Asking as it seems that CSL1 still holds up very well today, and CSL2 is still buggy for traffic

  • megopie@lemmy.blahaj.zone
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    4 months ago

    CSL2 still has some serious performance issues, like it’s better than it was, but at high pops it really start to chug, and a lot of weird behaviors start to occur in parts of the simulation. Which really makes it hard to build out complex multi modal transit networks which kind of require a large pop to make work.

    It does some things better than CSL1, namely around allowing a city to operate without cars, and supporting mixed use buildings. Although it has 0 support for bikes. Like bikes just don’t exist.

    I jump between both depending on what I want to do. If I want to build a compact city with nearly no cars, I got to CSL2. For large cities with complex transit networks I go for CSL1.

  • BlackVenom@lemmy.world
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    4 months ago

    Neither. 1 is long in the tooth. 2 still had game-breaking bugs. The one bug I’ve sent in with screen shots/etc got closed and still appears to be an issue. They really screwed this up and we’re heading for another “still broke” anniversary.

  • sasquash@sopuli.xyz
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    4 months ago

    Does CS2 Cities still feel dead?

    • No bikes
    • Empty parks
    • Large industrial facilities with just very few cars at the parking
    • Agriculture fields are always brown and ugly
    • Blaze (he/him)@piefed.zipOP
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      4 months ago

      That’s why I think I’ll give CSL1 a try soon. I never played it a lot, just a couple of hours a few years ago, it seems in a better shape than CSL2

  • Rentlar@lemmy.ca
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    4 months ago

    I do love the artstyle of 2 more so I have dropped Cities 1 more or less for it. The performance has improved a lot compared to release and I do have a capable GPU. Though i still am waiting for the complete asset model editor…

      • Rentlar@lemmy.ca
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        4 months ago

        Yes, but depending on the play through, I don’t care sometimes, because I like Transit based cities more often.

        On my “car centric city” build earlier this year, I had a Traffic manager mod, and specified turn lanes in a number of areas. It took a lot of effort to deter people U-turning in crowded areas to find parking. In districts where people were concentrated, the parking rate was $50, and away from development it was much cheaper, which helped mitigate the issue and made me bank.