Cities: Skylines II

Cities: Skylines II

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Ploplable buildings seems ridiculously large
Due to the negative reviews about performance I play the game on Gamepass but, screw the cluncky Microsoft store without any place to put down feedback. First let me say, I got very little problems so might get it soon on steam. Dunno if the updates are really good or I am one of the lucky ones like I could play Cyberpunk 2077 almost game breaking bug free on launch.

However, the first thing that really bothers me is how ridiculously large the plopable buildings are like the school. A small village elementary school should not have a floor print of 6 city blocks. And even my medium rise buildings seems small compared to them.
Last edited by CasualMochi; Nov 9, 2023 @ 2:31pm
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Showing 1-14 of 14 comments
BingoBango Nov 9, 2023 @ 2:32pm 
Not sure about you're elementary school, but mine was pretty expansive. As are the ones in the city I currently live, especially the new ones getting built are collosal. Realistic to me.
Althazar Nov 9, 2023 @ 2:37pm 
You're not the only one alone in this; I too find myself scratching my head about the sizes of these things.

Which given that they're also overkill in terms of actual services makes it even more annoying. Said grade school has the capacity to teach 1000 by default without the add ons and eats up a lot of your money in the early game.

Which you know, for having modular buildings, seems kind of counterintuitive. What's the point of being able to add on additional things to a building when the base building itself is already way overpowered for most cities?

For all the smack there is on SimCity 2013, at least the building upgrades you got and how you improve the services made a lot more sense.
I think the buildings are larger and the map got smaller, making the size problem a double whammy. It's definitely "off" compared to CS1.
Daveyboy Nov 9, 2023 @ 2:54pm 
Yeah I noticed the elementary school was huge. TBH though, it also has a massive capacity at 1000 kids. Even the high school only has a capacity of 800. Whereas I'd have expected a smaller elementary school with just a few hundred and a bigger high school at maybe 2000.

In my tiny town of ~6000 the single elementary school is only half full, however it's coverage is tiny so education coverage only covers maybe 10% of my town at most (though at least the kids seem to travel to it from all over despite the coverage).

Back to plopable buildings in general, the welfare office is even bigger and doesn't fit within roads that only have 12 cells between them. I haven't decided if this is a good or bad thing yet, but it definitely means I'll have to put more thought into my city layout instead of always trying to make sure I can put zoning on every bit of land. It's a shame we don't have Cities XL style "fillers" to fill the gaps between zones, as I always get irritated by the grass between buildings when you space out the roads too much which in a grid layout we now need to do to accommodate buildings like the welfare office. Perhaps the answer lies in using alleyways within larger city blocks more to get zoning in the central gaps for those blocks not containing a big building and just accepting there'll be no parking spaces on them?
Last edited by Daveyboy; Nov 9, 2023 @ 2:55pm
Septumplastik Nov 9, 2023 @ 3:26pm 
I find them quite appropriate tbh. But I wish there was a middle ground between medium and high density residential, or a height/floor restriction for districts. It's quite odd to have tons of 200m tall towers in a town of 50k people. It's gotten to the point I only zone one or two high density offices and residential per district, since otherwise these huge buildings are also way too close to each other.

Also you don't to go full grid and zone every little space. Have some parks, some forests, some open space between districts, like a proper city!
CasualMochi Nov 10, 2023 @ 1:52am 
My major problem is that you can't plan for the new plopables. A house is about 4 by 4 zoning squares so that is the scale you plan and build your city. And suddenly you must plop down a 32 by 16 in the middle? Guess I need to delete my whole village to put it down. But if I have to do this for every new unlocked building it becomes a hassle. Especially if you make non-grid based city but use curvy roads and such.
Apop85 Nov 10, 2023 @ 2:02am 
I really like the size of those buildings. It adds nice touches into the skyline and it also makes you think about where to place them where in cs1 you mostly plop them at the next available corner


Originally posted by MochiRoxStar:
... Especially if you make non-grid based city but use curvy roads and such.

My city is all based on curvy roads and i also took the map with the least building space (the one where you are surrounded by mountains) and i was able to place all unlockable buldings so far (din't unlock them all but i think i got all the big ones)
https://steamcommunity.com/sharedfiles/filedetails/?id=3076082937
Last edited by Apop85; Nov 10, 2023 @ 2:03am
Stealthy Nov 10, 2023 @ 2:12am 
Originally posted by Septumplastik:
I find them quite appropriate tbh. But I wish there was a middle ground between medium and high density residential, or a height/floor restriction for districts. It's quite odd to have tons of 200m tall towers in a town of 50k people. It's gotten to the point I only zone one or two high density offices and residential per district, since otherwise these huge buildings are also way too close to each other.

Also you don't to go full grid and zone every little space. Have some parks, some forests, some open space between districts, like a proper city!

Zone smaller plots, like 3 x 4, then wait for that construction to stat and zone more next to it. This is the best way to control how tall buildings you get and you can effectively make high res almost at same height as the medium density is.

As for the service buildings, I think they are much more appropriate in scale compared to their parameters. C:S1 ones were way too small.

One cell is 8x8m so that allows one to gauge rough sizes of the buildings and based on that, this one is much better scaled than C:S1 was.
mackster Nov 10, 2023 @ 2:22am 
These buildings I think are more realistic now. I quite like the large ones. Would be nice to have smaller buildings for police etc, I am sure more buildings will come either as mods or DLC
Apop85 Nov 10, 2023 @ 3:08am 
Also disable snapping to plop big buildings to curvy roads. they don't have to touch the road on the full length. You will see if it's able to connect as it won't show the hint "road access needed"
Tsubame ⭐ Nov 10, 2023 @ 3:11am 
Service building sizes are more realistic than before, except for, well, train stations which can be on the small side, and especially airports.

Service buildings in CS1 are all on the very small side.

The issue is that the map size has remained more or less the same.
CH13F Nov 10, 2023 @ 3:14am 
gotta agree they re quite large compared to cs1 especially with additional perk buildings plopped aswell. like highschool stadium, or the big coal power plant.

but since we dont have to litter map with service buildings as much as we did back in cs1, i dont mind it so much. remember, service radiuses are quite large now aswell.
9321ajb Nov 10, 2023 @ 3:19am 
I lean toward the side of these being too large, but (based on towns I've lived in) there isn't enough "coverage" from each. Where on earth does a town of 25,000 people need 5 elementary schools, of the size represented in-game at least? I can deal with a large footprint once or twice for a small city, but the unrealistic quantity AND size of them needed is ridiculous. Felt the same way with CS:1 too, though. Maybe I'm off base, but I've never known a city to use 1/3 to 1/4 of its available land for schools, a college, and maybe a university, let alone the other massive city service buildings. Neighborhood-size service buildings would be nice - something the modding community would have probably already solved if Paradox didn't sacrifice them on the altar of profit and control.
archonsod Nov 10, 2023 @ 3:25am 
Originally posted by BingoBango:
Not sure about you're elementary school, but mine was pretty expansive. As are the ones in the city I currently live, especially the new ones getting built are collosal. Realistic to me.
Here in the UK we have everything from multiple building campuses to literal single room schools. Generally such things are provisioned according to expected demand; while it might be realistic for a 1000 capacity school in the middle of a fairly dense urban centre, we wouldn't be building the same in a village of five hundred inhabitants.
I'm guessing we might see more options as DLC but it's rather odd to go with a large, 1000 capacity elementary school as the default, particularly given at the point you unlock it the entire population of your city is usually less than 500. Given we have the modular upgrades it would have made more sense to start small.
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Date Posted: Nov 9, 2023 @ 2:29pm
Posts: 14