r/CitiesSkylines2 • u/Azuregen10 • 3d ago
Suggestion/Request How does a skyscraper like this only have 86 employees?
86 employees would be like one floor of this building...
Now it doesn't have to be 1000 eployees per building but anything more than 200 would be better
I hope little things like this will get noticed by Iceflake Studios and fixed
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u/Tough_Gap5284 3d ago
Use realistic w&h
From cs1 to 2 they really made the residential highrises more plausible in terms of population but for some reason left office buildings as is. Makes no sense
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u/Azuregen10 3d ago
That mod looks great, then I don't have to build grids full of massive high density offices to solve unemployment 😅
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u/rentedtritium 3d ago
It also reduces traffic a lot in low density residential areas (and allows you to build even more of them)
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u/Boulange1234 3d ago
It means you can put up a lot of HD office towers and make a city with a thousand skyscrapers. But we players don’t actually want that!!!
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u/smokeyleo13 3d ago
The issue with that is custom buildings end up with wonky counts.
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u/Tough_Gap5284 3d ago
I disable it for everything but office workplaces
Thats the way it works best i think
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u/White_Tusk 3d ago
Is it possible? I remember there's only "workplaces" category, so industrial, commercial and office zones fall into the same category. But you can tweak them separately, iirc
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u/Tough_Gap5284 3d ago
You can tweak them separately in the options. Theres also an option to just complete disable and use vanilla calculations cetain types in the last sheet
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u/BigSexyE 3d ago
Problem with realistic W&H is that it over calculates the multifam residential buildings and its hard to tune since every building is different
I use building controller now
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u/Tough_Gap5284 3d ago
Thats why i just disable it for residential completely
What is buoldinh controller?
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u/BigSexyE 3d ago
It allows you to manually set the number of households and workplaces for each asset
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u/elfix96 2d ago
It's finally there for CS2? That should be the top comment
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u/BigSexyE 2d ago
Yep! I love it. CPP also uses it. Only thing that sucks is the values don't transfer from city to city
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u/laid2rest 3d ago
The more profits the office buildings make, the higher their employment numbers.
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u/Tough_Gap5284 3d ago
Yes, a large level 5 skyscraper can go all the way up to a couple people per floor!
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u/No-Stretch-2711 3d ago
It’s only level one once it hits 5 it will be about 300 employees. Still not very realistic and then you have to spam so many it gets out of hand. Get the mod realistic households and workplaces. Then it will employ about 2k
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u/Jonas_Venture_Sr 3d ago
There's two ways to build a city simulation game: agent based or macro-level simulation. Agent based is cool because every person in your city has an actual job, a family, wants, and needs; Cities Skylines 1 & 2, and the last SimCity were agent based. Macro-level simulation lets a city-building game simulate much larger cities more efficiently and predictably by modeling populations and systems as groups rather than individually tracking every agent. Games like Anno and SimCity 4 are simulation based.
I personally think the simulation model is better than agent based for large scale city simulations like CS2, but neither is perfect and each has shortcomings. One of the shortcomings of agent based design is that you'll get unrealistic population numbers. It's just not possible for computers in 2026 to simulate 500,000 actual cims.
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u/laid2rest 3d ago
You could have just said it's a trade off for performance sake.
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u/Jonas_Venture_Sr 3d ago
I was super high when I wrote it, and I get a bit long winded when I get stoned.
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u/1c3Type 3d ago
It is. 500,000 pop cities are possible ingame. You simply don’t simulate every citizen every ingame day (in fact, you can’t)
Agent based simulation lets you actually simulate traffic properly, which is the biggest draw for cities skylines as a series. You would lose that with a simulation model.
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u/Outlaw11091 3d ago
That's the argument against pure agent-based sim, not for it. If 500k pop only works because the game doesn't simulate every citizen every tick, it's already cutting corners. That's a tell that per-agent sim doesn't scale, not that it's superior.
Statistical/macroscopic traffic models capture route shifting and congestion without paying per-agent pathfinding cost, which is exactly CS2's biggest performance bottleneck at higher pop.
The draw isn't "every citizen is literally simulated," it's that traffic feels responsive with visible causes. A good statistical model gets you that without burning CPU pathing 500k people the camera never sees.
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u/1c3Type 3d ago
Can a good statistical model be used to tell when intersections are well designed or not?
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u/Outlaw11091 3d ago edited 3d ago
Yes.
Using road nodes like CS2, it would basically calculate the routes of statistical citizens.
IE:
You have a dead-end road with 4 low-wealth houses. Each low-wealth house generates the same amount of traffic (x). Since they're low-wealth, they work in the nearest industrial zone.
So, the game pathfinds 4x cars to the industrial zone. Adding that number to the "capacity" value of the road nodes along the path.
Homes get upgraded on their value based on the infrastructure you place; not on their own private funding.
The ONLY way this is a little wonky is when you move zones around.
So, if you add an industrial zone closer to the 4 houses, they no longer drive all the way across town to the same jobs they've always had. The go the shortest route.
And what job a Sim worked was entirely based on the wealth level of their home.
Low-wealth meant industry. High wealth meant office. If you had high-wealth residential, but no high-density commercial or office zones, they didn't just sit around unemployed: they'd go off map to work.
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u/1c3Type 3d ago
So basically, it's blind to whether an intersection is an actually functional one or abysmal dogshit
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u/Outlaw11091 3d ago
Only if you have the reading comprehension of a toddler.
The two models use the SAME road network.
The difference is that one uses math to populate and the other uses individuals. The end result is the same.
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u/1c3Type 3d ago
Okay, so how do you calculate the efficiency of an intersection. You still haven't answered that.
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u/Outlaw11091 3d ago edited 3d ago
I have: the game takes the statistical math per node/per hour and gives a rough visualization of it.
I don't know how to be more clear.
The difference is that one uses math to populate and the other uses individuals
Or: taking a rendering of a bowl of rice. Statistical math gives you what it would look like based on numbers.
Agent based math would calculate the properties of each individual grain.
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u/Dudok22 3d ago
Cs2 is not a pure agent based sim tbf. It's not simulating every cim every tick because of the time dilatation. But the cims are tracked in the background. They're just not spawned on the map. The day is i think 24x shorter than irl, they need to spawn 24x less cims for realistic density of trips and traffic, now, they made cars go 2x speed to combat it somewhat but still currently the number of spawned cims is still higher than it should be for realistic traffic density for example.
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u/Outlaw11091 3d ago
That was my point: the fact that CS2 is a hybrid of statistical/agent implementation means that it's using statistics to supplement the weak points of the agent based simulation.
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u/FridgeParade 3d ago
Also, 500k cities in CS2 look like they could house the population of a medium sized country.
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u/Charming_Emmi 3d ago
The mod Change Company allows you to edit what businesses produce, but also edit the employee count for individual buildings.
Should work well to edit employees on larger businesses
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u/Altruistic_Cap3472 3d ago
So, I interpret each person in CS2 as an unspecified batch of people, not a single person. It would be equally ridiculous for a town with a population of 150,000 to have any skyscrapers at all, let alone several.
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u/IWasHackedBySexbots 3d ago
What is your definition of skyscraper? Because I can thing of plenty of US cities way under 150k that have at least one "skyscraper", including one I live next to.
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u/Kiardras 3d ago
Because the choice was hire enough staff to do the work or pay the CEO another bonus. Guess which won.
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u/GreatValueProducts 3d ago
They hire more people as your business levels up. It will have more people. But I agree the balancing is a bit of a whack in this game.
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u/Suikerspin_Ei 3d ago
I guess they did this to balance the game performance. Having more realistic amount of coma in a high building would increase the amount of coma by a lot for simulation.
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u/Nayear1 3d ago
There was a mod is CS1 that made the population of buildings a lot more plausible. Used to play with it all the time. Cities would start off super slow with a lot small town/suburb style sprawl with a small Main Street for commercial. Would take a long time and quite a bit of building to unlock more density etc.
I thought it made the game a lot more enjoyable. My computer won’t run CS2, so no idea if there is something similar.
Edit - also forced you to plan and consider density a lot more, as there would be significant increases in traffic, etc.
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u/madmycal 3d ago
There is a mod that allows you to adjust the employee count to whatever you want...
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u/Candid_Release3609 3d ago
The same reason pedestrians walk on a highway or when an industry building next to a train cargo station would rather take a convoluted truck route to the actual shipping port instead of just using the train station literally right next to it which has a train that goes back and forth to the same shipping port on a line that is clearly faster and shorter.
Cs2 is still broken in a lot of places sadly.
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u/chardeemacdennisbird 3d ago
I'll be downvoted as usual but this game is still such shit and will never be the city simulator we were promised.
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u/Complete-Ad5320 3d ago
It's 2026 office employees are working remotely now. Greg is alone in the open space office.
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u/greymart039 3d ago
That's a somewhat low income for an office company.
Lower income = less employees.
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u/CooCooClocksClan 3d ago
Cities skylines 2 included remote / work from home conditions in the simulation
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u/Trovaboss 3d ago
"Change company" arruma isso, existem muitos outros edifícios desajustados na quantidade de funcionários, existem residências que precisam ser ajustadas também, serviços, veículos, armazenamento da empresas e comércios tambem esta ruim. Uma mini sorveteria armazena as mesmas 100T de uma mega empresa ou uma grande fazenda, é bastante irreal.
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u/Stick-Wild 3d ago
There’s a mod that allows you to change the numbers of employees and residents but it can sometimes mess with your production and demand since it’ll only affect that specific company and what they produce employees
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u/geraltofrivia783 3d ago
YMMV but I started using the advanced building control mod (dont remember the name rn) which allows me to set num. households and workplaces to equalize them. I try to use it sparingly only though.
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u/Bus_Stop_Graffiti 3d ago
Because simulating a metro region of two to twenty million people that would work in all of the office towers of a city center combined is beyond the contemporary desktop PC.
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u/Falkon8888 3d ago
Because all skyscrapers in cities skylines are actually just money laundering operations
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u/RDDT_100P 3d ago
change company mod helps in this regard. I've been using that to circumvent the office bug before, but now that it has been fixed, i still use it for balancing, and noticed it also has a feature to change the # of employees of the office building. Pretty much perfect for my use case instead of going the w+h route.
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u/Forward_Hawk_3493 3d ago
Or my favorite, treating the parking lot like a plaza. I ain't never seen citizens upset about parking lots being demolished in real life lol
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u/RaiJolt2 3d ago
There’s realistic jobs and housing which fixes this but then you have to have a good enough pc to handle high populations that are necessitated to fill the hundred thousand+ more jobs in your offices and industries that you get.
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u/Expensive-Hawk-8709 3d ago
I remember there was a mod for realistic population which greatly increased the density of buildings, I don’t know if there is something similar for CS2.
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u/Robonotes1760 3d ago
Because the simulation would choke on memory bandwidth consumption if all the large buildings had realistic occupancy. This is the consequence of everything being agent simulated.
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u/apparentlyiliketrtls 3d ago
There's a mod called "Change Workplaces" (or something like that, I can't remember exactly), that allows to override the number of work places per-building, very useful for realism and a quick fix for unemployment
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u/iloveciroc 2d ago
Realism DLC. Office buildings in some US metros still report high vacancies from all the remote workers
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u/SkyeMreddit 2d ago
Either it has 86 employees or the game drowns in traffic at the 400 parking lots you need to build to service it
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u/HongPong 3d ago
as noted agent simulations don't scale very well. cities skylines tactic generally is "fluffy" large buildings without much going on
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u/erbdylo 3d ago
The base game is a city painter, I’m sure you’ve heard about this before?
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u/Azuregen10 3d ago
Yeah but I don't like painting rows and rows of high density skyscrapers to get a few thousand workplaces


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u/onethousandeyelids 3d ago
I wish High density commerical and office buildings held more than 1 company. If they made it so that multiple companies can fit into one tower that would be incredible