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Wow, time flies and the first month of 2018 is almost over! I have been meaning to write an update what is happening at Colossal Order but have been too busy to get to it [add lame excuses here]... After receiving concerned feedback from fans if we are even alive I decided to take the time to write how 2018 started for us and how the year looks! As usual our publisher will kill me if I reveal anything I shouldn't so you will just have to wait for them to announce stuff when they are ready for it ;)

The Christmas break ended for us on the 2nd of January and everyone got back to the office well rested and eager to continue the work on Cities: Skylines. Last autumn was quite rough with the office move and staying on top of the development of Cities: Skylines at the same time. But it definitely was worth the trouble as the team has been really happy with the new office environment!

To get inspired for future development we have been collecting a lot of feedback from the forums, social media and the closed modding beta. I'm really hoping you will like the next thing we are working on for the game! As usual that's pretty much all I can say at this point. However please keep the feedback and suggestions coming as 2018 will still be all about Cities: Skylines over here at Colossal!

We want to continue delivering content and features you desire so we have hired new personnel to the team to do so. A new animator joined the art team and two new game testers will make sure we can have better quality content delivered. They will also read bug reports and feedback from the forums and log it into our internal bugtracking system. As the company grows bigger we also are getting help from a new 2D artist/office manager. Her job is to make sure our team is well hydrated and gets to eat cake often enough <3 She is also going to produce a ton of Chirper images, I hope :D

This means Colossal Order is now 23 people strong. Do you remember that when Cities: Skylines was released we were only 13 people? It was almost three years ago! We have now new offices, new team members, but same Colossal spirit. It's also truly amazing to see how invested you fans of the game are and we are super motivated to keep working on Cities: Skylines. So big thanks to everyone from the team and I :)
And Happy New Year everyone <3

Cheers,
Mariina
 
I would like to see the latest Unity installed as the current version requires massive compute power. My 32-core, 3.6GHz, 64GB DDR3, GTX980Ti is brought to its' knees with this game on 9 tiles. No wonder the will not increase the limits, you will literally need a super computer to operate this game then.

This is just making you look incredible. There is no way this game is overloading your machine.

32-core is way overkill for any game by a long shot. My 6-core with HT (12-threads) only runs 40%, or about 5-threads on my 655k 25-tile city.

The game is only capable of using 8-threads at max. It won't even put a dent in that rig.

EDIT:

They didn't update the Unity engine this round, so another 3-months before the next release.
 
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This is just making you look incredible. There is no way this game is overloading your machine.

32-core is way overkill for any game by a long shot. My 6-core with HT (12-threads) only runs 40%, or about 5-threads on my 655k 25-tile city.

The game is only capable of using 8-threads at max. It won't even put a dent in that rig.

EDIT:

They didn't update the Unity engine this round, so another 3-months before the next release.
I do allot of virtualization, hence the cores/threads. I am hoping for away to allow the allocation of more threads/cores and agents through modding. Note: I am using SandyBridge E5-2690s, so the procs could also be dated ,or buggy too (I heard there are problems with that chipset). It does run smoother with my R9 270x instead of my GTX 980Ti.