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Cities: Skylines II

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41–50 of 267 posts

Re: Cities: Skylines II

#41

I'll be so excited if this allows multiplayer city building. Imagine the possibilities... First of all, you get to collaborate and build things faster. You could have a voting mechanic where the citizens (AI) resolves conflicts. You could assign roles to subordinate players to manage things like traffic, services, new developments, etc. You could implement trade across city lines, and have acquisitions. It could easi…

There is a mod for that but it doesn't work terribly well.

I feel like it works well but supports so few mods that it's limiting.

Re: Cities: Skylines II

#44
Hugely excited to see what the game really looks like. If they could fix performance and add some new gameplay dynamics it'd be great but if they are going to make it something completely different I'd be excited to see it as well.

Re: Cities: Skylines II

#45
post #17

Well crap, I'm going to have some serious competition :D I've been developing a city builder myself over the last year (Metropolis 1998). I wanted to do a 3D version sometime in the future, but alas. Maybe people will be tired of purchasing $15 DLCs on top of a shallow base game (probably not). Time to get to work

As long as the shallow base game still has more gameplay hours than most games I don't think people mind additional (also needing to be worthwhile) content costing money. That's Paradox's general business model and I think it works great for the types of games. I think I have nearly all of the optional content for Cities Skylines now but dollars per hour I'm still doing better than when it launched and when it launch…

Thanks! I agree with your feedback. I intend to have different options to mitigate the traffic if people don't want to manage it. My biggest inspiration for the game is actually roller coaster tycoon. I want to offer to the player the option to sit back and enjoy what they built (from scratch if they want!), and then switch back to managing and building their city, much like a theme park.

Re: Cities: Skylines II

#46

Would love to play this on my m2 mac, but i'm assuming its windows or console only? Or do we think this would be available on Apple devices?

One random post on the Internet suggests that C:S1 was doing 45fps @ 4K on an M1 two years ago, so presumably the C:S2 sequel will do fine on M2.

https://www.reddit.com/r/macgaming/comments/jw3e1c/game_benc...

Re: Cities: Skylines II

#47
I loved the SimCity series, so you'd think that Cities: Skylines would have appealed to me, but it's always felt frustrating, which I attribute to a few core issues:

- Agent-based simulation instead of model-based (the latter is what the Maxis games used). Agent-based simulation is performance-intensive, and in practice it led to all sorts of gamebreaking bugs. Last I checked, the game still caused traffic jams because every car would enter the turning lane immediately. It also causes the infamous death waves. Some of these are hard to fix without changing the core simulation model. Some of these would be trivial to patch, and it's kind of embarrassing that they haven't.

- The DLC is essentially mandatory, in that they release updates to the free game alongside every DLC, and the free updates introduce some of the features but not all, and they end up breaking the balance of the game unless you purchase the full DLC.

- The game is far too easy, unrealistically so. Even on the harder difficulty setting, it's just way too easy to create a cash cow and create the optimal city without any real challenge.

Cities:Skylines is good in sandbox mode, if you want to create beautiful-looking models of cities. Which is a valid use case and there's definitely a market for that. But for people who like the original SimCity games and enjoy simulations, it's... just not that. There's a reason that professional city planners used the original SimCity games as tools for study and development, and that's what made (for example) SimCity 4 Rush Hour so much fun to play.

Whenever I want to play a citybuilder, I end up going for Factorio, Oxygen Not Included, or Rimworld. None of those are citybuilders, but they're the closest thing I've found to substitute for what made SimCity games enjoyable that Cities:Skylines lacks.

Re: Cities: Skylines II

#48
post #34

I have put many hours into Cities Skylines and I am really looking forward to this. The obvious thing people will want them to fix is traffic and vehicle pathfinding, put personally I hope they let us build more pedestrian-focused streets. I so desperately want to build walk and bike friendly cities with beautiful pedestrian malls and walking-only streets but the game kind of forces you to build out extensive car inf…

I also hope that they'll let us build more "european" cities that aren't so horribly car centric and are more diverse. Hopefully we also get a bit more diversity of gameplay - Skylines got pretty repetitive quickly with only challenge being traffic optimization. The new DLCs didn't really add that much to gameplay except different things to paint between roads. I hope things like universities, industry, agriculture,…

I'm curious how much they'll pull over from the existing DLCs, the Plazas and Promenades pack does allow for pedestrian cities. But not in a European sense despite the dev being in Europe.

Re: Cities: Skylines II

#49

I have a hard time with freeform city builders like Skylines or SimCity. The amount of unrestrained freedom makes me question why I'm even playing. I have the same issue with The Sims or something like Planet Zoo. That and Skylines giving me a blank canvas paralyses me. How does one plan a city? Where do the roads go? It's the sort of game I want to love, but I just get so overwhelmed by the sheer number of options a…

I think a lot of people compare playing the game to the hobby of model trains / town building.

There really isn’t an end goal for me, I’m not trying to make my city a certain size. I’m trying to make something beautiful, that is fun to imagine living in.

I also think mods are essential if this is the way you want to play, as it’s much easier to get nit-picky and detail oriented with the correct tools.

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