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Cities: Skylines II [video]

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Re: Cities: Skylines II [video]

#32

I just hope they intergrate QOL features so you aren't forced to use a ton of mods to be able to build out cities efficiently.

It's a paradox game, expect it to be missing a ton of content only available post-launch in 20+ expensive DLCs. Get a better business model Paradox, please consider condensing your DLCs into the base game eventually.

Re: Cities: Skylines II [video]

#33
post #2

I notices that all the cities were quite small in the trailer. Except that very last one in the last few seconds with the zoom out from car-level which looked very box-arty. I hope the engine scales well.

I wonder if its going to be ram bound like the old game. Every asset had to be loaded into memory with the old game. There were even mods that let you know how much ram the game was consuming on load. On xbox cloud gaming version however the game runs with zero lag, no matter population size, right up to the point you build too many network nodes and the game doesn’t let you build more.

Re: Cities: Skylines II [video]

#34

My main gripe with the original game was that it wasn't possible to create walkable or cyclable cities. The only way to build anything is to have a road (as in, a road with lots of cars). So mechanically your cities are car centric, which isn't qui the cities I'd like to build. As far as I can tell, there are no bicycles in that trailer which leaves me little hope. I'm sure someone will reply about whatever mod that…

There was also no mixed use zoning in the old game. Population sizes and things like bus capacities were generally wrong too but mods at least corrected for that for pc users.

I believe mixed use commercial/residential is pretty much confirmed by this trailer.

What's being zoned at 0:56 is green buildings (residential) with blue bottom floor (commercial). And on 0:19 the corner building next to the intersection appears to be one of those, some type of shop on the bottom floor, apartments above.

Re: Cities: Skylines II [video]

#35
post #13

My main gripe with city builders like C:S is that you start off in the modern age. Bam. Highways, utilities, concrete. I'd like to go from dirt tracks and outhouses to fully automated luxury gay space communism.

You might want to check out the mods that this youtuber uses for his history-of-the-east-coast series:

https://www.youtube.com/playlist?list=PLwkSQD3vqK1Q4BP-itzN6...

It starts with the indigenous Americans in wigwams, and goes from there. Pretty cool. (Watch at 1.25x.)

Re: Cities: Skylines II [video]

#36
post #13

My main gripe with city builders like C:S is that you start off in the modern age. Bam. Highways, utilities, concrete. I'd like to go from dirt tracks and outhouses to fully automated luxury gay space communism.

To be fair you cant build a highway until your city is a certain size. You are free to build “rurally” with railroads and dirt roads too.

Re: Cities: Skylines II [video]

#38
There's so much to learn from how CS1 was built and supported mods. But it's hard to tell from the trailer what kind of technical changes have been made.

The rendering looks really nice. Is it URP, HDRP, their own pipeline?

Unity has had an ECS framework under development for almost 5 years now, which could be a great fit for what this game is. Or maybe Colossal Order has engineered something similar, like Photon did.

VR Chat created Udon to better support untrusted scripting. Epic made Verse for Unreal Engine for Fortnite. Ahead of time compiled stuff doesn't vibe with the Unity modding ecosystem.

In my opinion, CS1 from an engineering point of view was a triumph for middlewares.

Re: Cities: Skylines II [video]

#39
post #8
post #7

Will this just include all the dlc from cs1? Aside from the qol mods the community created c:s feels like basically a complete game. I’m interested to know what they’re adding.

This is a paradox published game sooo I’d guess it’ll include some stuff, but it’ll be a cold day in hell before they release a game with everything included

Their brilliant strategy just forces me to wait until dlc is like a buck on sale. Seems like exactly what you don’t want from customer behavior but what do I know.

Re: Cities: Skylines II [video]

#40

My main gripe with the original game was that it wasn't possible to create walkable or cyclable cities. The only way to build anything is to have a road (as in, a road with lots of cars). So mechanically your cities are car centric, which isn't qui the cities I'd like to build. As far as I can tell, there are no bicycles in that trailer which leaves me little hope. I'm sure someone will reply about whatever mod that…

I never even thought about that because I was too busy trying to solve the endless road puzzles for my cities. You can add mass transit and bike lanes but it’s very much car centric as a vital piece to any of its challenges.
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