[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • There are 139 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam box!


[Advertise on 4chan]


Thoughts on Cities: Skylines 2?

What are the things that make you excited?
Are there things you're not happy about, maybe things C:S1 did better?
>>
I know their first game was a traffic sim but I just wish it was possible to build a city with more than 3000 inhabitants without having to have a degree in traffic engineering
>>
>>1506634
it'll probably be a sandbox dlc platform than any game
I stick to simcity, thank you
>>
what they've shown so far looks promising
>>
File: 1573991643391.png (25 KB, 90x135)
25 KB
25 KB PNG
>paradox game
>excited
>>
>>1506681
>still doesn't know the difference between Paradox dev studios and the publisher
>>
>>1506685
all of them are broken rushed garbage with $100000 in DLCs
>>
>>1506692
>noooooo you have to abandon the game after 3 months
>>
>>1506685
Other anon, but is there?
Seems like every published Paradox game embraces their DLC policy.
>>1506693
or maybe make something half decent on release
>>
>>1506637
Just learn how to build a parcelo interchange already
>>
>>1506637
Post a screenshot of your city. I'm always completely baffled by the layouts some people come up with
>>
>>1506828
I haven't played the game in like 4 years
>>1506826
The problem isn't the highways, it's that you need to make every neighborhood an autismal net of one way streets
>>
>>1506693
A game abandoned in a good state is far, far better than getting turned into a DLC factory with game-breaking bugs being routinely introduced by Paradogs and their 60-IQ third-party companies. See Surviving Mars, Prison Architect, which were good before being turned into trashfires by Parashits. They're worse than EA at this point.
>>
>>1506634
Hope it runs on Linux.

Hope it has deeper simulation. Like SimCity 4 or something.
>>
>>1506634
It will have building modification, so no point in me playing Simcity any more.
>>
>>1506637
I always see sentiment like this when Skylines is discussed like the traffic AI in skylines in any way represents real life.
The reason the average person struggles with traffic in skylines is because it doesn't represent anything close to actual traffic. That's the whole point of the AI update they're doing for 2 so the trip logic for travelling on the ground isn't based on distance as the crow flies
>>
File: 543264256437347.jpg (3.79 MB, 3350x1761)
3.79 MB
3.79 MB JPG
I really hope there are less comical measures to manage traffic in CS2
>>
>>1506637
Build public transit, you retarded amerifat
>>
>>1508241
Public transit doesn't even work for that because most of the traffic is industrial zones
>>
File: received_247197784413837.jpg (483 KB, 1920x1080)
483 KB
483 KB JPG
>>1506634
I fucking LOVE traffic management
>>
>>1507070
Surviving Mars was never good, but Paradox absolutely raped Prison Architect to death. It has so many bugs now that you have to know what they are and play around them to play at all. And this is beside the fact that you can't play the mostly stable version of the game that existed before Introversion sold it.
>>
>>1508752
It wasn't good, but it wasn't the broken junk it is today.
>>
isn't modern city planning pretty traffic centric these days?
>>
>>1508752
>tfw no mars colonisation game that isn't some pulpy meme trend chaser
>>
>>1508752
Surviving Mars wasn't really a good game but it wasn't bad either. It was still fun enough to play a bit with a humours twist. Considering who made it, it was basically tropico in space, take it or leave it.
The original DLCs were already a bit feature bloat-y but it was still fine. The late ones that PDX contracted out to some literal nobodies were broken shit that nobody asked for. Broken in a sense that it it shat over what little the game had going for balance and that it didn't work as intended and even introduced gamebreaking bugs in systems it didn't change otherwise.
They should have just let it fade from history as just another average game rather than dredge it up for some buck years after the fact but at least it sort of made sense since they published it to begin with. Buying prison architect when it honestly has been past it's peak popularity at that point has been such a weird decision I will never understand. I think at the time they were trying to break into mobile market and prison architect tablet edition was supposed to be their flagship thing but I'm not sure if they ever even actually made it or if it was any successful. They have since made repeated attempts at mobile games, but I don't think any of it can be called good even by phone game standards.
>>
everything I've seen about it looks gr8, more flexible building mechanics, parking lots and hopefully no more pocket cars, new traffic AI... it all seems like it aims to make the game more my type of game, i like building cities that are realistic instead of trying to game the system by just building industrial and commercial next to each other so the products just get shipped next door by respawning vehicles
also mixed use buildings, and no more deserts around factories, who even thought that was a good idea originally
>>
>>1506634
am very exited
>>
File: 0%.jpg (50 KB, 598x584)
50 KB
50 KB JPG
>>1506634
>all promised features are already covered by 1's mods
>>
File: sad wrinkled pepe.jpg (13 KB, 236x227)
13 KB
13 KB JPG
>new Paradox game
>will inevitably repackage and sell the same kind of DLC we already had instead of just putting all the original DLC from CS1 (not just a few bits of content) into the base game of CS2 and creating completely new DLC
>>
>>1506637
just never use traffic lamps
>>
>>1506634
Looks amazing from what I have seen
>everyone ITT moaning about having to manage traffic
Well its a massive part of planning a city? CS1 had really good traffic management, people with bad traffic are just building bad cities
>>1510068
From what we have seen so far, most of the important DLC like universities, trams etc are in the base game
>>
>>1510192
>CS1 had really good traffic management
I was with you until this which is objectively wrong.

My biggest hope for the game is that the new traffic AI will result in being able to build realistic systems that work instead of having to bend to what the game thinks is correct in CS1, which is that all drivers will only use one lane ever no matter how many are available.
>>
>milestones are 'xp' based instead of population
Questionable
>>
>>1507401
>switching characters in GTA5
>>
>>1511233
I like that cause it means you can go "tall" with city design rather than mindlessly expanding just to unlock stuff.
>>
>>1511278
Depends on what awards xp
>>
File: twwQZr800285.jpg (310 KB, 2042x978)
310 KB
310 KB JPG
Maybe the vehicles will get a touch up prior to release. Or at least, there will be some easy/semi-automatable way to convert CS1 assets for use.
>>
>>1510192
>CS1 had really good traffic management
This is wrong, citizens will always take the shortest route to a location ignoring existing traffic.
This leads to situations where citizens will repeatedly pile into the same road with traffic instead of going through a non congested road simply because the road with traffic is technically the shortest route.
>>
>>1511352
You can easily fix that, and for the time it was amazing. Remember, this game is 8 years old. But if you want to fix the pile up just avoid making your grids too big and force them onto some sort of beltway and remember to use the rail connected storage from industries dlc a huge life saver.
>>
>>1511442
>You can easily fix that
Only with mods.
>>
>>1511443
thats all in vanilla unless you count dlc as mods
>>
>>1511281
True. Knowing paradox they could change this and make it functionally identical to the old system in practice, thus negating any point in the change while introducing tons of bugs in the process.
>>
File: 4363734576.png (3.49 MB, 1920x1080)
3.49 MB
3.49 MB PNG
>>1511281
we have hints, there's a bit in the utilities dev insight video where the game can be seen awarding exp for building a battery station. I'm pretty certain you can see similar things occurring in the other videos as well.
I've seen a clip where high voltage transmission lines are being built and the game is awarding bits of exp for "expanding the electricity network"
>>
I just want to be able to build ghettos and hoods that actually look like shit neighborhoods. It's all fine until they start leveling up because I'm trying to make everything else comparably nicer and they get the residuals. Fuckin Reaganomics.
Cities aren't always beautiful hustle and bustle type places. They look nice from a distance, but it's always sketchy as fuck down on the streets.
I just want some real grit to it before I drown them all in their own sewage.
>>
1 already pissed me off with all it's underwhelming dlc spam. It started feeling like the sims.

Talking about planned dlc before the release of 2 does not make me excited.
>>
I expect it to run better.
I haven't even modded the first game and the fucking load times were insane and after it loaded it always took like 5 to 10 minutes for the game to actually stabilize and be playable. I sometimes found myself in the mood to play the game only to then realize that I don't want to spend half of an hour waiting just to be able to play on my mid sized city.
>>
>>1511744
considering the vanilla playable area is much larger in CS2 than 1, it can be expected that the devs are optimizing for that kind of size
at least one would hope
>>
>>1511694
I'm confused, they say "ALL expansions", but they only list one: Bridges & Ports.
>>
>>1511827
the preorder bonus talks of an "expansion pass" but it only seems to be for the content that is outlined to 2024 quarter 2
I seriously doubt this would be like some other games where early adopters can get future, unannounced DLC practically for free
>>
>>1508752
I'm still pissed about what they did to Prison Architect. I used to quite enjoy that game.
>>
>>1510054
better performance and traffic AI
And while it's doable in 1 with mods, medium zoning and mixed zoning are fucking tedious to set up
>>
I hope they'll remove twitter imitation, just fucking make small news window like in SimCity 4, there is reason why modders just pulled this shit out in few weeks
>>
>>1512136
They'll remove the twitter imitation and replace it with an X imitation
>>
>>1512138
I know this might happen or they'll try to imitate threads, I'd give them thumbs up if they call it breads.
>>
>>1512136
I dunno, I liked being able to single the people out and demolish their house any time they complained. Or a targeted meteor strike. Make them think twice about the mandatory rolling blackouts.
I hope there's more interaction where I can pick them up and drown them like RCT or something.
>>
>>1506634
Oh wow!!!! More heckin soulless glass and concrete jungles!!!! I can't wait to make even more parking lots and six-lane stroads!
>>
>>1512333
what do you want to build? pyramids? macchu picchu?
>>
>>1512436
>macchu picchu
it's a-gonna get you. A ghostly, ghastly anteater
>>
>>1512333
>I will enter a thread about something I don't like and tell everyone I don't like it
Congratulations on being a moron.
>>
>>1512333
skill issue, it's your fault for building your cities like that.
>>
>>1507401
Think about junction design and the flow of traffic rather than just
>connect le big road to the middle of the city
>>
>>1512333
You can build any type of city you want in this game. This is on you, dog.
>>
>>1506831
>The problem isn't the highways, it's that you need to make every neighborhood an autismal net of one way streets
I never use one ways for anything and I have 100k+ cities with good traffic flow
You just need decent road hierarchy of local roads -> collectors -> regional roads/highways, and being careful with the positioning of high-traffic buildings like transit stops or cargo train depots
Industrial zones are the most challenging but mostly you just need to make sure they aren't driving through residential areas to get on the highway

>>1509009
Yes it's one of the primary concerns in literally every project a city can possibly undertake. Wanting that aspect lessened is kind of retarded if you want a modern-period citybuilder.
>>
>>1512333
>even more parking lots
There were no parking lots in cities skylines 1. You don't know what you're talking about and nobody should take you seriously.
>>
>>1512779
NTA, but I believe there were, but it got removed. That's what some other anon said in another thread, at least.
>>
>>1509009
modern city planning should be based around efficient and reliable public transit desu
>>
>>1512795
>modern city planning should be based
Modern city planning can't be based because cities are cringe.
>>
>>1512780
If it ever existed it was removed very early, parking is completely cosmetic in CS1.
>>
>>1512795
Yes, and public transport is a part of traffic.
>>
>>1506634
Somehow I enjoyed playing Sim City 4 back in middle school.

I tried playing Cities Skylines but it felt like work, or more specifically, reverse engineering the algorithms that majke up the game mechanic so I could not really get immersed and uninstalled after 4h. However, 4h a day are probably the longest I have played a game in years, so there is that.
>>
>>1506634
PDX has a shit DLC policy - but free big expansions every few months is pretty good deal for a pirate. kinda undecided on this one as long as we can still get the DLC for free

All I hope, is that the base game will integrate many of the essential mods. Right now I need to spend 2 hours installing and mixing mods based on if they broken or not - and then I get burnt out before i even start a new run.
>>
It's out.
https://youtu.be/t8bndjZLgO4
>>
>>1513764
>4 minutes to say 'we've made the maps slightly bigger and you can buy non-neighbouring tiles'
I want my time back.
>>
>>1513812
It's been consumed by the either.
>>
>>1513812
One of the comments states it is still smaller then the 81 tiles mod.
>>
>>1513839
The scale of buiildings is also larger so really we're going to have a lot smaller cities
>>
>>1513839
>>1513851
Do I sense a future DLC?
Seriously, how could they fuck this up? Smaller maps? Are they unaware of the mods that exist for CS1?
>>
>>1513851
I think one was measured in empirical units and the r*dditors gas lit that nothing was to the correct scale.
>>
>>1513882
>vanilla playable area will be vastly larger than CS1
>the simulation limits will be hardware based instead of hard coded
>safe to assume the game is being designed to allow much larger cities before the simulation can break down like it would in CS1
>almost no one could or would ever fully utilize all 81 tiles in CS1, actually impossible to do so without additional mods for removing nodes
>anyone autistic enough to utilize all 81 tiles of space would be rewarded with empty streets since the game would have hit its vehicle and ped limit long ago
This doomposting about map size is really absurd when you think about all the other improvements coming that have already been discussed.
Are people worried they won't have enough space for laminating the map in single family american housing?
I really don't get it. We've gotten more than a few birds eye views of the various cities seen in the promos and the scale looks perfectly fine.
>>
File: file.png (1.55 MB, 1024x568)
1.55 MB
1.55 MB PNG
>>1513948
God I can't wait to make a full La Plata grid based hellscape
>>
>>1513963
VGH
Such kino...
Such SOVL!
>>
>>1506634
I will check it out in 4 years, when it runs smoothly and half the DLCs are out.
>>
>>1513963
This image genuinely makes me feel nauseous
>>
>https://www.paradoxinteractive.com/games/cities-skylines-ii/features/maps-themes
No mention anywhere of a map editor.
>>
>>1514237
Map editors would interfere with future sales of map packs. Please do not upload unofficial maps, it is a violation of the TOS. :^)
>>
>>1512333
Just play Anno faggot. Plebs badgering for walkable cities are going to kill whatever is left of this genre
>>
>>1514237
there's an Editor tab visible on the main menu so such a thing would likely be there
weird there's no obvious plans to talk about modding or that tab in any of the upcoming feature highlights though
>>
>>1506634
Everything I've seen makes it feel more like Cities: Skylines 1.5; I have 56 hrs on the original and it's not really tempting me to come back. Transport is the only system that has any depth to it, all else is generic buildings that control various kinds of happiness meters. I guess it feels like a map painter but with roads.
>>
>>1514469
>56 hours
doesn't seem like you liked the original either
>>
>>1514495
Which part of Cities: Skylines took you longer than 56 hrs to figure out?
>>
>>1514617
You know it's possible to enjoy a game after "figuring it out", right?
>>
>>1506634
buy base game + apply creamapi = seethe and cope creditcardfags while I enjoy the fruits of your labour
>>
>>1512780
All the citizens carried their cars in their pockets unless they parked on the side of the road (iirc, it's been a few years since I've played).
The only parking lots there are to be had are modded ones, or the ones included in buildings like the restaurants.
>>
>>1515131
I hope they don't wander miles away from their car for days hopping on random public transit. Deciding to walk all the way back to their car from the other side of the map. Like they would do in 1. I watched someone go from a young man to a retiree doing this. They never went to their job and died before getting home.
>>
>>1512795
The game will have to simulate cultural enrichment. Only then can people's willingness to use the public transport be closer to reality. It seems all city sims have everyone clamoring to ride the bus regardless of income. Why would a rich person with a car bother wasting time transferring five million times when driving there and paying for parking is way faster? These games also assume everyone can afford a car. This is really a problem now with cars skyrocketing in price.
>>
>>1514469

The depth that you see in the traffic system is probably based on the routing problem which is NP hard while many other game subsystems are just linearly stacking together a few systems, on an abtract level.

https://en.wikipedia.org/wiki/Vehicle_routing_problem
>>
>>1515913


II: Like, happiness seems to be mostly just a simple function which determines whether a set of buildings are within some range.
>>
>>1515913
Ideally yes, but un-modded Skylines is, I think, just Dijkstra, and not even weighting for traffic jams. That's just PSPACE, right? It's been a while since I thought about that sort of thing. I'd be surprised to see NP hard anything in a city game as the computation for anything of decent size gets crazy by definition. Anyway I guess that's why Skylines feels to me like a traffic game rather than a true city sim, but on the other hand, I can't think of a city game that actually does police/fire with actual complexity.
>>
>>1515979
> That's just PSPACE, right?

I think so:
VRP is more generalized than the shortest path problem Dijkstra's algorithm solves.
I don't think they haven proven the class relation between P, NP and PSPACE yet (P = NP is still a millenium problem after all). It's my understanding that Dijkstra's algorithm is in P since it is bound by O(n^2) if implemented on an array.
so if NP = P, VRP could be reduced to a lot simpler algorithmic solution (as simple as Dijkstra's algo in complexity terms) as well.

> I'd be surprised to see NP hard anything in a city game as the computation for anything of decent size gets crazy by definition

The game itself doesn't do the NP solution calc at all, you just happen to experience the potentially unoptimized route results. Your mind is tackling on the NP hardness to get it "right" (as in, approaching the optimal solution), I think therein lies the amazing thing : )
The game itself could not just
present you with the "optimal" routing solutions in many cases (although ofc. it could actually implement it, given enough time)
>>
File: farmnig.png (3.15 MB, 1920x1080)
3.15 MB
3.15 MB PNG
Is this normal traffic for a farm? WTF is this game :D

I don't want to build a multi lane road to support a farm with some crap fields and a slaughterhouse
>>
>>1513948
What I always like to do, is to make various small towns over a large map and connect them.
>>
>>1516778
It's a paradox game you should imagine that it's a shit
>>
>>1516778
You just plopped shit down with no care for the logistics involved, no wonder everything's backing up. Something you need to remember is any of the ploppable industrial buildings is going to have an army of trucks going to and from it and you have to plan the layout accordingly.
>>
>>1516778
>best planned american city
>>
>>1516778
lmao
>>
File: 1691422405566632.png (3.57 MB, 1920x1080)
3.57 MB
3.57 MB PNG
>>1516778
I don't like it when people say "git gud", but uhm...
>>
>>1516892
For me it’s the electrical lines coming across and not going in a straight line to the industry that I’m assuming continues to the right.
>>
>>1510054
>a sequel implementing loved features is... LE BAD
boy i just love managing my 500 mods that slow the game. isnt is fun making sure each is updated and doesnt conflict with one another
>>
>>1516895
It's just getting worse the longer you look at it.
>>
>>1516889
even doe amerigod cities are carefully engineered and calculated grids and not bizarre nonsense that grew up over the centuries like euroshitters
>>
>>1507401
>>1512744
this
your industry is literally right there all that highway is doing is blocking more traffic from going left to right
Your industry should be either further away enough you could run a highway TO it or widen some streets going left to right.
>>
>>1516921
That's right!
>proceeds to create suburban hellholes which are so badly designed you need to drive 30 minutes to get anywhere and no possible level of taxes are sufficient to maintain public services
Ah, to be an amerifat, kek
>>
>>1516940
Obsessed
>>
>>1516940
>no possible level of taxes are sufficient to maintain public services
>>make the services private
>NOOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>1516943
>make the services private
I wish they did so suburbanites (both individuals and middle of nowhere public-debt-to-the-roof-shitville-towns) would stop being subsided by actually sustainable population zones.

>>1516942
Only about correct urban planning, amerilard.
>>
>>1516951
You're on an anonymous website anon, you have nothing to prove, why are you being such a shit?
>>
>>1516951
>would stop being subsided by actually sustainable population zones.
Those 'sustainable' population zones that don't produce their own food?
>>
>>1516954
>implying that suburbs do
>>
>>1516954
He's just trying to start shit by peddling the stupid ideas of Strong Towns and its ilk, pay him no mind.
>>
>>1516959
Suburbanites and city sardines live entirely subsidized by agriculturalists across the globe
>>
>>1516952
>>1516954
Rural farmville hickvilles that actually produce food and are able to sustain themselves with their own taxes =//= New-new-parkingffield municipalities that produce nothing but office workers and retired boomers and depend on the federal government to repair their shitty roads and pipes to not descend into Somalia tier towns.
>>
If you think farmers are so great then why don't you go live on some amish farm without access to modern technology
>>
>>1516967
>New-new-parkingffield municipalities that produce nothing but office workers
Every single major city is nothing but a collection of office workers anymore circle jerking each other off so they can all pretend they're not kept alive by the rural hicks they hate every day
>>
>>1516960
The fuck is Strong Towns?

>>1516952
Forgot to answer, it is just personal amusement (although the criticisms are accurate), don't take it personally, my presumably american anon.
>>
>>1506634
Compared to the first game it's going to be a downgrade. Then after a couple of years there'll be 8 DLCs and the price will be astronomical because people are evil
>>
>>1516968
Not him, but you know, those people are a lot happier than us.
>>
File: improvedCrap.png (3.17 MB, 1920x1080)
3.17 MB
3.17 MB PNG
>>1516892

Yeah, I didn't really think even a badly planned farm could cause that much of a traffic jam. It's not looking much different from a local IRL farm aside from the butchered road section

I prefer dirt roades aesthetically : )
I improved it, it's still suboptimal (I will fill empty spaces with some trees and such) but don't feel like playing with farms too much rn
>>
>>1516992

Ohh yeah and the farmer is criminal, no matter if I place a police station right in front of it or not, so idk :D
>>
>>1516778
Truck capacities can be modded to be higher.
Other than that, you'll need to work out the logistics/transport for industry in more depth. Having everything off a single road produces congestion when trucks hold up traffic while entering and exiting buildings. Try separating different uses/traffic levels/speeds onto different roads.
Place buildings so that flows of full trucks and empty trucks don't interfere/cross into each other.
Cargo terminals and harbors limit the distance trucks need to travel if exporting/importing materials.
>>
>>1516997
I did for the other industrial areas! I just started playing this like yesterday.
I just didn't expect all those trucks spamming from a little farm even as badly designed as the area was by me. Either way, it's fixed
> Place buildings so that flows of full trucks and empty trucks don't interfere/cross into each other.

Will try : )

> Cargo terminals and harbors limit the distance trucks need to travel if exporting/importing materials.

Yeah, I have a cargo train station close by
>>
>>1516992
Show us the rest of your map dawg.
>>
File: nukeIt.png (3.09 MB, 1920x1080)
3.09 MB
3.09 MB PNG
>>1517000
>>
>>1517007
II: I definitely feel like I should add a little church and a few ranches to create a proper rural vibe town

I actually want it too have that Montana/ Far Cry 5 flair
>>
>>1517007
Zoom in a bit.
>>
File: Screenshot 4.png (2.93 MB, 1920x1080)
2.93 MB
2.93 MB PNG
>>
File: 1691441385987831.png (3.43 MB, 1920x1080)
3.43 MB
3.43 MB PNG
>>1517014
Zoom in here.
>>
>>1516980
prove it
>>
>>1517007
Anons here are going to give you shit but to me this is peak sovl
I miss when I didn't know how the game worked. It was so much more fun back then.
>>
>>1517057
Do you live under a rock or something? Everybody knows people these days are more depressed and anxious than ever.
>>
>>1517063
Goodness, I had no idea! For you see, I have been on Mars for the last decade, in a cave, with my eyes shut and my fingers in my ears.
>>
>>1517065
Or maybe you lived on a farm without social media and shit.
>>
>>1517061
I mean, it is good to play as you want instead of soulless min-maxing (it is a game after all) but imagine the life of a random citizen, kek
>>
File: walkablecity.png (741 KB, 1274x636)
741 KB
741 KB PNG
>your city WILL be "walkable"
>>
File: Screenshot 5.png (3.43 MB, 1920x1080)
3.43 MB
3.43 MB PNG
>>1517044
Ohh, I took a screenshot earlier but didn't upload seemingly, weird.

>>1517074

For the most part, I just want to create the region I have in mind, if that coincides with the citizen's demands, good for them :D
I know the industrial areas are a bit close to the residential areas but I don't care too much about a few sick - got more than enough health capacity, graveyards and cementries.
i could make it easier but I prefer to keep nature intact.

I am not going to spend hours micro optimizing traffic systems. If the some citizens don't like it, they can move out, but seems like they are generally happy.
I create another 4-5 regions, import the heigtmap and terrestial map of my home region into the editor and create that as well and move on to Anno 1800 because I want more focus on the supply chains and a bit of war!

>>1517061
Thx : )
I didn't even look up a tutorial, I just try figuring out the system on my own for as long as I play the game
>>
>>1517095
>i am not going to spend hours micro optimizing traffic systems. If the some citizens don't like it, they can move out,
Holy based
>>
>>1516960
>is that mathematical proof of my city’s financially unproductive urban planning?
>AHHHHH IM GOING INSANE GET THIS ILK AWAY FROM ME
>>
I'm liking this new weather system. I just hope I can edit the length of seasons like the Sims 2.
>>
>>1516997
>Truck capacities can be modded to be higher
Yeah, then after a random update or making a new city he will have to edit each individual vehicle all over again.
>>
>>1512779
Parking lots are in one of the DLCs.
>>
>>1516993
Is that building even attached to a road anymore? You deleted a road and then replaced it. It might just be impossible to get to it.

The other explanation is that you have a police station very far away, it is sending a police car to the industrial area, but then it takes too long so the game just deletes the police car. Vehicles get deleted if they take too long to get somewhere.
>>
>>1508752
The also killed every single interesting or quality of life improving mod for the game because the fanbase for the game just isn't big enough for people to want to do major updates every six months.

>>1516778
Every kind of industry the industry dlc adds produces an insane amount of traffic. You need to build your farming districts with the same emphasis on efficiency that the other industrial areas demand.
>>
>nuclear reactor has zero pollution, except noise.
Seems like a perfect centerpiece for commercial district.
>>
Why do I get the feeling (and the quantitative confirmation in regards to $) that my industry areas (both generic and specialized) are overall contributing more to society and the economy than IT clusters?
>>
>>1517301
Which one?
>>
File: coolpepe.jpg (123 KB, 1000x1000)
123 KB
123 KB JPG
>>1517089
Not mine
>>
>>1506634
Inb4 it turns out like KSP2 with just fancy graphics over a lite version of the game with more bugs
>>
>>1511234
Kek, it really does look like that
>>
>>1517511
man don't say shit like that
I'm here huffing some copium that all these feature preview videos were recorded months ago and the noticable decline in quality isn't represenative of the actual game we're getting in just a few months
>>
>>1506634
Another dlc factory, how great
>>
>>1517440
Generic Industry doesn't make that much money, it just saves money by making stuff domestically. Your commerical buildings require goods to sell. They can either get this stuff from your industry or from by importing it from outside the map (that's why you see trucks entering your city). When you import goods, you have to pay for it. The advantage of industry is that you instead make the stuff yourself and you commercial buildings become more profitable because they are selling goods that they can stock for cheaper. The game actually simulates the transfer of goods and this becomes your city's traffic jams. If a truck has to drive from all the way outside of the city and travel through a dozen roads to get to your commercial buildings, then traffic will be bad.

Office buildings do not participate in this cycle of goods being transported. They are services and do not generally consume or produce goods, so traffic around them is generally light, as the only traffic generated by them are the workers who have to travel from their homes to work and back. The point of office buildings is that it gives university graduates somewhere to work, while at the same time producing a reasonable amount of money. The real advantage of them is that it lets you fill up your city with educated people, who in turn pay higher taxes as their presence upgrades buildings (especially residential buildings).

Yes, from the position of a traffic simulator, industry is more interesting.
>>
>>1517511
This is my biggest fear. The whole time before KSP 2 released I thought it was impossible that they'd have fucked up the performance.
>>
>>1517975
>all the promo videos they have releaaed so far that show massive framerate drops
Baffling to me that someone would promote a game that shows massive framerate dips in gameplay footage.
Either whoever put together the promo videos wasn't very forward thinking or the game we're getting is gonna choke even with modest cities
>>
>>1518401
Optimization is the last thing game devs do
>>
>>1518495
That's what they said about KSP 2 too.
>>
>>1518558
Not an argument, the guy you're replying to is correct. FYI if you've ever seen gameplay footage before release that ran well then it's either highly choreographed or just plain prerendered.
>>
>>1518810
I know that what he said is correct.
>>
>>1518816
No you didn't, and still don't, that's why you're trying to contradict his and my posts passive aggressively as though doing that makes your point suddenly valid.
>>
>disasters are in the game
I'm out
>>
>>1518839
you know you can turn it off in the settings right
>>
>>1518863
No, I did not.
>>
>>1518877
Why would you think that? Cities 1 lets you turn off even money if you want to.
>>
>>1518881
I haven't played Cities 1 in a long time and disasters weren't in the game when I played
>>
>>1510068
The only major DLC that doesn't seem to be in is parks.

>>1510192
CS1 traffic had a lot of flaws but it seems like the new game is going to be better. It was just about the best we'd seen then in terms of the options and depth but it's not nearly as good in retrospect.

>>1512136
Nah it's still in they just moved it to bottom right.

>>1512780
>>1512891
If that's true it was removed before the game released. Parking lots are mod-only in 1.
>>
>>1517553
>the noticable decline in quality
I haven't noticed that. CS1 was already pretty janky. What are you noticing.

>>1518401
>muh framerate
If that's all it is, who cares? They'll fix it eventually.

>>1518877
The disasters are also realistic and not that bad, it's just forest fires, hail, and the only one that's more severe is tornadoes. But it seems like they mostly just affect things that spring up automatically, rather than undoing the stuff you do yourself.
>>
>>1519039
>missing textures
>missing environment effects like snow on trees or roads
>absence of traffic on roads outside one or two cases
>game chugs at 5 fps for no obvious reason
>tornado shown looks worse than CS1
>tropical and dry climate zones missing from base game, likely cut for DLC
>hail only occurs when it's cold when that's not how hail works
The list goes on; the game comes out in less than 2 months and this is what they're promoting.
I can sit here and see "it's beta footage" all the time but that doesn't change the fact that we live in an era where shipping unfinished games is standard practice because they can just "fix it eventually" only to not do so.
>>
>>1519196
little over 2 months*
>>
This video was the same as the last one.
>>
>>1519463
I think they've saved all the unfinished features for the last few dev diaries
>>
File: downtown with airships.jpg (692 KB, 1920x960)
692 KB
692 KB JPG
I want something that can look like this right out of the box. No 500 assets.
>>
>>1519518
>zeppelins
why
>>
>>1519196
>missing textures
>missing environment effects like snow on trees or roads
>game chugs at 5 fps for no obvious reason
This stuff is within the range of what might be reasonable for them to fix before release.

>absence of traffic on roads outside one or two cases
This is how well designed roads work.

The disasters do seem pretty half-assed though
>>
File: 43562343.jpg (74 KB, 1380x776)
74 KB
74 KB JPG
>>1519557
if they wanted to only have more typical disasters I would have preferred they lean into detail on them a bit more.
Like tornadoes come in a variety of sizes and shapes. I'd like a few different looking ones, like noodley ropes, classic stovepipes, and the godlike wedge just to have some variety. If they wanted to take it a step further they could even try to animate the formation and dissipation cycles.
But all we've seen is what looks like a highschool animation student created on their first attempt.
>>
File: dont mind the mountains.jpg (764 KB, 1920x960)
764 KB
764 KB JPG
>>1519555
It goes with the aesthetics.
>>
>>1516778
>>1517007
Never understood why people always stick with the default district and road names that the game gives you, they're all generic as fuck.
>>
>>1519810
To rename every single street in the game, it takes a good amount of autism
>>
>>1519820
It's absurd to see autists spending hours to populate a tiny plaza with individual decorative props and seeing them end their build by painting a district with a super generic name like "Highland Park".
>>
>>1519823
Some people just suck at names.
Whenever I have to name a character in a game I just pick up a random package of food and find a random ingredient (not anything basic like sugar, wheat, corn, etc.) to use as their name.
>>
File: crying rocks.jpg (432 KB, 1920x960)
432 KB
432 KB JPG
I hope they have better physics for water. The waterfalls would clip through the terrain and there would be way less water at the bottom.
>>
>>1506634
will it have a region map like simcity 4? literally the only thing i want in a city builder
>>1512804
this
>>
>>1519860
Strangely this is something I've not seen at all talked about for the new game.
Dams are still in so there has to be water physics but there's no telling if they've improved on the molten jelly water since CS1.
The water looks great in basically every shot it appears in but I still don't know what to think.
>>
>>1519968
There are no tsunamis either, or anything to deal with flooding.
>>
>>1519810
Most people disable the game ui for screenshots anyway so they don't bother coming up with names
>>
>>1512804
Berbcel detected
>>
Production focus looked neat
>>
File: smooshed green car.png (1.21 MB, 1920x1080)
1.21 MB
1.21 MB PNG
https://www.youtube.com/watch?v=eKNQ7kYshBg

>theres still clipping
I can't feel. my legs
>>
>>1523108
this is why parking next to intersections is often illegal
>>
This would be fine and realistic if they turned collision on for it. Realistically, getting through a roundabout that size with a truck that size is pretty difficult; you need to pull way forward into the roundabout and basically treat it like a normal intersection, which they don't appear to have coded for.
>>
>>1523108
That's just how I drive.
>>
File: SimCity-FI.png (14 KB, 1024x576)
14 KB
14 KB PNG
>>1513948
>he doesn't want Bowser to destroy his precious city
>>
I'm disappointed that taxes are separated by education level rather than income.
>>
>>1523522
but now you can tax people for being stupid
>>
File: 1683388829447344.png (11 KB, 447x378)
11 KB
11 KB PNG
>>1523650
>>
>>1523650
>tax the poor into the ground
>make a fucking kowloon district for them
>build a triple stack of highways and railroad through the middle of it just to drive point home
I fucking love urbanism.
>>
>>1523663
>can create a true dystopian hellscape for the poor
thank you paradox
>>
I wonder if you can mod in a corpse disposal building that produces food.
Go full Onions Green or corpse-starch
>>
File: no nigger zone.png (397 KB, 527x471)
397 KB
397 KB PNG
>>1523805
>>
>>1513948
I want a bunch of little villages connected by train. Now I want to reinstall, but my memories of how long it takes to load everything is still fresh in my mind.
>>
>>1523806
That's not how mortuaries work in CS. It's not a resource, it works the same as garbage.
>>
>>1524104
But garbage plants in CS2 can produce resources for use in industry so THEORETICALLY it could be possible to do it with crematoriums or mortuaries
>>
File: 2280287702.jpg (1.69 MB, 3008x2000)
1.69 MB
1.69 MB JPG
>>1524106
What industrial resource would mortuaries produce? fucking bone houses?
>>
>>1524119
He suggested food, but pops don't eat.
>>
>>1524121
>but pops don't eat.
Then what's the point of agricultural industry?
We could turn corpses into textiles I guess
>>
>>1524124
>Then what's the point of agricultural industry?
A very good question, but basically is to turn raw materials into finished products. Pops don't have specific needs, they just want general products to buy.
>>
>>1524124
I'm pretty sure industries make it so your commercial zones don't have to import as much goods, although there isn't anything wrong with imports. A good way to get low traffic is to just have no industry and make everyone work in offices and have everything imported.
>>
>>1520420
For me, I prefer rural enclaves myself. Peace and quiet away from all the liberal dipshits ruining the country right now. Only downside is that internet services can be kind of fucky in places, especially up in the mountains.
>>
>>1506637
got to 300k feeding people their own shit, not that complex
>>
>>1524121
I wish they did. The traffic would be more dynamic if there was a grocery store or restaurant the sims had to visit.
>>
>>1524171
Aren't those what commercial zones are meant to be?
>>
>>1524178
Yeah. but it's just whatever. The sims would visit anything for entertainment.
>>
>>1524167
I live in a forest myself, but it is impossible to have everyone living in this fashion without a huge reduction in world population, and then there'd be a lot more problems than slow internet. And cities are still way better than suburbs, and can be better than a lot of cities are.

>>1524193
No matter whether it lives up to the hype, CS2 will at least be a big improvement.
>>
>>1524171
>>1524178
The most recent dev stuff mentions that cims will have needs for different products in line with the vastly expanded production mechanics
for example if they want furniture they'll go to a store that sells furniture or if they want food they'll go to a store that sells food
They also previously mentioned that the weather will influence choice of leisure venue so if it's pissing down rain people will prefer to go to a theater or some other indoor activity instead of going to a park
Hopefully this means a more diverse simulation, and they'll probably go into it more in a couple weeks when we reach the "Citizen Simulation and Lifepath" dev diary.
>>
>>1524209
>And cities are still way better than suburbs
Classic jack of all trades, master of none. You really can't have your cake and eat it too in this situation. Either live in the city or don't, exurbs are a blight upon the landscape that takes away precious farmland, and further reduces access to the great outdoors by your average ubanites, by creating and ugly buffer zone with nothing but dead-end streets, cookie-cutter houses, and endless overpasses to circumvent it all. Single-family housing (and car-centric burbs in general) are essentially cancerous tumors that are impossible to get rid of once they're built.
>>
>>1524325
farmland is gay
>>
If this game has trains, I hope they are life size and not just like 10 grain cars attached to a choo choo
>>
>>1524325
>impossible to get rid of once they're built.
You can upzone, it's just difficult but California (surprisingly) has made some strides in this by taking power away from the communities by the state. Pretty impossible to return to nature or farmland though.

>>1524950
We have trains but they're pretty basic
>>
File: fetchimage[1].jpg (129 KB, 604x404)
129 KB
129 KB JPG
>>1524952
>we
>>
>>1524954
We, the general playerbase, are getting. Just a turn a phrase, I have no inside knowledge for this one
>>
>>1524947
Straighter than your sodomite ass, city-slicker.
>>
>>1524960
ywnbaf
>>
>>1524961
good, idwbaf, faggot.
>>
>>1524962
>sucks farmer cocks
>but doesn't want to be a farmer
Holy shit you're gayer than I thought
>>
File: 20230807031220_1.jpg (945 KB, 2560x1082)
945 KB
945 KB JPG
>>1524950
It's the latter
The passenger trains that can be seen in gameplay footage look fine but the freight trains are a far cry from the mile long monstrosities normally found in the US despite wearing the skin of typical US freight locomotives.
You have to play modded transport fever if you want life size trains that actually do things in gameplay.
>>
>>1524963
>implying
You're the one projecting your own faggotry onto me, don't pretend you weren't just trying to make sexual advances on me just a few posts ago. Politely go fuck yourself bitch-nigga, and take your gay-ass buck-breaking fetishes with you.
>>
>>1524969
I accept your concession, anon.
>>
>>1524970
>he thinks this counts as an own
>>
>>1524967
US trains are bad anyway, PSR is a cancer on the freight industry
>>
File: wygaabittwaj.jpg (104 KB, 720x525)
104 KB
104 KB JPG
>>1524969
>>
https://www.youtube.com/watch?v=8sArDzHeTnI
There's hobos.
>seniors like living in commie blocks
>>
>>1525333
that's a real east euro kind of sentiment
>>
>>1524967
>You have to play modded transport fever if you want life size trains that actually do things in gameplay.
TF is a game that actually shouldn't have life size trains because cities in TF are like 5 square blocks wide.
>>
>>1525786
this won't stop me from having 1500 meter coal trains
>>
File: comfy sunset.jpg (635 KB, 1920x1080)
635 KB
635 KB JPG
It looks like 2 will continue the tradition of city simulators making farms urban. I just want fields and low traffic as it should be.
>>
>>1526424
this is peak euro farmland
american farmland is soulless
>>
>>1526424
>making farms urban
What? Nothing stops you from putting farms in the middle of nowhere. You can even intersperse a few residential blocks and make people drive for 3 hours to nearest walmart for maximum freedom points.
>>
>>1506685
My wife has no preexisting paradox hatred and CS has made her despise them so the difference seems pretty irrelevant to me.
>>
>>1513963
Walkable city fags on suicide watch
>>
I know a lot of people cope with shitty paradox games by saying that they serve as good platforms for modders, but I think CS2 actually is laying very good groundwork for mods to be able to do a lot with the game. The supply and demand system and the pop numbers seem like they can be very easily altered to create more complex supply chains and more realistic population sizes. The underlying systems are already there and give the ability to do more, they just haven't gone as far with those systems in the vanilla game as they could for the sake of keeping the base game less strenuous for weaker systems.
>>
>>1506634
Who cares? They still haven't finished the first one.
>>
>>1526746
Bitch, well designed grid cities are walkable heavens.
>>
>>1526648
I'm talking about every farm lot having buildings cover 40% of the space and spawning hundreds of trucks. What the fuck. Have you even played a city builder before?
>>
This is what happens when you don't take the bus.
>>
>>1527197
Of course I forgot the image.
>>
>>1527198
>Wendsday
>November 6th
>Gotham is underwater.
https://www.youtube.com/watch?v=5uGpj58uvUo
>>
>>1526746
Being walkable has more to do with having grocery stores and restaurants nearby.
The reason people complain about american cities being unwalkable is that they were deliberately designed to have suburban areas that are miles away from any store or restaurant meaning you have to drive a car to do anything.
>>
>>1527198
Now I kinda want global warming (as described by clickbait media) mod that makes water level directly proportional to overall city pollution.
>>
>have to constantly fight the urge of using data analysis to min-max my city
>>
>>1527274
Civ VI does that and it's retarded how one country by itself being industrialized floods the entire world in a few turns.
>>
>>1516968
I want to but the wife doesn't want a bar of it.
>>
>>1517065
Based and Cecilpilled
>>
The light props I had to decorate lacking assets seems to have disappeared. Any suggestions?
>>
>>1528929
>1. Does it still only use one core
No. They confirmed it can use multicore.
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/traffic-ai
>and run like shit?
Unknown.
>2. Will proper cities with a size of 1+ million plus be possible?
Unlikely in vanilla. From what we've seen big office towers only have a couple hundred people in them. However from the way the underlying systems of the game work it should be as easy as simply changing the numbers of people in each building in order to increase the population to more realistic levels. There are no hard caps on agents or nodes or anything like that in the game. The only limit is what your hardware is capable of.
>3. Does it still have the shitty yellow tint?
I don't know.
>4. Will you be able to import maps, so that the maps actually look like real places? Like Flight Simulator does it.
Unknown.
>5. Is the traffic fixed?
Yes.
>>
>>1528995
>The only limit is what your hardware is capable of.
that's a lovely sentence

I also read that bicycles will be a dlc, kinda ironic
>>
>>1528995
also i have a 5600 and 16gb ram, which was not enough for lots of assets in the first game
>>
Modular buildings turn me on.
>>
>>1529095
Shame that the base game doesn't seem to do that much with it, mainly things that could be replaced with a standard "upgrade" button and nothing would change.
>>
>>1519607
Fuck tornadoes are scary. How can people live in the tornado alley is beyond me
>>
>>1529097
Yeah. That college just goes one up a level. I hope there is an unlock everything option from the get go this time. It's not realistic for cities to "level up" to have options on what would be built there.
>>
There's a live stream.
https://www.youtube.com/watch?v=ez__wEYumqQ
>>
Oh fuck. There's an old man advisor voice constantly talking.
>>
>>1530576
>Their stream is just a screen capture of some unfunny retard's stream complete with the youtube UI
barvo paradoks
>>
>>1530647
It sucked. My day is ruined.
>>
>>1530653
frog youtuber guy is doing a stream on it right now too, not linking for obvious reasons
>>
File: file.png (285 KB, 752x416)
285 KB
285 KB PNG
>>1530658
what the fuck is going on there
>>
>>1530731
theyre executing him
>>
File: file.png (1.29 MB, 1907x1013)
1.29 MB
1.29 MB PNG
everything is so low poly and low res its like they made it for the women with shittiest pc's like ea did with sims4
>>
>>1530739
built for ipads
>>
>>1530739
It was really quite bold of them to decide to release CS2 on the Wii.
>>
>>1530739
does it even require a graphics card to run? i swear a could probably run this graphics on my i7
>>
>>1530739
if the game had real logistics, i could forgive shitty graphics, but roads just instantly plop down when you pay for them

but god damn, is there even a single texture in that screen?
>>
>>1530758
Gives me corporate hell anxiety.
>>
>>1530758
>>1530755
>>1530834
um thatll requiere a 4070 and a ryzen 7600,
>>
File: 13823118.gif (996 KB, 500x353)
996 KB
996 KB GIF
>>1526544
Wrong i work with the fields, it's not this is much too square and nice an clean. Fucking farmers leaves random ass trees, fucking low res aerial pîcture shits. My government can't pay for the good drone cameras fucking 80s computing fucking my eyes with pixels the sizeof my dicks yea they can pay for my erly retirment due to blindness. No they can't!
Give your fields more bushes and makes nothing straight you will be europe.
>>
>>1530967
you had to much beer, muttboy
>>
>>1528411
Run Loading Screen Mod with the generate asset report option. It should generate a file telling you which assets are missing.
>>
>>1530967
>makes nothing straight
No city builder gives this option.
>>
>>1530739
>those are just wip graphics
>wait the game releases in 2 months
wtf are they doing?
>>
File: 425766337.png (2.72 MB, 1920x1080)
2.72 MB
2.72 MB PNG
>>1531213
The only saving grace I can see is that this appears to be the same beta build they've been using to promote the game for the last couple months with the dev diaries so there's nothing new to be seen.
I'm hoping we get to see some up to date gameplay footage before release because it's kind of jarring the amount of detail found in say the texture for the landfill vs the regular ground.
Also watching some of the live gameplay shows that there's a lot of graphical problems present in normal gameplay like the snow looking very strange and flicking a lot on vehicles in motion.
>>
>>1531232
Paraslops finest Textures a la minecraft
>>
>>1531307
That's clearly Textures à la Roblox, anon.
>>
>>1531457
sorry, im not a pedo
>>
>>1527169
I see three, maybe four buildings in the farm zone in the screenshot. CS1 was very bad at this but it doesn't look like they're carrying this problem over to CS2.
>>
>>1506634
looks very promising based on the dev diaries and so on mainly due to the more in depth simulation and stats and the fact that this affects your cities growth, so it matters if you make good decisions and there is a way to discern where the problems are etc (all the QoL is cool too I guess)
>>
File: cs1 farms.jpg (682 KB, 1920x1080)
682 KB
682 KB JPG
>>1533259
Those buildings are the actual farm lots. The rest was painted terrain. Here is a better example.
>>
If this game doesn't let me build Pyongyang I won't bother.
>>
>>1533468
The buildings are buildings. The farm lots are arguably painted terrain in the graphical sense although they do seem to actually be modeled with polygons. Mechanically those farm plots that actually look like farm plots are still the source of the resources, the vehicles go there and collect resources according to the soil fertility heatmap. The resources are all brought to buildings before leaving the resource extraction area and employees are hired and employed at the building, but that's realistic. You don't take your corn straight from combine harvester to transport truck, it goes in the grain elevator first.

I'm not sure how else you'd have it work. It seems like you don't want it to be all buildings but you also discount a non-building implementation solely on the basis of not being buildings?
>>
>>1533468
>this is releasing in two months
Oh no no no. This needs way more time to cook.
>>
>>1533593
Horrible bait.
>>
>>1531038
Damn i was drunk as shit.
>>
>>1524102
Based
>>
walkable cities?
walkable? cities? walkable cities? walkable walkable?
???? walkable cities????
>>
>>1534296
In 15 minutes? bicycle? bus? bus? 15 minutes? CHOOOOOOO CHHOOOOOOOOOOOOO
>>
>>1533593
Honestly it seems fine for launch to me. It will probably be a relatively rough launch but that's par for the course with Paradox, they'll let the community do a bit of playtesting and solve most of the major bugs in like a month and most of the major gameplay issues that are easily fixable in half a year, and the rest in two or three years or never if it would be hard.

>>1534296
Should be doable – you can have car-free streets and mixed vertical zoning. Sadly mixed vertical is only commercial and residential, so you still have to do micro-zoning to get offices in there, or use public transport.

>>1534298
Bikes are not even in the game at launch. Busses and choo choos are. 15 minute cities are technically impossible due to the way time works in the game, but you can achieve that general idea, it seems.
>>
>>1536128
I need a mod that lengthens the time of day. It would make for more realistic transport infrastructure. Instead of how most work now where everyone just barely gets to work then mob to get home. I want a lul in the middle of the day. Maybe people walking around for lunch. Actual time for people to visit things after work. I hope 2 has days of the week so we can have weekends.
>>
>>1536150
Days do seem a big longer in 2. Very unlikely to include weekends though, it's like one day per season
>>
>>1536173
The time scale in skylines 2 is to be 1 day = 1 month, with seasons being 3 days each.
Each day will take about 1 real life hour to pass on normal game speed. The feature highlight post for climate and seasons has this info and suggests these things will affect how your citizens go about their daily lives
>>
>>1536400
I never cared for night time in CS1
>>
>>1536401
It would be fine if the lighting was better.
>>
>>1530739
Why are you zoomed in so far in the first place?

It probably should look better at that scale, but it looks fine at a normal zoom level for gameplay. The way the cost of game making has skyrocketed, I'm willing to forgive them not making it look good at this zoom I guess. Graphics aren't really my priority.

>>1531186
CS2 is actually straighter, because in the first game you made zones by painting, but in the new one zones are defined as polygons where you click points, so they're straight-edged.
>>
>>1536401
It sucked in CS1. In CS2 it has actual mechanical effects. Unfortunately that probably also means that you can't turn the night cycle off without gameplay ramifications.

>>1536736
CS2 will be better for this since all assets are made with lighting from the beginning. It'll probably still be uncomfy to build at night though.
>>
File: cs1 up close.jpg (522 KB, 1920x1080)
522 KB
522 KB JPG
>>1536797
CS1 does look better up close. There's people that like to play city builders and roam around at ground level to appreciate the build more.
>>
>>1536816
I kind of suspect that the footage in >>1530739
has settings turned all the way down for some reason. Hard to think of why it would look so much worse otherwise.

I know that sounds like an absolutely boneheaded move from a marketing perspective but their marketing, and in particular their control over the information and footage released, has been pretty careless so far so it's not beyond belief.
>>
File: file.png (1.52 MB, 2055x1151)
1.52 MB
1.52 MB PNG
>>1536831
its in all footage they showed when camera goes up close
i think they just dont have higher poly LOD's in the game or something, it looks semi fine from further away
>>
>>1536816
>>1536831
>>1536928
that looks like PS1 KEK
for a game that runs so shitty
>>
>>1529095
>>1529097
I'm hoping its a well-exposed system and modders can do a lot more with it
as it stands now, power plants look like the only buildings that really take advantage of it, the rest are 'plop extra wing on building inside existing footprint'
>>
>>1536928
That's not even that low-poly, it's just shitty
>>
>>1537507
PLOP PLOP PLOP PLOP GET URBANIZED
>>
File: maxresdefault.jpg (147 KB, 1280x720)
147 KB
147 KB JPG
>>1536816
I'm not sure if you want to zone in too close in this game.
>>
>>1537659
Spooky. Woman on bottom right be like giant from Attack on Titan.
>>
>>1537659
ewww. What the fuck. That guy (?) has a camel toe dick. I wish I could mod. The first thing I would do is put in more simple looking people with better outfits. Maybe all the women could be big titty goths. Would probably save on the load.
>>
>>1537659
...the fuck?
>>
>>1518495
That's wrong
you always optimize every so often just because it helps clean up shit code before everything is too spaghetti to fix

if you never touch the code to optimize it until the very last moment you're going to have way too much shit to optimize properly (optimization honestly takes 10x the effort writing the shit code does) and you're going to have stuff you want to optimize but so much touches it you really can't without ripping half the game apart and re-writing so much shit it gives you an aneursym just thinking about it

that's why these devs like ksp2 guys say "we optimize last" and then their game is an unoptimized trainwreck at launch
ESPECIALLY since you often don't get the time to optimize anything at launch you're in a rush and the last thing on your mind is making shit code look and work nice

optimization is probably the most fun/interesting part of software dev so I genuinely don't understand the retard devs who put it off and let their games rot as a resutl
it's inexcusable not to optimize as you go with periodic sweeps thru your code to make sure it's not getting too retarded to fix anywhere

seriously optimizing last is like the retard who says he'll get around to the dishes tomorrow and then 2 weeks later there's a pile of 50 dirty dishes
just clean that shit when you make the mess bro its NOT hard
>>
>>1537659
Whatever happened to making some kind of logic to randomized NPC stuff like this?
I swear most games these days that need random NPCs walking around just have them look like a walking disaster instead of introducing some kind of logic to how they dress at the very least.
>>
>>1537659
This is what humanity will look like in 2100 and it's beautiful.
>>
File: >literally_Blofeld.jpg (97 KB, 720x1080)
97 KB
97 KB JPG
>>1537925
YOU VILL BE BROWN AND YOU VILL EAT ZEE BUGS!
>>
>>1538107
but not too brown by the looks of it.
>>
Bro look at these crosswalks, what the hell is that?
>>
File: file.png (2.41 MB, 1133x1103)
2.41 MB
2.41 MB PNG
>>1538243
You should see the crosswalks outside the presidential palace in bratislava
>>
>>1538243
Looks like chicago
>>
>>1538243
looks like the game's automatic marking trying its best with that really extreme angled intersection
>>
>>1538243
There's no cut outs for the sidewalks. If it had them, the stripes could just terminate on them. The devs can spare some polygons from their homunculus for that.
>>
I hope they don't lock train stations being elevated behind DLC breaking the elevated train stations in the workshop up to that point.
>>
>>1506634
October lol.
YOU HAVE TO WAIT TIL OCTOBER!
>>
Are they still using unity?
>>
>another sound video
As long as they are talking about this back end stuff. I want to see a video if the trees do anything this time. Like eat carbon and stuff. Also a video on mods.
>>
>>1506634
>game will release right about when ill start uni
agh fuck
>>
>>1506637
I made a city with no car roads except a short link from the highway to a distribution center or whatever it's called. it's pretty great, everyone just walks everywhere so there's no traffic to manage. The only building that complains is the bank, funnily enough. Really makes you think.
>>
What the fuck did they do to the graphics? It looks like dogshit
>>
>>1510068
so? Paradox games are free
>>
>>1511944
its not for free, they pay like 20 dollars extra for the more expensive edition
basically preordering the DLC as well (plus get some random stuff like new maps and cosmetics)
>>
>>1513948
yep the biggest thing is the improvements to the simulation itself (though road-building being better sounds pretty cool
all this other shit is basically fluff
>>
>>1538249
Roads are so kino.
>>
Has anybody seen a single car accident in all these youtuber videos?
>>
>no zone lots

Game is dead on arrival. How could they fuck up an easy as shit feature that everyone has been requesting.
>>
>>1545962
zone lots?
parking lots or what do you mean
I don't play games like this much
>>
>>1545846
This guy had one, https://youtu.be/MH2JHRBQ6ng
>>
>>1545261
"practically for free" as in much cheaper than usual. If (for example) there's three DLC for like, $7, $10, and $15 then $20 is cheaper by over a third.
>>
>>1511470
>create maps that are hills
>ask players to make pretty cities that require flat earther tier curvature for every building
Have they still not learned?
>>1516778
That's just how the game works.
No, multi-lane doesn't fix it at all. The speed limit increase helps a bit.
>>1517089
>hard shoulder
>>for pedestrians
>>1517395
Check for bad effects like land value.
>>1519860
>I play the city game for the fluid simulation
>>1537659
>black asians
Why does Paradox love their Hantus so much?
>blonde black asian
?!?!
The painted-on clothes are a disaster.
>>1537912
>randomly generate something
>it looks like shit
>>this must be the fault of not doing it right!
No, you just can't do it.
>>
>>1546114
>>I play the city game for the fluid simulation
>implying
I've just wanted good waterfalls in a city builder for decades. Is it really so much to ask at this point?
Do people really play city builders for the "strategy"? None of these have that except for right at the beginning when the numbers are small enough for the fluctuations to matter.
>>
No bike- no buy. Very simple.
>>
File: maxresdefault[1].jpg (208 KB, 1280x720)
208 KB
208 KB JPG
>>1545967
Sim City 4 introduced lots. Pretty much instead of what CS does where you just paint a bunch of squares and the buildings pop up as they please the game instead makes dedicated lots that dictate both the size and rotation of the building.

Example, you have a square block that is 4x10 squares. You don't want big aparments but you also want houses on both sides. In SC4 you can set it so you only makes lot sizes of 2x1 so you could make 20 small houses. CS doesn't work this way and will instead just read the entire thing as 4x10 and will make big appartment buildings unless you add spaces or zone each 2x1 house one by one.
>>
File: VxYvDMP[1].jpg (73 KB, 700x439)
73 KB
73 KB JPG
>>1545967
>>1546178
Another example. While the picture is a bit small you can still see how the game automatically divides the zone in to 1x3 lots instead of considering the entire thing just one giant zone for it to freally build. This gives you much more control over your city, it's styles and more importantly makes it so your zones look much neater. A very common issue in CS is that when zoning on a corner the game will zone itself on the side street instead of the main one, or for when making smaller neighborhoods wil make one long ass house on the corner while everything else is small.
>>
>>1546178
Sim City 4 will combine the lots all the time. Oh you made this spot nice so it could be a high density downtown? Sorry, got to demolish the big ass mansion lots over and over causing your high wealth demand to plummet for some reason.
>>
>>1546178
CS2 still has the same zoning system but from what I can tell from the gameplay videos there seems to be ploppable buildings as well
>>
>>1546178
that doesn't sound like something that should be very difficult to implement, I've seen people try to simulate that (or at least break up the monotony) by manually assigning different sizes of NA and European zones and sprinkling different densities as well
>>
>>1546159
>I've just wanted good waterfalls in a city builder for decades.
Tried Timberborn?
>>
>>1546330
>mobile phone graphics
no
>>
>>1537659
Paradox using their state of the art ck3 and vic3 models for city skylines too. Amazing.
>>
>>1546559
Worse, they're actually the Life by You models
>>
>>1506637
but that's how american cities are managed, there are 1800 cars per every 1000 citizens
>>
How do I into organizing roads and shit in city builders? I don't know if I just have some kind of weird dyslexia but I for some reason get filtered whenever I try to play one of these games in the literal first step. I can play a game like Factorio and have zero issues with logistics even building pretty decent sized interconnecting train networks but I boot up City Skylines and I literally cannot get past the first step of putting down some roads for houses. I genuinely have no idea why but I just cannot design street networks.
>>
>>1546686
Just build grids starting out
>>
>>1546716
Grinds like>>1546182 Something like that? I get the sort of idea with roads where you have highways that lead into bigger roads that branch off into smaller, individual street level roads but does that general idea stick all throughout the game?
>>
>>1546724
Yeah, grids are an efficient way to build your city people complain about them because they are boring looking but you are just starting out so its fine. In general you want to maintain the road hierarchy, if you have a four-lane road you want to have 2 2-lane roads branching off it so that all the lanes are being used for something.
>>
File: 1664348455406008.png (562 KB, 1200x882)
562 KB
562 KB PNG
>>1546686
Learn basic road hierarchy.
Roads that are bigger should be faster. Not just having higher speed limits, but having fewer things on the road that would slow down traffic. Things like intersections. When it comes to having different road sizes connect you should generally limit intersections to only connecting roads one tier different. A good general rule of thumb is that whenever a smaller road connects into a larger road, put a stop sign on the smaller road.
>>1546724
Yes, it does.
>>
>>1546732
>>1546822
Ok I'll start off with just making grids for a start. Hope I can start getting a bit more creative by the end of it.
>>
File: 20230910153950_1.jpg (691 KB, 2560x1440)
691 KB
691 KB JPG
>>1546716
>>1546686
if you get bored of grids make some slums. its pretty easy, you just use cheap roads and put them really close together so the houses end up small. also get a mod to mark districts as historical so the buildings dont upgrade. Its a good way to quickly up your population if you need to.
>>
How feasible is it to tear up old designs and place new ones down once you get going? It that possible or will the resource costs just fuck me?
>>
>>1548098
Too many roads. Looks Bri'ish.
>>
>>1533476
Why do PyongYang when you can do like China and have zillions of cameras and a social credit system in place?
>>
>>1546680
Christ, that is disgusting. Makes the hags in Starslop look like the Mona Lisa by comparison.
>>
fun fact, CS2 is made with unity
>>
>>1548275
so were you
>>
>>1548284
Do i need to play a fee too?
>>
>>1548287
Have you earned more than $200,000 in your lifetime?
>>
>>1506634
What I disliked about 1 was that if you built a huge city with massive skyscrapers etc it still only had around 100k citizens. Also they really need to add a world map so one can build multiple cities that trade/interact with each other.
>>
File: images (2) (2).jpg (6 KB, 224x224)
6 KB
6 KB JPG
>>1548288
Almost, its about $100
>>
>>1548289
>only had around 100k citizens
The second game seems to be even worse in that regard from what ive seen
>>
>>1548296
I saw a video of 300k+.
>>
>>1548296
>>1548289
but even if you had 100k citizens there were only 65k active at once so it didn't matter how big you got. at least in cs2 they removed the agent limit so if you have 100k there will actually be 100k citizen doing shit in your city.
>>
How will this Unity thing affect Skylines 2?
>>
>>1548509
Eh, if unity doesn't backtrack most probably they are just gonna increase the price.
>>
File: 1694679551624164.png (247 KB, 728x1457)
247 KB
247 KB PNG
Yes, I'm sure Paradox will lie down and take it because they are well known for not caring about profit.
>>
>>1548598
isnt this from the rust devs?
>>
>>1548734
yes
>>
>>1548598
>each dlc counts as a separate install
It's over for paradox
>>
>>1548598
>Unity has shown its power
What a pathetic sentence. Why did the say it like that?
>>
>>1517095
Olive gardens lol
>>
File: hazmatt.jpg (162 KB, 1600x1309)
162 KB
162 KB JPG
>>1548275
>pirate game
>install
>delete
>do it 1 million times
So long paradox
>>
>>1549255
Remember to reset your router each time.
>>
>>1524171
i think Workers & Resources does this but i haven't played it yet
>>
>>1549155
Because it was unity showing they had the power to charge devs per sale/install. How flowery do you need the simple truth to be?
>>
>>1549155
To help reinforce the narrative that Unity is a behemoth forcing negative changes on developers without any warning, safe in the knowledge that they realistically can't do anything about it.
>>
>>1549465
>How flowery do you need the simple truth to be
less
>>
>>1548509
I WILL be pirating CS2 over and over to help bankrupt Paradox.
>>
>>1549661
Power of the Unity.
YOUR LACK OF COMMITMENT WILL NOT GO UNPUNISHED
>>
>>1549260
It doesnt change my ip unfortunately, it seems to be determined by the outside hardware that i, and isp phone support, have no access to.
>>
>>1506634
Another PDX title which is just a blank flatform for DLC bloat and feature creep. I'll pass on this one and keep playing Cities in Motion 2.
>>
File: 20230913000326_1.jpg (729 KB, 1920x1080)
729 KB
729 KB JPG
here is the last city i will ever build. mostly working on finishing the outskirts now.
>>
>>1550795
based actual city builder
>>
File: 6547635786869590.jpg (3.6 MB, 3840x2160)
3.6 MB
3.6 MB JPG
>>1550795
damn, what LUT/theme do you use to make your game look so good? Also how do you deal with traffic in a big city, I always just give up and start a new game when the traffic problems get so big it causes everything to break down.
>>
File: 20230917035418_1.jpg (276 KB, 1920x1080)
276 KB
276 KB JPG
>>1551368
im using cleyra theme and LUT although i dont think the LUT is turned on in that screenshot. The traffic in my city isn't that great but its not debilitating yet. Around 70% with 100k people. The only thing is what seems to be a perpetual traffic jam of tourists leaving the city which extends all the way to the edge of the map. no idea how to fix it but it doesn't seem to be causing too many problems right now.
>>
>>1551455
I love sections of highway that point to the skyline like that.
>>
File: 57847635762376584.jpg (3.74 MB, 3840x2160)
3.74 MB
3.74 MB JPG
>>1551455
I tried tweaking the LUT & Theme and it did make my city look a bit better. My city has around 70% traffic too but I get trash and dead bodies piling up everywhere, I don't get it.
>>
File: 20230910135636_1.jpg (367 KB, 1920x1080)
367 KB
367 KB JPG
>>1551528
>>1551519
if you have enough landfills theres probably some traffic jam thats blocking the trucks. Try finding that and try to get them a better route to the residential areas.
>>
File: Dazzle_camo.jpg (164 KB, 900x603)
164 KB
164 KB JPG
>>1538249
Reminds me of dazzle camouflage.
>>
File: Screenshot (15).png (3.31 MB, 1920x1080)
3.31 MB
3.31 MB PNG
I'm playing cities: skylines for the first time and it's really hard. I'm gonna get the hang of it though.

My plan is to make blocks like this. I can't figure out how to put a zoning plot in the middle of the square with pedestrian pathways crisscrossing through, so I'm doing my best to mimic the effect. I was trying to go for a madrid-style square layout which creates emergent communities within the blocks.
>>
I've had to restart 3 times now because I keep using up all my money redoing roads. This is really hard.
>>
>>1552972
Previewing roads before actually building them should be a default feature in all games that has road building.
>>
>>1552979
I was trying to start off by making some suburbs to put my low density housing in but whenever I tried making those wavy roads suburbs have the zoning squares wouldn't spawn properly. Very frustrating.
>>
>>1552972
CS1 will punish the shit out of you for building too much early on, including roads.
Ironically this won't be the case in 2 if there are no changes from the beta version related to the exp based milestone system.
I've seen several early access creators start building lots of roads at the start and they reach the first milestone doing just that, then they get a cash injection from the milestone and continue building more roads, allowing them to build out a sizable network before anyone even moves in.
>>
>>1552972
When you're starting out just build simple grids and make sure to zone lots of residential, use dirt roads starting out to save money and then you can upgrade the roads later when you have a large tax base.
>>
File: Screenshot (20).png (3.01 MB, 1920x1080)
3.01 MB
3.01 MB PNG
GUYS GUYS GUYS I GOT A CITY WORKING. MY REVENUES ARE IN THE GREEN.

WE'RE SO IN CITYBROS.
>>
>>1553260
nice city anon. hows the traffic flow?
>>
File: 20230920003926_1.jpg (607 KB, 1920x1080)
607 KB
607 KB JPG
a pics of a slightly modded city i've been working on, traffic flow is 68
>>
File: 20230920003953_1.jpg (665 KB, 1920x1080)
665 KB
665 KB JPG
>>1553378
i used to play this game a lot more but so many mods broke i kinda gave up. this is mostly vanilla aside from some roads really
>>
File: 534534643765374575488.jpg (3.61 MB, 3840x2160)
3.61 MB
3.61 MB JPG
I keep getting fucked by traffic, this city has no industry at all and only offices. Is there something I'm not getting about this game.
>>
>>1553362
Pretty good, it's like twice the size now but traffic is still in the green. It gets pretty intense around the commercial areas near the exit/entrance.
>>
>>1553399
your city has to import all goods for commercial iirc, so traffic is generating from outside your city and funneling in via your freeways - try making a train cargo terminal that connects to your commercial zones separately from the main throughfares to ease the load. that could help
>>
>>1553378
why did u put an eleveated highway in front of the beach properties
>>
>>1553882
Equality.
>>
>seasonal changes like spring and autumn foliage or not halfassed snow textures for winter "can't be guaranteed"
What's the god damn point then?
>>
>short buildings built with cranes
Unaesthetic shit.
>>
I won't buy it because I'm against Paradox products, so I'll ignore it completely.
Anyway, what I'd like in a game like this is for the land to have a value like in OpenTTD/A-Train and more elaborate economy, forcing you from the municipality either to buy land (the more the area is valued, the more pricey it will be), or expropriate a minimum % according to local laws and then incur a debt that you'll need to pay back in a certain period of time. This alone would add a considerable strategic layer to the game, as well as forcing the player to respect the land and the city before bulldozing it and building things, because now they would have to weigh up the benefit of something against the expense. Building an avenue through the city center would be insanely expensive, so the player would have to think of more elaborate solutions instead of just playing God.
Demolition has to be expensive too. The price of demolition needs to include: land value (land + building) + demolition costs. The idea is to get the player to commit to what already exists in the city and only demolish things in areas that are badly devalued.
>>
File: 20230923182722_1.jpg (892 KB, 2560x1440)
892 KB
892 KB JPG
>>1554094
just another mechanic to fuck up your traffic flow
>>
>>1506634
It looks like the same game as CS1, same UI, same sterlie toytown aesthetic, same easy gameplay. None of the grit and social decay of Sim City 4.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.