it to CS1 though.
In spite of trying since 2015.
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Date Posted: Aug 25, 2023 @ 7:32am
Posts: 82