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I just tryed to attractive more movers in the city buying 6milj worth of different things to city, and that give me price of about -100 people moving out more in every hour. :D
I personally run with the default settings the mod came with and it works perfectly
The mod fixes a fatal flaw of the game that will be patched sometime this Fall but until then we have this mod so we can at least play the game.
Education. Your problem sounds like the classic lack of the higher skills.
When looking at the stats the only unoccupied jobs where "uneducated" and my seniors reached 50% (and rising) of my population if I let it run . Profit etc wasn't my issue it was demand. Even with res tax at -8, I still have zero demand and no complaints what so ever. All game stats where reporting as very happy. Unemployment wasn't the issue, just no demand so new jobs wouldn't fill.
A Mod fixed this in under a minute and the game plays like it has since launch with regard to this problem, younger pops grew again oppose to a constant down trend for anything but seniors. The other known fix is to remove all parks but I didn't want to do that.
however i would not recommend this fix as within a half hour my income had fallen off a cliff and my budget entered a death spiral that even with 4 save scum attempts i could not salvage
rip
I had plenty of education in my city , well into the green and a decent level of overall happiness. That was with a population of more than 250K. With the introduction of EC2, and allowing the death wave to do it job, the city grew north of 300K (still with enough education and everyone happy - perhaps they were smoking something that they shouldn't?).
Then I started to see ambulances, which then became hearses and over a period of .... well I didn't measure it to be honest, the populated areas of the city became a sea of hearse and ambulance zots.
There was no way that the existing death care (bit late for "care" if you are dead - perhaps it should be death removal services) could cope and I even tried enabling external services so that I could have infinite hearses on the external highways .... impossible to tame even with that, and a massive financial drain.
Yet, interestingly (and without the benefit of a working InfoLoom mod to double check) none of the buildings became unoccupied over time - which led me to assume that it was homeless who were off to the human recycling centre .
In desperation I added the bye bye homeless mod and waited. Gradually, the hearse and ambulance zots went away and things became stable again - and stayed that way.
For people who refuse to add in mods, and I fully respect their choice, it becomes necessary to engineer a solution which gets around the road clogging hearses. In so many ways, it's just another example of a feature (or it could be a bug) which requires pesky work around solutions to overcome the game play issue.
That said, for those of us who are willing to move to the "dark side" and introduce mods, the bye-bye homeless mod does seem to help (me, anyway) and with CO on their summer vacation, it may keep some of the gaming community sane and engaged with CS:2 until our friends in Finland come back, refreshed and ready to rock and roll !
I too see a HUGE influx of sick and then dying people.
I am one of those that do not want to use mods, because I want to keep playing my city after updates for a long time forward. And if a save has been "infected" by mod modifications, at least I am not sure I can "make it vanilla" again..?
So how I solve this until a fix is out, is to smartly increase the vehicles (and if necessary storage at health/death-care buildings) and making DAMN SURE my traffic is balanced to be able to handle a city size WAY bigger than what I have (I have about 200k citizens) including a big abundance of parking spaces throughout the city.
This introduces a bunch of other stuff, like big fluctuation in demand for different zones.
But since I have built my city to generate a lot of money and with traffic in mind from the absolute first road I constructed on the map, I have a surplus of close to one billion to play around with.
But you have a pretty darn cool lawnmower!! (sorry, your nick made me laugh out loud)
I didnt give up, yet.
I unzoned industry, citizens houses, and offices a LOT. I lost about 20 000 people more.
Then i just waited what will happen next. It takes a lot of time with 3x speed, and slowly things start to go up. Now im back to 164K and rate is over 3000+/h.
I dont know why, but my blue bar is still all the time fully blue. I zone only randomly more blue zones and let see how it will work when time goes...
But, now it looks like im going back to right way. And what comes to mods, no thx. Games should be developed way that they work on basic things without mods.
1hour later(in real life) +15 000 people and rising. All looks good again. Now 180K.
Maybe they should have been renamed Supply? Since they sort-of operate backwards to CS1...