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Cities: Skylines II [video]

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Re: Cities: Skylines II [video]

#61
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.

Re: Cities: Skylines II [video]

#62

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…

You can build very walkable, cyclable and in fact completely car-free cities in C:S; I do only that because cars irk me. This only requires some DLCs and a mod or two. All mods are possible to install with a mere click via Steam Workshop.

DLCs: just get all of them, they are probably on sale, but public transit and likely after dark are a must.

The main mod you need is TM:PE, its key features in this case are allowing to turn on realistic parking (cars do not vanish so you actually feel how horrible they are and need to plan accordingly) and to enable road restrictions (e.g., ban all vehicles except public transport, services and emergency). You may also want to install more road assets with bike lanes.

Note that you can disconnect from the highway and rely just on intercity trains/ships/airplanes (another DLC) to avoid having to accommodate cars incoming via the highway, though this does not spare you from the need to put restrictions on roads because cims can spawn cars while in city.

Read more: https://steamcommunity.com/app/255710/discussions/0/47315979...

Warning: you may find and end up installing more mods, the rabbit hole is compelling and time consuming, I have dozens by now. Caution: mods are not thoroughly reviewed and contain arbitrary code. (That said, there are many mods seemingly maintained and contributed to by CO devs.) Beware inter-mod compatibility issues and outdated mods; although the community seems to really have gotten the hang of it recently.

Mature mods is also why I am cautious about the new version. It is reasonably likely that it will miss all these features and there will be no mods to fill the gaps. The community will also become fragmented as a result.

Re: Cities: Skylines II [video]

#63

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.

It looks like this is all of CS1 rolled into one base game with an engine upgrade plus QoL improvements, for only $50 I might add. I saw numerous features added by DLC in this trailer. Examples include: day/night cycle (After dark), industrial zoning (Industries), mixed transit hubs (Mass Transit), dynamic seasons (building on Snowfall), college campuses (Campus). I’m sure I missed some other details as well.

Re: Cities: Skylines II [video]

#64
I definitely enjoyed Cities: Skylines when it first released, but seeing it devolve into a stream of half-baked DLC really dampened my enthusiasm for the franchise. Hard to imagine this version isn't just a platform to support going down the same road again.

Re: Cities: Skylines II [video]

#65

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.

It’s published by Paradox Interactive, of course they are. We’ll be lucky if we even have that day/night cycle on release.

Re: Cities: Skylines II [video]

#66

Earlier quoted context omitted.

If I were to theorize, it's because you try to min / max it and build the most efficient city. I'm guilty of that too, building everything in neat grids and then I got bored. But look up some designs; people build chaos, people build things that look good or quirky instead of what works the best. The style you play at determines how much fun you have with it. For some, that's doing it organized and efficient, for oth…

Even if you don't min/max, I can see it feeling too much like work. There's also more overhead to get into the game, a fair amount of information to absorb at the outset to get the most out of it. After which there's the sandbox potential, but I never understood sandbox games. The closest thing that appeals is the simulated chaos of dwarf fortress.

Yeah city builders are kinda designed to be like work. Same goes for simulators. Some people WANT to do work that’s different from the actual work they do every day.

Re: Cities: Skylines II [video]

#67
Observations from a long time fan and game developer:

1. Early on in the trailer, it shows a road segment being drawn across an existing road, with the intersection getting automatically added. This is a big step up from the original road system where every intersection must be placed at the end of a road segment. I imagine this will make it easier to create nice geometric patterns.

2. Some cities shown have surface parking taking up a whole plot. I hope this isn't just cosmetic - allowing more/less parking should really influence the economics and transport methods of each citizen.

3. In the data view mode, bright colors bleed onto the white building models. I suspect there's some dynamic ambient light bounce rendering going on here!

4. It looks like the old method of plot zoning is still around, showing as grid squares along the side of the roads. I would have liked to see non-square parcels that fill up the availible space, but I also understand why square plots would make it easier to fill with pre-made assets.

5. Speaking of pre-made assets, those skyscrapers look really similar and boring. Walk around any modern city with glass towers and you'll see a lot more variation and interesting nuances, while still being relatively performant to render in a game like this. I'm worried they will introduce actual variety via drip-fed dlc assets. Yes, mods can fix that, but you can't beat the visual consistency and performance of decent vanilla resources.

6. Looks like the town hall starts off as a huge parking lot with a small office in the middle, and can be expanded into multiple departments. Looks like a handy mechanic, and especially believable for North American development since a lot of government buildings are like 75% pavement.

Re: Cities: Skylines II [video]

#68

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…

Agreed. I made this as a personal experiment and it was not all that hard to make form-fitting buildings for straight road networks:

https://andrewq.myportfolio.com/procedural-city-generator

Curved roads are a bit more difficult, but definitely possible.

Re: Cities: Skylines II [video]

#69

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.

It’s part of the Paradox business model. There will be lots of DLC.
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