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@MacGruber: Do you claim to have had consistent population growth at a rate of higher than 700/h according to the in game metric?
You have to take it slow, don't make big changes all at once and let it cook alone for hours when you get past 200k. You may find yourself leaving the game run all day and only fiddle with it once or twice a day.
Once the game gets over 400k on any hardware it will become very slow and even harder to play. So be carefull what you wish for.
Important,
- Hover over lower right corner frequently and keep all items out of the red, the only one that won't stay down is mail but you still have to spam mailboxes and mail buildings to keep it at -1. CO has acknowledged mail is very broken.
Pop will not grow far if you ignore the happines info area
- As much as you hate it listen to chirper turn it on, ignore the good stuff and pay sharp attention to the bad. That is the only way to know what is wrong in your unique city. Every one is different and no single approach works across all cities and maps. You must listen to what the city is telling you in these two areas. If you do the game responds.
- And again take it slow and easy
It's a great game but on life support right now so give it a chance to breath.
"Electricity is off for many citizens. It should be back on once our mayor fixes the issue."
No one is without power.
Same with floods and storms. They make crap up. If you follow those news stories or the chirper you can spend hours looking for something that isn't there.
As for getting population to grow faster, make more outside connections. Only so many new people can come in through a road or rail connection at a time, so make more.
It's not a fix-all, but it can help more new folks get in.
Win32 IO returned 112. Path: C:\Users\mvitt\AppData\LocalLow\Colossal Order\Cities Skylines II\Logs\SceneFlow.log
IOException: Win32 IO returned 112. Path: C:\Users\mvitt\AppData\LocalLow\Colossal Order\Cities Skylines II\Logs\SceneFlow.log
at System.IO.FileStream.FlushBuffer () [0x00081] in <b89873cb176e44a995a4781c7487d410>:0
at System.IO.FileStream.Flush () [0x00018] in <b89873cb176e44a995a4781c7487d410>:0
at System.IO.StreamWriter.Flush (System.Boolean flushStream, System.Boolean flushEncoder) [0x00096] in <b89873cb176e44a995a4781c7487d410>:0
at System.IO.StreamWriter.Flush () [0x00006] in <b89873cb176e44a995a4781c7487d410>:0
at Colossal.Logging.UnityLogger.Internal_WriteStream (UnityEngine.Object context, System.String format, System.Exception exception, System.IO.TextWriter stdStream) [0x000e5] in <f11ffbabe87b402590d2527055c83f97>:0
at Colossal.Logging.CustomLogHandler.PostProcessFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, Colossal.Logging.ILog log, System.Exception exception) [0x00094] in <f11ffbabe87b402590d2527055c83f97>:0
at Colossal.Logging.CustomLogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x0005e] in <f11ffbabe87b402590d2527055c83f97>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Exception)
Game.<AutoSave>d__13:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task:FinishStageTwo()
System.Threading.Tasks.Task:Finish(Boolean)
System.Threading.Tasks.Task:TrySetException(Object)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetException(Exception)
Game.SceneFlow.<Save>d__86:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
+ the thick fluffy red carpet
I'm on tier 10, and most of my city is zoned low density residential, That's all they want! Suburbabn nightmare.
only 25k people, can't get it to go up much. Filled all unlocked tiles, have to wait forever to unlock more. If I build higher density, they don't move in. They just want low.
How are you people even getting 100k+ pop?