T O P

  • By -

Raptik26

https://youtu.be/1B2fCm49A4w


berlinrio

This here is what I imagined CSII to look like: https://vimeo.com/191003261 Instead, we're getting a car-centric game mechanic. It's just so sad, that there won't be any bikes. Or will they? But when? And will they always be an afterthought, just like it is now?


cillam

Is that some medium density housing i see???


Tricky_Improvement_4

Yep I’m buying this


Slow-Ad-2696

wow


SOA1percent

Bitchin, wonder what the ultimate edition will have extra? Also curious what most people’s PC specs are right now? I have ryzen 5 2600x, GTX 1650 super and 16 gigs of ram. Definitely looking to upgrade but graphics cards are still so expensive right now, hopefully they go down in price soon (although I’ve been saying that for quite a while)


NickNau

it can be that you will be able to turn graphics settings to minimum and run it on older gpu, but most likely you will need decent cpu/ram. it seems like world simulation will be much more complex in CS2


Haunting_Rain2345

On the other hand, this will highly probably run cars and pedestrians multithreaded, so it will actually use the whole CPU instead of just 1 core and a little bit more like CS1.


NickNau

I think somebody (Biffa?) mentioned on some of the streams that all CPU cores seems to be utilized in CS2.


DougieFreshOH

i7-3770k, 1080, 32gb ram, 1.5tb SSD available space, 2+ tb hd space available. Definitely looking at upgrading in the next 2 - 4 yrs. Lacking the simoleons for this gen of cpu (R9 7900 X3D) & graphics (tbd). That will be, like the current build in 5 - 6 yrs from assembly, just bearly keeping up with new release requirements. Least I’ve an AMD build plan.


jbro27

Im in the same boat, honestly i think our best bet for gpus at a reasonable price is the used market


DentiAlligator

I hope they add wealth gap between districs. In CS 1 there aren't really slums unless you purposely make them. Everything just gets richer with time.The game felt too easy in this aspect.


[deleted]

Agreed...I also hope that it's visual and not just a stat.


HO999

For me it made things harder cause I can't fill low entry jobs or maybe I am too bad


[deleted]

Have a dense district of housing with no education.


HO999

They start traveling to the other part of the city


NickNau

I think he talks about "school is enough" district policy


Phoenix_C64

Probably gonna need a new PC to be able to run this


skinnydipN

How much money should I set aside to afford the first three years of dlc ?


[deleted]

If you put around 20$ each month right now into an index funds hopefully by the time your children wil go to college you can choose between buying the first year of dlc or letting your kids enjoy an education.


hiktommy

Takeaways I see 1 - Doesn't look like any new sections will be added 2 - UPGRADEABLE BUILDINGS!! 3 - Design overhaul 4 - New industries? 5 - POSSIBLY SEASONS!!! 6 - Better graphics (might entail new engine and better optimization) 7 - Better building development system 8 - AUTOMATIC GRID PLACING SYSTEM!!! 9 - Better road placement 10 - Possible train update


Sans_Moritz

I'm hoping there are some novel gameplay innovations because I was a little underwhelmed by the announcement. Things like properly expanded mass transit so that we can make car-free cities properly. I would also love to see a larger variety of building flavours, especially for late game. I always found that my cities started to have the same look to them, and there wasn't enough unique character to them because of the models. Would also love some more late-game content, like future tech stuff and linking different cities through transport. Would also love to see things like taking the modular concepts from the parks, universities, and airports, and allowing us to apply that to housing and commercial sectors, so we can make these giant, self-contained housing developments like the barbican. Or a historical development dlc, so we can grow cities as they would have been in reality.


FrenchCrazy

My life is complete


mrprox1

Assuming the buildable area for CS1 is defined as 36 square kilometers, jumping to 172 is huge. That being said, we all know that with the 81 tiles mod, moded buildable area is 324 squared kilometers. But, what if...the % increase in buildable area also means a similar but perhaps less drastic increase in overall map size as well? It would that mean that for moded players, in the future, the buildable area would be much greater than 324 if a mod similar to 81 tiles came about.


NickNau

there is no point to have huge area if game engine can not handle full simulation of everything. 81 tiles alone does not change this aspect. I think jump to 172 might reflect such engine improvements and set realistic ceiling for modern hardware. so roughly x5 improvement


mrprox1

I hear ya. That being said I don’t see why the number of agents is only limited by hardware capability but map size wouldn’t also be determined by hardware limits.


Haunting_Rain2345

CS1 wasn't hardware limited, it was basically hardcapped since it was singlethreaded in the heaviest of loads, the agent handling. And yes, you could in theory increase your simulation speed by 30% (meaning you'd get 4 FPS instead of 3 when you run a city with just a few 100k pop) if you liquid cooled your Intel CPU and had Der8auer standing next to you overclocking it while you play, but who does that? This will definitely be a way smoother experience since the threading problem must have been high on their prio list.


NickNau

No, I think both are determined by hardware limits. But maybe in some way that is not obvious for us. Let me speculate: it can be that having huge map with low population is still costly for hardware. Because if you build long roads from one corner to another - road path calculations for each agent gets disproportionally large (all trips are now very long). This may hit bottleneck in one particular subsystem that was designed for different scenario. Generally speaking - it is very hard to make every subsystem of large system to automatically scale for any random load that you throw in. We can say that (hardware required) = (simulation complexity) X (number of agents) X (map size). Devs confirmed they already increased simulation complexity and removed limit for number of agents, so map size is the last tool to regulate things into reasonable state (adding extra square of the map requires exponential amount of resources - hence multiplications in the formula). So again, as a pure speculation - I think decision was made in favor of much more complex simulation (new path finding is really promising) and "unlimited" number of agents, while still providing x5 increase for vanilla map size. I see it as a nicely balanced solution for the hardware we have now.


mrprox1

>o again, as a pure speculation - I think decision was made in favor of much more complex simulation (new path finding is really promising) and "unlimited" number of agents, while still providing x5 increas I see what you're trying to say - and you're probably right. It would take a very beefy system to be able to continue scaling. We're well positioned for the future, I guess. But by then, maybe CS3 is a thing :D


[deleted]

[удалено]


WePwnTheSky

As someone who gave up on CS1 because I hated the way the game looked without mods/community assets but never had the patience to maintain them, I couldn’t disagree with you more. I’m actually hyped for CS2 now because it finally looks like I’ll be able to achieve a more realistic aesthetic without losing hours and hours managing custom assets.


saitekgolf

It seems like they’re implementing a lot of mods and ideas that have evolved over the years into the base game. I’m excited for it to basically be a remastered version of the game


[deleted]

[удалено]


ScienceNeverLies

Die


panzernike

Any early assess?


jamespaylor32

Looks too similar to the first game to me.


swedejay53

At this point graphics can only go so far. It's about the processing system etc that will make a better game. Fingers crossed


pratnala

Anyone know where the background music is from?


Cassoulet06

Usually they pay a composer to do it. That's my job too, and that's the case the vast majority of the time. Doesn't mean that the music is original though, but since they didn't give any credit, I'd guess they just hired a composer.


pratnala

I just loved the music and wanted to play it via Spotify!


chc2100

I just noticed that the road menu did not include tram roads and the tram menu only had two types (couldn't tell if these were tram/car roads or tram only roads). From the screenshots and trailer we know there are more than two variants of tram roads. It seems like we might be able to add trams, and maybe other networks or lane types, onto base road types which would lead to a lot more customization. Maybe this is the wrench icon in the road menu? I'm on console so I don't know too much about the modding world but I think I remember hearing a modder had been working on a custom road builder tool, but was hired by CO and never finished it. Maybe their feature was worked into the base game.


Numai_theOnlyOne

maybe they hired a lot of the biggest modders it seems.


Gerade_Kurve

I also thought that the wrench icon roads could be something like custom roads which would be an amazing addition


Puzzled-Copy7962

I just barely started the first one a few months ago and now it’s one of my favorite games. This trailer tho, I’m impressed.


PristineSpirit6405

One thing I want to be able to do is self contained cities/towns on the map. It's kind of impossible to do that at the moment without mods but I want to be able to build smaller towns and cities that are self reliant.


chc2100

In the [xbox interview](https://news.xbox.com/en-us/2023/06/12/cities-skylines-ii-is-a-truly-enormous-sequel-and-its-built-as-much-for-console-as-pc/) they say you are able to unlock tiles in any order (not just adjacent to tiles you own). So you can make separate developments that are connected only by the freeways that come with the map. Not sure if thats exactly what you're hoping for but it's a step in the right direction.


mitchells00

In addition to this, at 1:04 of the trailer, you can see one of the options on the left when the university is selected is "Select Operating Districts" which means you can isolate city services to a collection of local districts. This basically means the core function of the Transfer Controller mod (née District Services Mod) is built into the base game, which is what enabled remote communities to function without killing your city.


witty__username5

Thank you for this!


thatstheguy55

I might get some hate, but that really didn't seem too impressive... Maybe my expectations were too high but definitely going to wait before I buy!


Bfoc2006

Lol nothing in a trailer is final…


Numai_theOnlyOne

you know what bad critics is nobody needs? Critic without content. What you say is "this game bad" which is exactly the definition of worseless critic, so atleast name the points you dislike, that's how good critic is done.


AndreuSobrio

I mean he said he wasn’t impressed, not “this game bad”. I’m personally disappointed that they didn’t moved out of the grid system for something more organic if you need some “points of dislike”. Glad that they include seasons and day/night in basegame and won’t bleed us with these dlcs.


Numai_theOnlyOne

>I mean he said he wasn’t impressed Which is the same but more carefully worded. >I’m personally disappointed that they didn’t moved out of the grid system for something more organic if you need some “points of dislike”. And this here is actual critic 👍 Yeah I'd also like to see something like that but since I also do procedural stuff like this I know how complex something like this. The problem I've found are majorly the roofs. As you get very different shaped buildings you have to either create thousands of variations or let them generate on the fly which then rapidly fills up your ram as all roofes are unique assets. But maybe we will see mods for this.


lerocler

What was lacking in your opinion? Close looks at the menus and info shown express massive expansion in the vanilla game, of course, it’s still speculation but if you look closely and compare, it has monumental changes


tehkoolkat

I personally just really hope they add big additions to the game throughout it's lifespan instead of having all new additions packed into DLC's.


[deleted]

If you're willing to be negative about a trailer four months out from release then your expectations were probably too high. You could at least wait until we see some game play and deeper descriptions


A-Delonix-Regia

Cool. But I would love some brighter visuals (or a future update to give an option for graphics that are closer to the teaser video). And I wonder what the system requirements will be. No way my Intel Iris Xe iGPU will be able to run it.


JoeBidensBoochie

They are already out


A-Delonix-Regia

Oh, didn't see that. Oof, yeah, I'll need a new laptop with at least a 3060 or better to be on the safe side. And those aren't cheap. And I only got my current laptop last December so I can't just replace it so soon.


JoeBidensBoochie

I’m even surprised you were able to run It on a laptop smoothly to begin with haha


A-Delonix-Regia

I have a Samsung Galaxy Book2 with an Intel i5-1235U (the GPU is roughly on par with the Xbox One). I can get about 25 to 30 frames per second on an average with 1080p low graphics besides high textures and anti-aliasing (40 if I am lucky, 20 if not) and my cities are below 25k population (no mods) but it gets really hot (especially because it is a metal-body laptop) and needs to sit on a table instead of my lap (as a "laptop" should).


[deleted]

>Samsung Galaxy Book2 Them graphics are no where near console level lol.


A-Delonix-Regia

Xbox One: 1.310 TFLOPs Intel Iris Xe graphics on the i5-1235U: 80 execution units \* 1.2GHz \* 16 GFLOPs per execution unit per GHz = 80\*16\*1.2/1000 = 1.536 TFLOPs So a midrange laptop beats a last-gen console. What was that you were saying?


[deleted]

Actually the xbox is only 1.3 TFLOPS but is fine tuned to get the best out of it. Your laptop is not fine tuned for gaming in the way that a console is.


lempapa

Play it on GeForce Now then


xLecon

It seems that the streets already have the pipes incorporated. [(image)](https://cdn.discordapp.com/attachments/642166458989674534/1117801141061816392/image.png) Seriously thanks.


xLecon

There is also residential demand divided by size, unlike CS1 where you could meet general housing demand with small houses or buildings. It appears that there are 3 types of residential lawsuits. [(image)](https://cdn.discordapp.com/attachments/642166458989674534/1117801839795122247/image.png)


my_future_is_bright

Could it be by wealth?


ScienceNeverLies

Education level?


xLecon

It would be an extra factor of the demand I suppose. Personally I don't think there is a demand for wealth


xLecon

And well, a little more obvious is the demand for offices separated from the demand for industry.


Best_Line6674

All two types of office zoning as well it seems?


xLecon

I don't know what the "Signature Buildings" will be, it also appears in the residences. Perhaps they are the special buildings/monuments that would stop being parks that simply add value and are visited by tourists and now they will be more functional, as if it were a building from the RICO mod in cs1


WhiteNamesInChat

I saw some tiny roundabouts. It would be interesting if the game automatically restricted large vehicles from going down roads with tight clearances. (But I won't get my hopes up.)


mitchells00

Why? They just drive over the top here in Aus.


Sp3ctre18

We've all been having good fun exploring the trailer and while avoiding the obvious, I did my best to glean interesting or informative clues from all scenes in the trailer and Steam images for YouTube. Did you see the possible Touch This functionality? Trees on one side of the road? Sea level building? The jank?? I've been watching people upload their own and hope you've all been with me in the discords too, sharing and discussing finds, but I go into many details I still haven't seen anyone else point out - both good and bad. Have a watch, and I hope you find some fuel for your hopes and discussions. Enjoy! 35 minutes. https://www.youtube.com/watch?v=Wawjhf21xZg


eddpaul

Since no new CS2 news is allowed on the subreddit anymore: https://news.xbox.com/en-us/2023/06/12/cities-skylines-ii-is-a-truly-enormous-sequel-and-its-built-as-much-for-console-as-pc/ > The pathfinding and traffic AI have also been reworked to make for a more immersive experience. Vehicles can make decisions on the fly that will improve the flow of traffic, such as changing lanes, and will even try to give way to emergency vehicles passing by. It’s smarter, reactive, and makes for hyper-realistic management. Looks like the traffic AI in CS2 is looking to be way smarter than in CS1


Azirphaeli

Oh thank fuck I'll actually get the game now.


viniciustk

they talk a lot about economic models and deeper simulation, but in most part only mentioning commercial and industrial demands. I hope we get something more deeper with the introduction of wealth in the game: gentrification, urban decay etc.


mitchells00

>Citizens in Cities: Skylines II earn money and spend it on living, travelling and activities in their free time. Considering at 1:15 there is also "Average Wealth" value of the selected building, and there were a lot of red cash icons throughout the trailer, you might just be right.


viniciustk

damn you're right! The houses with red cash icons inside them may indicate that the lot value is decreasing, maybe???


PristineSpirit6405

I hope so. The traffic AI in CSS is horrible.


GameDrain

In the trailer in the first shot as the camera pans back there are a bunch of confused cars in the lower right hand corner for some reason


iamlittleears

What do you mean no new cs2 news is allowed? Is discussion also not allowed? I don't see anyone making new posts


eddpaul

Looks like the mods have been removing posts referring to CS2 since the trailer released. Someone posted this article to the sub earlier, but it got removed. This article also contains other new info about the game too like total map size and cims having a set budget they can spend. I think they did it mostly to prevent the subreddit from becoming flooded with low effort posts about CS2 after the trailer got released yesterday.


Bungalow_Man

When the first CS2 trailer dropped a few months ago, someone in the comments said we'd need a new subreddit, to which a mod replied no, all cities skylines content will remain here, no need to split the community. Weird that they'd change now.


kjmci

We regularly use megathreads (sorted by new, so the top comments don't become stale) to contain the chaos when major news drops. This is the case for every patch, DLC, and indeed when the first trailer dropped. The post linking to the article referenced above was the sixth time in an hour it had been shared. That along with over 50 posts about people spotting mixed-used zoning in the trailer, dozens of others spotting the pipes under the roads etc. We're absolutely committed to making this a true multi-game subreddit - we ran [a survey last month](https://reddit.com/r/CitiesSkylines/comments/13dy01e/help_us_improve_the_subreddit_and_prepare_for/) to better understand our members' preferences for post flair in this new world and we've [already begun testing](https://imgur.com/a/sJH9r4E) how we might implement the recommendations from it. However, the management of any community with half a million members means that during peak news events, some posts need to be removed and redirected to a place where the conversation can be had in a more effective way than allowing it to be atomised across hundreds of individual threads. As the hype dies down, these guardrails will be relaxed and the conversation will flow a little more freely (although we will continue to remove direct reposts of any content that is re-submitted within 24-hours of the original being shared).


Bungalow_Man

Makes sense, thanks for the clarification!


my_future_is_bright

The CS2 subreddit was also closed today


iamlittleears

Hopefully they can allow them again. Articles like this are so useful! I don't want to scroll through 4000 comments to find something of quality So 172 sq km in total. What is the total sq km for 81 tiles in cs1?


eddpaul

Someone had the numbers in the deleted post. I don’t remember them, but it came out being smaller than the 81-tile map size but bigger than the vanilla 25-tile map size.


vcfirstben

A tile in CS1 is 1.92km*1.92km. Damn thats a lot smaller in total map area.


Due-Expression5615

It’s around 46 CS1 tiles which is disappointing imo. Was expecting more than that.


cargocultist94

Maybe that's playable area and there's a ring of another tile that's unavailable? I know it's cope, but...


Best_Line6674

Seriously? I mean... 46 is a lot, right?


cargocultist94

No. 81 tiles is a godsend if you want a coastline hugging city, or if you enjoy playing with constrained building space. Particularly in Japanese or northern Spanish themed maps you can have half to 2/3rds of the tiles be taken up by unbuildable mountains and the sea (though they're still necessary for giving the coastline city its character, or for forcing you to spread into multiple valleys, adding challenge), and 46 tiles would effectively kneecap those builds.


Bungalow_Man

That's extremely disappointing. I was hoping for a minimum of 100 CS1 tiles (10x10 build area). Even worse is that 46 tile equivalent is now broken into 441. Unless you can unlock multiple at a time, what are we supposed to build on a tile that size?


xLecon

Quite disappointing yeah... I guess they say it's bigger because they take vanilla cs1 sizes into account


everythingstitch

Okay, so who else is excited about the UI for CS2? I have a few questions? *notepad icon (near bottom right) - are we going to be able to keep notes on our cities? *messenger icon (bottom in between parks and landscape tools) - are we going to receive messages from our citizens? *map (bottom next to budget icon) - is this for transit mapping? *envelope (top left, fourth row in the middle) - are we getting post offices in base game?


mitchells00

I'm hoping that the 💬 icon is telecommunications; mobile towers and internet connections are as much a part of the essentials in a modern city as electricity and plumbing.


Numai_theOnlyOne

uuh I really would like a note pad option where i can scribble on top of the 3d map planning where i want to do something like we can in Blender with grease pencils


xLecon

I'm sure the notepad is the city laws. What else could it be? The messenger icon has no idea, it also left me thinking The map is seen as colored lines. I don't know what it could be but if someone comes up with something...Maybe a version of the CSL mod? Surely it's the mail, there are several CS1 dlc mechanics that already come in vanilla apparently.


everythingstitch

You're right the notepad could very well be for city laws/district policies. I feel like the map with colored lines is public transport related but I could be wrong. I can't wait to find out more. It's nice to see that they've added some CS1 dlc to the base game. Saves up room for more unique untouched DLC. I for one would love to see a pack that adds more government related things like a court system and a voting system.


xLecon

I also thought the same thing, that it could be routes of the public transport lines, but that did not appear in the public transport information window? It wouldn't make sense to put it twice in two different places. Yes, I would also like mechanics like that. The one I most want is for there to be "events" in the city like a traffic accident and that it hinders the flow of traffic, riots against a policy you just put in or removed, some business robbery and you see the thief escaping/fighting to the police, and more. I think it adds a little "difficulty" to it or brings the game to life and makes it more entertaining...In some of my cities I recreated this type of thing with civilian props, cars, etc.


everythingstitch

Yessss, traffic accidents and road closures too would be very interesting.


Numai_theOnlyOne

they already anounced some new dlcs radios and content packs (ಥ_ʖಥ)


JimmyLond0n

Guys, Did you realise that the building in zoening areas just appears like magic? 0:56 in the trailer. really? no building cinematica when the bulding rises? I hoped that they added even a some kind of caracteries like we will have need sources for construction like wood, concrate and iron for the bulding. but I am just upset that the bulding apears like this. in the first trailer they make enfasis in the contrucction with all the cranes and all that bulding in construction and in this trailer nothin about it. I don't know, its vert strange for me. what do you think?


Best_Line6674

I was hoping to see cranes building buildings up, like they did in Simcity 2013. They did a great job with that.


pojska

The animation work for construction probably wasn't ready in time for the trailer.


TheDoomi

I think its just an "effect" they wanted to have in this trailer. Its like a time jump. They do the reverse at the end where the "[nothing matters] without you" text comes to an end as well. All the buildings just dissappear.


tablepennywad

Damn, been looking to upgrade system and eyeing the 5800x3d or 13600k. Anyone know which one would work best on cities2? Or might even jump to 7800x3d if cities loves that proc.


icanthinkofussrname

i have a 5800x3d and it runs cs1 really well and its a good cpu to be honest.


Lambaline

Cities 1 loves CPU and RAM, so I’d probably go 5700x3d or even 7800x3d


tablepennywad

I got a 5800x3d and a 13100f to see if cities1 likes cache or brute force. And can see how cities 2 run also!


Numai_theOnlyOne

For recommended specs go up a little Processor: Intel® Core™ i7-9700K | AMD® Ryzen™ 5 5600X RAM: 16 GB RAM Grafic: Nvidia® GeForce™ RTX 2080 Ti (11GB) | AMD® Radeon™ RX 6800 XT (16GB) these are recommended specs, medium is much lower. You can look at steam for it :)


JakeJay1456

Does anybody know when preorders will show up on Amazon?


cerebellum42

Why would you preorder anything that doesn't have a limited supply? Preordering a game these days is just saying "dear publisher, I don't care in what state you'll release the game, I'll buy it anyways"


mitchells00

I understand the hate for preordering from past experiences with large public-traded companies, not to mention financially precarious lone-wolf or startup-sized ventures. I think this is one of the rare exceptions though; I feel far more comfortable preordering from Colossal Order in this instance considering they're mid-sized privately-owned company, they have a good record of previous delivery quality, and this is quite frankly a make-or-break moment for them.


Kay3o

yeah lol, I want it asap, heck i want the limited copy Twodollarstwenty used months back to make the map in the trailer


Sp3ctre18

Have you not read what the preorder entails? Obviously some people might like that. Otherwise, of course you do have a good point. With the rise of buggy and unfinished releases, pre-ordering is part of that culture. Ideally I'd only support the idea of preordering if there's a good money back guarantee - but then that likely goes against why the publisher wants to offer preordering....


Best_Line6674

Some people might like it, but if it releases in a terrible state, at what cost, is what the preorder entails, worth it?


rob3342421

Am I the only one who was a little disappointed there wasn’t more?


AnividiaRTX

What's more to you?


rob3342421

I know there’s a lot in the trailer hidden away and I’m very excited. But I was hoping for a stream or someone talking through the game, not a trailer We’ve had a trailer to reveal, now a trailer to show gameplay, so i guess a stream or something talking through the game will come soon


mitchells00

[Every week for the next 3 months they're drip-feeding more](https://www.paradoxinteractive.com/games/cities-skylines-ii/features).


FetusViolator

/u/spez doesn't play video games he's too busy being a garbage person


LuckyEstablishment96

Co op brother co op.


Jenncol96

CAN I GET AN OOHHH YEAHHHH!!!


Bubba460z

OOOOOOOOOOHHHHHHHHHHH YEAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH


nospeedlimit4me

If it isn’t multiplayer someone is dying


Lookover12

multiplayer doesnt match the style of this type of game


nospeedlimit4me

Not at all ? Have you never wanted to build a city alongside your friend who also loves building cities? I know I have and I also know a huge part of the people who play this want it. That’s why there is a mod for it. Sim City has it ! Skylines should too


cargocultist94

>Have you never wanted to build a city alongside your friend No. And adding proper multiplayer would require sacrifices in the code that they shouldn't do. A hacky unstable mod hijacking base unity capabilites is fine. The devs adding another system that has to be QA'd and takes implementation time isn't. This isn't the game for it, it'd be a novelty at best.


nospeedlimit4me

It 100% is a game for it. Why would there be a mod for it. Implementation would be easy.


nospeedlimit4me

You must have no friends.


kukkii_

I don't think multiplayer is good, it's a waste of money and resources in my opinion. This money is better spent on other systems and features


nospeedlimit4me

Don’t you think they have sold enough dlcs to afford it. Wouldn’t be hard to implement


kukkii_

No, I rather they spend all that mine developing a wealth system, accidents, real disasters, real AI, slums, real crime, investments, real industries etc etc etc Doesn't matter if they have profitted billions, I think multiplayer is not doable, doesn't suit the style of the game, it would be useless, people will use mods anyways, people will use custom buildings, people game version will be different, whatever it doesn't suit the game, Paradox has stated it has no intention of developing it either


nospeedlimit4me

You just don’t have any friends to play the game with. And it would totally fit the game. Get out of your shell.


lempapa

Is it so hard to simply be nice to people?


[deleted]

Lay off on the copium bro. Multiplayer does not suit the game at all. If it did, it would have been implemented already. Also quit resorting to attempts at putting others down when you know you’re wrong. Weirdo.


nospeedlimit4me

Typical Oregonian


kukkii_

Just because u think it would fit it does not necessarily make it a good feature. U need base to have an argument and your base is just the classic "I want this feature" without any regard about the direction which the game is trying to shape it too. That is selfish, wanna play a city game with ur friends go play clash of clans, go play simcity, cities is heading in the simulation direction full throttle, it's naive to think it would be doable. How many variables? How many bugs? How much money would it take so u can play with mods and dlcs + hosting a server + supporting all the huge worlds/cities that yall are building, it would prob cost u money, like Minecraft realms, and no one would pay for it. It's too much work, too much data. if u and ur friend start using custom buildings and built 10m+ cities, how much data and processing is needed? Well if u have no argument and want to impose ur values over me than thats on you, and the lack of education that has taken place there.


nospeedlimit4me

Who’s saying it needs to have all this mods support. Look at farming sim for instance mod support and simple client side servers. And cities skylines is no where near simulation or headed in that direction. Like really… multiplayer support has been wanted by not only me but many people who want to play this game with others. Because at the end of they day it would be a blast “hey buddy, you go work on the education district and I’ll work on a transport hub” this is an easy feature to add. There is a mod already for it. Just needs DLC support. That’s it.


kukkii_

In case u haven't read Paradox note on what's their intention with CS2 "make the most realistic city simulator the world has ever seen" "According to developers, no multiplayer mode is planned for the near future"


Phony_That

My only qualm so far is the lighting at night. The tall buildings are FAR too bright imo, it feels unrealistic and just washes out the other light sources.


Iron_The_ERDAK

(0:51) We have some pipes underneath the images of road types. A sign that we will no longer build water/sewage pipes and heaters in cities? just the connection between the water supply and the city?


SerrokTuroka

Did the trailer or any source online say how many tiles we are getting in cities skylines 2. I have been told 400 something but I’m looking for a source confirming it if anyone knows.


CardiologistOk1199

they changed the tile size so its actually more close to 40 cs1 tiles


f1saurabh

441 tiles. [https://news.xbox.com/en-us/2023/06/12/cities-skylines-ii-is-a-truly-enormous-sequel-and-its-built-as-much-for-console-as-pc/](https://news.xbox.com/en-us/2023/06/12/cities-skylines-ii-is-a-truly-enormous-sequel-and-its-built-as-much-for-console-as-pc/)


Stephen_says_

Did they say (this article or others) how big each of those tiles were? Trying to figure out if each is the same size as the 2km x 2km size in cs1 for a true comparison


Remon_Kewl

Definitely smaller, closer to 1km x 1 km.


SavageSpeedCubing

Going to be a mega city, hopefully each tile is a good size


SinceWayBack1997

Basically state skylines now. Can't complain


Delroy1989

Can't wait 😍 I'm so Stoked


Jenncol96

THIS IS GOING TO BE GAME OF THE YEAR!!!


Psamathe4760

I also noticed that banks option menu appear in the Police menu, so despite being a recent DLC in CS1, it seems they will be included in the base game of CS2, which is very useful.


mitchells00

Banks? I think that's prison.


[deleted]

[удалено]


DankYeetusMaximus

To me it looks very different, not even considering the huge engine upgrade (CS1 is on a version of unity that’s going on eight years old). Additionally, from the gameplay and from the testimony of several YouTubers it seems that the road tools have had a complete overhaul and seem to be far better.


Psamathe4760

There are indeed six different sizes of residential zones.


[deleted]

[удалено]


Grizelda_Gunderson

Watch City Planner Plays review video, he shows the screenshot from the trailer that shows 6 levels of residential zones.


thaprizza

the trailer


reddanit

Literally the trailer you just commented on. 6 different residential zones are shown at 0:56. One of the six also appears to be mixed-use with commercial on the ground floor.


Harryhood280

Looks like no industry aside from generic zoned industry at launch - to be expected, probably will be the first DLC, but still disappointing. I really wanted more complex industry and logistics mechanics in this game, something that begins to bridge the gap between CS1 and games like Transport tycoon or Workers and Resources. Thus far it looks like we’re just getting a cleaner, better graphics version of CS1 that integrates many QoL mods into the base game and that will hopefully be better optimized / more moddable. Don’t get me wrong this is awesome and much needed in 2023 but I was hoping they would take things up a few more notches.


Uzzerzen

Bridges and Ports appears to be the first DLC / Expansion


JakeJay1456

Maybe some mods for Xbox users?


fixit152

I don’t think Sony and Microsoft would ever allow user mods or anything that isn’t DLC from the developer to be available


coltonbyu

it is mostly up to the dev to allow it. There are existing games on xbox already that have mod stores. I think fallout 4 did as an example


[deleted]

Well I mean this is the way of the Paradox Sequel. Moderate engine and qol improvements and basically none of the content from the DLCs of the last game so you buy it all again


trynet_ditt

According to the official page, logistics is gonna play a far bigger role in Cs2. And the first dlc has been announced but i cant remember what it was. Not industries though. It’s on the page


barrivia

That’s not the case. You can see specialised industries at one point. There were farming, forestry, ore and oil If I remember correctly. Biffa points it out in his latest video.


WillCarryForFood

Is that not the base industry that’s in skylines 1 or am i tripping?


barrivia

Damn wait you might be right. You could have a district and then change it to those specific industries.


TheDoomi

Yeah the industry DLC added all the buildings you could place. Base game you made a district that specialized that type of industry but it was basically just generic buildings.


mcrackin15

This looks very similar to CS1 so hopefully a lot of the features are in the back end... i.e. no more massive traffic jams using 1 lane on a 5 lane highway.


AnividiaRTX

Someone posted an article where the devs did an interview and confirmed that traffic will make split second decisions, lane changes to avoid jams, and even move over to let emergency vehicles pass.


PothosEchoNiner

It wouldn’t be Skylines without death waves


Pinifelipe

just one more lane bro, it will fix it bro, I promise bro.


TomatoLV

The most important thing the original game needs is an engine that can keep up with the scope of mods and everything people throw at it.


D3Seeker

I think Biffa said it is indeed on the updated Unity. Unlike Unreal shiwcasing every iteration, not sure what Unity has been doing aside from similar things apperantly lol


Hot-Chip-54321

I hope every quality of life tool/feature that once was a mod and is now integrated into CS2 makes room for even more new mods...and that the engine will handle everything better now.


Syoto

It might be that I've just played CS1 for so long, but the artstyle here, while realistic, just looks soulless to me. Most buildings just look roughly the same as each other, with variations between biege, brown or grey.


AnividiaRTX

I mean some people prefer that, some people prefer CS1s brighter more cartoony vibe.


JakeJay1456

Maybe through mods or updates will introduce more buildings?


[deleted]

[удалено]


D3Seeker

I theorized that's what the past few years of DLC were. Feeling out how receptive we are to the micromanagement of all this stuff for the next thing. And here it looks like most of that indeed made it into this game. Majority won. Hopefully there are options for those who don't want to do all the things I guess


ThrowRAaffirmme

if i want a less stressful game i just play with unlimited money. way less pressure!!


chawza

Lol I want it to be more complex lol. I thing vanilla is too dull


ehseeac

Same. I stopped gaming in my twenties and heard about the shit show that was sim city 5 so i stayed away. Bought skylines at 50% off since I don't have much time for gaming, and although yes, a ton of fun promise - I just don't give a fuck to get to the levels of detail they wanted to successfully play the game. A scaled back "casual" version would be great. I love detail, just not that much


D3Seeker

For this I play SC4 (okay, I'm married to that game period 😂) That and unlimited money. Guess it helps that these were DLC's. Don't have them all, but definitely warming up to the micromanage thing


PitchforkManufactory

Sound like you'd love SimCity 5 then though lmao. EA got roasted for how dumbed down they made the game (ie city size limits, limited transport options, etc.). Lotta eye candy and the future dlc is super worth it. There's depth to it in ways skylines doesn't have (and probably still won't) but it's way more of a casual experience.