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Citystate II News

Patch 1.3c

[h2]NEW[/h2]
  • Added new warning signs when schools and hospitals are close to 100% capacity usage. [suggested by dictator]
  • Added a dropdown list of all service buildings in the service editor panel. Click any item to switch and edit another building. Shows current and max stage for each item. [suggested by Feywild Shaper]
  • Improved roads intersections to handle more uncommon cases and disabled more of the road construction limitations.
  • Added lot size on each lot type when zoning.
  • Camera's last location in city is now saved [suggested by phyziyx]


[h2]BUG FIXES[/h2]
  • Improved performance in big cities. Was able to merge traffic lights with the roads to reduce draw calls (CPU). Colors of lights will disappear in existing cities.
  • If you had arcologies the park score was wrong. [reported by zunk and Omnius]
  • The zoning cost in the UI was often incorrect. [reported by Evinrunn]
  • Port could not be placed if it was facing a certain side of the map "Ship would not be able to leave the city..." [reported by Feywild Shaper]
  • When reloading the city traffic lights were often showing both green and red lights at the same time.
  • Improved the way the AI handles intersections with no traffic lights. Improved vehicles global reaction time and acceleration.
  • A city's map could be generated using the wrong terrain data in the Nation view (when using the default flag) [reported by WalebKassa]
  • High tech would in some case refuse to get built on vacant lots. Changed the way the system looks for the highest valued lot. [reported by Manatea]


[h2]CHANGES[/h2]
  • Doubled the max output of fusion power plants (have to be rebuilt). [requested by Dictator]
  • Service buildings rating from usage now only decreases when above 90% (instead of 80%). Usage shown in yellow when above 90%. [requested by Dictator]
  • Zoning is allowed again with a negative balance. [requested by Kaynak]
  • Removed warning when budget has a surplus.

Patch 1.3.0b

  • Fixed an error that was preventing all industrial buildings from reaching stage 4. You need to rezone over your existing buildings for the change to be applied.
  • The maximum lot stage in the census tool was erroneous for all stage 1 buildings and non residential vacant lots. Rezoning was also screwing up this value. [reported by Dictator]
  • Music in city view was not playing. [reported by Kade B.]
  • The camera could not move freely along one side of the map. [reported by Omnius]
  • Increased starting Nation balance for all difficulties. [suggested by Omnius]
  • Offshore platform was displaying the no road access icon. [reported by Omnius]
  • Offshore platform was not displayed with the construction tool. Is now shown above water.
  • Prospecting tool displays the little squares above water instead of hiding them below. This fix also applies to the bulldozing and terraforming tools.
  • The resource layer was not displayed correctly above water. Disabled waves. [reported by MagOliven]
  • Zoning using the Ctrl and Shift alternatives gives more consistent lot sizes.
  • Improved the computation of the zoning costs. Was not taking into account density or lot size. Zoning is now blocked when balance is insufficient. [reported by Omnius]
  • The political affiliation slider on the new bottom panel was inverted [reported by BiOxYdE]
  • Clicking the water button was displaying the power heatmap [reported by Von K.]
  • A train arriving at destination and despawning could lead to unknown consequences (maybe froze the screen, maybe nothing). [reported by BiOxYdE]
  • Fixed several divide by zeros errors that were crashing the simulation (and the population count) if a new city with just a few inhabitants was saved and then reloaded. [reported by Dictator]
  • The graphic settings in Nation view was not updated with the new icons.
  • The population button above the population counter was offset [reported by phyziyx]
  • "Capacity" of pedestrian walkways was wrong in the UI. [reported by Omnius] (Clarification: The capacity of parks and walkways is not the visitor capacity but the effect on land value.)
  • Buses could not be clicked and followed.
  • The container port was not oriented correctly when built [reported by BiOxYdE]
  • Moved down the power and water use "%" so they are more visible and do not overlap with the warning signs.
  • Loading task text was not translated and just showed "Loading..." instead of "Loading Buildings".
  • Made road construction grid thicker. [suggested by Dictator and Eugenio]
  • Land value layer was turning green when the land value was really high [reported by MagOliven]
  • New census tool was saying "Birth rate" instead of Imports/Exports on commercial and industrial buildings.
  • Changed the color of walking commute paths to purple to be more visible [suggested by Eugenio]
  • Improved visibility of the data in the new panels [suggested by Eugenio]. Redesigned bottom UI slightly.
  • Improved the game speed selection buttons.
  • Improved colors of the zoning lots.
  • Alert messages were taking too long to pop up.
  • When the nation creator menu was open we could still interact with the nation map.
  • The 'Purchase Land' panel was showing tooltips from the 'Open city' panel.
  • Pollution was shown in the new census tool as having a positive effect on land value.


30 bug fixes in a patch. That must be a record.
I've been trying to put out as much content as I can in a short period of time so bugs are kind of inevitable.
I'm glad you guys are sending me all those bug reports though!
If you have more: [email protected]. I still read the discord from time to time so you can post your suggestions there too!

Update 1.3.0 - Larger maps, new lot sizes, new buildings, UI addons

[h2]NEW[/h2]
  • Added the option for larger city maps (512x512). Has to be set when creating a new Nation. Nation creator menu and map previews have been updated and the grid on top of the map preview shows the cities' border according to the chosen map size.
  • Added smaller and bigger lot types. 10 new lot sizes have been added to the existing 2 sizes, lot sizes now range from 2x4 to 6x6. This allows more variety and more 'organic' cityscapes.
  • The zoning tool have been redone to accommodate these additions, is now more precise and reliable, allowing to create one lot at a time of any size if needed. Press Shift while zoning to have narrow lots and Ctrl for wider lots!
  • 20 new buildings have been added (17 residential and 3 commercial) to fit with the new narrower lot types. 2x wide lots can only accommodate buildings up to stage 4 for residential, stage 2 for retail and stage 1 for all other sectors. 192 variations of lot grounds have been added to fit all sizes, all sectors and all densities. Vacant lots have changed too, showing more clearly what type of zone we've built.


  • Added a new query tool. Any residential, industrial or commercial lot can be queried directly by clicking on the building. Automatically displays the commute path (draws a colored line above roads) of the selected building. Displays almost all info available and the exact land value and demand requirements needed for the building to progress to the next stage (buildings built before 1.3.0 will not have this info).
  • Added a follow camera. Any vehicle can be clicked and followed.
  • Added avenue/highway access road intersection.
  • Added new panels at the bottom of the UI. Can be shown or hidden. On the left: displays demand bars with details (current demand points and weekly change), includes the informal demand. On the right: displays the distribution of social classes, political affiliations, imports/exports and more.
  • Redesigned bottom part of the UI to improve accessibility/readability. Changed the main values displayed to highlight the most significant data. Simplified demand bars. Redesigned all buttons. Added warning signs with tooltips.


  • Added a pier with a Ferris wheel and a new park with a large flag in the center.


[h2]IMPORTANT FIXES AND CHANGES[/h2]
  • Improved saving and loading time (30% to 50% faster with standard size maps).
  • Loaded city now launches in pause and UI loads the data back correctly. Evolution of demands is now paused until the city's data is fully loaded.
  • Decreased the number of prisoners by 10 and fixed the incarceration rate. Prisons capacity reverted to previous values. (Reported by Zarigan)
  • Fixed the computation of the park score. (Reported by Omnius)
  • Changed the computation of the property tax. Now takes into account the actual size of the lots. Property tax is displayed in the new query tool.
  • Doubled tax income and exports generated from mines.
  • Selling dollars was impossible if the amount was bigger than the current balance.
  • Faraway buildings will now be culled if 'Detail Distance' is set to low or medium. (Good for older CPUs and large, fully built maps).
  • Public housing will now get emptied when the low income housing demand is too low. Prevents exploits. (Reported by raxo8888).
  • Slowed down population default growth from births. Reduced the speed at which the social ladder transfers population from a class to another.
  • Households living in higher stage buildings now have fewer kids (Religiousness aside, the birth rate for a stage 7 building is 0.35pt lower than at stage 1).


[h2]OTHER FIXES[/h2]
  • Multiple houses (Stage 1) could sometimes be built on the same lot.
  • "Can't reach workplace" building alert icon was wrongly displayed in some situations (after loading back a city and in new cities). (reported by Alex C., Kevin G.)
  • Citizens would sometimes prefer to commute by car instead of walking even if their workplace was within close walking distance. They will now walk if their path takes less than 32 road tiles to reach their destination (reduction of traffic to be expected).
  • Citizens walking to work now need a functional road system (walking citizens did not pathfind to their destination until now).
  • Vehicles were not able to U-turn when appropriate (reduction of traffic to be expected).
  • Removed a reference to Putin from the "Vodka Bar" retail banner.
  • Exports from farms is now based upon the size of the field. (Suggested by Omnius)
  • Placing farms on the corner of 2 roads was often impossible, only the fields were being built.
  • Zoning over a previously destroyed building was not possible in pause.
  • Helipads can now be destroyed. The helicopter should now spawn back on its pad correctly after loading the city. (reported by Omnius)
  • Industrial buildings were not spawning on the highest valued land as intended and could also spawn on residential lots. (reported by raxo8888)
  • Stage 2 middle and upper class buildings had the same amount of occupants than at stage 1.
  • The maximum stage of buildings could be exceeded for lots built with the custom density tool. (Reported by KenanYK)
  • Houses now have color variations (only Stage 1 for now).
  • Increased distance at which pedestrians are visible.
  • Changes to the details distance setting was still not taking effect immediately.
  • Improved camera behavior when close to the ground and changed starting position.
  • Added a fix for missing textures on buildings (replaces pink textures by green bricks if bugged).
  • Added a frame to the city map.
  • Added water sound effect.
  • Changed the highway building icon to be more distinctive.
  • Tutorial was not detecting a completed step in pause.
  • Trees are again properly set transparent when zoning or building roads.
  • Vehicles around service buildings are now merged in chunks like they are for RCI buildings. Reduces CPU usage and makes sure all vehicles are saved and reloaded correctly. (Services built before the update will not display any cars.)
  • Trees, grass and props were sometimes not automatically updated after a building changed or got destroyed.
  • Alert messages are not displayed while in pause anymore.
  • When hiding the UI with key "V" the layer icon is now hid, clicking the option icon unhides the UI.
  • Fixed a bug that was affecting the mouse interaction with the list of saved nation in the "Load Nation" panel.
  • The government etiquette "Dystopia" was not displayed when applicable.
  • Added red line at the bottom of the interface when the game is paused.
  • Added hotkey to switch simulation speed (backspace).
  • Changed buttons in Nation view.
  • Optimized the way roads are displayed in Nation view (reduced CPU usage).
  • The service building editor panel was sometimes displayed partly offscreen. And, has been lightly redesigned to match with the new query tool.
  • Added cpu and gpu icons in the graphic settings to highlight the options that affect the most the performance.
  • Fixed a misplaced arrow in the tutorial and fixed "STATS" tooltip (reported by phyziyx).


[h2]What's next[/h2]
Update 1.4.0 will come out in another 4 weeks and should bring a couple of fun and unexpected features. Stay tune!

Patch 1.2.0d

[h2]Balancing[/h2]
  • Balanced out the exchange rate slightly, making it a bit harder to 'cheat the inflation'. (suggested by Omnius)
  • Decreased the effect of the exchange rate on the trade balance.
  • Changed the cost of buying and selling dollars and doubled the maximum reserves limit to 1.95M.
  • Increased default religiousness level by 0.2pt. (suggested by Omnius)
  • Increased the effect of education on the unemployment rate (in general: more education => more unemployment).
  • Capped the maximum amount of jobs that can be shared between cities to 50,000.
  • Gulags capacity multiplied by 4 (and profits by 2), Rehab capacity x2, Prisons capacity x2. Have to be rebuilt to take effect.
  • Made floating alert icons more visible. (suggested by GeneMonty)


[h2]Bug Fixes[/h2]
  • Amount of printed money was not saved. (reported by Jacob)
  • Park paths built on beaches were not taken into account for the quality of life. Increased land value bonus from park paths.
  • The incarceration rate displayed in stats was wrong (visual only). (reported by Neurolefty)
  • All ploppable buildings could in some cases connect to rail tracks or highways. This could either make it impossible to place the building or it would built it but close it down immediately. (reported by Omnius)
  • Smoothen coastline (requested by U.S.Eagle).
  • Improved tree LODs order of rendering.




If you need assistance, want to report a bug or just share your thoughts: Join the Discord
Or send me an email: [email protected]

Next update scheduled for May 20.

Patch 1.2.0c

  • The new pathfinding algorithm was causing lags and crashes in cities with complex road networks. Holes between roads or incomplete networks were causing "Can't reach workplace". The AI can now U-turn when the road ahead is missing. The 2048 tiles commute length limit was not taken into account, leading to infinite commute length and crash to desktop.
  • Improved performance. Smarter distribution of heavy tasks (heatmap layers update, traffic update, terrain update) across frames. Optimized car and pedestrian AI. Optimized heatmap computation.
  • Park paths could never be destroyed when a road intersection were built next to it (reported by Livonia).
  • Reduce lag when building highway access roads.
  • Fixed blinking issues on textures (reactivated mipmaps on the occlusion layer of the materials).
  • Balanced the propagation of pollution, spread of polluted areas was asymmetric.
  • Residential buildings were never getting abandoned if they didn't find a path to their workplace.
  • Unemployment calculation was wrong if a connected neighbor city had a negative amount of job to share.
  • Businesses and vacant lots could have a security score above 100. (reported by El Dictator)
  • Position of the difficulty stars was incorrect with some screen resolutions.
  • Corrected text 'Slum Growth' in population stats to 'Slum Demand'. (The slums' growth is the value between brackets.)
  • Increased effect of inflation rate on the social ladder (+33%).


Loading a city created before 1.2.0b will results in strange waves of pollution moving across the map which can cause temporary abandonment. The new pollution algorithm needs time to readjust.