this post was submitted on 20 Oct 2023
6 points (80.0% liked)

Cities: Skylines (1 & 2)

416 readers
17 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 1 year ago
MODERATORS
 

A lot of people who have had hands on experience with the game thus far (certain modders, City Planner Plays, Biffa, etc) have made note of its terrible performance, even top of the line rigs with 1500 dollar video cards.

Like, 15-20fps levels of performance on top tier cards.

Granted, that's on high settings.. but its a freaking city building game, not a AAA hyper realism ray traced first person VR experience. It shouldn't require a nuclear power plant to play a city builder!

And you shouldn't have to run the game on low settings just to get a playable framerate with a decent rig, modern rig.

That, and the lack of workshop support? I mean, I get them wanting to host it themselves, but that just means it'll be alive only for as long as they want to host it, vs steam which the workshop will be there until valve goes out of business.. and I'd wager CO goes under long before steam does.

I was excited for CS2.

But these two bits have really pushed the game off the shelf for me into that "Well, Maybe I'll buy it in a year or 2 when its on sale for 5-10 bucks" territory.

top 13 comments
sorted by: hot top controversial new old
[–] [email protected] 4 points 1 year ago* (last edited 1 year ago) (1 children)

I actually prefer a good mod portal to the workshop.

The workshop is terrible for mods. It's a fucking mess to know if a mod is supported it not. The subreddit even has a spreadsheet to figure this shit out.

It's also a pain to use different mods for different saves.

The mod portal in Factorio is amazing. It's very easy to know if mods are up to date and you can click a single button to deactivate/activate/install mods so that your active mods match the mods used for a specific save. The game even asks you before loading the save.

It's a shame about the performance though. I will probably wait a bit.

[–] A_Random_Idiot 3 points 1 year ago (1 children)

I'unno.

I never had an issue with the workshop, but I admit it would be improved if they had a version filter like Rimworlds workshop has.

I never played immediately after a patch, so never dealt with the "is it or isnt it" of mods being compatible though.. Which the Rimworlds workshop filter for version would definitely solve.

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago) (1 children)

This is the kind of thing you need if you want to use a lot of mods or play close after a patch: https://docs.google.com/spreadsheets/u/0/d/1mVFkj_7ij4FLzKs2QJaONNmb9Z-SRqUeG6xFGqEX1ew/htmlview#

And you should probably use it if you played for a long time since quite a few of the dozens of mods are likely abandoned and out of date even if not immediately noticable.

A good mod portal also handles conflicts and dependencies in a nice way, again just like Factorio: https://mods.factorio.com/mod/space-exploration/downloads

[–] A_Random_Idiot 2 points 1 year ago (1 children)

Weird, I've not needed to use a spreadsheet or anything once in all my time playing Skylines 1 to install mods.

I just read the mod page to see if they were up to date... Which all good mods tend to list what version their up to date to in their description.

[–] [email protected] 1 points 1 year ago (1 children)

Did you not have a lot of mods?

Manually checking the descriptions of every mod and sometimes assets would take ages for me.

[–] A_Random_Idiot 2 points 1 year ago (1 children)

I dont know the exact number, but over 20 pages of them on the workshop at my peak. Which is well over 100 I think.

[–] [email protected] 1 points 1 year ago (1 children)

I currently have 43 pages of stuff (429 entries according to Steam) of which 9 pages are mods (94 Mods).

I am kinda jealous that you haven't had any problems with the workshop update-wise. My point about working with different saves is however still true. I still believe that an integrated mod portal is more convenient for updating than opening the workshop manually.

I suspect that the new mod portal won't be as good as the one for Factorio, but hopefully, it's a bit better at least.

Another plus for some, is that the new mod platform supports console.

[–] A_Random_Idiot 1 points 1 year ago* (last edited 1 year ago)

Well thats another thing, I dont play multiple cities. I just play my one city, and honestly I use about the same mods for every city.

[–] Latuga17 2 points 1 year ago (1 children)

I don't love that the mods are moving away from steam and I am quite disappointed with the current performance. My computer may not be able to run it now.

[–] A_Random_Idiot 3 points 1 year ago (1 children)

Yeah, I agree. My system isnt top of the line, but its no slouch either... and Im doubting I will be able to run it at a reasonable frame rate... I Also really don't like how people are defending 15fps as playable either since its just a city builder or what have you, as well.

Furthering the already dangerous precedent that Devs can get away with anything and people will still throw money at it.

[–] Latuga17 2 points 1 year ago

Yeah I will definitely be waiting until it is released and hopefully for some optimization.

[–] [email protected] 0 points 1 year ago

For performance, I'm good (3060M GPU) but the min spec should be 5 years newer.

I don't really care about the workshop change, it seems like paradox mods will be better than workshop, so I've already bought the game. I wont be able to play on max settings, but that doesn't bother me

[–] [email protected] 0 points 1 year ago

As nice and convenient the Steam workshop is, an Off-Steam Mod-shop I think makes it fairer for console players.

I won't discount the performance issues turning people away from buying the game day 1 or preordering, those will be more-or-less solved eventually. They will have to address performance, by the time they release on console, which I am guessing CO pushed back the release date because it may be unplayable in the late game above low settings.

Having 10 to 20fps will still be marginally playable for me anyway (it's on my CS1 cities on 40k+ pop), the reported one second freezes will be annoying.

I still will give the game a try and I'm expecting to like it despite it's problems. The reviews appear to say that the game delivers on its promise to be a nextgen city builder so that's what I'm excited about and is worth the launch price (I never planned on buying the deluxe pass).