1
11
2
27

My town currently has 4 highway on/off ramps. one on the far right (where the yellow and green lines start), one in the middle right above my industrial area, one in the middle left, between my farms/logging industry, and a 4th one off screen to the further left that goes to a seaport.

I would assume that traffic would follow the yellow line, using the offramps near their destinations.

instead, ALL the traffic coming into my city, is coming in on the far right and weaving through my surface streets (a 4 lane road, not highway, ring road, and 2 lane connector roads), causing massive traffic headaches and even bigger backups as they try to follow the green line to get to the far left through my city.

Why are my Cims dumb and bombing through the middle of my city, instead of taking the highway?

and another topic.. this torrential crush of vehicles coming in off that one far right offramp regularly causes huge backups for 4+ chunks on the right highway. I have lane mathmatics. I have a very long runup where they have plenty of time to get over. I still get idiot Cims taking the furthest lane just to get ahead of the crush before stopping and trying to merge in right before the offramp.

I miss TM:PE traffic lines.

3
2
4
6
5
5

6
4
7
15
8
12

Hey guys this is my first time playing city skylines so I am pretty new to this game though I am I feel confident on how I am going with my first playthrough feels like I know what I am doing though I would appreciate some help and just some eyes.

9
3
10
2
11
5
12
2
13
2

Hello Mayors! We have a new Patch for you! Patch 1.2.5f1 arrives with A bunch of new parks that we mentioned briefly in the Anniversary Announcement on the 10th, but it also contains many fixes! Let’s jump in!

This patch includes several quality-of-life improvements related to homelessness:

· Homelessness statistic

· Homelessness added to Population Info View

· Homeless households visible and selectable in parks’ Selected Info Panel

· Improvements to when citizens move out to reduce homelessness

These changes make it easier to track homelessness, find homeless populations in your city, and check the situation for individual homeless citizens. If the homeless in your city are generally employed, they simply need affordable housing. If they are also unemployed, they will need jobs suitable for their education level before they can leave the homeless status behind. Additionally, we have improved the logic behind newly adult citizens moving out of their childhood homes. Previously, they would move out immediately once they reached adulthood, and if no affordable homes were available, they would become homeless. Now, they will stay with their parents until certain conditions are met:

· Newly adult citizens need a job before moving out.

· They contribute to the household’s wealth until the household can afford to provide them with starting money, giving them a better chance to start a new life on their own.

· They check if there are available homes in the city before moving out.

· If there are not enough homes available in the city, they may choose to move out of the city and become commuters. Commuters can and often will move to the city when housing becomes available.

1.2.5f1 Patch NotesKnown issues:

· Crime accumulation fixes might require more police force in existing cities and for efficient crime handling the need to assign police to districts.

· Industrial and Office zone tax income has lowered following a bug fix that deducts wages from untaxed income. If office zones struggle to be profitable, then make sure they have enough highly educated workforce available.

New features: · Added Easy and Normal modes.

· 10 Cities: Skylines 10 years birthday parks:

· Chirplet Park

· Chirper Park

· Chirper Adventure Park

· Chirper Fun Time Complex

· Activity Playground

· Hilly Playground

· Play Round

· Basketball Center

· Dog Activity Park

· Park Cafe

Gameplay Fixes & Improvements:

· Fixed a crash to desktop when loading a save with Region Pack content after disabling the pack.

· Fixed a crash to desktop in saves with missing zone types.

· Fixed a crash to desktop in a save with a missing asset.

· Fixed a crash to desktop when selecting an upgrade from the Add Object menu while having an unsupported object selected.

· Fixed a crash to desktop when snapping the Landfill or Extractor lot area to the starting node.

· Fixed a crash to desktop after a car collides with a parked track vehicle.

· Fixed rare crash to desktop related to an icon having unsupported Inkscape SVG CSS style.

· Crime-related fixes:

· Fixed a bug with crime probability accumulation causing buildings to always look green in police info view and police cars not to patrol.

· Fixed an issue with police cars ignoring criminals while standing at a crime scene.

· Fixed the low/high visual display for Jail & Prison Availability not matching the actual capacity.

· Homeless fixes:

· Added homeless information to Population info view. The Homeless info view highlights the location of occupied homeless encampments.

· Added household sidebar for homeless citizens/households/encampments.

· Added residents section for homeless encampments (parks, abandoned buildings).

· Added homeless count to Statistics.

· Improved the logic for citizens moving out. Citizens turning adults are now less likely to become homeless and stay home longer. They do not move out until they get starting money from the household, have a job, and the city has suitable houses available. They can also move out of the city and become commuters if no suitable housing is available.

· Fixed an issue with homeless citizens getting stuck after demolishing buildings in cities built before version 1.1.8f1.

· Fixed homeless citizens having a blank destination field.

· Landmark buildings no longer have homeless encampments:

· Ferris Wheel

· Näsinneula

· National Gallery of Arts

· Notre-Dame

· National Diet Building

· Namdaemun

· Botanical Garden

· Fountain Plaza

· Grand Hotel

· Bell Tower of Xi’an

· Garbage fixes:

· Adjusted park buildings' garbage accumulation.

· Fixed a bug in garbage accumulation related to park employees.

· Fixed wrongly calculated garbage amount for service buildings.

· Increased the transport capacity of Garbage City Service buildings.

· Increased default Garbage Storage Capacity of Landfill so Dump Trucks can collect full loads when the building is emptying.

· Traffic fixes:

· Improved citizen pathfinding so they can walk through parks connected to multiple roads.

· Improved traffic flow in some intersections by giving vehicles blocking crossing traffic priority to exit the intersection.

· Improved roadside parking so car orientation is based on the connected driveway direction.

· Improved boarding time for taxis.

· Fixed firetrucks being unable to reach some sub-building upgrades that are not by a road.

· Fixed buses making unexpected u-turns when leaving a stop. This ensures their travel path matches the planned route.

· Fixed cars unnecessarily despawning in roundabouts. Happened more often with busy multi-lane roundabouts and emergency vehicles.

· Fixed cars incorrectly slowing down when going through green traffic lights.

· Fixed medical helicopters transporting injured patients to the Disease Control Center even though it cannot heal them. This also fixes some issues with healthcare vehicles trying to pick up citizens who are in other vehicles.

· Fixed delivery trucks/extractor vehicles with trailers reversing through themselves. Instead, they enter the building, disappear, and then spawn again in the correct ride direction.

· Fixed trucks collecting goods from empty warehouses.

· Fixed unnecessary overlap errors with existing areas when creating a new polygon area.

· Fixed Greenhouses situated in Vegetable Farming areas burning indefinitely. The fire effect played incorrectly for extractor buildings when the main building was on fire.

· Fixed relocating a City Service building or its Upgrades incurring a cost when the selected object is placed in the exact same location.

· Fixed relocation action being canceled when trying to relocate buildings to a forbidden place.

· Fixed Disaster Response Unit incorrectly increasing displayed maximum vehicle count.

· Fixed Bell Tower of Xi'an Landmark displaying "No pedestrian access" notification, even though it is properly attached to a road.

· Fixed pathfinding issue with NA_ResidentialHigh01_L5_2x4.

· Added missing underground cables to visualize electricity flow under standalone bus lanes and tram tracks.

· Added the possibility to upgrade standalone bus lanes with lighting. Standalone bus lanes without this upgrade do not transport electricity.

· Improved company profitability calculations to compare last month's profit to the current month's profit for a more accurate number.

· Adjusted the passenger capacity of AirplanePassenger02.

· Reduced cloudiness and rain by approximately 20% for Great Highlands, Lakeland, Mountain Village, Tampere, Sweeping Plains, Windy Fjords, Archipelago, Barrier Island, River Delta, San Francisco, and Waterway Pass.

· Increased precipitation turbulence for San Francisco map to increase the amount of rain in spring above 0.3. Balanced lightning strike's occurrence probability to 5% and rain requirement to 0.3.

· Adjusted Water Surface values to make the waves look less pronounced and smaller to fit the scale of the terrain/cities and generic wind conditions better.

· Adjusted temperate cliff and dirt base color to be a bit less saturated and slightly darker.

· Adjusted aerial perspective to slightly blue.

· Adjusted seasons to be brighter and have a bit higher contrast.

· Adjusted day/night contrast to be higher and adjusted the night tint color.

· Adjusted terrain far tiling so it tiles less.

· Adjusted flower colors so they don’t change color between spring and summer.

UI Fixes & Improvements: · Updated main menu background images.

· Added new style UI icons.

· Added the option to select Extractors/Landfills by clicking their polygon area.

· Updated Electricity statistics colors for clarity.

· Improved Forestry Area and its boundaries to be more visible in dense forest areas.

· Improved parking lot edges to be more visible. Building lot overlay is more visible when placing or when it overlaps other placements.

· Added a unique asset label for unique buildings.

· Text updates and fixed some translation bugs.

· When creating a Paradox Account the country list is sorted alphabetically in all languages.

· Multiple controller fixes.

· Multiple SFX fixes.

· Added hotkey to confirmation.

· Press enter to confirm action on popup.

· Left/right arrow keys to select button.

· Fixed household members statistics graph counting members and education level twice for families.

· Fixed the landscaping tool changing the terrain without any input after hovering over any UI while terraforming.

· Fixed ruins exceeding the city limits being moveable. Modding Fixes & Improvements:

· Fixed climate latitude/longitude not being properly applied to simulation.

Misc: · Update to Unity2022.3.57f1

· Fixed misaligned assets in the Solar Power Plant.

· Fixed camera collision with two High Density Office buildings.

· Fixed some students can walk through the fence at the City Elementary School.

Paradox Mods Fixes & Improvements:

· Updated PDX SDK to 1.31.0

· Updated Mods UI 1.9.0

· Added support for GoFundMe external link

· Allow setting social username if the user doesn't have one in My profile

· Show tag usage count

· Show DLC dependency names

· Bug fixes:

· Fixed issue where pressing Escape would close Mods UI when in a modal

· Various minor bug fixes

As always, please report any and all bugs that you're experiencing to our Bug Report Forum; it has a form that will give us the information we need to help you help us fix the game further!

14
3
submitted 2 months ago* (last edited 2 months ago) by cm0002@lemmy.world to c/cities_skylines@lemmy.world

We take a look at all the Free items and Patch Notes for the 1.2.4 release (out for the public on the 18th March), plus the new Creator Packs: Dragon Gate by Emperor Li, Mediterranean Heritage by Zarrix & Leisure Venues by Gruny. Enjoy :-)

15
2

With the release of the Subscription Service for Cities: Skylines (1) , we have looked at the questions that were asked when we launched the Subscriptions Services for other Paradox Games. We might update this to include other questions when we receive them!

Why do you launch a subscription?

We’re launching a subscription service to make our large Cities: Skylines catalog more accessible for new players that want to explore our DLCs.

When are you launching the subscription?

The subscription will be launched on March 13th around 18:00 CET.

If I already have a lot of DLCs, what do I get out of this?

For our longtime players who already own some DLCs or those who prefer permanent access, we have special offers on our catalog & bundles during the launch period—making it easier to complete your DLC library at a great price. The subscription service is something that we’ve seen that more new players have taken advantage of, and we want to provide something for core players, too, hence the many sales and discounts launched at the same time.

Will I lose access to my existing content purchases?

No. All existing purchases will remain, and you will not have to sign up for the subscription service to maintain your access to your previously purchased content.

Will future content be subscription-only?

No. We have introduced a subscription service to lower the barrier of entry for new players.

Does the subscription model signal the end of development on Cities: Skylines?

As part of Cities: Skylines’ 10-year anniversary, we are launching two new Content Creator Packs on March 25th. If there’s continued interest, we are open to bringing even more content in the future.

Who asked for this?

We see this as an opportunity to provide our players with more options - based on our experience with other Paradox games using this model, we know many players are interested in experiencing the full game with all content—without the upfront commitment of purchasing every DLC.

Why did you not just create content bundles?

We already offer bundles, including the Collection Bundle, designed to help players complete their DLC collection. We believe we have set up a good variety of bundles to appeal to different players, but we are happy to revisit and update our offers for whatever needs we see communicated.

Are there any plans to expand the subscription service to other stores/platforms?

Not currently, but if we see there’s interest, we’ll definitely explore the possibility!

Will individual content still be available for sale?

Yes, subscription will not affect how we participate in different promotional events.

Why isn’t there a discounted price for the subscription for players who already own some/all of the content?

The subscription offers full access to all DLCs, including future ones, at a monthly cost, making it a separate option from ownership. So, for those who own a large portion of the content, we’re instead offering special bundle discounts on both old and new content.

Can I buy Cities: Skylines content while my subscription is active?

Yes, of course!

Is subscription going to be an option on both Cities: Skylines (1) and Cities: Skylines II?

No, we will only offer subscriptions on Cities: Skylines (1) for now.

We hope this provides more clarity into our process and alleviates some of the concerns of the Community with regards to the Subscription Service. If you have further questions, feel free to ask them in the thread below and we will do our best to provide answers!

Thanks, The Cities: Skylines Team

16
1

Explore the rural side of town with “Countryside”, created by community creator “Cbudd.” This Creator Pack includes new buildings, and props, such as a local food market, a quaint town hall, a cozy rural library, and even a small countryside police station manned by just a couple of sheriffs.

Every element in this pack captures the idyllic charm of peaceful countryside living.

Main Features

  • 3 Unique Buildings (Townhall, Public market & General Store)
  • 6 Service Buildings
  • 45 Low Density Residential growables
  • 33 Props

Coming March 25

Official Page with Trailer and Screenshots

17
1

Watch your city evolve with “Emerging Downtown,” crafted by community creator ‘Smilies.’ This Content Creator Pack includes a big variety of new buildings spread over different lot sizes and levels, ranging from small, weathered buildings to renovated, modern designs.

With materials like brick, plaster, and wood siding, you can create a vibrant part of town that transforms from rustic charm to a busy downtown.

Main Features

• 140 Low Density Residential growables

• 81 Low Density Commercial growables

Coming March 25

Official Page with Trailer and Screenshots

18
8

-Anniversary YouTube video -FAQ for CS1 Steam Subscription Service

Release Schedule:

18 March (all content for Cities: Skylines II)

  • Anniversary Patch including 10 free assets

  • 3x Radio Stations: Atmospheric Piano, Jade Road, and Feelgood Funk

  • Dragon Gate Creator Pack by Emperor Li

  • Mediterranean Heritage Creator Pack by Zarrix

  • Leisure Venues Creator Pack by Gruny

20-24 March

  • Cities: Skylines Free to Play weekend on Steam

25 March (all content for Cities: Skylines)

  • Anniversary Patch including three new parks which adapt to the DLC you own
  • Harvest Harmony Radio Station
  • Countryside Creator Pack by Cbudd
  • Emerging Downtown Creator Pack by Smilies

24-31 March

  • Participation in City Builders & Colony Sim Fest on Steam

Official Website

19
5

With a blend of tradition and modernity, this Creator Pack by community creator ‘Emperor Li’ allows you to create a vibrant Chinese inspired market quarter.

Let your citizens take a stroll down shopping streets adorned with classic elements such as lanterns and shop signs, or visit the traditional temple that adds a touch of East Asian splendor to your cityscape. With vibrant red and gold, ‘Dragon Gate’ will bring the fiery charm and elegance of Chinese architecture to your city.

Official Page with Trailer and Screenshots

20
4

Elevate your city’s entertainment scene with the Creator Pack ‘Leisure Venues’. Designed by the community creator ‘Gruny’, this pack transforms your city into a vibrant hub where citizens can unwind, have fun, and enjoy life to the fullest.

From delightful dining spots and serene parks to thrilling sports facilities and nightlife venues, this pack has all your citizens need to enjoy their free time.

Official Page with Trailer and Screenshots

21
4

Explore the timeless charm of Mediterranean architecture with this Creator Pack, designed by community creator ‘Zarrix’. Mediterranean Heritage’ introduces a range of historic buildings from the 15th to 19th century from regions such as Italy, Spain, Portugal and Southern France. Featuring fluid design and characteristic soft color variations, this pack will bring southern European elegance with a modern flair to your city.

Official Page with Trailer and Screenshots

22
4
23
20

These are straight, parallel roads (made with a single drag, so no like, plop a section, then plop another section) on a flat surface. and I keep getting weird gaps and misalignment and other stuff that is observably minor but is making me want to rip my goddamn fucking hair out with how its screwing up symmetry and other stuff.

The only thing I can find about this is to disable various snappings and to make sure the land is flat. I have redrawn this area like 2 dozen times trying various combinations of snapping and not snapping settings and it still does this same damn shit, and the land is flat.

24
14

https://www.paradoxinteractive.com/games/cities-skylines-ii/news/detailers-patch-2

I had been really wanting this for a long time. Finally it's here (as of 2 weeks ago), along with a host of other new road options, tools, performances upgrades and bugfixes.

25
2

I finally picked up CS2, and was wanting to install a couple mods to get going.

Immediately put off by paradox demanding an account to install mods from paradox mods, so I am trying to get mods from elsewhere.. and the only thing i can find is stuff from a year+ ago saying BePinEx is needed to install mods.

Just wanted to make sure if this is still what you have to do today, before I go down a rabbit hole.

view more: next ›

Cities: Skylines (1 & 2)

473 readers
3 users here now

A community for Cities: Skylines and Cities: Skylines II, a city building franchise developed by Colossal Order.

Post about gameplay, mods, or post questions and get advice on how to build your cities.

Every city is nothing without YOU!

founded 2 years ago
MODERATORS