Let’s hope they fix the speed of the game, I can’t even run my city because I don’t have a good enough pc but I brought the game😅 I love it biffa keep it up!
Hey Biffa, there’s an underused game mechanic I’d *LOVE* to see you explore in future videos. There is a professor at UCLA, Donald Shoup, who’s famous for his research around making people pay for on- and off-street parking and it’s affects on traffic, transit use, and parking demands. There are a ton of videos of him talking about it on TH-cam. Basically, I’d love to see you experiment with removing parking or making it super expensive to see how it would affect traffic in CS2. Maybe even a district with cheap/ubiquitous parking and how it compares to a district with expensive/limited parking. I’m fascinated to see how much the game mimics real life. I love the content and can’t wait for more CS2 traffic fixes, especially when the game is more optimized!
The traffic AI is pretty realistic. If I was driving on a road and suddenly a new lane appears instantly out of no where, I'd probably panic and change lanes too!
@@thephantomchannel5368 I'm with you. we need a mod that prevents you from deleting roads after placing them. You have to have a bidding war with contractors to see who will take the job then the road is just closed for half the year.
30:54 I think a big problem you missed is the service trade is totally overcooked. Less than half the power is actually getting exported and exporting water rarely makes more than the upkeep. This chews up jobs and budget. Bulldozing that excess would have helped a lot I think. Love the vids keep them coming.
The thing about the traffic between those two roundabouts that stood out the most to me is that road through needed to be a highway. It was connecting to two major highways, but all the traffic was forced through town. I would have tried building a raised highway over the streets, and creating proper city connections.
Also most of the traffic off the bridge wanted to go right, It would have helped creating a more straight route from origin to end a part from the bridge
Me too. And I wouldn't have made more lanes. Making roads bigger just means you don't know what "road mathematics" is. And biffa definitely knows what it is.maybe all the old rules are out the window.
They don’t even need to do that, they just needed to pay attention to road hierarchy and the direction certain traffic wanted to go. There were too many instances of industrial traffic having to take ridiculous routes through neighborhoods because road hierarchy was not a thing. In addition, the lack of proper public transport made it so that there was way too much road competition for industrial trucks that actually need the road.
Biffa I have to applaud your patience with this one. On top of the performance issues with the game, it's a city from someone who tried to cheese their build instead of learning how to build properly. You had to redo so much.
Biggest issue with this city was too many lanes. Most of those 6 & 8 lane roads could be downgraded and a true road hierarchy established. Having 8 lane roads feeding in and out of every roundabout is a recipe for disaster. Not to mentoin that mega tram route with 51 stops was stopping every block. Trams should be at least every 3 or 4 blocks.
Many of the "visual" clutter problems you encountered in this video are a massive issue for me as well. Its so hard to see stuff even with the correct overlay selected. For some it seems to be an overlay problem but for some its definitely a thing of the wrong contrast selected by CO. E.g. Subway view, the tunnels should be pitch black and the rest of the map greyed out so I see what Im doing there.
I seriously hate almost every overview. Every time I zone I close the pop up window in the top left to remove the insane color scheme. I'm enjoying SC2 but darn, the color scheme decisions are a bit painful.
It is ridiculous that they could not display the residential colours better. You zone and they are all the same colour. It makes it impossible to keep track of areas. Simple things like this make the game so frustrating.
@@duskeyowl2507 pisses me off also they don't even write in the popup what type of zone you clicked on iif t is ie mid dencity or high or whatever. You're supposed to memorize all those tiny icons that looks the same from some distance.
Yeah! I love the city fixes. Not only is this what made me a subscriber; It is what introduced me to and led me to try City Skylines many years ago. Doesn't seem that long ago. Thanks Biffa!
I loved this city fix, because you didn't fix it. I spent an hour trying to fix my metro, because it was too hard to see the line colors. There are other build items where the color choice makes it more difficult than it should be. The yellow circle on the ag land which is also yellow, for example. I see the potential for CS2, but it is tempting to go back to cs1 for a while to get a rest from the frustration.
I'm actually holding off buying CS2 until a few more tools are available (like traffic manager) along with some UI and optimization improvements from CO. I know myself enough that having less control in CS2 than CS1 is going to frustrate me to no end and I don't want to color my first playthrough with that sort of negativity. I also play on a gaming laptop, so I imagine my performance right now won't be so great. I can already see that CS2 is going to be a better sim than CS1 could ever be. It's just that CS1 has had so much more development done on it (both by CO and the modders) that CS2 still feels a bit empty in comparison.
@@michaels.3709 Until they grant us the ability to completely turn off "reckless sims" this game will remain gutter trash to me. I build a road that works a certain way and says "THIS TYPE OF VEHICLE ONLY" yet everyone uses it anyways. It doesn't even go anywhere, just to the one central bus station in my town of 8k people. No, this game needs real consequences or the option to turn them off at no consequence to the player. "Reckless sims" should be getting jail time, like IRL.
yeah tbh I was gonna tell Biffa not to feel bad for giving up on this one. It's clear that the problems with that city are deep-rooted, likely having a lot to do with being very unbalanced from the start, and most of the RCI areas being completely and significantly separated from each other
Sometimes less is more with lanes, 6 lane roads everywhere will just make traffic really bad. You want to slowly step down the size of your roads as you come off the highway at each intersection and use asymetrical roads to keep traffic flowing!
@@TerkyDocUsually the benefit is dedicated turning lanes for each direction (depending on how the road is setup) or higher capacity if one direction has more traffic
(16:40) for the transportation overview menu there is a button in the lower right corner right next to the city economy button, highligthed in blue when the overview is open
Hey Biffa. :) Love your channel. Love the game. It was a valiant try. If I may be so presumptuous, I have some advice if you try again. 1) Get rid of trams including the stops. Stops with no connecting line still take processing power. 2) Build out / define the arterials. 3) Once those are defined, set 1 tram route for a north/south and 1 for an east/west. Space out the stops for every 3 blocks or more. 4) Setup bus routes to run within districts / neighborhoods only. The buses should help people get around their area and to other modes of transportation. 5) Get rid of the subway. Build stops in each section of the map, such as quarters or eighths. Draw line to nearest neighboring stops. So you wind up with a loop or a one-side spoke wheel (with 1 or 2 places in the middle of map being full spoke wheel). Use these to get people to different areas of the map.
It means we should fix our cities at a smaller size. If we wait for them to be a quarter of a million to fix them, it is better to start over. Fix it once in a while, especially for traffic and public transport. The rest will fall in place more easily once these two are in place. But the number of taxis from the outside is just nuts...
16:51 You don't have to click all those buttons to get to transport view. Bottom right there's a subway map button and it opens that line view instantly
Regardless, I hate the transportation views and how hard they are to read and will either try to find a way to mod them or get someone more knowledgeable to maybe change the UI to not cover half of the screen, etc
looks like the problem is they segregated the residential and commercial so they have a lot of traffic using cars going between areas (cus apparently their trams goes only inside the area)
The more videos I watch of CS2, the happier I am for not playing it from the beginning. I’ll jump into it in some months, once the gaming experience is better.
The first twenty or so mins of this should have been fixed with the highway being linked up as an overpass as most of the traffic was just passing through. That being mentioned. This city is fundamentally flawed from the start 😅
@@thephantomchannel5368 It's hard to tell because text lacks context, but I could probably pay my rent with gamer rage if I had a nickel for every time I've seen somebody actually say something like that and mean it. 😆
oof, that giant multi-lane one way industrial loop really needs to have a road or three connect between the two to cut down on how much traffic has to loop all the way around.
It looks like with this game the devs only learned half of the traffic manager mod. Can't wait for the shop to open and the community gets hold of the game.
the problem is that its super car dependant. They need a massive interconnected system of transit that is actually planned to get people from anywhere to anywhere
16:40 You can press "X" key or the icon in the lower left corner with colored lines on a plane (between money and statistics icon) to open transportation overview, no need to go into infoviews etc also, buttons Z, C, V also serve as shortcuts to other overviews
Yes, it seems 200k+ cites start to just fall apart. If it's not the sim speed (or maybe because of it) then certain services or conditions stop functioning properly.
He Biffa, glad to see the tradition continuing! Two things I've noticed so far (will correct as I'm halfway through) - 1. the tram lines you deleted weren't active because there weren't enough vehicles available for them to run and 2. I don't recall you checking if the city hall is unlocked and built, as this seems to have an effect on import costs of goods.
Thank you Biffa for being our tester for the Beta version of CS 2. But seriously, it was one of my most hyped games of the year and seeing it in this catastrophic state makes me happy that i didn't preorder, but at the same time very sad, because my hopes on this game to deliver like the first one were so high. So remember guys -> NO PREORDER!
Great job Biffa, you did the best you could. The main problem with the game right now is the inability to control traffic flow. We should be able to set up dedicated right and left turn lanes and have more control over the traffic lights and stop signs.
You can make dedicated turn lanes... It's in the road progression tool. Idk if it's as easy as Traffic Manager, but it is available in some capacity of CS2.
Well I didn't think I'd ever see you give up, but I surely can understand why! I was having a horrible time seeing the subway same as you. I was so close to the screen trying to see what you were barely seeing!! I was laughing though because you stayed with it longer than I would have!! CS2 still needs some work with big cities! Great job that you stopped it from losing so much money and that you solved quite a few traffic issues 🥰 Got my giggle time in too 😁
CS2 has done a much better job at forcing players to build a functioning city, as opposed to just making it look good. I love that. You could build a massive city very quickly in CS1, even without mods. You have to be a lot more patient now and allow the city to grow at a reasonable pace or everything gets out of control. Great video.
Exactly this. There is a natural game flow leading you towards a somewhat realistic city. Thats really pleasing! To be honest, after like 120k people my city turned more and more unrealistic, because in a good city there is almost infinite demand for every zoning type.
im sorry but wut are you talking about? CSL1 without mods does not do that at all. without mods there no "making it look good". building quickly in CS1 results in too many sims moving in at once causing traffic. then it creates death waves which cause more issues. yall can try to justify this over priced Beta build but that wont change the facts.
@@BeachLookingGuy That's not the experience I have in CS1. There are a ton of videos of players making very good looking cities in vanilla, no mods. I don't have the death wave issue. I never said to build a city while on pause.
Everytime there's traffic problem that involves a heck load of private cars, your solution is never moving zones or widening roads, but to make proper public transportations. Basically, there's anything mid density or above, slap a metro station, bam, traffic cut down by 90%
the guy tried to make ONE city for the whole map lol squeeze in all the residential in this corner then all the industrial waaaay over that other corner
Love to see the city fixes for CS2, but I feel like we need another few optimization patch cycles before the game is ready for such a Megalopolopolis. You can also feel the lack of Hugo There in this city fix. It'll be so nice when we get Traffic Manager for CS2! That and maybe some roundabout tools to help improve throughput. Entertaining, as always, Biffa!
Fun fact about irl wind direction: in most bigger European cities the wealthier districts are in the western part of cities. Wind mostly blows towards the east so that's where the factories were built while the owners built their villas in the west.
My biggest takeaway from all the CS2 videos is that this game was released as a half-baked disaster with amazing road tools and little else. And it's so monochromatic and dull. Every city basically looks the same, this game needs the workshop (or whatever half-assed version the paradox mods thing is going to be) and some crucial mods to be able to be playable.
Thanks for your effort Biffa! I can't imagine it was fun to decide to give up on the city, but I appreciate that you tried it anyways! Hopefully CS2 gets much better optimizations as soon as possible!
Used your link to buy Skylines 2 and I'm LOVING IT so far! I'm on a i7-9700k with Nvidia 2060 Super and 32GB or Ram.. I get 60 frames sittings still, but moving around and high traffic areas it drops to around 15 fps. Can't wait for more optimization because I want a 1 Million population city eventually! Cheers Biffa thanks for the game at a discount!
Maybe deleting a lot of power plants would balance out the job situation. I think this is the main problem. maybe establish a city centre and get some high-rise apartments. and single home residential areas dotted around the city where all the industry is. this theoretically could revive things so you can start working on resources.
Thanks Biffa - maybe you could follow up this video with a quick summary of best practices? Such as never completely fill industry and commercial demands? Always keep population near pockets of commercial and industry. I wonder if part of what was happening involved lack of cargo train stations (they do have warehouses attached to them)? I do agree that a lot of the transportation routing stuff has horrible UI. Of course the other huge thing is starting cities with a coherent road hierarchy, I don't know that I saw where all the outside connections were but would it have been helpful to add more outside connections? Again thanks Biffa for the heroic effort and I hope your machine has recovered!
you can use shortcut keys Z,X,C,V,B to access some of the menus, X- is the transportation menu, C is the city, and the others I forget what else exactly
I have found that trams going through a busy intersection have a tendency to jam them completely now and then. I've started just removing them and giving them separate routes from roads wherever possible cause they just cause too many traffic problems.
this city fix video single handedly helped me curb problems in my current build before they got out of hand! boosted me from 45k to 70k population in a few hours! Thank you Biffa, please keep these coming!
16:06 Before you delete a line you have to think about this; They added a rush hour mechanic to CS2 but there isn't actually a way to see the average ridership for an individual transit line. It is always hard to tell how much ridership there actually is on a line except for the total monthly passengers on that mode of transit. I've found the best way is to wait for rush hour to see how many people are using the line but even that can be annoying and time-consuming.
Glad your Back doing City Fixes... I think you May need to Use your Little Trick and use that Remove Skin Render from Characters.. will diffo help you on those big City's. my large city has also Ground to a Halt,, But as soon as i Remove the Skin From Characters the Simulation RUNS Again. Like Nicely.. You can literally turn it OFF/ON and watch the Sim Stop and Start at the same time... so I think the times your waiting at home for the Sim to Run, Removing that render will certainly Save you a lot of Time Biffa.. Love ya stuff xx 🙂
The way it slows to a crawl at moderately large populations is completely unacceptable. They've got to figure it out. I'm forced to abandon my cities around 100k after slowly dropping the settings starting around 40k
The only fix for a city of this size that i can think of (with regards to moving traffic into it) is to create new Outside Highway connections. Then tie those into the existing system but at mid points so to speak. This would allow traffic to spawn from two points and then enter that particular area instead of everyone on the existing setup. You can create new outside connections just by dragging Highways, Powerlines, Water/Sewer, Trains to the edge of the map (you do need to own the tile to do so). I have not tried water channels nor anything with the airports.
Great video, though the massive bottlekneck of roundabouts between the highway interchange and bridge just needs demolishing and replacing with a grade-separated junction to separate the through traffic causing problems. SInce there isn't a lot of housing in that area it shouldn't be too hard to do
at 18:30 when you upgrade the 4 lanes coming off the bridge into the roundabout, all the arrows except for one change and they can ONLY turn right... So they are being forced to go around to that cut-through to the other roundabout.
Cities skies 2 has definitely become more complex, and I guess we all expect when we adjust policies and zoning etc to rectify issues, other problems show up, but isn’t most cities like that in real life. We were spoiled with CS1 lol. As for performance, gossip has it, the problems run deep into the game, it won’t be any time soon for a patch big enough to sort out the rendering speeds.. the game has so much detailing. Guess we will just have to stick to smaller cities till things improve.. I learn so much from watching Biffas channel! Tips and tricks 👍👏👏👏
I agree with you on the public transport management panel - it's so annoying, can't see anything. Previous game had it much better and with mods it was a dream, really
I think the biggest issues are probably the separation of zones (more dispersal of commercial and industry to make everything local), as well as a general lack of public transport. Public transport is obviously available in the city but the way it’s used needs work and I don’t think it’s the main form of transport in the city. Generally try to get mostly industrial traffic since they need trucks and keep residential traffic to a minimum with more public transport.
Thanks Biffa. I recently stumbled on to your channel and love it. I have used several of the things you mentioned in your video. I had no idea, for example, that starting a road two lanes in would change the off or on ramp connection. I thoroughly enjoy your videos, keep them coming.
16:46 there's never been a need to click through all those menus to see the transport lines. Bottom right, next to the financial, and above the red/green arrow indicating deficit/income, is where the one-click button to see the transport info-pane is located. The button is also highlighted whenever this info-pane is on-screen 😊 Edit: quick look back at the beta-series, this button was there back then aswell.
This was exhausting to watch lol. Great effort Biffa, but I feel like both the city and the game is working against you here. Let's hope it'll improve🙄
I think the big problem with this city is that it grew way over its capacity. You have way too many service buildings, way too much industrial zoning, way too many jobs, and the city does not accomodate all of that. The solution for me would be getting rid of the excess and allowing the city to grow organically.
I don't think the size is the actual issue... The poor planning and weird road layout that was a major issue to me. The roads made zero sense. Highways suddenly turning into major arterials, which turn into suburban streets, when then suddenly terminate at random times. There's no highway (from what I could see) that actually spans across the city without turning into a city street. That, coupled with the massively segregated "pockets" of zoning, is what needed to be changed. And by change, I mean completely demolished and started over. Yikes, that sounded harsh. Sorry. 😬😬
I’ve had a similar problem. I think part of the issue is that CS2 will put commercial, office and industry on full demand even when there are not enough workers. It didn’t help that I had the office bug thanos snap half of my jobs at one point only for them to come back 😂.
While I certainly understand that you stick with CS 2 as your views have increased a lot, I really wished you would get back to New Tealand or Hugoslavia and let CO finish developing this game.
Hi! New here, but a CS2 player, I've noticed this city doesn't uses the specialized industrial zones on the fertile grounds, the export of the surplus when you use all, might flip ur economy a bit more.
25:00 ish, When zoning, if you make everything max size every plot is going to be max rent. smaller depth zoning gets you lower rents. This is specially true in low rent apartments but also less so in low density and row houses. When building grids you miss out on that accidental lot size diversity and I've found i need to deliberately zone smaller lot blocks.
A video that I, and a bet many others, would appreciate, is a video on how to fix / avoid the ridiculous 500+ truck queues to the cargo harbors/stations.
I love the way that CS2 has enough simulation that you easily get unintended consequences! That reducing taxes to improve education causes the problem that folks have more money and demand higher quality housing. Each action to fix can cascade into other issues.
@ 56:04 ----->>> yes thats why this game is put in the draw for a while. Sorry to say due to I really like this game, but it is not playable yet. A lot of players have to wait. Hope they get som fix out before Xmas.
I did a deep dive into the electricity options and broke down the math. should put the video out in the next few days. there are absolutely power plants that can make money, assuming you have the labor to man it. I forgot about the incinerator plant though so i need to do the math on that building to see if its profitable but seeing him use it tells me it probably is, but you have to have the trash to burn. :)
Subway and bus lines are so hard to work on, I hate the way they are right now. It really needs serious changes or hopefully a mod that makes it all better
I was thinking submitting to you my city to look into traffic wise (215k) but I believe no chance for you to look into...well let's hope they fix the performance and we can taste the good old Biffa so the miracle with our cities.
when CO said that the performance issue is not deeply embedded in the game while actually the simulation is the one that makes the game runs slower. even when you zoom out i can see that the cars move slow
I find the colours look better when using the Dark Grey Orange UI Style in the settings. It makes the background less blinding, so you can see everything easier. In my city, I'm up to ~120k citizens, and I'm trying to improve my city without increasing the popluation significantly, in order to avoid the performance issues.
If you terraform a river a little bit, you can get the hydroelectric dam producing over 400Mw most of the time. I got 2 producing over 700Mw each. They make $2.5 million profit, and the upkeep is only $200K.
6:34 instead of upgrading the road from 4 lanes to 6 lanes you could have upgraded the road to the 4 lane with median and separated the tram tracks so they don't get stuck in the car traffic
I kind of like the line indicator. The circles for the stops fill in more as more people are waiting at the stop, and you can just mouse over any of them to get the number. Also the button next to your budget button in the bottom right goes straight to your list of transit routes, which can save a few clicks. :D
Biffa, Actually I'm Korean. And I've been learning English for many years. As for me, actually I'm not familiar with English but your pronunciation is always crystal clear and your voice is also great. So it's no problem for me understanding most of your words. What I'm trying to say is you are such a awesome TH-camr and I love your videos as well!!!! Thank you!!!!
This is a fantastically helpful video. I have yet to get a city to this size, I don't have as much time to play as I'd like, but it's interesting to get a look at what a big city goes through. I'm a little puzzled by the way this person built their city, but have a feeling that in a few months time they won't be dropping huge areas of zoning 😂
justified. For what it's worth, I think you had the right idea on fixing it initially - dezoning. When you pulled up the unemployment and there were 155k adults and 295k jobs - man losing tons of generic industry, those extra train yards, etc, would probably help a ton... but at that point, you're redoing the city for someone else.
Instead of increasing the number of lanes at that very strange roundabout on a highway, I would've rebuilt that entire interchange. Elevate the highway and build a actual on/off ramps that lead to roundabouts. Who turns a highway into a local road and then back into a highway in a matter of 3 blocks, and then sticks roundabouts in it?
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Gratulation Biffa you have your old Job Back. I believe its going to be FUNNNN again.
this city is doomed, there's no saviour for this.
Let’s hope they fix the speed of the game, I can’t even run my city because I don’t have a good enough pc but I brought the game😅 I love it biffa keep it up!
Hey Biffa, there’s an underused game mechanic I’d *LOVE* to see you explore in future videos.
There is a professor at UCLA, Donald Shoup, who’s famous for his research around making people pay for on- and off-street parking and it’s affects on traffic, transit use, and parking demands. There are a ton of videos of him talking about it on TH-cam.
Basically, I’d love to see you experiment with removing parking or making it super expensive to see how it would affect traffic in CS2. Maybe even a district with cheap/ubiquitous parking and how it compares to a district with expensive/limited parking. I’m fascinated to see how much the game mimics real life.
I love the content and can’t wait for more CS2 traffic fixes, especially when the game is more optimized!
Discount is exactly the same if you go to that site itself, missed change... I will wait anyway 5 month's before i buy this game...
The traffic AI is pretty realistic. If I was driving on a road and suddenly a new lane appears instantly out of no where, I'd probably panic and change lanes too!
@@thephantomchannel5368it’s a joke not a Jimmy don’t take it so hard
@@thephantomchannel5368 I'm with you. we need a mod that prevents you from deleting roads after placing them. You have to have a bidding war with contractors to see who will take the job then the road is just closed for half the year.
30:54 I think a big problem you missed is the service trade is totally overcooked. Less than half the power is actually getting exported and exporting water rarely makes more than the upkeep. This chews up jobs and budget. Bulldozing that excess would have helped a lot I think.
Love the vids keep them coming.
He tries not to remove too much stuff the person has put down
And the water and electricity tax was also very low so they were using more of those resources while also getting less money for that
I think all the buildings for those trades are also taking up a lot of the cpu. Idk really. Maybe.
The thing about the traffic between those two roundabouts that stood out the most to me is that road through needed to be a highway. It was connecting to two major highways, but all the traffic was forced through town. I would have tried building a raised highway over the streets, and creating proper city connections.
Just my thought 😊
Also most of the traffic off the bridge wanted to go right, It would have helped creating a more straight route from origin to end a part from the bridge
Me too. And I wouldn't have made more lanes. Making roads bigger just means you don't know what "road mathematics" is. And biffa definitely knows what it is.maybe all the old rules are out the window.
@@lemonadelemon1960 Yea i think he just overlooked what most of the traffic was trying to do.
They don’t even need to do that, they just needed to pay attention to road hierarchy and the direction certain traffic wanted to go. There were too many instances of industrial traffic having to take ridiculous routes through neighborhoods because road hierarchy was not a thing. In addition, the lack of proper public transport made it so that there was way too much road competition for industrial trucks that actually need the road.
Biffa I have to applaud your patience with this one. On top of the performance issues with the game, it's a city from someone who tried to cheese their build instead of learning how to build properly. You had to redo so much.
Biggest issue with this city was too many lanes. Most of those 6 & 8 lane roads could be downgraded and a true road hierarchy established. Having 8 lane roads feeding in and out of every roundabout is a recipe for disaster. Not to mentoin that mega tram route with 51 stops was stopping every block. Trams should be at least every 3 or 4 blocks.
Ahhh just like in real life.
Many of the "visual" clutter problems you encountered in this video are a massive issue for me as well. Its so hard to see stuff even with the correct overlay selected. For some it seems to be an overlay problem but for some its definitely a thing of the wrong contrast selected by CO. E.g. Subway view, the tunnels should be pitch black and the rest of the map greyed out so I see what Im doing there.
I seriously hate almost every overview. Every time I zone I close the pop up window in the top left to remove the insane color scheme. I'm enjoying SC2 but darn, the color scheme decisions are a bit painful.
It is ridiculous that they could not display the residential colours better. You zone and they are all the same colour. It makes it impossible to keep track of areas. Simple things like this make the game so frustrating.
It's so baaaaaaaaad actually and traffic ai is wtf ... alot of criminal drivers breaking my rules constantly
@@duskeyowl2507 pisses me off also they don't even write in the popup what type of zone you clicked on iif t is ie mid dencity or high or whatever. You're supposed to memorize all those tiny icons that looks the same from some distance.
Yeah! I love the city fixes. Not only is this what made me a subscriber; It is what introduced me to and led me to try City Skylines many years ago. Doesn't seem that long ago. Thanks Biffa!
Awesome! Thank you! 👍
I loved this city fix, because you didn't fix it. I spent an hour trying to fix my metro, because it was too hard to see the line colors. There are other build items where the color choice makes it more difficult than it should be. The yellow circle on the ag land which is also yellow, for example.
I see the potential for CS2, but it is tempting to go back to cs1 for a while to get a rest from the frustration.
I'm actually holding off buying CS2 until a few more tools are available (like traffic manager) along with some UI and optimization improvements from CO. I know myself enough that having less control in CS2 than CS1 is going to frustrate me to no end and I don't want to color my first playthrough with that sort of negativity. I also play on a gaming laptop, so I imagine my performance right now won't be so great.
I can already see that CS2 is going to be a better sim than CS1 could ever be. It's just that CS1 has had so much more development done on it (both by CO and the modders) that CS2 still feels a bit empty in comparison.
@@michaels.3709 Until they grant us the ability to completely turn off "reckless sims" this game will remain gutter trash to me. I build a road that works a certain way and says "THIS TYPE OF VEHICLE ONLY" yet everyone uses it anyways. It doesn't even go anywhere, just to the one central bus station in my town of 8k people. No, this game needs real consequences or the option to turn them off at no consequence to the player. "Reckless sims" should be getting jail time, like IRL.
That city looks like an absolute nightmare, I'd just start again 😂
Eek!
yeah tbh I was gonna tell Biffa not to feel bad for giving up on this one. It's clear that the problems with that city are deep-rooted, likely having a lot to do with being very unbalanced from the start, and most of the RCI areas being completely and significantly separated from each other
I agree. It's a shame that tornado failed to get going.
Tbh it reminds me of SimCity style grids, just slap down a massive grid of whatever is in demand, wherever there's space 😂
It is a nightmare but also very glad Biffa took it on its how we learn new tricks and kudos for the builder for sending it in rather than binning it
Sometimes less is more with lanes, 6 lane roads everywhere will just make traffic really bad. You want to slowly step down the size of your roads as you come off the highway at each intersection and use asymetrical roads to keep traffic flowing!
well this game has no traffic manager so you're really limited with options
Is there a specific benefit to asymmetrical?
@@TerkyDocUsually the benefit is dedicated turning lanes for each direction (depending on how the road is setup) or higher capacity if one direction has more traffic
(16:40) for the transportation overview menu there is a button in the lower right corner right next to the city economy button, highligthed in blue when the overview is open
or press x
Hey Biffa. :) Love your channel. Love the game. It was a valiant try.
If I may be so presumptuous, I have some advice if you try again.
1) Get rid of trams including the stops. Stops with no connecting line still take processing power.
2) Build out / define the arterials.
3) Once those are defined, set 1 tram route for a north/south and 1 for an east/west. Space out the stops for every 3 blocks or more.
4) Setup bus routes to run within districts / neighborhoods only. The buses should help people get around their area and to other modes of transportation.
5) Get rid of the subway. Build stops in each section of the map, such as quarters or eighths. Draw line to nearest neighboring stops. So you wind up with a loop or a one-side spoke wheel (with 1 or 2 places in the middle of map being full spoke wheel). Use these to get people to different areas of the map.
It means we should fix our cities at a smaller size. If we wait for them to be a quarter of a million to fix them, it is better to start over.
Fix it once in a while, especially for traffic and public transport. The rest will fall in place more easily once these two are in place. But the number of taxis from the outside is just nuts...
it's bugged, like almost everything else, they are spam banning people on the forum to hide things.
16:51
You don't have to click all those buttons to get to transport view. Bottom right there's a subway map button and it opens that line view instantly
Regardless, I hate the transportation views and how hard they are to read and will either try to find a way to mod them or get someone more knowledgeable to maybe change the UI to not cover half of the screen, etc
I miss Hugo there, precision engineering. A stop on every block on the tram is total over-kill.
looks like the problem is they segregated the residential and commercial so they have a lot of traffic using cars going between areas (cus apparently their trams goes only inside the area)
I think the major issue with the traffic is the absolutely insane number of intersections right next to each other...
oh you mean the 3 lane roundabout 15 meters away from another 3 lane roundabout isnt working well????
The more videos I watch of CS2, the happier I am for not playing it from the beginning.
I’ll jump into it in some months, once the gaming experience is better.
The first twenty or so mins of this should have been fixed with the highway being linked up as an overpass as most of the traffic was just passing through.
That being mentioned. This city is fundamentally flawed from the start 😅
I wonder how many people are waiting for a proper traffic manager mod
Definitely myself.
On the positive side of things: at least you now have a benchmark city to test against...
From the first minute I see that Biffa is going to suffer a lot …
Lol I do 🤣
@@thephantomchannel5368 bro its not that serious
@@thephantomchannel5368 It's hard to tell because text lacks context, but I could probably pay my rent with gamer rage if I had a nickel for every time I've seen somebody actually say something like that and mean it. 😆
oof, that giant multi-lane one way industrial loop really needs to have a road or three connect between the two to cut down on how much traffic has to loop all the way around.
It looks like with this game the devs only learned half of the traffic manager mod. Can't wait for the shop to open and the community gets hold of the game.
the problem is that its super car dependant. They need a massive interconnected system of transit that is actually planned to get people from anywhere to anywhere
16:40
You can press "X" key or the icon in the lower left corner with colored lines on a plane (between money and statistics icon) to open transportation overview, no need to go into infoviews etc
also, buttons Z, C, V also serve as shortcuts to other overviews
Yes, it seems 200k+ cites start to just fall apart. If it's not the sim speed (or maybe because of it) then certain services or conditions stop functioning properly.
He Biffa, glad to see the tradition continuing! Two things I've noticed so far (will correct as I'm halfway through) - 1. the tram lines you deleted weren't active because there weren't enough vehicles available for them to run and 2. I don't recall you checking if the city hall is unlocked and built, as this seems to have an effect on import costs of goods.
Despite the struggle this was still a fun video.
Thank you Biffa for being our tester for the Beta version of CS 2. But seriously, it was one of my most hyped games of the year and seeing it in this catastrophic state makes me happy that i didn't preorder, but at the same time very sad, because my hopes on this game to deliver like the first one were so high. So remember guys -> NO PREORDER!
Great job Biffa, you did the best you could. The main problem with the game right now is the inability to control traffic flow. We should be able to set up dedicated right and left turn lanes and have more control over the traffic lights and stop signs.
You can make dedicated turn lanes... It's in the road progression tool. Idk if it's as easy as Traffic Manager, but it is available in some capacity of CS2.
Well I didn't think I'd ever see you give up, but I surely can understand why! I was having a horrible time seeing the subway same as you. I was so close to the screen trying to see what you were barely seeing!! I was laughing though because you stayed with it longer than I would have!! CS2 still needs some work with big cities! Great job that you stopped it from losing so much money and that you solved quite a few traffic issues 🥰 Got my giggle time in too 😁
CS2 has done a much better job at forcing players to build a functioning city, as opposed to just making it look good. I love that. You could build a massive city very quickly in CS1, even without mods. You have to be a lot more patient now and allow the city to grow at a reasonable pace or everything gets out of control. Great video.
Exactly this.
There is a natural game flow leading you towards a somewhat realistic city. Thats really pleasing!
To be honest, after like 120k people my city turned more and more unrealistic, because in a good city there is almost infinite demand for every zoning type.
im sorry but wut are you talking about? CSL1 without mods does not do that at all. without mods there no "making it look good". building quickly in CS1 results in too many sims moving in at once causing traffic. then it creates death waves which cause more issues. yall can try to justify this over priced Beta build but that wont change the facts.
@@BeachLookingGuy That's not the experience I have in CS1. There are a ton of videos of players making very good looking cities in vanilla, no mods. I don't have the death wave issue. I never said to build a city while on pause.
13:00 "let's speed the game up a bit" - CPU says no 🤣🤣
Indeed!
@@BiffaPlaysCitiesSkylines CPU wanted to give up long before you did tho :)
I've been waiting for this! 💜 Love city fixing!
Enjoy :-)
@@BiffaPlaysCitiesSkylines just finished watching, I think you did admirable well. Better than I ever could!
Being slow even at 8x speed, especially with a beast computer, sounds similar to a CS1 map bloated with mods and custom assets :D
I see a lot of problem with total lack of road hierarchy, zoning on what is major arterials and such
Everytime there's traffic problem that involves a heck load of private cars, your solution is never moving zones or widening roads, but to make proper public transportations. Basically, there's anything mid density or above, slap a metro station, bam, traffic cut down by 90%
I have noticed on Highways, that any kink in the road at ALL they will slow way down. So that kinky highway could be a bottleneck.
I like the idea for city fixes for cs2, because at the moment you're limited to the same tactics as the rest of us, with no mods!
tornados spawning on sunny, blue-sky days makes me laugh, but I don't suppose that's the MOST unrealistic aspect of this game, eh?
the guy tried to make ONE city for the whole map lol
squeeze in all the residential in this corner then all the industrial waaaay over that other corner
sometimes I wonder who build cities like this. Have they never been into an actual city before?
Its like a machine did it.
Cut them some slack lmao
Then get annoyed that 250000 cims are being computed for there absolutely whacking lifestyles they have to live.
Love to see the city fixes for CS2, but I feel like we need another few optimization patch cycles before the game is ready for such a Megalopolopolis.
You can also feel the lack of Hugo There in this city fix. It'll be so nice when we get Traffic Manager for CS2! That and maybe some roundabout tools to help improve throughput.
Entertaining, as always, Biffa!
Fun fact about irl wind direction: in most bigger European cities the wealthier districts are in the western part of cities. Wind mostly blows towards the east so that's where the factories were built while the owners built their villas in the west.
My biggest takeaway from all the CS2 videos is that this game was released as a half-baked disaster with amazing road tools and little else. And it's so monochromatic and dull. Every city basically looks the same, this game needs the workshop (or whatever half-assed version the paradox mods thing is going to be) and some crucial mods to be able to be playable.
Thanks for your effort Biffa! I can't imagine it was fun to decide to give up on the city, but I appreciate that you tried it anyways! Hopefully CS2 gets much better optimizations as soon as possible!
Used your link to buy Skylines 2 and I'm LOVING IT so far! I'm on a i7-9700k with Nvidia 2060 Super and 32GB or Ram.. I get 60 frames sittings still, but moving around and high traffic areas it drops to around 15 fps. Can't wait for more optimization because I want a 1 Million population city eventually! Cheers Biffa thanks for the game at a discount!
Maybe deleting a lot of power plants would balance out the job situation.
I think this is the main problem.
maybe establish a city centre and get some high-rise apartments.
and single home residential areas dotted around the city where all the industry is.
this theoretically could revive things so you can start working on resources.
Connecting subways has been the most frustrating part of this game for me. God forbid the elevation changes and you need to redo any lines.
Thanks Biffa - maybe you could follow up this video with a quick summary of best practices? Such as never completely fill industry and commercial demands? Always keep population near pockets of commercial and industry. I wonder if part of what was happening involved lack of cargo train stations (they do have warehouses attached to them)? I do agree that a lot of the transportation routing stuff has horrible UI. Of course the other huge thing is starting cities with a coherent road hierarchy, I don't know that I saw where all the outside connections were but would it have been helpful to add more outside connections? Again thanks Biffa for the heroic effort and I hope your machine has recovered!
it's good to see this series back looking forward to watching them as they come out
you can use shortcut keys Z,X,C,V,B to access some of the menus, X- is the transportation menu, C is the city, and the others I forget what else exactly
I have found that trams going through a busy intersection have a tendency to jam them completely now and then. I've started just removing them and giving them separate routes from roads wherever possible cause they just cause too many traffic problems.
this city fix video single handedly helped me curb problems in my current build before they got out of hand! boosted me from 45k to 70k population in a few hours! Thank you Biffa, please keep these coming!
Glad I could help 👍😁
16:06 Before you delete a line you have to think about this; They added a rush hour mechanic to CS2 but there isn't actually a way to see the average ridership for an individual transit line. It is always hard to tell how much ridership there actually is on a line except for the total monthly passengers on that mode of transit. I've found the best way is to wait for rush hour to see how many people are using the line but even that can be annoying and time-consuming.
Glad your Back doing City Fixes... I think you May need to Use your Little Trick and use that Remove Skin Render from Characters.. will diffo help you on those big City's. my large city has also Ground to a Halt,, But as soon as i Remove the Skin From Characters the Simulation RUNS Again. Like Nicely.. You can literally turn it OFF/ON and watch the Sim Stop and Start at the same time... so I think the times your waiting at home for the Sim to Run, Removing that render will certainly Save you a lot of Time Biffa.. Love ya stuff xx 🙂
The way it slows to a crawl at moderately large populations is completely unacceptable. They've got to figure it out. I'm forced to abandon my cities around 100k after slowly dropping the settings starting around 40k
the game is done for. there is no coming back from this. what's going to happen with DLC, Mods and assets?????
The only fix for a city of this size that i can think of (with regards to moving traffic into it) is to create new Outside Highway connections. Then tie those into the existing system but at mid points so to speak. This would allow traffic to spawn from two points and then enter that particular area instead of everyone on the existing setup. You can create new outside connections just by dragging Highways, Powerlines, Water/Sewer, Trains to the edge of the map (you do need to own the tile to do so). I have not tried water channels nor anything with the airports.
Great video, though the massive bottlekneck of roundabouts between the highway interchange and bridge just needs demolishing and replacing with a grade-separated junction to separate the through traffic causing problems. SInce there isn't a lot of housing in that area it shouldn't be too hard to do
at 18:30 when you upgrade the 4 lanes coming off the bridge into the roundabout, all the arrows except for one change and they can ONLY turn right... So they are being forced to go around to that cut-through to the other roundabout.
They should add Real estate agency building, that would prevent buildings from being abandoned, that would probably be more realistic
Cities skies 2 has definitely become more complex, and I guess we all expect when we adjust policies and zoning etc to rectify issues, other problems show up, but isn’t most cities like that in real life. We were spoiled with CS1 lol.
As for performance, gossip has it, the problems run deep into the game, it won’t be any time soon for a patch big enough to sort out the rendering speeds.. the game has so much detailing.
Guess we will just have to stick to smaller cities till things improve..
I learn so much from watching Biffas channel! Tips and tricks 👍👏👏👏
There apparently is a way to connect metro stops with an underground path. I don't have the game, but I have seen chatter about it.
16:40 YES! getting to the lines you have is very user unfriendly! I hope they change this soon. It was fine in CS 1...!
I agree with you on the public transport management panel - it's so annoying, can't see anything. Previous game had it much better and with mods it was a dream, really
Epic, well done for sticking it out as long as you did, look forward to some more even if the cities are a bit smaller!
I thought for sure the two round a bouts right next to eachother were a big no-no.
I think the biggest issues are probably the separation of zones (more dispersal of commercial and industry to make everything local), as well as a general lack of public transport. Public transport is obviously available in the city but the way it’s used needs work and I don’t think it’s the main form of transport in the city. Generally try to get mostly industrial traffic since they need trucks and keep residential traffic to a minimum with more public transport.
Thanks Biffa. I recently stumbled on to your channel and love it. I have used several of the things you mentioned in your video. I had no idea, for example, that starting a road two lanes in would change the off or on ramp connection. I thoroughly enjoy your videos, keep them coming.
16:46 there's never been a need to click through all those menus to see the transport lines. Bottom right, next to the financial, and above the red/green arrow indicating deficit/income, is where the one-click button to see the transport info-pane is located. The button is also highlighted whenever this info-pane is on-screen 😊
Edit: quick look back at the beta-series, this button was there back then aswell.
This was exhausting to watch lol. Great effort Biffa, but I feel like both the city and the game is working against you here. Let's hope it'll improve🙄
I think the big problem with this city is that it grew way over its capacity. You have way too many service buildings, way too much industrial zoning, way too many jobs, and the city does not accomodate all of that. The solution for me would be getting rid of the excess and allowing the city to grow organically.
I don't think the size is the actual issue...
The poor planning and weird road layout that was a major issue to me.
The roads made zero sense. Highways suddenly turning into major arterials, which turn into suburban streets, when then suddenly terminate at random times. There's no highway (from what I could see) that actually spans across the city without turning into a city street.
That, coupled with the massively segregated "pockets" of zoning, is what needed to be changed.
And by change, I mean completely demolished and started over.
Yikes, that sounded harsh. Sorry. 😬😬
I’ve had a similar problem. I think part of the issue is that CS2 will put commercial, office and industry on full demand even when there are not enough workers. It didn’t help that I had the office bug thanos snap half of my jobs at one point only for them to come back 😂.
Confirmation that the game becomes unplayable when your pop gets that high.
Tmpe wont solve the incredibly slow simulation speed
While I certainly understand that you stick with CS 2 as your views have increased a lot, I really wished you would get back to New Tealand or Hugoslavia and let CO finish developing this game.
THANKS, I WANT TO SEE MORE OF THESE TYPES OF VIDEOS. I WAS WAITING FOR FIXING CITIES. IN CITIES SKYLINE 2!
Can't wait for you to return to this city in a few years when you have more CS2 fix experience.
Hi! New here, but a CS2 player, I've noticed this city doesn't uses the specialized industrial zones on the fertile grounds, the export of the surplus when you use all, might flip ur economy a bit more.
25:00 ish, When zoning, if you make everything max size every plot is going to be max rent. smaller depth zoning gets you lower rents. This is specially true in low rent apartments but also less so in low density and row houses. When building grids you miss out on that accidental lot size diversity and I've found i need to deliberately zone smaller lot blocks.
A video that I, and a bet many others, would appreciate, is a video on how to fix / avoid the ridiculous 500+ truck queues to the cargo harbors/stations.
I love watching these because it reminds me of what the city planners haver done with Indianapolis (absolutely destroyed it)
I love the way that CS2 has enough simulation that you easily get unintended consequences! That reducing taxes to improve education causes the problem that folks have more money and demand higher quality housing. Each action to fix can cascade into other issues.
@ 56:04 ----->>> yes thats why this game is put in the draw for a while. Sorry to say due to I really like this game, but it is not playable yet. A lot of players have to wait. Hope they get som fix out before Xmas.
I did a deep dive into the electricity options and broke down the math. should put the video out in the next few days. there are absolutely power plants that can make money, assuming you have the labor to man it. I forgot about the incinerator plant though so i need to do the math on that building to see if its profitable but seeing him use it tells me it probably is, but you have to have the trash to burn. :)
The incinerator plant is making almost no energy anymore because of the garbage update, so it won't be profitable
Then when I test it tonight should yield no or little income. thanks for that tid bit.@@liquidificadoroficial3975
Subway and bus lines are so hard to work on, I hate the way they are right now. It really needs serious changes or hopefully a mod that makes it all better
I was thinking submitting to you my city to look into traffic wise (215k) but I believe no chance for you to look into...well let's hope they fix the performance and we can taste the good old Biffa so the miracle with our cities.
when CO said that the performance issue is not deeply embedded in the game while actually the simulation is the one that makes the game runs slower. even when you zoom out i can see that the cars move slow
Biffa it hurts, you dont have to wait for the demand. Give em Medium dense, give them high dense, they will use it. I promise
I find the colours look better when using the Dark Grey Orange UI Style in the settings. It makes the background less blinding, so you can see everything easier.
In my city, I'm up to ~120k citizens, and I'm trying to improve my city without increasing the popluation significantly, in order to avoid the performance issues.
If you terraform a river a little bit, you can get the hydroelectric dam producing over 400Mw most of the time. I got 2 producing over 700Mw each. They make $2.5 million profit, and the upkeep is only $200K.
6:34 instead of upgrading the road from 4 lanes to 6 lanes you could have upgraded the road to the 4 lane with median and separated the tram tracks so they don't get stuck in the car traffic
I kind of like the line indicator. The circles for the stops fill in more as more people are waiting at the stop, and you can just mouse over any of them to get the number. Also the button next to your budget button in the bottom right goes straight to your list of transit routes, which can save a few clicks. :D
Biffa, Actually I'm Korean. And I've been learning English for many years. As for me, actually I'm not familiar with English but your pronunciation is always crystal clear and your voice is also great. So it's no problem for me understanding most of your words. What I'm trying to say is you are such a awesome TH-camr and I love your videos as well!!!! Thank you!!!!
That's great! Thanks! :-)
This is a fantastically helpful video. I have yet to get a city to this size, I don't have as much time to play as I'd like, but it's interesting to get a look at what a big city goes through. I'm a little puzzled by the way this person built their city, but have a feeling that in a few months time they won't be dropping huge areas of zoning 😂
justified. For what it's worth, I think you had the right idea on fixing it initially - dezoning. When you pulled up the unemployment and there were 155k adults and 295k jobs - man losing tons of generic industry, those extra train yards, etc, would probably help a ton... but at that point, you're redoing the city for someone else.
Instead of increasing the number of lanes at that very strange roundabout on a highway, I would've rebuilt that entire interchange. Elevate the highway and build a actual on/off ramps that lead to roundabouts. Who turns a highway into a local road and then back into a highway in a matter of 3 blocks, and then sticks roundabouts in it?
Based on your gameplay and the gameplay of other TH-cam channels, I am not buying cities skylines 2. I'm just going to continue to play the original😂