Cannot create any more objects of this type

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

KnightHawkTFC

Lt. General
1 Badges
Mar 5, 2015
1.357
319
  • Cities: Skylines
Mark, I'm not working on it presently, and I don't plan on it any time soon even though it's doable. Too much to re-do\re-check upon every update, would be too incompatible with other mods. Please complain to C/O, though they seem unlikely to budge on this anytime soon. Shame though cause I've lost real interest it playing due to knowing I'm always going to hit these limits eventually with any large map I play\create.
 
Last edited:

MarkJohnson

Field Marshal
16 Badges
Feb 19, 2015
3.452
716
  • Cities in Motion 2
  • Europa Universalis IV
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
I agree, this is disheartening at the least. I wasn't even close to filling the city, let alone a 1 million pop that seems impossible to build. Not sure why they'd make so many limits to this game. I thought Maxis did a poor job on limits, but this game seems to have them at every corner. Pop limits, road limits, and now building limits.

Is it possible to have a limit monitoring mod? A mod to let us know where we stand on limits so we can work around them because once you hit the limit the game stops working for that type.
 

Doctor Machete

Colonel
10 Badges
Mar 31, 2015
833
143
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Cities: Skylines - Parklife
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Magicka
I agree, this is disheartening at the least. I wasn't even close to filling the city, let alone a 1 million pop that seems impossible to build. Not sure why they'd make so many limits to this game. I thought Maxis did a poor job on limits, but this game seems to have them at every corner. Pop limits, road limits, and now building limits.

Is it possible to have a limit monitoring mod? A mod to let us know where we stand on limits so we can work around them because once you hit the limit the game stops working for that type.
You can use CSL Stats Panel for buildings, besides other stats.
 

Steve B.

Lt. General
20 Badges
Dec 18, 2011
1.401
330
  • Cities in Motion
  • Cities in Motion 2
  • Stellaris
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Crusader Kings II: Way of Life
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
Please complain to C/O, though they seem unlikely to budge on this anytime soon. Shame though cause I've lost real interest it playing due to knowing I'm always going to hit these limits eventually with any large map I play\create.

This isn't fair to CO. This game was made so that a large base of people could play it. I didn't think my rig would play it, but it does. Not everyone has a large rig and you're not going to get a million buyers by making a game just for large rigs.

I note that you were on the forum for only shortly before release. This issue was very passionately argued about before release. For weeks and weeks CO refused to make the game modalable for more than nine tiles; only shortly before release did they agree; but they issued the caveat that they would not deal with any issues that users of mods that extended the nine tile limit would encounter. Look in the basement of the forum.

Perhaps in future updates, CO is committed to this game, when a large number of people have more powerful rigs they will change their position.
 
  • 3
  • 2
Reactions:

Doctor Machete

Colonel
10 Badges
Mar 31, 2015
833
143
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Cities: Skylines - Parklife
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Magicka
This isn't fair to CO. This game was made so that a large base of people could play it. I didn't think my rig would play it, but it does. Not everyone has a large rig and you're not going to get a million buyers by making a game just for large rigs.

I note that you were on the forum for only shortly before release. This issue was very passionately argued about before release. For weeks and weeks CO refused to make the game modalable for more than nine tiles; only shortly before release did they agree; but they issued the caveat that they would not deal with any issues that users of mods that extended the nine tile limit would encounter. Look in the basement of the forum.

Perhaps in future updates, CO is committed to this game, when a large number of people have more powerful rigs they will change their position.
Not everyone can get the game into maximum settings but still there is an option to do it. In fact is much worse, because downloadable assets, one of the biggest selling points of CS, are not useful at all for people with barely over minimal specs rigs.

So not saying unlocked limits should be in the core game but at least an easier way to mod them, just like some other features of the game are optional, a higher limit should be too.
 

akeela84

General
29 Badges
Feb 17, 2015
1.757
498
  • Cities: Skylines Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Surviving Mars
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars Pre-Order
  • Age of Wonders III
Here I will Quote it for you and just press these links plenty of stuff to read about this topic.
This certainly seems to be a designed feature, for performance concerns I imagine. It is possibly a factor in the decision to make the original map consist of 9 squares (though I have no doubt you could hit the limit within those 9 squares as well). I haven't run across a dev talking about it, but plenty of players have brought it up. Please let us know if you get any sort of response about this :)

If I remember correctly there was(is?) a mod to remove the limit on trees, if there isn't one for the road limit yet I imagine there will be soon - if it is possible to mod it that is.

https://forum.paradoxplaza.com/foru...-are-there-so-many-limits-in-the-game.847796/

https://forum.paradoxplaza.com/forum/index.php?threads/please-higher-limits-for-roads.848726/page-2
 

rwmiami

Private
Jun 27, 2015
22
10
The answer: devs put 32k limits in place for various object types. Tree limit is easily circumvented. The road/svc building/etc. cannot be modded easily. Your city is done once you hit the limit.

The solution: devs manually increase the limits or better yet allow user to set a reasonable max with a slider.
 

Kronoz

Sergeant
67 Badges
Feb 7, 2005
78
26
  • Europa Universalis IV: Third Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
Here I will Quote it for you and just press these links plenty of stuff to read about this topic.

Thanks, but I did not really find the question answered by CO. Nearest I found was this:

Every suggestion and feedback thread is official! I know CO has been made aware of this popular request, but I haven't heard back anything specific about it. I assume there are good technical reasons for this limit, but we can all hope that these can be overcome =)

Lets just hope this issue is high up on the "to do"-list for CO after their vacation
 

Azurespecter

Influencer Manager
Paradox Staff
36 Badges
Aug 14, 2013
595
813
twitter.com
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • March of the Eagles
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines Industries
I do have an answer... you probably won't like it though.

Lets just hope this issue is high up on the "to do"-list for CO after their vacation

It's not. Sorry to be blunt, but here it is:

1) So very, very few people are hitting these limits
2) The people hitting these limits are going waaaay beyond the game's inherent design. CO already made it easy to mod the game up to 25 tiles and beyond, and here people are still asking for more. We like to make people happy, but we can't keep devoting time/resources to maxing out the game for a select few.
3) Changing the limits is NOT easy. You can't just flip a switch or add a "slider". Those limits are there for multiple technical reasons, which the game is based around

All in all, it would be a lot of work for very few people, which would lead to more work because of this golden truth: Even if it was an option, people would still complain and seek technical help from us when their games don't work.

And no, it's not the same as having options for graphics. Not even close.

So it's not a priority, but I'm not saying it's not a possibility down the road. CO is always seeking to improve, and also to make modding easier. I don't expect this answer to make you happy, but I am being completely honest with you. As a player myself with a pretty good PC, I've hit the limits too and wish they could be raised. I don't let this stop me from enjoying the game, hope you can do the same =)
 
  • 11
  • 5
Reactions:

rwmiami

Private
Jun 27, 2015
22
10
I do have an answer... you probably won't like it though.



It's not. Sorry to be blunt, but here it is:

1) So very, very few people are hitting these limits
2) The people hitting these limits are going waaaay beyond the game's inherent design. CO already made it easy to mod the game up to 25 tiles and beyond, and here people are still asking for more. We like to make people happy, but we can't keep devoting time/resources to maxing out the game for a select few.
3) Changing the limits is NOT easy. You can't just flip a switch or add a "slider". Those limits are there for multiple technical reasons, which the game is based around

All in all, it would be a lot of work for very few people, which would lead to more work because of this golden truth: Even if it was an option, people would still complain and seek technical help from us when their games don't work.

And no, it's not the same as having options for graphics. Not even close.

So it's not a priority, but I'm not saying it's not a possibility down the road. CO is always seeking to improve, and also to make modding easier. I don't expect this answer to make you happy, but I am being completely honest with you. As a player myself with a pretty good PC, I've hit the limits too and wish they could be raised. I don't let this stop me from enjoying the game, hope you can do the same =)

The game was released 3 months ago. There are some who play obsessively (long hours in short time) and some who play a little bit over time. You are seeing the 'obsessive' wave hit now. Give it time and you will see more users with the object limit error. No one is saying its easy. Just please consider that city size limits are a historic gripe with the city simulator genre.

Ask yourself this: How many people who play a city simulator game would like to have a population of 1.5 million? How many people who play Cities: Skylines can achieve 1.5 million without an error?
 
  • 2
Reactions:

Doctor Machete

Colonel
10 Badges
Mar 31, 2015
833
143
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Cities: Skylines - Parklife
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Magicka
I do have an answer... you probably won't like it though.



It's not. Sorry to be blunt, but here it is:

1) So very, very few people are hitting these limits
2) The people hitting these limits are going waaaay beyond the game's inherent design. CO already made it easy to mod the game up to 25 tiles and beyond, and here people are still asking for more. We like to make people happy, but we can't keep devoting time/resources to maxing out the game for a select few.
3) Changing the limits is NOT easy. You can't just flip a switch or add a "slider". Those limits are there for multiple technical reasons, which the game is based around

All in all, it would be a lot of work for very few people, which would lead to more work because of this golden truth: Even if it was an option, people would still complain and seek technical help from us when their games don't work.

And no, it's not the same as having options for graphics. Not even close.

So it's not a priority, but I'm not saying it's not a possibility down the road. CO is always seeking to improve, and also to make modding easier. I don't expect this answer to make you happy, but I am being completely honest with you. As a player myself with a pretty good PC, I've hit the limits too and wish they could be raised. I don't let this stop me from enjoying the game, hope you can do the same =)
I appreciate the response. Better than being in the dark, not knowing if there is something on the go for this issue.

Yes, I know mods have not official support from CO, but the thing is the 25 tile mod was also IMO a big selling point, stated in many (if not all) reviews/let’s play (even pre release) as a big advantage over SC2013 and as I understand it wasn’t even planned in the beginning. I did read many of them before and after release and not one forgot to mention that. If you have a medium level rig or superior chances you are using this mod are very high (a quick look in the workshop show over 350k subscribers for mods which do this).

CS have sold more than one million but still a considerable amount of users using 25 tiles mods. And this is without counting there are probably many people with a decent rig but still learning the game and not wanting to install the mod yet, or not wanting to install any mods at all for the moment.

I admit my statement comparing graphical settings to rising some game limits is perhaps an overstatement and I’m not saying the game is not enjoyable as it is. My point is that both modding capabilities (25 tiles in particular) and downloadable assets are big selling points for the game, and being true 25 tiles mod can make the game unbearable for min spec rigs, the same is true for downloading assets. Performance justifications were also made for not allowing european and vanilla assets in the same map by default yet there are no restrictions for downloading hundreds of them in a single click, which for me is not very coherent. For this reason the performance justification is not valid for me. At least you say now a different one, like difficulty for changing the limits, which I didn’t think it was the case, only performance reasons.

I suppose the really main issue, as you point, is the fear of increased technical support workload after a modification that requires some work itself. Anyway I think the issue is only gonna go worse, because more and more of the player base will be reaching these limits as they progress through the game and get into the very late game.
 
  • 4
  • 1
  • 1
Reactions:

Greygor69

Colonel
76 Badges
Jun 6, 2009
1.127
544
  • Stellaris
  • Hearts of Iron III Collection
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Semper Fi
  • Sword of the Stars II
  • Heir to the Throne
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Knights of Pen and Paper 2
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Crusader Kings II: Sunset Invasion
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
CS have sold more than one million but still a considerable amount of users using 25 tiles mods. And this is without counting there are probably many people with a decent rig but still learning the game and not wanting to install the mod yet, or not wanting to install any mods at all for the moment.

Less than 20% of the player base have subscribed to this mod, of those there is no indication as to how many actually use it.

What the future will bring I don't know, but this is not a big enough number to address for now.
 
  • 2
Reactions:

Kronoz

Sergeant
67 Badges
Feb 7, 2005
78
26
  • Europa Universalis IV: Third Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
Thank you for an honest answer, Azurespecter.

Of course the answer was not what I wanted to hear, but I work with software development myself and know user feedback changes priorities - and I have a feeling this will be a recurring issue from users which over time will move it up the priority list.

...but I guess our expectation for this issue to be solved this year should be lowered.
 

Khaist

Recruit
54 Badges
Jun 8, 2015
3
3
  • Stellaris: Apocalypse
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Magicka
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Cities in Motion
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
Hello,

i loved city-building simulations since Simcity 2000. SC 4 then was a game i played for many years, because i love making big realistic locking cities. With SC 4 I had tons of mods installed so the game took about 5 mins to load on my old pc, but for me that doesn't matter, because it was still fun to play an plan the cities.

Then the new SC from EA came with its little villages and I was very disappointed. With Cities Skylines d i can say that the game is brilliant an has a big chance to evolve and become even better. I know that CO makes a gob job, but as I first read about that such limits exists, my first thoughts were: Why schould i continue playing this game? Actually my best City has a population about 230k and is 9 tiles big (and the plan is to play up to 25 tiles (I know that there is a 81 tiles mod, but that seems to me a little to much for me :) )) and i haven't reached any limits yet. But I still play because its challenging because of the modcommunity and the support of CO.

And I can really understand everyone from CO who said, that the limits are there to avoid problem. I don't know the programming behind these limits, if increasing the limit really makes the game less stable, but as others mentioned: More an more peaople will reach theses limits or even stop playing because they only know that there are these limits. And Cities Skylines is one of those games that probably will be played for many years, because there aren't many alternatives. In my eyes Cities Skylines is the best games for its genre.

So what I want to say is, that you have also released the game with the 25 tiles mod, where you said: use at your own risk and no support. Thats ok, i think all of us can deal with it. So why not doing the same options for the limits to remove them with a mod with: youse at your own risk. I think the guys at CO knows best where these are in the code and how to expand or remove them. And i can understand that ther would be many Supporttickets with Problems when removing these limits will make the game less stable.

I don't actually know how big these limits are. It would be very good to know where these limits are so that people can try to avoid or delay those limits.

I hope that you think about it. Like others say, the game is only 4 months young and many other people will hit that limits (you mentioned that only 20% have subscribed to the Mod, but these 20% are from over 1 Million users, so over 200k (and I think many of them are great City Building Fans). So 200k people and many of the biggest fans who could easily reach these limits and if even only the half of them reach the limits, that would also be 100k people. That are still many people.

In the end the choice is at CO to do or not to do something. But i think they must be prepared for more and more people with this problem and should make a solution to sattisfy the whole community.

And sorry for my english. Its not my native language ;)
 
Last edited:
  • 2
  • 1
Reactions:

Pallidum

Potato Designer
73 Badges
Jan 14, 2013
421
273
  • Crusader Kings II
  • Pride of Nations
  • Warlock 2: The Exiled
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Naval War: Arctic Circle
  • Magicka
  • Leviathan: Warships
  • Lead and Gold
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Paradox Order
  • Crusader Kings II: Charlemagne
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Old Gods
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Age of Wonders: Planetfall
  • Warlock: Master of the Arcane
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • The Showdown Effect
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
To add to what AzureSpectre said, we will be looking over the limits every now and then. If there are some limits that we find that a lot of people are reaching, we will look into if it's technically feasible to do so, and how much work it would involve.

Keep in mind that while most of the limits can, in theory, be altered, some limitations require a significant amount of work to change, which would take away time for fixing bugs or adding new features. Other limits may be technically possible to change, but might negatively affect the game in terms of performance or stability, or may break the game or mods in unpredictable ways.

Cities Skylines is a complex game. Even small changes can end up causing big problems in the end if we're not careful.
 
  • 4
  • 1
Reactions:

Emperor_krk

Mǎlum incarnatum
20 Badges
Mar 4, 2006
2.253
6
www.europa-universalis.com
  • Europa Universalis III Complete
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Age of Wonders III
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
  • Cities in Motion
  • Europa Universalis III Complete
  • Heir to the Throne
  • For The Glory
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Cities in Motion 2
Guys at CO, please bear in mind that quite possibly a significant majority of players will never see these limits. Don't do something you don't want to do (or think is pointless to do) just because a small but loud minority demands it. They will never be satisfied. I am not saying that removing the limits shouldn't be done at all, I'd just like to point out that there are far more urgent issues (and possible content extensions) that you should take into account before devoting your time to something that only a small number of players will actually notice/appreciate.

Limit removal/25 tile unlocking might have been a "big selling point" for a few people. Most didn't care, as long as overall moddability of the game and its assets was high.
 
  • 4
  • 1
Reactions:

Soduka

Second Lieutenant
On Probation
6 Badges
Jul 26, 2010
104
409
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
Guys at CO, please bear in mind that quite possibly a significant majority of players will never see these limits. Don't do something you don't want to do (or think is pointless to do) just because a small but loud minority demands it. They will never be satisfied. I am not saying that removing the limits shouldn't be done at all, I'd just like to point out that there are far more urgent issues (and possible content extensions) that you should take into account before devoting your time to something that only a small number of players will actually notice/appreciate.

Limit removal/25 tile unlocking might have been a "big selling point" for a few people. Most didn't care, as long as overall moddability of the game and its assets was high.
I'm sure they can make their decisions without your cheerleading.

The entire argument boils down to 'some people are morons so no one gets anything' because there are enough people without brains in their head to tell them that if they install an unofficial mod to raise limits and then have problems it's not the game developer's fault.
 
  • 1
Reactions:

jcitron

Major
28 Badges
Mar 10, 2015
543
208
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Cities in Motion 2
  • Cities: Skylines - Green Cities
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
I'm sure they can make their decisions without your cheerleading.

The entire argument boils down to 'some people are morons so no one gets anything' because there are enough people without brains in their head to tell them that if they install an unofficial mod to raise limits and then have problems it's not the game developer's fault.

Sadly when dealing with the public and gamers this is the case. The one size fits all approach is the safest route because the brainless twits, those that can't be bothered to read anything and just install everything, will complain, create bad reviews, and waste everyone else's time.

In some ways I can respect the developers for putting in some hard limits to keep the program playable. My other rail simulator I use has no hard limits at all. The problem is some routes, created on a super computer by one user, become slideshows on others. By keeping the hard limits in place, perhaps tweaking them upwards as time goes on might be good, CO ensures that everyone can have a great city building experience.
 
  • 2
Reactions:

rwmiami

Private
Jun 27, 2015
22
10
Guys at CO, please bear in mind that quite possibly a significant majority of players will never see these limits. Don't do something you don't want to do (or think is pointless to do) just because a small but loud minority demands it. They will never be satisfied. I am not saying that removing the limits shouldn't be done at all, I'd just like to point out that there are far more urgent issues (and possible content extensions) that you should take into account before devoting your time to something that only a small number of players will actually notice/appreciate.

Limit removal/25 tile unlocking might have been a "big selling point" for a few people. Most didn't care, as long as overall moddability of the game and its assets was high.

How do you have such a pulse on the Cities:Skylines user base?