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Cities: Skylines 2 Brings Out Its Latest Patch

Posted on the 24 June 2024 by Mejoress

Last Updated on 24 June, 2024

Cities: Skylines 2 has brought out its latest patch today. Dubbed as patch 1.1.5f1, the update contains economy updates, modding, performance improvements, bug fixes and much more.

Cities Skylines 2 Patch 1.1.5f1

Building Upgrade Rework

  • More authority over updates from City Service buildings’ Selected Info Panel.
  • A City Service building’s Selected Info Panel allows for the removal of all upgrade kinds.
  • The bulldozer can also be used to remove sub-buildings.Sub-buildings are movable.
  • On/off switches are now available on sub-buildings.
  • Sub-buildings are selectable.
  • Upgrades to the subbuildings can now be positioned anywhere within a certain radius of the main building.
  • City Service tutorial updated.

Economy Updates

  • The city’s government subsidies have been eliminated in an effort to make the economy more difficult and open.
  • In the Economy panel, the Production tab unlocks at milestone 2, and the Taxes and Services tab unlocks at milestone 1.
  • Toggle the import of municipal services from Outside Connections, a new city policy called “Import City Services” has been added.
  • Distinct items for imported services in the budget panel.
  • If the policy is turned off, Outside Connections will not dispatch service cars.
  • Additional import service costs for police, fire engines, ambulance, and hearse. The cost varies based on the population of the city.
  • Changes to City Service:
  • Higher likelihood of enrolling in and completing both elementary and high school.
  • If an adult never completed high school, they can now apply (1% probability, maximum 3 applications).In the calculation, the garbage buildup takes into account the presence of students,
  • Workers, inmates, homeowners, and homeless individuals.
  • Balanced enhancements to the city’s waste service.
  • Rather than paying a variable sum dependent on the amount of waste collected, buildings now pay a flat price for garbage pickup.
  • Values for waste accumulation were modified.
  • The majority of City Service Buildings’ adjusted maintenance expenses.
  • Player funds are used to pay city service personnel’ salaries.
  • Higher import costs for power.
  • Lengthened the time it takes for notifications from the hearse and ambulance to appear.
  • The Service Fee curves were modified for consumption and efficiency.
  • Modified water service charges (The game will forcefully reset the value to the new default location when using previous saves).
  • Increased the number of employees for:
  • Medical Clinic
  • Small Coal Power Plant
  • Police Station
  • Cemetery
  • Fire House
  • Landfill
  • Demand Changes:
  • The size of the family and household wealth determine residential density.
  • The average citizen’s contentment, homelessness, taxes, open student spots, and open jobs are the factors that determine household spawns.
  • Based on household demands, commercial enterprises proliferate, which lowers the frequency of the same companies’ appearance in the city.
  • In order to prevent complaints from newly established enterprises about “not enough customers,” commercial and industrial demand has been modified.
  • Demand is increasingly more impacted by taxes.
  • Employment Changes:
  • Outside Connections employees no longer have to pay taxes.
  • Infoviews of the workforce or the workplace do not include employees from Outside Connections.
  • Employees from Outside Connections will be searching for work more often.
  • Compared to workplaces in the city, Outside Connections workplaces are less appealing.
  • The only people who qualify as employable citizens are those who do not have any health issues (such as being sick or injured).
  • A citizen’s eligibility for unemployment benefits is time-limited. They will move away and moan about “High Rent” after their jobless benefits expire.
  • Fixed population jobs and workforce size concerns.
  • Household & Happiness Changes:
  • Adult-free households will now disperse.
  • While impoverished households choose smaller homes and don’t mind services being far away, rich households want larger homes in desirable districts (greater land value, good service coverage, etc.).
  • Since their spendable income—what’s left over after paying rent—is used to determine their household needs, they now make more frugal purchases.
    decreased the amount of senior citizens that relocated to the city.
  • The wealth enjoyment factor was adjusted to a fair amount.
  • The likelihood that a household may leave the city is impacted by low contentment.
  • Households figure out how much money they can spend by factoring in the garbage cost.
  • Senior citizen mortality has been smoothed out by adding a curve parameter to the death rate (existing cities would see an abrupt death tsunami).
  • Production & Company Changes:
  • Adjusted values for:
  • Resource production.
  • Resource price.
  • Household wages.
  • Tax income.
  • The price of resources is now divided into two parts: a lower price for industrial processing and a higher price for the services provided by businesses. Households, the customers, pay the complete price, which is the sum of the two portions.
  • The number of workers required per unit for resource processing was previously determined automatically at the beginning of the game; instead, it was predefined.
  • If a company’s current property isn’t profitable, they now file for bankruptcy rather than seeking for new locations.
  • Modified the Industrial Manufacturing space multiplier from 1 to 5 in order to reduce the number of buildings required by allowing more workers per grid.
  • Adjusted number of office workers.
  • Reduced the amount of labor needed for each product in order to save the city money.
  • Modified the simulated service costs.
  • Better corporations to depart due to labor and tax rate considerations in addition to insolvency.
  • Reduced profitability due to an extractor resource that is not balanced.
  • The default output amount, maximum workers per cell, initial cost of resources, and work required per unit are all balanced for industrial and office enterprises. Increased the industrial and office zones’ space multiplier.
  • Rent & Building Level Changes:
  • Eliminated the virtual landlord, allowing each renter to contribute equally to facility maintenance.
  • New rent calculation added: * LotSize * SpaceMultiplier * LandValue + (ZoneType * Building Level)) = Rent.
  • “High Rent” alerts have been adjusted to take the household’s income into account. They won’t whine even if there isn’t enough money in their balance right now; instead, they will cut back on resource usage.
  • Renters’ ability to pay the maintenance fee now determines the building level. The building condition rises by a fixed amount when they pay the entire charge; if they are unable to pay, the building condition falls by the same amount.
  • Crime Rate Adjustments:
  • Zoneable assets are covered by fixed police services. Regular patrols by the police station will help to lower the crime rate, while the coverage of police services will determine how high the crime rate is in all zone-type buildings.
  • To match the NA and EU police vehicle01 value, the NA and EU police vehicle02 Crime Reduction value was modified.
  • Removed the restriction on the building’s crime rate’s crime scene pathfinding in order to prevent all criminals from having the same pathfinding result and line up to commit crimes.
  • Added a new crime component to reduce the likelihood of crime in more populous cities.
  • Reduced likelihood of recurrence of crime because of the lengthy waiting period for offenders to erase their criminal tags.
  • Raised the price at which Map Tiles can be acquired.
  • Extra maintenance cost for fresh map tiles
  • The 9 starting are not included and are not charged for maintaining map tiles.
  • The option to “Unlock all map tiles” has been added; this also turns off achievements and tile maintenance costs.
  • Higher expenses associated with building and maintaining highways.
  • Maintenance breakdown was moved from the Tooltip to the Selected info panel.
  • The player now receives less money after demolishing buildings and roads.
  • Changed the household’s maximum shopping allowance from 4,000 to 2000.
  • Specialized Industry Unlocking has been adjusted to begin at Milestone 0.
  • After destroying the entire city, fixed taxes are now being collected.
  • The ‘Wretched’ wealth level of families is not highlighted by Fixed Citizen Wealth Infoview.
  • Corrected the incorrect moving away statistic data that was being shown.
  • Resolved a recently established business’s complaint regarding a labor shortage.
  • The residents in fixed commercial zones have enormous debt.
  • Refund discrepancies were fixed when highways and stops were changed.
  • Issue with high death probability resolved:
  • The current death rate from fire incidents is 1%, however in the past, a medium- or high-density structure fire might result in 50% of deaths.
  • Compared to the previous 90% death toll among the residents left within the building, the destruction event will now result in 50% deaths.
  • Employees with Fixed Outside Connections won’t get employment.
  • Fixed trade cost split by the absence of bugs.

Performance

  • Performance enhancements to the economy panel’s user interface.
  • Additional UI performance improvements for cursors, rendering, audio bindings, and panel updates.
  • Chirper panel performance optimization.
  • Particle effect optimizations.
  • Improvements to the way audio memory is used.
  • When creating complicated structures or roads, placement should be optimized to increase FPS.
  • Fixed a performance issue with job searching where there were no open positions and no employable workers, leading to a never-ending search for a job, which had a significant negative impact on performance.

Known Issues

  • The issue of medical clinics running out of pharmaceutical storage is resolved, but with older saves, you might have to wait longer for the resource to recover because it might go negative.
  • You can demolish and rebuild the building as a temporary solution.
  • The water budget is restored to its original 100% value when previous saves are made.
  • If an existing save has a large number of older folks, it may face a death wave; however, we have made adjustments to prevent occurrences in the future.

Check out the full patch notes here.


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