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Cities: Skylines II [video]

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Re: Cities: Skylines II [video]

#81

I'm a bit underwhelmed. There are tons of QoL changes, but afaict there is little innovation. I would've expected at least a not grid-based zoning so that buildings on curves look more natural. All these empty pieces of land in between buildings look really bad and kind of force us to make grid cities. And that is not even an innovation, it was already present in the SimCity series. But some procedurally generated bu…

Jus commenting that this was, by far, my top wish for the sequel. Proper European cities are just not possible with the CS1 zoning squares.

There are triangular buildings in the Steam Workshop that help a little bit, but it's tricky to place them right and they get repetitive quite fast as there aren't that many. Plus that solves just a small part of the problem anyway.

Re: Cities: Skylines II [video]

#82
post #70

When I first got Cities: Skylines, I had expected it to scratch the same SimCity itch. It didn't. I'm still waiting for the true spiritual successor to SimCity.

What do you think is missing?

I love Cities Skylines, but I wish it was a bit less car-centric. It's fun to solve traffic problems, but having micromanage intersections gets old fast.

Re: Cities: Skylines II [video]

#83
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.)

rip franklin

Re: Cities: Skylines II [video]

#84

Earlier quoted context omitted.

The older you get the more you… turn them into work. If you approach it like work it’ll feel like work and it’s hard to not have that mindset.

The conceit being that people approach some games "like work", but not others. I don't think that's true. No matter "the mindset" some games will feel more like work than others, in the eye of the beholder.

Funny you mention that. A few years back I tried one of the Far Cry games (no idea which one) on recommendation from an in-law. Almost immediately I was sent on a side quest to gather some items to craft some other item and it was hugely off-putting. Nothing like finishing a days work, sitting in front of a video game to unwind, then being given a honey-do list.

Isolated incident and completely anecdotal, needless to say...

Re: Cities: Skylines II [video]

#85

I just hope they don't DLC it to death. I didn't get into the first one early on, and I would have loved to try it later.. but when you sit there and see like hundreds of dollars of DLC, it makes it not appealing. Sure I could just buy the original, but you just get the feeling you are missing out on so much.

With Paradox games, I recommend starting with just the base game with no DLC. Most of the features in the DLC actually get added to the base game, so it gets better over time even if you don't buy the DLC.

For example, the After Dark DLC for Cities: Skylines added a day/night cycle along with lit-up night time versions of all of the game's assets. Except all of that is actually part of the base game. The only thing that is unique to the DLC are the nightlife and tourist districts, and the new buildings that can grow in them.

Re: Cities: Skylines II [video]

#86
post #57

Earlier quoted context omitted.

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.)

Yeah I know the Franklin series, but that will just turn it into a diorama simulator. I want the pressure of socioeconomic change to guide me, forcing the city to adapt to previous choices.

SimCity and Railroad Tycoon have technological change over time, but it's just keyed to the date. It sounds like you want a game that nobody has invented yet; perhaps you should be the one who invents it.

Re: Cities: Skylines II [video]

#87

Earlier quoted context omitted.

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.

What you want as a customer is to have a great game, that generates enough money so the studio can continue working on it for years to come.

Yea, I think people forget how much each update to the game has added to the "base" game. Because off the DLC, Cities Skylines has had 17 major updates over the last 10 years. Each of those updates fixed bugs and added new features to the game. They were funded by the DLC, but you don't even have to buy the DLC to benefit!

Re: Cities: Skylines II [video]

#88

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…

>So mechanically your cities are car centric, which isn't qui the cities I'd like to build.

It's a city builder, not a fantasy sandbox.

You are basically complaining that you can't build a machine gun before you build a musket in a gun making game and that you hate the smell of musket powder.

It may shock you to realise just how much infrastructure goes into growing a city. Maybe put your emotion down for a little while...

Re: Cities: Skylines II [video]

#89

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…

Pure walkable city is the feature of Plaza and Promenade DLC. It allow you to create a pedestrian-only district.

Ah I had no idea about the Promenade DLC, thanks for pointing it out!

Re: Cities: Skylines II [video]

#90

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…

>So mechanically your cities are car centric, which isn't qui the cities I'd like to build. It's a city builder, not a fantasy sandbox. You are basically complaining that you can't build a machine gun before you build a musket in a gun making game and that you hate the smell of musket powder. It may shock you to realise just how much infrastructure goes into growing a city. Maybe put your emotion down for a little wh…

No I'm complaining that a city builder mainly restricts to one kind of city: the north American city with skyscrapers in the center, a road network (that may or may not look like a grid) and suburbs.

You might respond so vehemently to my comment because you've never experienced anything else than a car centric city? In which case I can only encourage you to visit other places.

What's for sure is we've both moved from constructive criticism to criticising each other, which isn't a good sign. So I'm sorry if I seem to have attacked your personal beliefs, maybe it's worth questioning why these have pushed you to respond with such disdain for something as trivial as an urbanism question and a video game.

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