The game will feature better pathfinding.
Colossal Order has published a blog post explaining how pathfinding works in Cities: Skylines 2. Long story short, it's much better than in the first game. But arguably the most interesting fact is that the simulator will not have a hard limit for the number of agents (citizens, services, and resources) it can track, it will all depend on your hardware.
"Overall, the performance of the simulation and pathfinding is vastly improved which means larger populations are possible. The only real limits to the simulation are the hardware limitations on the platform running the game."
As PC Gamer pointed out, the previous game featured a limit of about 65,000 agents, meaning some of your population could just disappear or not appear in the first place.
To make this possible, the developers improved pathfinding calculations, making them more numerous, in-depth, and efficient, "resulting in higher performance across the board as the pathfinding and simulation among other calculations take advantage of all the available processing power of the multicore CPUs."
Overall, pathfinding is more natural in the new game. It now takes into consideration four aspects: time, comfort, money, and behavior. Your little citizens will try to use the most effective way to get to work and park their cars where they're supposed to, and the vehicles will use more lanes and behave more realistically on roundabouts (yes, it also means trying to cut in front of another vehicle).
All of these changes should make the experience more life-like and convenient. The absence of agent limits is fascinating but concerning for some, especially if you have a low-end computer. What do you think about it?
Cities: Skylines 2 is coming to PC, PS5, and Xbox Series X|S on October 24. Read the blog post here and don't forget to join our 80 Level Talent platform and our Telegram channel, follow us on Instagram and Twitter, where we share breakdowns, the latest news, awesome artworks, and more.