Cities: Skylines II [video]
youtube.com
youtube.com
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 might help, but no I'd like the main game to include the possibility of building other types of cities. Anyhow, I still lost 100s of hours on the original game, it's just lovely.
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.
- A street is widened to accommodate new transit or bike lanes, but by buying back people's yards rather than by demolishing and rebuilding a whole neighbourhood.
- Zoning changes permit former-bungalows to have second stories built on them, or similar small-scale densifications like encouraging duplexing of existing structures.
- Old factory buildings are converted into trendy lofts.
- A house that burns down is converted into a pocket park.
And I guess worst of all, I never felt rewarded for planning this kind of thing ahead, though maybe I just wasn't doing it right.
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 Beware inter-mod compatibility issues and outdated mods; although the community seems to really have gotten the hang of it recently.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.
There's also DLC which provide a lot more walkability options, including bikes (and bike lanes) and the Plazas and Promenades DLC which has pedestrian only versions of the normal roads.
I purchased it for Switch. I enjoy the game, but find it very hard to lay out a city since everything needed a street.
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...
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.
No, my comment was devoid of emotion. My experiences are not in car centric cities but public transport centric cities. Not that it matters.
>What's for sure is we've both moved from constructive criticism to criticising each other
You have, I have not. You keep going on about personal things for some reason. Like I said, definitely put your emotion down next time...
Whether you like it or not, a city is not born how you think it is born. Feel free to complain about the smell of musket powder ignition, that's not for me to tell you not to. I am just pointing out that it's quite disconnected from reality even if it is a great fuzzy feeling for you.
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.
Best practices are still being figured out, but since ECS is all about performance, best practices can be measured objectively.
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.
I know it's a hard problem to solve. Personally, this is what makes C:S 1 unable to create natural looking cities. Cities aren't all grids or detached housing.
https://andrewq.myportfolio.com/procedural-city-generator
Curved roads are a bit more difficult, but definitely possible.
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.
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 others, it's whatever makes them the happiest.
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.
Isolated incident and completely anecdotal, needless to say...
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.
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.
Bam. Highways, utilities, concrete.
I'd like to go from dirt tracks and outhouses to fully automated luxury gay space communism.
One can dream...
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.)
I want the pressure of socioeconomic change to guide me, forcing the city to adapt to previous choices.
Highly suggest playing the game on an emulator sometime.
https://m.youtube.com/watch?v=41itb8Sg_IE&pp=ygUSU2luY2l0eSB...
It seems like in this game you can only repeat all the city building problems of the past. If you want to build a city of the future, this unfortunately is not your game.
It's mostly decorative, but you can add some functional slum elements like nearby pollution, bad/no schools, etc.
- Recreate or significantly update all of the assets they've created over the past 8 years. This would be a huge amount of work.
- Not alter any game mechanics, because otherwise the content from the DLC wouldn't work. OR alternatively re-design a dozen expansion packs at the same time for the new game. If they couldn't change the game in any way, why would they make a sequel?
They'll certainly include mechanics that they previously added in expansion packs and updates, but expecting them to just bundle all of the stuff from the expansions doesn't make sense from game design or business point of view.
It wouldn't even really make sense, for example the Snowfall DLC only had permanently snowy maps, no snow was added to existing maps or maps from other DLC. CS2 will have dynamic seasons and climate. So asking for the Snowfall DLC in CS2 is asking for a feature regression.
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.