They look like people actually driving. People don't want an AI that functions like people driving they want perfect AI that never fails to drive right and in the most efficient manner.
Gotta say man, appreciate ur commentary throughout the early era of the game. So many loud annoying RU-vidrs and streamers got copies and had neither the ability nor depth that you bring to discussing the game. Makes me even more excited to get it, eventually, despite all the shortcomings :D
To be fair though, he's also given us some very in-depth and cool commentary with the first game. Like so many tricks and workarounds, especially with mods, I got from him. Can't stress how much of a gem he is.
The biggest issue that I have with this game, is that you can't fully control how roads work. That's why I find MODs in CS1 like TMPE: Traffic Manager, Node Controller Renewal and Intersection Marking Tool to be MUST HAVE MODS for CS1, the fact they didn't come up with something like those mods for the base game of CS2 is really disappointing and one of the biggest things I was really hoping for in Vanilla CS2.
Does anyone know the timeline for getting mods? I know they have said they aren't using the steam workshop because they want mods to work on console. :( Does that mean we have to wait till after the console releases to get any mods at all ? CS1 NEEDS mods and now, obviously, so does CS2...
Paradox spoke of "days after launch", but in the latest CO word of the week it was stated the editor wouldn't be out for another "few months", so mod support is still quite far away. Very disappointing, because most of the issues I have with CS2 would easily be fixed with mods that just give you a bit more control over your networks.
I hugely agree with you on the terrain, it reminds me so much of SimCity 2013 where it appears and _feels_ overly smooth. I think the biggest problem in the game right now, for me, is the maps. I want flatter worlds better for realistic large cities. What we have is very blobby, uneven, rounded terrain that might look good on a postcard from the distance, but makes terraforming unnecessarily a requirement for a good looking sprawling city on the ground.
I don’t mind having to flatten out planes of land on my hilly map in order to achieve a nice even plot of land for sections of my city. But it’s just a shame that that’s our only option. I always wanted to make hilly rows of terraced housing on steep valleys and mountains like we have in Britain but it simply isn’t possible
@@Imposterindahouse watch @CityPlannerPlays tutorial for building on steep terrain, this might be helpful. Still takes some terraforming, but that's how it's done irl under those conditions, too.
It got a bit better after the latest update, but still needs lots of work. Dealing with the industrial traffic sorta needs interchanges since we don't have advanced traffic lights, but I often did this for Cs1 too.
@@darcos7535could the devs make over time actually make the ai function properly and fairly realistically? Or could that require a complete overhaul of the game?
@@terrydactyl2077I feel that the AI can be improved significantly. Frankly, the version in TMPE was better than this. I think they just need to limit lane changes, penalize bad illegal actions higher and tone down the traffic accidents. Finally, if we had a way to unblock an area it would be good. I think the AI getting stuck is going to happen. Happened in the old game too sometimes.
@@darcos7535 right. Well I hope that it can be fixed. There are some things I wished for in a sequel like curved road zoning. But above all else traffic behaving properly to a good road network is gonna be the crux of my enjoyment in the long run. I love the city side of things but above all I love the game as a transportation sim.
The crazy lane switching happens in a very pronounced way when you change lanes (especially when disconnecting and re-establishing lanes). Not that it doesn't happen anyway but it's just much more noticeable after a change to the roads, when it's the equivalent of a digital panic attack! HGVs jack-knifing and doing multi-point u-turns.
i feel like the main issue is that it scales wrong, in small towns or low density the ai acts realistically even when it comes to dangerous driving and cars cutting lanes. It just falls apart on higher densities
If they wouldn't have Paradox as publisher, forcing them to release, I am pretty certain that they wouldn't have released it in the state it is/was. I think many problems we are seeing is a good intent with a bad/hurry finish, not fully thought through to the end.
Really love your analysis on this man. The bones of a great game are here, but it still just feels unfinished and a bit empty. I've been working on my city of around 180,000 since launch and there is really nothing else I can do. I have optimized as far as the game will allow me and I have no desire to start a second city. The traffic doesn't work. The mod inspired features from CS1 don't function correctly. The buildings variety is lacking. Besides the performance issues, the biggest disappointment for me so far is the lack of any form of evolution for the zoning/building generating system. We have had the zone on road tiles system since the first Sim City games back in the 90's. Why is there no evolution of this? Why are we still stuck with these awkward grids that break if the road isn't a perfect 90 degree angle. I want to make diagonal and curved roads but then get turned off from it because of the grid system creating massive open gaps on the corners, and then ruining the grid for the straight part of the roads. There isn't even a way to turn off zone-able tiles. This was such a simple mod in CS1. I can't understand why this wasn't an option. In addition, the lack of toggleable no-clip and plop-able buildings is a huge L. The game is going to be good, but it's for sure in a state at the moment and needs a lot of work from modders if we want create any form of visually pleasing/realistic city.
It's good to see that someone with a lot of CS experience has really delved into the traffic in such a way that it confirms the experience that many of us are having. I like CS2, but I always feel like there's *something* missing when I play. Besides the traffic, I think it's just the variety of assets, especially parks - You don't have many of different sizes, which can leave you using the same assets over and over. Roll on the mods.
cs2's traffic ai is very strange. It seems it is only based on past 6 hours average traffic flow and not base on real time. Once there is traffic jam on a road with 0% flow, ALL cars will go another road for another 6 hours. This makes the road previously have traffic jam become NO CAR at all, which is too extreme and make my city traffic extremely imbalance.
It's not that these large roundabouts working bad in CS2 is just the game's fault - even in real life non-turbine multi-lane roundabouts just do suck too :p
I’ve really enjoyed watching your play-through. I’ve also landed at the same place of not really wanting to play more until some of these issues are fixed. For me, my breaking point was when I had a bunch of level 5 buildings burn down because the sim called fire from outside instead of the fire station literally 400m away. 10 out of 11 vehicles available but the sim decided not to use the city’s services. Btw, I’ve noticed that cims and vehicles don’t respect rule changes (remove x-walk or no left turn) if they’ve already started their journey. You can delete the road and unpause to force a route reset. Otherwise you’ll get that steady stream of jaywalkers.
22:47 this is soooo annoying.. I feel like.. deceived. They gave us all those tools to control the traffic flow, but these tools just don’t work. Is it a bug? Or was it a planned fake to optimise the game? This is why I stopped playing this game. I will return if they fix traffic simulation. I’m not sure they will. It seems they are focused on something else.
Routing is really "Deep SiMulAtIon" in this game. Read along if you find your CS2 time miserable. First, some fun facts that are not covered in the video, so you can maybe get a better grip. Fact 1: You can see all the navigation bahaviors through developer mode. A must for further investigation. Fact 2: There's still a concept of "node" for cars to choose babavior, just not visible to players, but can be found in developer mode. They spawn closer than CS1, which explains crazy behaviors on straight road. Fact 3: Routing algorithm only "sees" 3 nodes ahead. Although CS2 really worked hard to prevent close nodes by actively regenerating nodes when you place new ones, there can still be nodes sit right in front of an intersection where cars are allowed to switch lanes. Followed by other annoying things I just can't put up with. Cars change routes when traffic flow is bad, causing second thoughts when turning in junctions, make u-turns middle road... Yielding is a BIG mess. It's not just at the roundabout, you can see everywhere in the city that a car is stopping for 3 whole seconds to let another car to pass. It can cause serious deadlocks if situation is already complicated. It is related to the 3 nodes thing I mentioned earlier (if only 1 node ahead, wouldn't be stopping so long). I guess the routing algorithm is just too aggressive, in every aspect. They really need to fine tune all the numbers before calling it "A Deep Simulation". As I write this, I hear Akruas saying at the end "traffic jam does not bother any businesses or factories." I have NOT tested myself, but concluded from the community, basically city works fine when citizens not able to commute, factories not able to deliver, and commercials not able to be reached. But I personally wouldn't count that as a bad thing.
IMHO that's a very bad thing if true, it means the city cannot fail and you cannot "loose", which is not exactly great in a video game. Not to mention, yeah, "Deep SiMulAtIon".
The best way I've found so far to widen an intersection is to put a roundabout down, redraw each road to the roundabout barely touching it as well, then once all roads are complete delete the roundabout.
17:54 Noooooo, just please no. I cannot count how many times I was almost run over on button operated pedestrian crossings by v12 trucks turning on red in 6 month of living in USA. Red light right turn need to be eliminated from collective human memory.
Love your honest feedback. I also recently stopped playing CS2. I didn't even get that far in my city. I hope they make the game better over time, but I don't even think it's ready for mods - it will need such massive overhauls in its function, that any mod would be completely broken with each update.
People randomly switching lanes for no reason, causing traffic jams and not understanding how to use a roundabout? AI seems 100% realistic to me Glad you're giving CS2 a break. There are so many great mods for CS1, it's not even close on which game is better right now. Hopefully mods will eventually bring it up to parity, but it's a shame we need modders to add features like lane control that really should've been in the base game
I don't blame you for leaving CS2 alone for a while Akruas. The vanilla game is for amateur, casual players. You are a professional who can get 10 times more out of CS1 than most could ever dream is possible. Revisit in a few months when a decent amount of mods are available and we'll, your fans, will enjoy your amazing CS1 builds. Thank you.
One thing I found about traffic is that you want as much T intersections as possible. Just avoid 4 way intersections. The angle at which roads cross each other influence how much dedicated turning lanes you can get. Roundabouts are great to distribute one source of traffic to multiple locations, but bad as soon as traffic comes from multiple places. Bad lane switching is the n1 plague. The only way to avoid it is to avoid the situation where traffic jams in the highway. Which is not always possible.
I agree with and understand all of the issues with CS2 you brought up in this video. However, I am surprised that you find the overall experience less worthwhile to play than CS1. I think that even with mods CS1 suffers from many of the same issues, even though the causes of those issues may be different. I would like to hear a more direct comparison between the two with regard to your decision to stop playing CS2.
I'm not "playing" CS1 though. I would not touch vanilla CS1 city simulation with a ten-foot pole in 2023, but unfortunately CS2 doesn't offer upgraded enough experience for me to continue it, plus all the bugs. Detailing and making cities highly customized is only possible in CS1 right now.
14:27 Hey I found a neat trick and haven't seen you use so maybe this could help someone: If you don't want to delete a whole road segment and don't have space to use a crosswalk or a small street to create a new node, just build a short pedestrian path "on" the road with snapping disabled. The direction doesn't really matter. If done right the road might wiggle a bit but it won't create a crosswalk. You can now bulldoze either side of the "node". I hope this helps :) I'm sure someone else figured this out as well and posted it somewhere but I didn't bother to check yet.
The game is made, so that you can insert nodes. Just choose a road, and double click where you want the node. Whike I discovered your method, early after the game came out, this method is just a little faster.
abt the crosswalk tho its jaywalking, i feel like it barely happens when you remove a crosswalk compared to when it is there so i feel like its pretty realistic ngl
Thanks for this, neatly encapsulates many of the problems CS2 has. From the 20-some hours I've had in the game, it's clear that it's not the finished product and should have been released (if it should have been released at all) as early access at a fraction of the price they're charging for it. I've gone back to CS1 and I doubt I'll be back anytime soon☹
On the whole "why isn't the AI using the avenue" issue, I THINK what is going on is that the AI calculated that the time it takes to go through all the traffic lights at each intersection along the way takes more time than the back alley ways, thus the detours.
I appreciate the insights. Gotta say though, your road layout, really isn't optimal for traffic flow either, even if it is highly representative of what's likely to be used to the majority of players. I wonder how vanilla purists have found C:S2. We mod users were always likely to struggle, given the abundance of amazing tools we became accustomed to, so it'll be interesting to know how those who didn't have them, find the changes in the new version. E2A: FU @ "my CPU's ancient" ,,, as I'm rocking an i7 4790K, which is older and weak still. 😝
The lane selection for roundabouts, while not customisable, is realistic. Cars should yeild to traffic exiting the roundabout in front of them *before* entering the roundabout, though.
Skylines II should have had the lane control mods and node controller and such built in. I really like the game but it feels like it went backwards in some ways. It is kind of frustrating and disapointing. Same with landscaping also.
I mean the roadbuilding is lane-based and works great, but why is there no lane-based traffic control, allowing us to choose directions? A bit more control over traffic lights would be nice as well.
Im new to this game and i love the traffic challenges. Games perfect. Mines traffic stable. Mods are cheating. If you build stable traffic with no mods means you understand how traffic work's thus you achieve traffic control mod free. I just started and at 150,000 pop and city traffic is perfect even rush hour.
You said it all, I love how cars physically works in CS2, they move it more smoothly and realistically, cims park they car way better and realistically than in CS1, but the lack of tools for road and traffic management is a very bothersome issue. Zoning too, I hate relying on pedestrian paths to manipulate zonings on roads, so I wish there was a feature for zoning toogle like they did in the latest patch for CS1. As last, the economy concept of CS2 is so awesome, but poorly executed, thnking about the traffic and export of goods is just a waste of time recently. Right now, I'm mostly having fun on doing things neat, tidy and pretty, and not caring much about efficiency. That way, I get way less frustrated with CS2 current state.
They despawn to the location they were headed, not "back"... (The virtual pocket teleporting car). When you get to 400,000 to 600,000 population. Everything breaks-down. Trash trucks can't reach destinations, emergency services, busses, etc... Unfortunately, a trash truck will not teleport to a location to pick up trash, and neither will emergency services. So everything just breaks. Something going on with schools too and busted elementary-schools. Sims have no ability to get "basic education", after being too old to go to the appropriate school. No on-line classes, no night-school, no community GEDs, etc...
I found out 2way 4 lane highway and small road work really well larger than lane it creates a lot of traffic jams. at it end smaller simplyer road is easier for the traffic to manage. it is slower but it move
In large capacity roads in the USA, especially in New Jersey, where you might have an full access highway with lights, left turning is only allowed via a "jug handle" from the right lane.
The thing that busses do, looks weird but makes sense if you follow them. Anywhere, is a point where laneswitching isnt possible after a bussstop close to a junction, maybe a lefthand turn. It happens after you pumped up the lanes. You can recreate it.
If it was just random jaywalkers, it would be fine, but it's not. In this video it seems like that's the case, but in my city I have several spots where entire large groups of pedestrians are constantly crossing a road without any crosswalk and completely ignoring a pedestrian bridge nearby. It's frustrating and it's been confirmed as a bug on Paradox bug report forums.
That industrial area looks insane. Ive never seen so many lanes. Pedestrian overpasses! Never seen one. Im well travelled as well. This game still seems too American...
It is a really nice commentary, a balanced and honest review of the overall gameplay. The traffic issues’ details affirmed my suspicions, and your comments about the graphics and the economy bugs also mirror my own. The performance issues have improved somewhat since you posted this, but the traffic us unchanged, the scalability performance lag persists, and the graphics are what they are. Like you, I have faith/hope that they'll be able to refine this game so that it realizes is promise.
21:38 I thought I remembered CO talking about "complexity" being one of four factors in path finding. A complicated and/or unsafe intersection won't be favored as much, and your intersections with lots of lanes seem like they might qualify as such.
The roundabout problem makes me even more confused about RL roundabouts. Because there are different numbers of lanes and different numbers of entrance/exits there does not seem to be a standardized set of rules for them. Many people tell me they are easy but they are not as you so amply demonstrated. Another thing about bus lines. I have one route with about a dozen stops. It goes from A to the connection train station then to point B then back to the same stop at the train station before completing at point A. This does not work. I cannot add any stops or complete the line after the second stop at the station. I had to put in a second bus stop at the station to make it work.
Believe it or not, roundabouts IRL are far more easier to negotiate then what Cities skylines would make out. For a start everyone knows what they are doing and its not a chaotic mess that the game portrays. Plus you have a "feel " to when to go when driving IRL. On the other hand seeing the multilane bypass monstrosities I see on google maps in the US, I have know idea how anyone can drive through them.
No supply problems despite lots of despawning? - I've heard that despawned vehicles just teleport to their target locations, thereby fulfilling the delivery which is needed. So a clogged city might actually work better than a free-flowing one, from the cargo and individual transport perspective. It likely doesn't work that way with the buses and trams, though.
in the example at 12:00 all your traffic goes on the exit lane, so it's basically a 3-lane road that becomes a 1-lane road in the middle, but I do agree with the point being made
There definitely is traffic, especially after the second last patch. Unlike CS1 though, you need a higher population (>80k) to see it, whereas CS1 cities sort of went to sleep after 200k. My city is 300k and jams up 5 lane freeways at rushour. In that sense it's sort of realistic.
@@darcos7535 oh nice to hear. Tbh that was one of the things I've been wondering about. It would of felt empty without any traffic going around. Thx for answering
Thank you for not making this video clickbait. It could have easily been something more like, "Everything wrong with CS2" or "Here's why I'm quitting". I felt the observations and sentiment you expressed were sincere. Your "Detailed Look" concluded with a detailed conclusion. Folks are allowed to think CS2 is great, but I've sensed frustration with some CS2 content creators with the game. I don't question their integrity, but if they don't convey they're enjoying the game, that impacts viewer numbers and livlihood.
I do kinda wonder why we only got relatively "soft" criticism pre-release by people like you, and then the absolute dumpster fire of a release followed by "oh look at all the weird stuff", as if that magically wasn't in the game pre-release ...
it takes time to familiarize with the game. Fortunately, I could realise by the pre release videos that this game is in beta and it was rushed, so I didn't buy it. Hugely disappointing game.
Guess I should have had more balls. But then again, there was a required format and progression restrictions, I recorded everything last-minute and the city wasn't that big to have all the problems in my face as much as now.
@@MaD0MaT I think Paradox/ CO were hiding a lot more which is why certain aspects of the "simulation" are a complete facade which allowed them to nerf the traffic to optimize performance because they knew it would crush a game at a certain population size. They also rely on de-spawning to correct for the atrocious programming of the A.I. routing which on the surface level breaks any immersion into even being duped into believing this is pretending to be a simulation.
@@Akruas Hey...at least you are putting the information out now. I'm still seeing videos where the creators are trying to hide the jank...which is bogus because I'm watching to get a full picture of what's going on before I spend the little extra I have on this game. Thank you.
Currently only way to deal with traffic system is by maximizing number of lanes to give traffic system more lanes for drivers to be stupid in. One way 7 lanes roads was a way to go for me. You also have to use more lanes for highways including exits and entrances to highways. There are 2 ways to force traffic to prioritise which rout most will take through speed control. 1. Making district with speed reduced (not really usefull). 2. When building additionall pass to lighten traffic flow you dont build it as road but a highway instead. This way traffic will give more priority to it because it can go faster there. I have not seen a single video around, that would have to deal with amount of traffic I had. I did go for very high density in hope of higher population cap though.
31:00 - but i dont think industry building are giving a pop-up for lack of materials. Especially unique factories (like paper factory) are chewing through raw materials (you can see it if you select delivery van and then click a company it belongs to). When raw materials reach 0, factory stops working, tax income goes down, but there is no indicator that factory is not working (except if you are in company info view via delivery truck) and because there are only 2 delivery trucks for even big factories, there will be shortages of raw materials, even if warehouses are literally right next to it.
I like this game, I want to experience all the early stage bugs together with dev team, I really enjoy and finding big/small bugs and share together and feel like we fix together also, game just released less than month, we got few more year to grow up together, mod n dlc will be superb for sure... bugs for this game will never end, less enjoy together...
Roads with equal priority do not yield at intersections, roads that have lower priority always yield for higher priority roads. You can see, even when you comment that the custom roundabouts don't work, the 6 lane avenue yields for the highway road as a roundabout. For highway roads, lower lane highway roads always yield for higher lane highways. Also, something is wrong with the networking, and sometimes segments or roads can break the traffic and cause them to go on alternate routes that are much longer and slower than what you intend. To fix that, you have to find the broken segment or node and redraw it. Hope this helps some people.
@@Akruas Maybe the yielding doesn't work in some edge cases, but the sharkteeth and yield signs are there if you look at the video. Those don't appear when roads that intersect have equal stats from my observations, unless you place a roundabout or one-way road(sometimes, not quite sure all the requirements). I agree it is a bit jank, and traffic AI appears to break easily.
the more videos I watch about this game the more satisfied I get by not buying this unpolished game. Now, let's wait a year and while colossal order is trying to milk everyone for every little dlc, modders will fix the game for them. Once again.
it's the publisher, Paradox, that decides to release core mechanics as DLC rather than as part of the base game. we have the same frustration but we must remember who is to blame.
-Cars driving true pedestrian street when there is only one reasonable way to destination? -Pedestrians runnin' (!) across the 8 lanes road within crosswalk (seems she know what she doing!)? -Bus detours traffic jam? -Drivers prefers understandable 2-way roads instead 6 lanes street where tr.jam appears always from nowhere? That all is perfect life simulation ai decisions when you live in Russia, i can tell you for shure :D I have 190k population in the city and only one place where i have traffic jams is a 5-line highway without any crossroads, straight as a f*k.. 90 degrees line changing is annoying, yep. Btw there is no metro in the city, but 4 huge tram routes, 20 bus routes, 2 small railway stations and 1 seaport. All default industry spotted at 4 squares of map has only 2 way roads with some asymmetric and 4-6 lane street across with roundabouts and highway at the border of district. I suppose huge 8 lane roads attracts more traffic and provoke more traffic jams, as in real life :) Only 1 rule I stand strongly while building roads is lane math and road hierarchy of course. Ryzen 5 7500f/RTX4070 and after 150k appears some pauses in simulation. That's sad, for shure. With other conventions I can live and have more fun than in CS1. While waiting for new assets and dlcs. "Sweeping lands" map has a nice mountains, because most time of the year they have a snowy peaks. And sometimes half of the city on this hills can be under the snow, but other parts green. That sad that so many factors appears at one place, that game can't give good impression at you in the end (only at this moment, i hope) ps: Maybe good decision while you pause playing will be to have a look at other players cities? :)
i start to have trafic problems when my city got 140k ... now i have 260k man ! i cant solve any problems anymore and after some patches is worse now.. i dont know why, dont have too much problems but we have a BUG on cargo train station, pedestrian bugs.. etc and etc.. the game are very slow now because the bugs on transit.
It drives me nuts that I cannot have a dedicated right turn only lane. So much traffic in my cities is from lots of people who can't turn because one car going straight is in their way. Slip lanes also don't seem to function correctly half the time, cars will still go straight to take a right. I don't understand why they didn't give us a lane manager of some sort. I get traffic jams from literally one car taking up two lanes while waiting for someone else to turn or whatever and it's nuts. And why are cars changing lanes to the right then immediately changing back into a left hand lane!?!?!? I also want to be able to have roads that are for service and emergency vehicles only. I tried to create a set of roads for the hospital and police station to quickly access the nearest highways and other major roads to get out into the city, but it got bogged down with random local traffic!
The highway traffic jams with trucks backing up and turning 90 degrees and staying in the same lane are enraging. It doesn't seem to follow any basic traffic logic.
You wonder why they didn't implement Traffic Manager tool.. TMPE. Traffic takes the shortest route not the fastest so in some cases traffic go to your city while they don't have to be there.
It's just about impossible to make realistic AI traffic. There is an extremely complex thought process behind everything that just can't be fit into thousands of cars.
I know this video is focused on pathfinding but I really hope you can improve and even introduce new mode of public transport to avoid this completely in the next video.
I refunded it just in time... bought some more DLC's for CS1 for less and will have more fun. Traffic handling is the basic of this game, individual lane managing, tell how and where they may cross and they actually do it (Pedestrians walks over nodes, even if said node never had a crossoverpath), there is no point how bieautiful you make the lane convergers. or round-about pop-up, you know, so they have a sense of give-way, how about let us handle prioity roads? As other wrote in comments: they had perfect example of what we want: TMPE, Road Anarchy, Move-it. these are essentials and should be the base for playing the game, i cannot understand why they rely on 3rd party modders to make it happen for their 50€ game, for...free? then don't charge 50€ you COlossal M*#@!&#ker DISorder!
Have you ever used a roundabout with more than one lane? They're terrible and uneless you're going to drive in one giant circle you're going go stay in the most right lane anyway.
The junction / roundabout at 12 minutes doesn't make sense - you don't exit a highway using a fast / outside lane (left lane in your video), you turn off a slow / inside lane (right lane). So I'd imagine the devs expected the traffic to want to move to and stay in the slow / inside lane (right on your roads) as much as possible, and only move into a new lane when overtaking or volume of traffic in the inside lane makes it desirable. But in your video, you're forcing the slow traffic that wants to be in the right hand lane to cross 2 fast lanes of traffic in 1 node to exit onto the roundabout. So of course it's going to cause a traffic jam - that's exactly what would happen in real life. Put your exit lane on the right where it should be, and it'll work better. But as you say, junctions do really need finer TM:PE like controls. Didn't realise custom roundabouts don't work, though I guess that explains why one of my dog-bone junctions isn't working properly. Is the lane switching always happening between nodes and no longer at nodes? have they just swapped the behaviour from CS1?
I think they went for realistic traffic AI. A lot of people here in the Netherlands behave a lot like the traffic AI behaves in CS2. In that way is quite realistic. 🤣🤣🤣 Blocking junctions on green lights, switching lanes on round abouts, frantically switching lanes in general when on busy roads, using bikepaths and pedestrian roads to not have to use busy roads and a lot of the other "buggy" ai behavior just seems fairly realistic to me. 🤣🤣
20"52 - this will never happen in a highway roundabout, or mine are "UN dabouts" - they serve for two reasons - get heavy traffic to highway, carry zone (20000 people to 10000 jobs). But yeah they cannot do nothing else, forget to have tram there - or time it or whatever else. They got clogged with road mainteance cars sometimes - this is idiotic for sure.
Although I'm frustrated with C:S II, I'm just having more fun building, than in the old game. I can't explain why. And if we all stopped playing, and not reporting bugs, the game just wouldn't move forward.
I find one way streets and controlling how people enter super avenues. Generally allow traffic entering to spread out quickly yet funnel out via the same routes. At 170000 with 1 industrial zone and very infrequent traffic jams. Recently I've discovered Flyovers are very compatible with the wonky AI.
Your "trick" to join the roads, actually breaks them. YOU see it connected, but cars do not, or it creates a "glitch", where only some lanes can see it. (Since the road is shaped at a blunt half-circle on the end.) The game really needs to evaluate and reconfigure the node-sorting, to a logical grid hierarchy, to reduce a lot of these issues. As well as stopping "auto-connections", which it is creating wrong and broken. (Notice the whole road was under the roundabout, and after, it was under your whole intersection! It erased it, but it is really still there. Just as too many "close nodes".)
I was merry and jolly about roads and intersections and how easy they are to build compared to CS1 but as my city hit 100K everything bogged down even though there are many lanes in an intersection AI clouts up in a single land and all other lane traffic goes to end of intersection and decides they chose wrong lane and start turning into that single lane which is already suffering. I find this very annoying and kinda makes it hard to have and expand on truly large cities. In CS1 I used lane nodes to keep traffic from changing lanes at last minute which worked very well and I have 95% flow in a city boasting more than 90k. Hopefully we get more control over lanes and we have timed traffic lights so I can truly build a no clog city. Until then I can't bear such jams and I get frustrated from it. You'd understand after spending 8 hours on planning traffic flow efficiency just to have it all come crashing down is super annoying
This game is such a frustrating mess. There's some cool stuff in there, but it's all half baked and barely usable. The ridiculous amount of lanes you need, and still traffic can't drive there without gridlock and despawning. Pedestrians crossing where they shouldn't. You always end up with nothing really working.
I absolutely agree with the author on everything. Trying to reach as large an audience of players as possible, the developers focused on casualness. The game covers all the player’s mistakes, the townspeople continue to always be happy. The game just floods you with money under any conditions, which begins to resemble creative mode. Absolutely unpredictable and uncontrollable traffic, in order to relieve it, it is necessary to build giant multi-level interchanges in the city center. The economy doesn't work at all; The goods are never exported abroad, although this is indicated in the description. There are few shoppers in the center of a densely populated area. Overall one big disappointment...
The traffic in this game is complete trash, they have no idea what the hell they are doing and make choices no normal person would ever make. Like who stops in the middle of a free way and starts driving reverse the wrong direction. AI in this trash game does. I can't get traffic to flow at all passed 100k pop, just too many, too stupid, and dont follow standard driving laws in most western nations. It's a complete and total disaster. Coming from paradox there is no reason for the game to be in this state. Doesn't matter how great your city planning skills are, nothing can fix hard coded stupidity.
CS2 is like a 3 yrs old baby trying to learn speaking while CS1 is an old professor giving speech! There's a lot wrong with this newborn game but the shame is that they don't correct these problems as soon as possible. It's been several months from publishing this game.
No pocket-cars, but I have seen sims get into cars they don't own! Might as well be a pocket car. On a technical aspect, "despawning" is still a "pocket car". They teleport, with the car. They just skipped placing it in a pocket and walking the distance remaining. It was still in their pocket!
It's wild that they had 8 years to "polish" traffic behavior and its still in need of mods.. Thats the gaming industry now; release an unpolished game > make money > release patches/hotfixes/updates for years.. The consumer is the tester nowadays
i fix traffic problem whit big curve 90 degree 2 lane.. becouse if the curve is not perfect they crash..need to be not a circle but 180 270 degree big curve, help alot parking and tree on side , when u leave low density home citizen i notice use less car too, metro help alot leave car arround, u can fix it alredy and give u satisfaction try less compact zone too, market need be near industry and traffic no need cross a city district, is better put 2 normal enter in a round and 1 only 1 side large, try make the custom bigger and whit 4 parallel line
In real life, people hate elevated walkways, except maybe if they have full building access to each building they pass, without needing to go up and down somewhere to then have to walk backwards.
The traffic really is bad... it's a bit scary to think about how bad it would be if outside connections produced anywhere near as much traffic as CS1, or if people actually had to travel to school/work in person!
The more I watched, the more I listened to the explanations of what the game is doing, the more I came to the stark realization that Cities Skylines 2 is actually a simulation of real-life. All of it. Everything from cars taking pedestrian roads, to people crossing a road where no crosswalk exists, right down to cars not taking the most optimal routing for their destination and busses not being on the proper road for their marked route. While incredibly inefficient and likely not working as intended, it might be the truest reflection of real life I've seen in a sim game.
12:00 man that *** is one of the most annoying things about this game. Considering how CS1 traffic was fixed beautifully with mods, I'm surprised such bad traffic AI made it into CS2.
to be honest, I guess the traffic AI is studying from the real life traffic behavior, which kind of shows how ppl drive in real life lol. For example ,when you know you are about to merge left to exit and still going on the most-right lane because it's empty and then merge left right before the exit and cause traffic jams
yeah i been thinking the same for a while.. atleast back of of the game till they have thier MAPS worked out as even now when you hear them talk about the map editor they talk about it breaking base CS2 stuff. and i think most of the maps we got so far are kinda BAD, some of which i feel due to the incomplete way they made the maps. for example twin peaks.. i like the idea of the map but when i look between the 2 peaks i get Gag urges with the way they handled the snow of the map and a river that just continues EMPTY.