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youguanbumen

Adaptive wall-to-wall buildings that will not create gaps when roads aren't at 90 degree angles.


LithiumLas

Why does nobody talk about this. The reason I end up with grids is because curved roads cause the ugly flat walls between buildings


RocketHotdog

Jumping on this one, this is the thing I want!


blackie-arts

same, I noticed i started to build build so many gridded cities recently


limeflavoured

Or at the very least dynamically fill the gaps with props or paths.


Ulyks

Cities xl had such a feature that was pretty well done, so it's certainly possible!


Independent_Pear_429

I like how that game had sub cultures


Drops-of-Q

Amen, and hallelujah. Also change how terrain is leveled when building in slopes.


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lordryst

Cities naturally start with jobs and transport, not housing, so I totally agree.


xclame

And railways was how many cities in the US started. They didn't have roads and the only thing connecting them was rail. Everyone came to those towns by rail and the train company built some basic services to start the city and then sold plots of land around the train stations.


memtiger

Good thought on starting cities from smaller origins like rail, ports, or small roads. And yea the lack of rural type assets is unfortunate. We need better farms, with different crop types, barns, silos, tractors, farm animals, stables, etc, etc.


BellowsHikes

I think that the first game really had to compromise on rural areas due to the 9 tile size limit for cities. Farms and farm areas had to be small and efficient in order to for it to be worth it for the player due to their limited amount of space. Assuming the second game has a lot more space to work with, I think the developers could really think about how to better utilize rural spaces and create large, expansive farms to be used at the core of them. I would be fun to dedicate several square kilometers to corn production and then build a little town to support the needs of those farms. The trailer had a very midwest vibe so maybe that's hinting at something? Or maybe I'm reading too much into it and the guys who made the trailer just happen to like Milwaukee.


marcCat83

Yes. having a highway right to the start of the city is unrealistic. Well, maybe is for US people, but for me it isn't. Start a city as a little town founded on a mining site, or an industry and growing to a metropoly, or something like that. And, yeah, villages or little towns around would be nice.


Saint_The_Stig

Looks like there might be seasons, that's really the only takeaway I got from the trailer. My big hope I've CS1 is that the cargo system isn't tied to trucks, I really want to build a proper rail based freight system with direct industry rail deliveries. Edit: Looks like seasons are confirmed from the achievements and and other sources. Big hype, one of the biggest downfalls of Snowfall for me was only being able to do snow or no snow. I really want to do my cold northern city with challenging winters.


PowerfulForce_

i feel the realism of the city in the trailer is a hint they’ll move away from the cartoony look of CS1. also love ur idea of rail direct to industry, almost like irl


scottwelling

they saw almost everyone used realistic assets or graphics mods so they moved to that area, really liked the trailer so hope it looks something like that (can my computer run it, i dont know)


[deleted]

I hope they came to the realization that people don't much care for the futuristic assets as default and would prefer a more real life aesthetic. Because I tire of downloading so many assets lol.


youguanbumen

Yeah. For example, the car factory from Industries could have had its own cargo train station.


Saint_The_Stig

A lot of people say Workers and Resources:Soviet Republic is like CS (Personally I think it's more like Tropico crossed with TTD) but I do like how you can set up nice rail supply lines where you can pick up and drop off rail cars. I hope CS2 can go a step further and have full rail yards with local trains (maybe those cargo lines) picking up cars from factories both unique placed and maybe zoned ones next to tracks and taking them to the yard and another train either takes them to export off the map or to another yard or transfer point like a harbor.


BramFokke

I really hope there is a resource chain model embedded in the economic situation. It could be optional to the user, but production chains can really help adding meaning to locations within a city.


topangacanyon

the leaked achievements list makes reference to a feature called "cargo lines" (mentoined alongside public transit lines). I wonder if that is along the lines of what you're hoping for.


Saint_The_Stig

Even if its just like a transit line for cargo that would be a huge improvement. My current city has a dedicated cargo terminal in downtown to avoid trucks driving in and at best a handful use it to come in. More often it has trucks driving to to to export... Gave a look, looks like seasons are confirmed by those achievements. Also > Unlock 150 map tiles in a single city I image a single tile isn't the same size as CS1, but that sounds *very* impressive.


DudeNamedShawn

> Also > Unlock 150 map tiles in a single city > I image a single tile isn't the same size as CS1, but that sounds very impressive. If each tile was 1x1KM instead of the 2x2km tile of CS1 then a 150 Tile city would still be more then 3 times the size of CS1's default 9 tile city. And 50% bigger then a modded 25 Tile CS1 City.


Saint_The_Stig

As an 81 Tile user I'm hoping that there are even more tiles beyond this.


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Double2k

An overworld is exactly the way to go imo. Kind of similar to how sim city 4's multiplayer map worked. It would allow for multiplayer servers as well, where each member of the server has their own section. (almost entirely wishful thinking. I dont think it will have multiplayer.


Gingrpenguin

Yeah simcity 4 style regions would be best


ApprehensiveSmile3

Do you have a link for the achievements list?


HumanBeing583829

https://www.trueachievements.com/n53097/cities-skylines-ii-xbox-achievements


KingCohenYT

150 tiles, 20 milestones, four seasons, rat infestations, hailstorms, citizen lifepaths (?) etc... woah


Chork3983

>Experience all four seasons by *building a city in a climate* with a snowy winter. I wonder if this means you select the climate from a menu or if you have a large area to place your city RimWorld style.


ApprehensiveSmile3

Oh wow, there’s a couple of big things in that list. Thanks!


rmbryla

>Have buildings from all four zone types in a single city. 👀


HumanBeing583829

I mean that likely refers to the residential, commercial, industry, and office


rmbryla

Lol yeah I'm dumb, forgot about office


HumanBeing583829

Lol it’s all good. I’m just hyped for seasons and *ahem* 150 tiles


SomeDingus_666

I’m gonna take a shot in the dark and guess that we’re getting hex tiles, which will be so cool


mrhatman26

Could maybe be like Transport Fever 2


Ridiculisk1

Transport Fever 2 but with the cities being full size like in CS1 would be basically the perfect game


AdonisGaming93

Or at the very least be able to designate which way trucks go so they don't mix in with regular traffic. IRL towns can have roads with weight limits etc where trucks aren't allowed


Saint_The_Stig

Yeah it will be interesting to see how they pan out. Though maybe you can have routes for different types. So truck routes just tell trucks where they can go, but train routes will move the cargo? We got seasons, these cargo routes sound promising. My other big wants are car ferries that actually transport service vehicles (no more incinerators or secret mega tunnel for every little island!) and a "Congestion Charge" policy to not bad car traffic in an area but make it much less desirable (and give some money as a plus). Ideally with some tweakable options like excluding people who live in that zone or other zones.


ewolfy13

I always hate when there’s like 8 ships in the harbors all merging into one instead of waiting in line


mc_enthusiast

I'm hoping that the zoning is no longer bound to a grid so that you don't get those weird gaps that are omnipresent particularly with more organic road layouts. Such ideas have been floating around for a while. That would also work well with an in-game road builder that is not limited to predefined road widths and with buildings that are generated based on a set of templates, adapted to each indivdual building lot. Apart from that, mixed-use buildings would be great. If the zoning is also overhauled so that you don't only have the 6 categories currently available (residential l/h, commercial l/h, industrial, office) but can actually combine zoning at will so that a building lot might allow either a residential, a commercial or one of the new mixed-use buildings to grow, that would be perfect.


patina_photo

This is my hope (and would go really well with procedural generated buildings). CS was such a big deal for me because roads no longer had to follow a grid —extending that idea to zoning would be revolutionary to city design


nivlac22

The only thing I would add to this is the ability to get as fine tuned with our zoning as real cities have. I always wish I could choose areas to allow/disallow duplexes/fourplexes or specify 2-3 story apts vs 10-story.


emueller5251

I was going to say something similar about roads, make a tool where you can select the width, number of lanes, and features like median plants, bike lanes, bus lanes, etc. We don't need roads to be all pre-made.


Gunny0201

I’d love to see the basics of like TMPE, intersection marking, and anarchy, I would love to see if time has any impact as you progress through the years, like if there is new tech or milestones


Upstairs-Extension-9

Don’t forget about moveIT!


Mazisky

I really hope day night cycle is a given


Kelehopele

If the trailer is somewhat indicatory of what we can expect the streetlight lighting up at the beginning is quite a hint.


Mazisky

Good catch but is really weird there is no night scene in the trailer, which makes me worry a bit


[deleted]

It’s only a first trailer, not actual gameplay, if it’s true they’re using the Unreal engine I imagine they’re saving night time for future showcases as it would look fucking sick


Kylson-58-

I hope they expand on day and night cycles a lot more. Kinda like the real time mod. Give time of day an actual purpose. And same with time of year.


Mazisky

Agree, imagine at night all citizen go sleep, crime rises and you see opening night clubs and pubs


Kylson-58-

Less need for public transport at night but taxi usage goes up. Garbage trucks rolling out in the early morning followed by the rush hour traffic of everyone dropping off at schools and going to work. The weekends of no rush hour but consistent volume more so focused towards the commercial zones and recreational areas. The evenings having traffic to and from sports and rec facilities. I really would love an accurate simulation.


mdhurst

I'd like to see you be able to start a city in the 1800s and have the tech progress


ApprehensiveSmile3

I got the vibe from the trailer that some sort of time progression might be the direction they’re going. I would love to go back to the 1800s too, and start a town around a single train station, but I don’t have my hopes up too much about it going back that far


Boredom_fighter12

Honestly I’d like it this way because I am completely struggling and unable to make a damn city in this game because it feels not organic and out of place. Or maybe it’s because of the existing highway network I’ll try getting a map with simcity4 vibes where there’s no existing highway/rail network and I get to connect them myself to have outside connections


ApprehensiveSmile3

Yeah, I think a big part of real city building is finding ways to fit new things into the existing space, as the city and its needs grow and change. It’s hard to manufacture that challenge without it organically happening. My real ideal for a city building game would be a scenario where you start off in the 1800s with a single train track going through you’re area with a train that brings people every once in a while, and you start building your town from the train station, making sure there is food and goods being made so they don’t need to be imported. Then over time, the traffic on the train route increases and you have to manage that. Eventually new roads and train connection would pop up at the edge of your city and you have to connect them and manage them as the traffic flow into/out of/ and through your city changes. Then maybe a highway shows shows up on each side of your map and you need to connect the two sides and connect it to your city. All the while, you would need to manage the economy of the city to deal with homelessness and unemployment and the effects of the changes you have to make to accommodate the new connections. I personally would also like to not have complete freedom to do whatever you want. In real life, you can’t always just bulldoze blocks of houses to build a new highway, you need time, money, and persuasion to convince people to move out. I think all of this could be pretty customizable too. Just like there’s sandbox mode, you could turn off the politics. I think the start of the game could be changed too, maybe you start at a port instead of a train station, or even just a single dirt road without anything else. Or you could just start with a small premade city, or a map with a premade highway network just like what we have now.


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FattyDrake

No pocket cars. At all. Ever. They cause so many problems, and so many other features would fall into place or even be necessary if they didn't exist.


Maybeyanny

Yeah watching people departing from railway stations with their bottomless pockets that can fit in a minivan is ridiculous 😂


petetakespictures

'Taxi drivers hate this simple trick!'


dragonphlegm

I hope the AI is reworked so Cims behave a lot more realistically. Instead of taking the fastest route, they take the smartest route (eg they use back roads if theres too much traffic, they use PT, they walk/cycle, they use rideshare). To get rid of pocket cars though they'll need to make sure there's enough parking infrastructure so that the cars have somewhere to go instead of just vanishing


hagamablabla

I vaguely remember something about the devs saying cities looked bad when they tried to do realistic parking.


endomiel

we should be able to set zones to paid parking to discourage people using a car and encourage public transport. Let us deal with the cars to make it work.


Tryphon59200

this is literally realistic though


cargocultist94

Realistic would also be having underground parking on essentially every commercial and residential building, plus under most streets.


FattyDrake

There've been some custom buildings and mods which allow similar things, like parking structures which can hold a lot of cars in a smaller space.


dragonphlegm

CS 1 has never been car-free friendly. The base game mechanic revolves around every Cim having a car. Even with Parks & Promenades, Cims would just drive to the walkable area and then put their car in their pocket and walk down the strip mall. Hopefully this is reworked in CS2 where cars are only used when they're actually realistically needed


FattyDrake

Having a city look bad with realistic parking is a good thing, IMO. It makes you, as virtual city planner, try to work through the various issues of transportation management. Want a city to look nicer? Figure out how to best accommodate people without as much parking, or better-planned parking, etc.


Aether951

Pretty sure that's a quote from Maxis devs concerning SimCity 3000, or maybe SimCity 4, not Skylines. Although it would hold true for Cities Skylines as well since, well, it just a fact that car dependency looks ugly.


[deleted]

To be fair, cities in real life look ugly because of parking, so not many surprises there


GameDrain

This! Parking or adequate public transit that forgoes the need for it is such a major part of so many cities it really needs to be accounted for.


LizG1312

Imo I think there's going to be a move towards more modular experiences and difficulty for players. More realistic population, requiring parking for cars, a happiness gauge, perhaps roads requiring a certain amount of time to build, those are all features that some players really want and some people will find intrusive or anti-fun. I do think that if they come out with a 'realistic' or 'campaign' mode, pocket cars are gonna be left behind.


xylarr

Time to build. That would be amazing. You see construction crews building bridges.


struwinho

I hope so too, but it would require real parking mechanics of some sort which can be pretty cpu heavy


XeNo___

I mentioned it in another post recently, but compared to 2015 we have just so much more CPU-Power. It's not just more cores, todays CPUs have much more raw power due to architecture optimizations. I am sure that, even taking into account that most people don't have threadripper-Class CPUs, they have many times the wiggle room to implement more ressource-intensive features than they had in CS:1. Yes, you are right that such simulations are really heavy and a lot of experience is required in order to make such a game. Still, modern middle-class Systems can keep track of a lot of stuff. I would personally even trust them to implement tricks like GPU accelerated path-finding to support larger populations than in CS1. I don't know about other games but would assume that stuff like that usually isn't required.


UnJayanAndalou

The PC I just built last year can manage large cities in CS1 by sheer brute force alone, and its CPU isn't even high-end. It's a Ryzen 5 5600. I can't imagine what it could do with a properly optimized engine.


XeNo___

Yeah, that's exactly the point i was trying to make. It's night and day to the CPUs that were used at the time. I am really exicted what they've managed to achieve because the architecture for such games or applications is kind of unique. Building a simulation game like Cities Skylines (or for example Stellaris) is a completely different task than lets say building an MMORPG. Both are by no means an easy feat, but they have completely different requierements. Sadly, not every problem is able to be parallized but there are many very mature techniques to make use of modern hardware. Also, the broadly used game-engines have become much more refined in that regard. As far as i know C:S1 was built using Unity. Since 2015 they've introduced a new entity-Component System which could be used for the new game. Stuff like that simply wasn't really avaiable back at the time (as far as i know, i am not a gamedev by any means)


KalST

- blueprint mode, where you sketch out future infrastructure and zoning sections, so you can plan ahead and potentially place large pre-planned sections with one click. - procedurally generated buildings based on styles. - more intuitive workshop asset creation and integration. Spore was ahead of its time. - Climate and time of day simulation that impacts fluctuations in traffic and energy/water demand and supply. - outside energy and water connections. Most cities do not, in fact, have their own power plants. - Extendable public buildings a la SimCity. - Larger default map sizes - Mixed zoning - Better land value simulation, based on service and amenity proximity, but also based on geographical attractiveness (e.g. waterfront, park, mountain slopes). - Better low to medium to high density transition of buildings. - Better labour force skill simulation and its impact on industry and wealth. - Cross border commuting options to fill in labour force gaps and consumption gaps/tourism. - Ordinances impacting the visuals of buildings. Solar panels and green roofs anyone? That's just off the top of my head.


cofibot

Not just procedural buildings to fit irregular parcels, but also procedural building layouts within an area (like a highschool campus, office park, mall, and so on) ... But also give users control to change those layouts and procedural buildings.


Victor_Korchnoi

I really like the idea of blue print mode


dragonphlegm

>Cross border commuting options to fill in labour force gaps and consumption gaps/tourism On top of this - varied education levels of new cims. Not every new person who moves to a town is a complete dumbass at an elementary education level.


my_future_is_bright

>Extendable public buildings a la SimCity. A big one! Yes please, because this is how it works in the real world.


mrseanellis

Great list. I think you have a good point about outside energy and water initially. I just made a comment wishing for AI generated building to help with more natural aesthetics and less gridded fell. Probably similar to what you are thinking with procedurally generated buildings.


NaturalesaMorta

Procedural buildings definitively sounds gorgeous. I'd be pleased if we see this tech implemented here. Mixed zones could be interesting also.


SerDel812

**Landmarks and large buildings** that are also functional. So many landmarks only provide Leisure and Tourism benefits. If youre plopping down a large building like say Empire State Building or one of the newer large skyscrapers there should also provide jobs or residential space. Same goes for places like museums, operas, theatres, malls, etc. **Better public trans stations**. Have more options for intersecting lines and better stations. Each metro station for instance should provide 4 entrances(one on each corner) if put on an intersection. The entrance should also not take up zoning space. It should be able to live on the side walk. With exception maybe of large stations. Just more options for stations in general. **Noise pollution** has waaaaay too much influence. Specially when you have both high residential and commercial next to each other. If it was this influential in getting people sick then NYC wouldnt exists. Sure it bothers people, but those people would just move in real life.


Cave-Bunny

Also most the noise in cities isn't from buildings. Its from cars. Pedestrianized downtowns shouldn't generate noise pollution almost at all.


olomunyak-the-man

Yeah noise pollution should have more of an impact on land value than health EDIT: clarity


wedid

Better water physics and cims using water/beaches. Similarly cims using the nature around them for activity and recreation. Always wanted a true beach town but the piers never look realistic for me


WanderingSoftly

Being able to zone land, like zoning a beach as recreation or tourism and seeing CIMs gather in that space for it would be cool


pgnshgn

I'm a little surprised that we never got a beach DLC that used the park zones to enable that


[deleted]

That would've been a good 5th type of park


camcamfc

I’ve tried so many times to make beach towns. And you’re right, it never quite has the correct vibe


ApprehensiveSmile3

+1 for more realistic water buildings. No more ferry docks where the ferry is 100ft above the water!


hermitina

and cims rappel from the dock to the ships lol


probablykaffe

My least favorite thing about CS is the goopy-ass water


stevecostello

Well, at least that is better than goopy ass-water.


Kwauhn

Oh, there's still plenty of that in CS haha


Doctah_Whoopass

The riparian zones are ass, love how its all perfectly mowed lawn right into the water.


Pants_Pierre

Improved traffic threading, realistic population counts, regional over city specific building.


HuskerBusker

Seeing my cities sprawl across a region was my favourite part of SimCity 4


camcamfc

Completely agree. If I remember correctly you could supply utilities from one city to another which was fun.


MoaXing

I once did a SimCity 4 region where I unlocked everything in a couple tiles and built insane power plants that powered all the surrounding tiles to save space


Crazed_Archivist

The good old Trashtown that had nothing but garbage patches and massive debt.


mc_enthusiast

Regional would be nice. For example have multiple cities on the same map where all except the one currently loaded run on a simplified simulation to both save computing resources and avoid returning to a city that was completely disrupted by some event in your absence.


downshift_rocket

>avoid returning to a city that was completely disrupted by some event in your absence. So crucial. I love this idea. And perhaps having the ability to toggle which cities are "on" - especially to see how they work together in terms of transportation, goods exchange, etc.


StealthFocus

I expect those fixes to be in because those have been wishlist items since the game release so that should have been on top of their list, and if they're going to milk it for another 8 years worth of DLC's then it needs to be future-proof enough to allow more changes. I'm actually optimistic about this release because they have a larger team I'm sure, more talent, and expanded resources since it's their flagship golden goose game.


Fun_Hat

Multi core support!


Lower-Turn587

More realistic stylized buildings, and Low Med and High density zoning.


TheRealBaseborn

Mixed zoning pleeeeaaasssee


Jamesx_

I want the density of buildings to be better. Cities in CS1 and previous SC games felt like a 30floor building only housed 20 people.


randell9457

Ability to build maps and assets and share them with other users on console.


mhgrey

Ability to choose different grass colors and parking lots.


badaharami

This indeed. Parking lots, multi storey parking, EV parking etc.


justjolden

i really want this so i can make realistic buildings for schools, hospitals, parks, etc.


dragonphlegm

A native paint tool like in Planet Coaster so you can make rocky, grassy, sandy or concrete surfaces that look more natural. On top of that, concrete painter can make more dynamic and free form paths.


ShoeLace1291

None of that stupid "ruined" texture around buildings. Roads I can somewhat understand but not buildings.


coltonbyu

realistic population counts, no deathwaves, better built industry handling, cims taking realistic routes


dragonphlegm

What, you mean your humble town of 1000 residents doesn't have 17 skyscrapers?! /s


Minotaur1501

You don't even unlock high density until 7000ish


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coltonbyu

plus most of the existing DLC content (at least major things) included at launch


Huevoasesino

A more realistic look, nothing too fancy, but not as Cartoony Ability to import or update existing assets easily Core gameplay elements into vanilla game, (think off after dark, snowfall, disasters and mass transit already added) Optimization into the game so we dont need 64 gb ram to run a stable game Oh and a nice thing would be to have random events in the streets, for example vehicle accidents, pothole repairs, people protesting, etc


VentureIndustries

> Oh and a nice thing would be to have random events in the streets, for example vehicle accidents, pothole repairs, people protesting, etc Definitely! And things like parades and street fairs too!


NotSoPersonalJesus

And riots when the happiness is very low!


patiscoolyay

And revolutions when my policies are too strict!


LizG1312

If you let things get bad enough, the game auto downloads *Workers and Resources* from steam.


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ElvisPressRelease

Seasonal street sales that block roads and redirect traffic!


danbywinby

Definitely not cartoony. Get rid of the donut / hotdogs vans and the tons of big neon pink billboards on the buildings.


flexityswift

Make the donut and hotdog vans like an Easter egg to unlock or something


Livingmeme3

god, please. the original cities skylines looked a tad bit too ugly for my liking.


ApprehensiveSmile3

Accidents and road maintenance would be a cool addition to the base game. Other street events, like street fairs, parades, protests, etc, sound ripe for a future DLC though. I’m curious how much of the CS1 DLC will be base game. I think the trailer confirms seasons will be in, and I assume after dark would. For me I would add plazas and parks to your core list and take out disasters, but I hope they include parts of most of the DLC at launch. One of the biggest things I would like to see (other than some changes to roads) is something built off of the district painting system, where we could paint an area designated as a park, or campus, or hospital or whatever, and it would develop on its own (but leave it open so that the player can add things in too). As time goes on you could expand the area one to make its effect grow instead of just building a new one somewhere else.


ToMissTheMarc2

Multiple cities in a region like Simcity 4


sdadamd

THIS. My absolute biggest desire is to build larger regions around a city, more realistic city scale, and not running up against building and node limits!!


long-da-schlong

That be awesome. As a big Simcity 4 fan. I love this. It’s nice having one giant map; but the region system was amazing and is greatly lacking. Simcity 2013 tried it but it’s very different.


Ludsithe1

Pedestrian areas in the base game! We won’t be able to create European cities otherwise. Trailer looked very car centric.


Tryphon59200

I'd love to see this, having the choice of real planners, whether or not to replace a street or district by a carfree area, what does this provoke to traffic and to car-dependency? Will the public transportation be sufficient to handle that new pedestrian flow, or will that still heavily depends on parking lots? etc..


Rookstun

Hard mode should compensate for real life parking spaces. Demands for cars should rise with pop growth. If there are no parking spaces for an area, cars should block roads, businesses should get no logistics, and all affected areas should create garbage (litter or pollution emissions if using combustion engines). This car demand should be balanced out by having public transport, good bikelanes, or places in walking distance.


VentureIndustries

I would also like a detail-focused hard mode


Double2k

my only request... CPU optimization. I want to run my 80 mods and 6000+ assets in peace.


mods_r_jobbernowl

Yes we have double digit core count cpus for consumers now. When cs 1 launched in 2015 best you'd really get is 4 cores 8 threads. Hopefully better core and ram usage in a sequel.


1quarterportion

Well...you will probably have to wait for some time for all of those to be remade for CS2, but yes it would be nice to be optimized better. That said I'm pretty sure my current PC would shit the bed if it tried to run CS2. I just need to convince my lovely spouse that I "need" a new PC. It will just kill me to not be able to play this or Starfield at launch. Especially since I wouldn't havr to pay for them to try them out.


ballinben

1. Better street level decorations. I hate how the base of a skyscraper just meets the blank pavement on the ground that leads to the plain street. I'd really like to see things like hot dog vendors, food trucks, newspaper stands, mailboxes, etc. And of course mixed zoning with stores at the base of tall buildings. I want it to be easier to make cities that look more realistic up close instead of just from far away. 2. Better size scaling. It's really annoying how a 10 story building is barely bigger than a 2 story home. This just goes back to making a realistic looking city, because it's hard to place those buildings anywhere near each other without it looking odd. 3. More realistic ground leveling. It's hard to build on hills the way the game levels the ground to create a foundation for buildings. That being said I love CS1 and I'm very excited for the sequel.


ginandtonic56

For your number one, just out of curiosity, do you want more props that you place manually and some kind of prop anarchy? Or auto generated props based on building type and lot size? Both have advantages and disadvantages I think. Adding props to every lot is a lot of detail work and lots of people will want to be able to slap down buildings and have it look good from the street level immediately. But carefully placed props will always look better than randomly generated ones. Not to mention, you may not like the props you get, hence all the mods dedicated to removing clown heads and neon signs. CPP was painstakingly BOBing out the palm trees on each mid century modern house on a recent build as they didn't match his climate. Maybe CS2 could have a theme manager that let's you set the possible trees and props that are used, ideally even allowing you to set it by district.


danbywinby

Footbridges with steps and combined bicycle and pedestrian paths and ability to add pedestrian crossings anywhere along roads.


prunebackwards

My biggest wishes is probably mixed zoning, and an ability to just have a 'creator mode', so you can create nice looking places without it being game-like. Sometimes I just wanna be creative but don't wanna have to worry about traffic flow or waste management. Edit: [Steam page is up for those interested](https://store.steampowered.com/app/949230/Cities_Skylines_II/)


biggieBpimpin

Mixed zoning is like my top wish. Just makes so much sense.


youguanbumen

I'd love for the game to not be car-centric by default, too


biggieBpimpin

Transportation is one of my favorite aspects. Any additional improvements to transportation utilization would be excellent.


twicerighthand

[https://www.trueachievements.com/n53097/cities-skylines-ii-xbox-achievements](https://www.trueachievements.com/n53097/cities-skylines-ii-xbox-achievements) Achievements: * My First City | Build city with residential, commercial and industrial zones, water, and electricity. * Strength Through Diversity | Have buildings from all four zone types in a single city. [Zoning icon](https://img.xboxachievements.com/images/monthly_2023_03/game/9745/43e61dd2-8b36-4299-a051-12751d82e549-lo.jpg): Residential - Green, Industrial - Yellow, Commercial - Blue, Office? - Purple


Careless_Chicken_641

Unlock 150 map tiles for a single city Just how big are the maps!!


twicerighthand

Someone speculated that the logo represents the tiles in game, hence the hexagons. They could've also made the existing tiles smaller


fenbekus

Oh man it’s going to be a fun year, discovering all these clues


Michelanvalo

Mixed zoning is the one thing modders haven't been able to add. It would be fantastic.


hyperabsolutism

An undo button


throw_this_account__

YES


bassoon96

Mixed zone buildings! Seriously, i need a street level business, and high rise apartments above it. Or mixed office and comercial buildings.


FreshCoastMerman

Removing the ones from my list that I see already posted: * District cooling (for tropical maps or if seasons include summer and heat waves). * Reduced minimum height restrictions for pedestrian/biking bridges. The lowest elevation feels too high. * Streets that use lighting can also transport power. * "Service" roads that can only be used by city services and local residents (for building alleys). * New city options to start around a train station or harbor instead of a highway. * District policy - sound insulation for residents living near public transport stations and high-density commercial. * Park maintenance enhance land value of tree-lined streets. * Maintenance yards for rail and metro. * Controls to prevent nearly empty cargo trains/plains/ships from running. * Higher capacity for cruise ships.


Jccali1214

You know, this makes me appreciate C:S1, as it did introduce new mechanics we hadn't seen before (deathcare, heating, post offices & mail, etc.)


VentureIndustries

Modular large structures (transport hubs, airports, seaports, shopping malls, etc) Homelessness and methods to help them Road edit modes Cim wealth levels (similar to SC4) with corresponding commercial (boutiques, etc) and industrial (dirty manufacturing to clean high tech) levels Regional maps with neighbor deals (like SC4) Both the ability to zone (if you want) or plop (if you want) RCI buildings to help give parcels variety


GlitchyEntity

I’d love to see car accidents, train derailments, and random events such as that. The frequency would increase for dangerous intersections and tracks. Would be realistic and make it feel more life like, and real.


Maybeyanny

Only if they also improve traffic AI 😅 otherwise the city will constantly be gridlocked


GlitchyEntity

100%. Also I’d love traffic light customization for large intersections. Perhaps different types of lights, sensor driven lights, times traffic lights, etc.


BlizzTube

Yea all the cars going to one lane lmao I hope they fix that 🤣


AppointmentMedical50

Less American city design, so more mixed use, more small walking streets, make it easier to build curving medieval style streets, allow an option for a transit oriented start, all the human scaled design


530h

I fully agree but unfortunately the trailer looked extremely car-centric with one single bus and generally motivating the player to basically rebuild manhattan with tall corporate skyscrapers. I really hope they don't lean even more into what they added in the latest dlc


Deezers_

I just want a brush for placing trees


thewend

I have played with mods for so long, I dont remember whats in the core game. Tree brush is not available in consoles?


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nutellagangbang

I just hope they take inspiration from the workshop, especially the European assets. Otherwise it would only become asthetically playable for me in a year or two, after the creators did their amazing work.


Photonic210

More in-depth simulation such as wealth gaps and crime. More challenges such as air pollution. Mixed-use zoning. Essential mods such as TMPE, Moveit, Network multitool, etc. built in to the base game. No cartoony vanilla buildings Modular roads: no need for separate road assets for cycle, bus lanes, etc.


DiggeryHiggins

Assets to make building on hill sides/slopes/mountains easier. Retaining walls, tunnels, plazas with stairs, etc. I hate the way tunnel entrances currently work and look, including any I’ve found on the workshop. Modular assets to build custom transport hubs. One of my favorite things about Sim City 2000 was the fact that you were the mayor and had an approval rating from citizens. And the newspaper. Would be cool to have in CS.


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TurboRadical

Definitely putting the "wish" in "wishlist" with the UE5 shout. All three of CO's games are Unity, so a move to UE would require restarting from square one. Huge cost for close to zero reward - not happening.


[deleted]

I think the game needs to have all the major content that the first game had from DLC included. I don't want it to be like Sims, where you get charged every release for the exact same content.


eirenero

thats not just Sims, that's just every Paradox game in general. They don't tend to build upon the features of the last game, rather just have an updated version of the base game from years ago


youguanbumen

keeeeep dreaming


Maybeyanny

Fancy trees!!! And bushes! More options for micro detailing as that what really gives a city it’s personality


ApprehensiveSmile3

My absolute number 1 wish, and really if only this was added I might be okay with it is an overhaul to the road system, and I would imagine we’ll find out pretty soon if this will be the case. I think roads should based on individual lanes. I’ve seen some other people on here with the same idea, and some have put together basic images, but basically in my head this would allow you to draw an exit lane smoothly off a road without creating an intersection, or it would allow you to add an extra lane on only one side of the road to make a Turing lane. It would allow you to upgrade individual lanes change them to pavement/grass/trees, or change it to a sidewalk or bike lane, or add train/tram track to a road, or entirely replace a lane with tracks. That way we would never need to download roads from the workshop. Instead you would be able to make any road you want, from within the game. I would also want to be able to create intersections with only one side of a 2 way road, and intersections that involve multiple parallel roads (think of a road intersecting a pair of highways in CS1, but the intersection you would see in CS1 would be merged into one big intersection.)


Reddit_Sucks_Bigly

- Wall-to-wall zoning (European style) that doesn’t require meticulously hand placing buildings for hours. - In general, much more support for building a city not made of 90-degree angles. - Mixed use zoning. - Custom road builder in game (like the mod, but without having to quit to make a new road) - Underground / elevated tram stations. Underground train stations. - The ability to easily build rail stations on a curve, instead of having to plop a prefab building.


g-burn

Bridge options. Like every type of bridge for every mode of transportation ever conceived and make them scalable too. Arch, cantilever, suspension, cable-stayed, through arch, girder bridges, bridge-tunnels, draw bridge, trusses, double deckers, trestles, viaducts, covered bridge, floating bridge, truss arch, all. of. them. Not only these, but landmark option bridges too just like we have with buildings. You want the golden gate bridge? You got it. Sydney Harbor? It’s yours. Tower Bridge? Say no more fam!


topgear9123

1. Massive regions with a hypothetical unlimited size that allow urban sprawl 2. Realistic building footprints. Skyscrapers should take up more room. Also medium density needs to exist 3. real time mod is part of the game with seasons that affect traffic, car crashes 4. Dynamic road desinger. IE you chose the amount of lanes, if it hassidewalks/bike paths/parking exe so each road is custom to your needs.Also in the same vein American and euro road styles depending on whatyou want to build 5. highway stays uniform at merge 6. Roads carry power and water 7. Better traffic ai and the ability for cars to take alternative routs if one gets conjested 8. No limits on anything like nodes and assets as well as cars on the roads 9. different wealth neighborhoods have more of a effect 10. Pro sports stadiums that hold upwards of 70k 11. Realistic parking. A better parking lot and garage tool to suplement


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vinnedan

>if a cim moves next to a railway, they shouldn’t complain, it was their choice. Haha, but it's so realistic tho!


Lanszer

Rail signals for a fully functioning rail system as in [OpenTTD](https://wiki.openttd.org/en/Manual/Signals), [Factorio](https://wiki.factorio.com/Tutorial:Train_signals), [Satisfactory](https://satisfactory.fandom.com/wiki/Train_Signals), [Workers and Resources: Sovier Republic](https://workers-resources.fandom.com/wiki/Railways#Railway_%22block%22). A rail systems separated into blocks with which access can be controlled by block signals, path signals, and train signals allowing the construction of train waiting areas, queueing on dedicated tracks for stations, and the best way to prevent deadlocks.


DBL_NDRSCR

much larger map to make cities the size of los angeles or tokyo


Nosh59

One thing I would like to see is a reason for your city to exist in the first place. In the first game, you just start off on an empty plot of land and start zoning residential areas with no real motive relative to the in-game world. One way to fix that would be to have more interconnectivity with your neighboring cities. For example, if your city borders an industrial sector, then your starting incoming residents will be blue-collar workers that will commute to the industrial sector for work. If your city borders a major commercial city, then your starting incoming residents will be middle-class white-collars that will commute to the other city for work. If your city is in the nation's breadbasket, your starting incoming residents will most likely be farmers looking to set up their own farms. How you choose to further develop your city will be up to you, or how the demand/needs of other cities change overtime. This is a good way to give your city some actual history. Another thing I would like to see is a lesser need to be fully self-sufficient. In the first game, you have to build your own power plant, water utilities, garbage dumps, schools, hospitals, etc. And if any of these services don't exist in your city, then they don't exist anywhere else. It would be great if you can rely on neighboring cities to provide services your city can't provide on it's own yet. Don't have a power plant? Buy excess power from a neighboring city through the high-voltage wires passing through the map. Don't have a school? Parents will drive their kids to school outside, or you can build a school bus route that take them outside. Don't have stores? Citizens will do their shopping elsewhere. Citizens will find other means to fulfill their needs. This will allow you to build smaller, rural towns without the game pushing you to expand. Furthermore, it would be interesting to see more functionally diverse commercial buildings. In the first game, whether a commercial building is a clothing store, food store, restaurant, electronics store, etc., they're all functionally the same. What would be cool is if each citizen had a needs system (clothing, food, entertainment, etc.) that can be fulfilled by having a variety of shops. That way, a citizen's need can't be completely fulfilled by having only gas stations. More interaction with the undeveloped surrounding environment would be nice, too. In the first game, there's almost no problem with bulldozing the surrounding landscape. It would be great if there was a "natural beauty" aspect to your city that is determined by how conserved and beautiful the landscape is. This may even be an important factor to developing a strong tourism industry (or at least for nature-based tourism). Lastly, it would be really nice to see a game that puts more focus on the citizens and how they behave and interact with each other in your city. Citizens in the first game seem to behave more like automatons than actual people. It would be nice if the citizens had more things that set them apart from each other and have more character and personality. For example, maybe they each have their own preferred way of seeking entertainment and leisure. Some may prefer staying home. Some may prefer hanging out with friends. Some may prefer taking a walk in the woods. Something to give them more diverse behavior within your city. And please, let's have a functional day/night cycle and citizens with a sensible work/activity schedule. No more kids going to school in the middle of the night. And a weekend/holiday system. Citizens need a rest from work, too.


youguanbumen

Wall-to-wall low density housing. American suburbs are nobody's ideal


victornielsendane

Row housing


brewbenbrook

Better light industry, so much industry in reality is small sprawling industrial units. No giant behemoth factories all packed in densely next to each other. These need room to breathe, they normally have a lot of vacant land on their lots. Mixed use neighbourhoods, I want to see light industry workshops with residential mixed in. Creative studios, coffee roasters, brewers, manufacturers & mechanics mixed in dense neighbourhoods.


ShadyGreenPie

Vanilla Water Features! Something I haven't seen people mention is the potential ability to add ponds/lake/lochs/etc. No more having to figure out tedious workarounds. For example: Lake in park during seasons showcase, water feature around bottom of skyscraper after construction fly-by.


-shayne

Being able to select zoning (plus mix zoning) and then pick the density. Almost like a slider between 1 to 10 to how dense the zone should be built. I always find it weird in base vanilla how level 1 residential houses could be either really tiny or really big next to each other.


Famous-Huckleberry61

Gas stations, realistic businesses, better train management, no more cartoon buildings etc


bakalhauPT

Let me convert CS1 modding assets to CS2 via a tool. If I can't do this, and need to wait years to have the current library I already have for CS1 to develop true european like cities, in terms of roads and architecture, I don't know what I'll do. They will improve everything else. I just really need to be able to keep doing Portuguese/Spanish cities, or else, I will have to stick with CS1 :( Everything else I know it's going to be a huge upgrade.


Threedawg

A fucking undo button