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Cities: Skylines II

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Re: Cities: Skylines II

#51
post #45

Earlier quoted context omitted.

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.

i like that idea. i would enjoy watching what i built. taking this as a springboard for a feature discussion: many sim games suffer from needing to build american style car centric cities. how is your approach here? could we build historical european cities? futuristic car-free ones? public transport like trams? separate bike paths?

Re: Cities: Skylines II

#53

One thing that annoys me about the first game is the way the commute times are not factored in at all to happiness or whatever. People literally go from one side of the map to the other for work and you aren't punished for terrible transit design (and cars magically disappear). I think the AI is too crappy for commute times to be a feature, but I hope they improve AI and add it for the sequel because it is just one o…

> and cars magically disappear

Not with the Traffic President mod which allows you to disable cars despawning and adds to the challenge of building a good transit system.

Re: Cities: Skylines II

#55
What has made me give up on Cities Skylines is that you can't build a liveable city. It forces you to build US-style car-centric dystopias.

I found that once you reach a certain city size this game is just car traffic management.

Re: Cities: Skylines II

#57
I feel like most of these city building games is that they feel like a doll house. You can create all the nice things you want and have a pretty city that you'd like to live in.

However, the cities themselves don't have much of a personality. It's barely a simulation. I'd like to see certain areas becoming rough sort of ghettos. People in the city having different backgrounds. Just creating a school in those places would not necessarily improve things.

I'd like to see economic effects happening and causing disruption in the city. Big companies coming and going and affecting daily life.

I'd also like to see rich regions forming. Cool places that everyone wants to go.

Essentially, I'd like to have less control and see things not working out exactly like I planned. Everything always goes exactly to plan.

Re: Cities: Skylines II

#58
post #12

One of my favorite mod in Skylines that you can import _real world_ terrain maps into the game. Building your own city but better is a good fun (and challenge!) https://terrain.party/ Hope this will work in the sequel too

Very nice, I didn't know this existed. Will give it a try.

Re: Cities: Skylines II

#59
post #12

One of my favorite mod in Skylines that you can import _real world_ terrain maps into the game. Building your own city but better is a good fun (and challenge!) https://terrain.party/ Hope this will work in the sequel too

I spent so many hours hunting for cool bits of real world terrain and then massaging them into playable scenarios for myself (it's a lot of work to smooth out artifacts in the data and then add functioning water, vegetation, initial road connections, etc.). I don't know what the licensing concerns for the elevation data and maps would be, but I hope they consider integrating this functionality directly into the game in the future.

Re: Cities: Skylines II

#60
post #57

I feel like most of these city building games is that they feel like a doll house. You can create all the nice things you want and have a pretty city that you'd like to live in. However, the cities themselves don't have much of a personality. It's barely a simulation. I'd like to see certain areas becoming rough sort of ghettos. People in the city having different backgrounds. Just creating a school in those places w…

I completely agree, and it's true more for Skylines than the old SimCity games. The "simulation" aspect is lacking in respect to developing different kinds of neighborhoods. I spent a lot of time in Skylines modding and creating custom neighborhood sets that could emulate various levels of density or socio-economic status. But that's the doll house approach, it doesn't emerge from the simulation. At least in SimCity 4k you could create distinctly rich and poor neighborhoods and the factors that led to those neighborhood types were reasonably well-simulated.
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