Citystate II cover
Citystate II screenshot
Genre: Simulator, Strategy

Citystate II

Patch 1.4.3b

Quick patch, primarily to fix the population freezing at 1.


  • When hitting 150k population most systems would stop to work. It was impossible to unlock the new school building. [reported by YRMP]
  • Fixed zoning cubes turning red even when construction is possible in the area.
  • Disabled UI button selection with WASD.
  • Improved visibility of the pollution heatmap.
  • Doubled the maximum limit of pollution possible on a given tile.
  • Pollution propagation distance decreased by 20%.

Update 1.4.3 - Large school, Large hospital, New skyscrapers

NEW



  • Added a large hospital with a capacity of 800. (2.5x the default stage 2 hospital). Unlocks with 200,000 city population and 95 health score.
  • Added a large elementary school with a capacity of 5,400. (3x the stage 4 school). Unlocks with 150,000 city population.

  • Added stage 6 retail buildings. Require 1,800 points of retail demand to develop. Pre-update retail buildings must be manually rezoned (destruction not necessary) to force the new max stage to be set.



CHANGES & BUG FIXES



  • Roads were not connecting automatically with existing adjacent tiles.
  • Redesigned ground/underground rail connector. Rails should now visually connect properly.
  • Enhance zoning tool accessibility.
  • In some cases tooltips were not staying on screen for more than a few seconds and so could not be read.
  • Improved shadows at far distances.
  • Increased visible amount of cars, trains and pedestrians.
  • The speed at which the amount of printed money decreases is now displayed in the budget window. Added tooltip.
  • The speed at which the amount of printed money decreases is now based on the inflation rate and the cash flow (increments of 15% of the current cash flow when the inflation is near zero). Printed money only decreases if the cash flow is superior to +$10. [requested by MotionMan51 and Romulo]
  • Increased by 50% the effect of printed money on the exchange rate.
  • Fasten speed at which piled up trash is collected.
  • If not unpaused after loading a city the balance cash flow was incorrect.
  • Updated tips on loading screens.
  • Changed the first two texts of the tutorial to give a little more background about the game.
  • Changed some news title for more accurate and useful information and added new lines for when there's nothing to report.
  • News submenu scrolling was painfully slow.
  • Scrolling in any UI elements no longer affects the camera.
  • Sped up keyboard zoom.
  • Closed ports and airports were still counted for the total trade capacity.
  • Changed the number and type of jobs created in arcologies. Now for every 100 occupants: 3 retail jobs, 6 office jobs and 14 high tech jobs. Census tool was displaying incorrect number of jobs. [reported by Omnius]
  • Decreased the number of office jobs induced by each advanced manufacturing job by 6%.
  • Slum dwellers now create retail demand too.
  • Increased pollution emitted by coal power plants and incinerators.
  • The balance red warning icon was displayed too late and inconsistently.
  • Facilitated placement of wind turbines (tool now shows 6x6 borders).
  • Graph for GDP was getting inverted for very high values, now clamped at 2 billion (visual only). [reported by Romulo]
  • Calendar year now starts at 1 instead of 2021 (for new cities).


WHAT'S NEXT



11 major updates with new content and 17 smaller patches have been released since the game's launch in September 2021.
I've been monitoring feedback, reviews, refund requests and sales number very closely in the last months so as to take a decision regarding the future of Citystate II. Now I've got one good news and one bad news.
The bad news first. Despite the updates and some marketing efforts, sales and feedback have not improved much. Continuing to work on Citystate II is therefore becoming a little riskier on the long term. The most common requests such as mod support and curved roads cannot be added to Citystate II without having to remake half of the game. I also realized that the complexity of the game itself and
the lack of sandbox features makes it really difficult for it to reach a broader audience.
But here's the good news. Citystate II has sold enough copies since launch that I can confidently invest the next couple of years at least into the development of a new game.

Development of a third Citystate has in fact already begun. To help me figure out some of the core game design choices and if you want to know more about my plans go ahead and fill out this short survey.

Minor updates to Citystate II should still be expected so if you encounter any bug please let me know!

Patch 1.4.2b

Bug fixes




  • Very large cities were running at low FPS. Fixed an issue with the pathfinding methods of service and emergency vehicles and decreased their spawning rate.
  • Floating building: When a public housing was abandoned (happens if the low class demand is negative) the building position was not being saved correctly and could be seen floating in the center of the map. This does not fix the buildings that were already floating before the update, for that you need to manually bulldoze the area they were occupying.
  • Day time mode is now saved.
  • Some tutorial steps had no text [reported by yipei]
  • Improved cities name readability in the Nation view [requested by Elia1799]
  • Stadium and Pool could not be unlocked if most of the middle class was living in arcologies [reported by yipei]
  • Increased max zoom out distance, decreased fog density. [requested by Romulo]
  • Various changes to the textures of windows. Improved reflections.
  • Solar farms were lighting up like windows at night.


What's next



Another update is on my roadmap and should come out within 3 to 4 weeks. Larger schools, larger hospitals and retail level 6 are on the menu.

Update 1.4.2 - Waste Management & German Localization

NEW



  • Added Waste Management.
    Garbage disposal facilities become required above 7,500 population.
    3 options: A landfill (cheap but very low capacity), an incinerator (heavy pollution, high capacity) and an eco-incinerator (low pollution, expensive, very high capacity) which unlocks with 50,000 jobs in advanced manufacturing.
    When waste treatment capacity is exceeded, trash will start to pile up on public roads which will decrease the land value and the environment score.



  • Added school bus, garbage truck and police car. All special vehicles can now be seen roaming the city and are parked in front of their respective buildings.



  • Added German localization (Provided by Greetings Rony).


CHANGES AND FIXES



  • We can now build multiple service buildings (schools, solar farms, …) at once without having to reselect the tool [requested by Rumi]
  • The amount of underground resource is now displayed when building a mine even without road connection [requested by Rumi]
  • Retail buildings can no longer be automatically converted to offices, making stage 6 offices easier to get.
  • Increased the positive land value effect of office and retail buildings.
  • Slightly increased tax collected from mixed used buildings.
  • Decreased demand for office (-5%) and decreased jobs created by the upper class (-2%).
  • Population in arcology was not counted in one of the middle class economy algorithm. This will probably affect retail demand if you have lots of arcologies. [reported by Rybodhi and Omnius]
  • Population in arcology was not counted in the lower UI panel $$ total Population and for the middle class graph. [reported by Romulo]
  • Added a 'Do Not Quit The Game' text on the loading screen when something is being written to the disk.
  • Ploppable buildings could still be placed even if the terrain was too steep [reported by Romulo]
  • Tooltip for "terrain too steep" was not being displayed for large buildings.
  • Changed all parks icons.
  • Corrected security score tooltip warning.
  • We can no longer create RCI lots under water.
  • Graphs: replaced pop growth with traffic, replaced GDP growth with environment score, increased precision of the birth rate.
  • Added environment and traffic scores next to the layer buttons.
  • The mixed use zoning tool was getting locked when the middle class was entirely replaced by the upper class [Reported by Romulo]
  • The mine placing tool was colored green even in suitable locations and the tooltip for unexplored area was missing.
  • Increased font size of the lower UI left and right detail panels.
  • Updated PT-BR and Spanish translation for Property Tax [reported by Romulo]

Patch 1.4.1b

A quick summer patch fixing up what you guys have reported in the last weeks.


  • Fixed several issues affecting highway access roads. Highway were being destroyed when surrounding roads were changed. It was not possible to build a highway access if the road was built before the highway.
  • Blur effect was not turned off after closing the load/save nation menu. [reported by Zaid, Dictator and Rommell]
  • Improved the computation of the inequality index, especially in cases where the upper class is bigger than the middle class. [requested by Romulo]
  • The game was in some cases freezing in huge cities that have too few intersections. AI pathfinding has troubles finding a path to its destination when the road network has too many bottlenecks. The lot will now get abandoned (after 5 attempts) instead of freezing the game. [reported by Romulo]
  • Residential buildings now try to reach up to 5 different workplaces before triggering a "Can't reach workplace" warning.
  • Retail buildings were upgrading to stage 5 even if the density limit was set to 4 [reported by Dictator and KenanYK]
  • Lowered demand requirement for office stage 6 from 3000 to 2600. [requested by Omnius]
  • Lowered value requirement for mix $$$/Office stage from 5100 to 4600. [requested by Drai and Omnius]
  • Clamped maximum city balance to 2 billion to prevent integer overflow (value was reverting to negative 2 billion) [reported by iaido_warrior and Dictator]
  • Population in arcologies no longer uses the city schools and hospitals. Arcologies now consume electricity. [requested by Dictator]
  • Jobs in arcologies were not being added to the total number of jobs available. [reported by Dictator]
  • Decreased tax income from arcology by 50% (to be in par with middle class tax income)
  • Nature and ocean ambient sounds were still being played even if the volume was set to zero. [reported by Growler]
  • Decreased distance at which park sound fx can be heard.
  • Several mixed use buildings had faulty colliders which prevented warning signs to be displayed and vehicle collision.
  • The traffic congestion value in stats was displayed in green when exceeding 100%.


Update 1.4.2 should come out by the end of September / early October.

Update 1.4.1 - Leisure buildings, Wind turbine, Bug fixes

NEW



  • Added a public pool
  • Added a wind turbine
  • Added beach props
  • Added a tennis court
  • Added a holodeck building
  • Added a slider to manually set the exact time of day.
  • Added arrows above functional road connections.




MAIN FIXES AND CHANGES



  • Commutes are updated more often and look for closer workplaces in large cities to reduce the chances of "Can't Reach Workplace" abandonment.
    => When working on large maps especially, avoid long stretched building blocks with few intersections, check if avenue and rail tracks intersections appear correctly and do not put jobs excessively far from houses.
  • Improved pathfinding. Commuters will choose the road with the highest capacity first, if same capacity commuters will choose the road with the least congestion.
  • Increased land value propagation around mixed use buildings (has an effect on their own value and security score too).
  • Increased effect of security and health scores on land value by about 40%.
  • Smooth terrain mode were creating holes in terrain around roads and buildings. Terrain in default mode was creating holes in-between beaches and buildings. [reported by Rommell]
  • Increased the speed at which decayed or looted buildings and parking lots are getting rebuilt in large cities [reported by Dictator]
  • When a mixed use building was transformed into a parking lot, the number of employees was not reset to zero. [reported by Dictator]
  • Changed the requirement for the silicon achievement to "100,000 jobs in advanced manufactures" (before: 90% of all jobs needed to be in AM). [reported by MagOliven]
  • Improved the way roads level the terrain. Roads were often built lower than their surroundings. Moreover, at the lowest land height road intersections were not leveled with adjacent road tiles.
  • When upgrading or downgrading roads, different road styles were getting mixed up around intersections.
  • Road connection tiles could not be destroyed. [reported by Dictator]
  • Reworked the system of job sharing across cities. In most situations, cities will now share more jobs.
    => A maximum of 5% of total local jobs can be found in a neighbor city. The higher your unemployment rate the more citizens will try to find jobs outside the city. The neighbor city does not need to have a low unemployment rate to share its jobs. Remember that jobs held outside the city indirectly lower your tax incomes since the hiring businesses are not taxed locally.


MINOR CHANGES



  • Max business demand growth increment now set at 100 for population above 2M (before: 54) [suggested by Dictator]
  • Vacant commercial and industrial lots were shown as residential lots in land use layer [reported by Dictator]
  • Trees are now getting transparent when the terraforming tool is active [suggested by Omnius]
  • Corrected all parks cost and capacity tooltips on buttons. Improved data readability.
  • Fixed car reverse camera and default pitch angle. Improved handling slightly.
  • Max dollar reserves can now reach exactly 2,000,000 [reported by Dictator]
  • A yellow warning is now displayed when a police or fire station is working over capacity (instead of when the security score is low). [suggested by Yipei]
  • Improved scaling of graphs for small values. [reported by Dictator]
  • Changed Nation view post process effects and sun position.
  • Stimulants and Dietary police didn't have a description. [reported by Dictator]
  • Increased number of occupants for low and middle class stage 5 and 6 buildings. [reported by Dictator]
  • Fixed more faulty props positions on RCI buildings.
  • Building multiple universities was not increasing the university capacity if we did not reopen the city [reported by Romulo]
  • Fixed a missing tooltip in the census tool for universities. [reported by Romulo]
  • The ocean sound effect was turned on and off too abruptly.
  • Fire trucks were not responding to fires if triggered by a helicopter crash or a riot.
  • Changed zoning tool tiles color to be more distinctive.
  • Increased (negative) effect of slums on police and fire service usage.
  • Road intersection in "T" were not allowing cars to turn in all available directions forcing commuters to make detours. Pedestrian crossings were also missing.
  • Removed several debug log entries that were unnecessarily allocating memory.


What's next?


I have a long list of small features and new buildings I'd like to add to the game but nothing super game changing should be expected at this point. The next update should arrive by September but small patches can still be released during summer.
If you want to report any bug or anything 'unpolished' please let me know:
=> https://discord.gg/h3f4WJR
=> contact@citystategame.com

Many thanks to Dictator and Omnius, you guys have been continuously reporting bugs almost since launch and after each patch, your expertise is greatly appreciated, thank you!
Check out Omnius youtube channel (lots of Citystate stuff!)
And if you need economic and financial tips, ask Dictator on the discord!

Patch 1.4.0b

A quick patch fixing a list of bugs (for once there were not so many of them and nothing major) and a short note to talk about the future of the game.

Fixes and Changes



  • Mixed use zones had a reduced security rating [reported by Aarki]
  • Slums had a hard time finding a spot to spawn.
  • Cleaned up debug texts in old census tool [reported by Omnius]
  • The new census tool was not displaying the correct icons for mixed use buildings.
  • A stage 2 mixed use building was offset. [reported by surreal cactus]
  • Reduced airport immigration capacity (-25%). Reduced base immigration flow (-15%).
  • The airport capacity was inaccurately retrieved to compute the bonus on immigration.
  • Fixed a rare missing road tile
  • Fixed a clipping issue affecting bridges and the new cliffs.
  • Corrected and added various prop and car positions on lots. (does not apply to anything built before this patch)
  • Reduced car engine volume. Removed gear change FX. [suggested by Elhoim]
  • The mayor's car was turning left slightly in a straight line. Improved car handling and follow camera angle. [reported by BiOxYdE]
  • The custom density button for mixed use zone was bugged. [reported by BiOxYdE]
  • Pollution from congested road now start to be emitted at 80% usage (before 100%). Maximum pollution now clamped at 320% usage (before 200%).
  • Updated news priority hierarchy. The conservatives will not congratulate you that much anymore.
  • Slight update of post process effects.
  • Traffic congestion number in stats was never green even when very low.
  • The StateCopter was spawning on a road just after taking the mayor's car for a drive.


I've received 2 reports pointing at issues with rail tracks but I was not able to reproduce the bugs on my end. This might be related to compatibility problems with older versions. I advise to zoom in when building rail tracks, so you can make sure the tracks have no holes and that intersections are built correctly.


I often don't take the time to thank or respond to each of you personally for your feedback and bug reports, you guys have been very responsive, your help has been decisive in fixing and developing Citystate. Thank you!

As some of you know my family and I will be relocating back from Asia to Europe in just a few weeks and so the rate of updates is expected to slow down during summer. I should still be able to put out a small update just before leaving. Besides, 2 other bigger updates are still on my roadmap but with no definitive release date.
This fall it'll be a year since the game initially released and at that point I'll have to decide whether I should work on additional content for Citystate II or if I'd better start working on a new project entirely.

Update 1.4.0 - Mixed-use zoning, driving mode and unique buildings

NEW


Mixed Use Zones
We can now build mixed use lots. Work similarly to the classic RCI zones and have 4 stages. Developers can build 2 types: a mix of retail jobs and middle income housing or a mix of office jobs and high income housing. Since they require two types of demand, mixed use buildings are a bit more
difficult to grow. They also require higher land value than other buildings.
Mixed use buildings generate 50% less traffic. They can only be zoned once you have at least 3500 middle class citizens.
Added 26 mixed use buildings (heights range from 16m to 200m). Each building can spawn in 2 color variation.


Added a car driving mode "Grand State Auto".
Vehicles, buildings and roads have collision boxes. The player's car can be damaged. Comes with 2 camera positions (press "C"). The mayor's car can be driven as soon as you build your first road.


Added a Stadium (16x16, bigger than the university!). Unlocks with at least 150,000 middle income citizens.


Added a Museum. Unlocks when you have 40,000 upper income citizens.


Added 6 new maps (New Coastal and New Valleys). All come with large and truly flat areas that are easily buildable. Elevations are more detailed and realistic (heightmaps are taken from modified real world data instead of being computer generated).


Redesigned the upper UI and added 3 new categories: Leisure, Mixed Use Zone and Transport. Moved the census tool next to the news headline.

Rewrote the road construction tool entirely. More beginner friendly, adapts to almost any combination. Adjacent tiles now updates automatically when destroyed. (does not apply to avenues and highways)

New terrain blocks and new cliffs. Less cubic looking.

BUG FIXES & CHANGES



  • The screen was in some cases not being displayed fully with black bars on the sides. If you were affected you might need to open the city, go back to Nation and reopen it. Changed the way the last camera position is saved. [reported first by Be Kind]
  • Industrial and Commercial buildings were still counting walking commuters as if they were using cars. Improved road usage computation.
  • Changed GDP computation. Is lower with lots of low income citizens, higher with lots of high income citizens.
  • Built and unbuilt map tiles in Nation view had different coast lines.
  • Trees are now hidden when bulldozing too. [requested by Yannis]
  • Moved randomize city name button to prevent tooltip from overlapping.
  • Abandoned buildings were not displaying reason of abandonment in the new census tool.
  • Required land value and demand were not reset in the new census tool if the building was abandoned or transformed into a parking. [reported by Feywild Shaper]
  • The new census tool can now displays the reason why a vacant lot is not getting built and the citizen commuting distance.
  • Changed the computation of the park score, now "Parks & Leisure". Increased the effect of quality of life on immigration.
  • Reduced default speed of immigration in small cities.
  • Graphs for education, health, religion and others were not properly scaled. [reported by dictator]
  • Fixed a couple of typos. Fixed image compression issue for the intro credits. Fixed university requirement not turning green. [reported by Omnius]
  • Changed the initial cost of dollars, now only based upon the exchange rate. Increments of 20k. [suggested by Omnius]
  • When the Nation's data is missing or corrupted the game will now redirect you directly to the Create Nation screen. In some case the missing data was freezing the game. [reported by Dan R.]
  • Boats were unable to navigate close to the edges of the map, creating internal errors that might have led to more lag. [found thanks to Feywild Shaper]
  • Achievements could only be unlocked in a specific order. For example, you could not unlock Futurologist if you never unlocked Capitalist Overlord. This is just because of crap code, was not intended.
  • The futurologist achievement was waiting for 19 buildings to be unlocked instead of the existing 18 and could therefore never be triggered. [reported by Feywild Shaper]
  • Max immigration bonus from airport connection is now 100% (before 4000%).
  • Immigration effects for Least Advanced Countries were always 0% (UI only).
  • Icons in immigration panel were not matching texts [reported by Romulo]
  • Education yellow warning was disregarding high schools current usage [reported by Romulo]
  • Max demand growth step increased to 52 for all business demands (before 28) when population is above 1M [requested by Dictator]
  • Maintenance cost of pedestrian walkways increased to $5 per tile to match with parks costs. (Cost is added to transports, not parks)
  • The effect of ports and airports capacity on inflation was erroneous [reported by Jacob BD and Omnius]
  • Births from arcologies were incorrect and were messing up the global birth rate.
  • Births from slums were not counted.
  • If the economic freedom index exceeded 100, the government label was missing. [reported by Dictator]
  • The new census tool was sometimes showing health and education numbers for commercial buildings.
  • Replaced a track that was triggering a copyright claim on youtube [reported by OverchargedEgg]
  • Fixed a new memory leak related to terrain updates!
  • Leveling terrain could spawn grass underwater. Terrain modifications above ground now preserve existing vegetation correctly.

Patch 1.3d

Fixed the infinite city loading screen:
If you were switching from a standard size map to a large map Nation the cities were created using the wrong terrain data.
Or, if at the moment of opening the city the highlighted city in the Nation view changed
In most cases the cities could not be loaded back. If you try to open these cities with the new patch the city will not load.

CHANGES



  • Zoning 3x wide lots only: Push Alt to enable when zoning. [requested by Bioxyde]
  • Water and power small bottom arrows are now colored yellow or red when approaching insufficient production.
  • Changed the usage of ports. Instead of the sum of exports and imports, only the difference between exports and imports is now taken into account. [requested by Omnius]
  • Increased the exports from advanced manufacturing by 16%.
  • The UI in Nation view now displays the current number of jobs actually shared with neighbors instead of the number of jobs that "can" be shared. [reported by Omnius]
  • Fasten terrain rendering.


BUG FIXES



  • Pushing Ctlr and Shift was always triggering the zoning click sound FX.
  • The dollar reserves was not reset when creating a new Nation [reported by SetArk]
  • Street lights FX were abnormally small.
  • Asphalt roads did not have foundations on slopes.
  • Improved the lot terrain leveling. Picks average height to better match the height with the road in front. This prevents some "no road access" issues too.
  • Light density had no cost [reported by Dictator]
  • Corrected PT-BR translation [reported by Romulo]
  • Added missing texts in the new census tool (land value and demand requirements to level up).
  • Alert messages were appearing and disappearing too quickly.

Patch 1.3c

NEW



  • 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]


BUG FIXES



  • 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]


CHANGES



  • 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.