Cities Skylines II

Seananigans

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Yeah the only direction you can really go is better graphics/fidelity, more options of things you can build (ideally reaching reality where you could duplicate any city with the in game assets), and then the main thing is just simulating more and deeper things. It appears that’s what they’re going for in this traffic stuff, basically simulating the people down to their traffic habits.
 

Caliane

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poor traffic sim was a MAJOR complaint on skylines 1. if they really did focus on that, it is a big seller. In generally skylines was pretty as heck, but a bit shallow.

A major factor for "Workers and resources" recommendations, much much deeper systems.

u-turns, rerouting, accidents, weather conditions effecting travel. thats some major innovative stuff. (parking lots in w&R are real too. 10spots=10cars, etc.)

cars turning off highbeams with oncoming traffic? nice.


skylines 1 had a ton of modding. but its REAL easy to mod in buildings, and such to make cities look real. its NOT easy to mod in fixes to traffic, energy grid, etc.
skyline 2 focusing on the underlying systems is a very good thing.
 
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Tuco

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The problem Im beginning to have with them advertising and putting out videos for the game is that.. most of the stuff theyre talking about and proud of, just doesnt seem very "new and shiny." Ive dealt with everything theyre talking about in the past and yes, I can clearly see what is new and what they think is worthy of a new game. But thats.. it?

Basically, everything Ive seen they could have put into Skylines 1 in a major revamp and call it a day. Nothing about CS 2 is coming off to me as "amazinggggg!" But, I dont exactly know what would come off as amazing in a city simulator anymore.
Yep.

I can't imagine getting into a new city builder unless it was fundamentally different than what I built decades ago with SimCity 2000. Biggest things I'd want is:

1. Multiplayer, either where my city could interact with another person's city, compete in some indirect way, or we could collab on making cities together. A competition where there was a finite number of migrants, export-based businesses etc that would be interested and would go to the more appealing city would be interesting.
2. Being able to make a massive metropolis, kinda like I could with SimCity 4000 with the multiple regions that connected to each other in a supply/demand style
 
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Falstaff

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As if traffic was bad enough, now they are introducing car accidents? This Traffic AI better be amazing.
 

Caliane

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I'd like to see city builders handle rural towns, and suburbs better. populations, and travel time for cops/fire, etc never reflect reality. parks, wildlife, etc would be interesting.
 
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Daidraco

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Yep.

I can't imagine getting into a new city builder unless it was fundamentally different than what I built decades ago with SimCity 2000. Biggest things I'd want is:

1. Multiplayer, either where my city could interact with another person's city, compete in some indirect way, or we could collab on making cities together. A competition where there was a finite number of migrants, export-based businesses etc that would be interested and would go to the more appealing city would be interesting.
2. Being able to make a massive metropolis, kinda like I could with SimCity 4000 with the multiple regions that connected to each other in a supply/demand style
That was my major hope with the last Sim City title. They over hyped and over promised the hell out of that one.
 
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meStevo

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Yeah, as flawed as the last Sim City was, I really wish we'd have had 2-3 more iterations of it by now to work through those problems.
 

faille

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I'd actually like a city simulator that did a better time of simulating build times and issues.
Anyone who has seen a road/highway/freeway upgrade happening in real life, knows it's not a matter of demolishing what's there and laying down something new that pops up instantly.
It probably falls under the category of trying to make things more accurate makes them less fun, but I would like the challenge of trying to rework road setups with those sort of considerations in play. having to plan out the upgrades so the whole city doesn't grind to a halt and collapse but the one arterial road is gone and there's no alternative.
 
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Caliane

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haha. yeah workers and resources has a bit of that. Having to wait on materials to actually build, or having to swap projects etc. or manpower.

Along the same lines I've discussed this on r/basebuilding. none of these sims are truly capitalist. in every one, you are some kind of god, king, socialist project manager. if you want to tear down a building, you do it. you never have to deal with private ownership of property. A city builder that really goes hands off and forces you to deal with private ownership of land and property, have to deal with corporations, etc would be something new. maybe even real elections, nature preserves, Environmental protection agency, etc.. tropico of course pretends to have elections, but its fake and very surface level.

haha... is there a mod that adds racial population zones for redlining, and urban cultural enrichment?

jokes aside on that, parades and holidays would be a cool thing to add to these games.
 

Daidraco

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haha. yeah workers and resources has a bit of that. Having to wait on materials to actually build, or having to swap projects etc. or manpower.

Along the same lines I've discussed this on r/basebuilding. none of these sims are truly capitalist. in every one, you are some kind of god, king, socialist project manager. if you want to tear down a building, you do it. you never have to deal with private ownership of property. A city builder that really goes hands off and forces you to deal with private ownership of land and property, have to deal with corporations, etc would be something new. maybe even real elections, nature preserves, Environmental protection agency, etc.. tropico of course pretends to have elections, but its fake and very surface level.

haha... is there a mod that adds racial population zones for redlining, and urban cultural enrichment?

jokes aside on that, parades and holidays would be a cool thing to add to these games.
Yes, yes.. Im imagining it now, Sim-Europa Universalis City 3000.

It would be interesting to have more social dynamics to have to contend with. More on what Tuco was saying also, where you have neighboring cities from other online players where to build certain projects - you have to have resources from other areas of the world. etc. Im sure there is a way to gamify all of this and it still be fun and not feeling like a hassle, like having to deal with the cluster fuck of redesigning a road and waiting on parts and build time. That just sounds awful as fuck.
 

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The need to redirect traffic reminds me of supply chain games like factorio, anno, or oni. You must keep the chain going so some times you redo replacement blocks while the origional runs, and then patch over to the new and scrap the old
 
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Talos

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City Planner Plays has been analyzing the preview videos and the dev diaries.


It's looking pretty good.
 
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Aaron

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The problem with city builders is that at it's core, you already have what most people want and need - zoneing, roads, traffic, services. Then you "paint" the map with them. Go too far into the small detailing and while some may like it, more will find it too complex and leave. That's why you probably won't see too complex a mechanic put into these games outside of mods.

But I do agree with some here, that there are still room for improvements, especially in having large maps with outlying bedroom communities and such. Also slightly more enhanced AI, and an option for stricter or more expensive demolition of private property. But, again, at it's heart, these games are about letting people paint a city on a landscape more than in depth simulation.
 
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Tuco

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Imagine a builder game where you have a "turn budget" that generates every real-world day based on how much of your city's taxes go to the govt construction budget, but you could buy Builder Bucks (tm) with USD and get extra turns!
 
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Kaines

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Imagine a builder game where you have a "turn budget" that generates every real-world day based on how much of your city's taxes go to the govt construction budget, but you could buy Builder Bucks (tm) with USD and get extra turns!
When did EA hire you?
 
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Tuco

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but seriously I would be more likely to get City Skylines if there was a "tedious mode" where all actions came with some kind of cost. Traffic was slowed down by construction / upkeep, citizens were frustrated by rezoning, building took significant time, rebuilding took even more, etc.
 
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Talos

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but seriously I would be more likely to get City Skylines if there was a "tedious mode" where all actions came with some kind of cost. Traffic was slowed down by construction / upkeep, citizens were frustrated by rezoning, building took significant time, rebuilding took even more, etc.
Which of your pedals would be to zone high density commercial?
 
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Caliane

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was watching splattercat, and he played Ratopia recently.
Kindof interesting as having a rudimentary capitalist system. Company town system. the settlers don't really have private property I think.. but they do have individual gold. and YOU pay them for their work. hauling, mining, etc.. and they pay YOU, for all the services you provide.. food, restrooms, beds, etc.. pay each other as well. customers pay performers for preforming.

 

Mountain Biker

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The game looks amazing to me so far, and once people start modding it will be even better. I'm not gonna have time to play this and Starfield, in addition to all the Factorio I play. I may have to skip Starfield for a while.
 
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Tuco

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The game looks amazing to me so far, and once people start modding it will be even better. I'm not gonna have time to play this and Starfield, in addition to all the Factorio I play. I may have to skip Starfield for a while.
I've gotta finish the Space Exploration mod of Factorio before Starfield comes out. Shit is deeeep