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Burns
May 10, 2008

I wonder if they solved the limited number of agents/actors.

It would be nice to see some kind of eras implemented each with unique architecture, tech and transport. Go from 1870s to the future sort of thing.

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Gadzuko
Feb 14, 2005
It talks about setting up cargo lines in addition to passenger lines, I wonder if that will mean something like regularly scheduled deliveries to industries? Or just being able to specify that an industry should move products by truck to the train station instead of exporting by highway?

MikeJF posted:

Guessing the tiles are smaller, though.

Looks like there's four zone types? And it confirms weather, with things like hailstorms. And it confirms seasons, and if you build in a cold climate you get snow in winter.

Rat infestations!

Base game includes tourism features, looks like.

You can follow the life of individual citizens. That one's stolen from SC4.

4 zones is probably a carryover from the current game, since it tracks industrial and office as separate zone types in addition to commercial and residential. The fact that it's only 4 does not bode well for mixed use zoning :(

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
I know it's likely to never happen, but I want to be able to forbid industries from importing poo poo like I can with mods in CS1. Turning imports off is one of the first things I do with new cities, and every time I never regret it. It saves so much needless traffic because storage buildings aren't constantly importing expensive raw materials.

Seriously. If I'm producing 100 tons of lumber per week and using 45, then there's zero need to import 150 tons of it because a warehouse is at 49.9% full instead of 50%.

Issaries
Sep 15, 2008

"At the end of the day
We are all human beings
My father once told me that
The world has no borders"

MikeJF posted:

Guessing the tiles are smaller, though.


Not necessarily.

Current Cities Skylines is an eight year old game and while it only has 25 zones officially, it can fully support up to 81 zones with mods.
150 similar sized zones isn't that far fetched compared to that.

Vahakyla
May 3, 2013
I would like there building construction time and animations, instead of plopping up instantly. Same with roads.

Cat Wings
Oct 12, 2012

From the trailer it looked like construction time and animations might be a thing. It's one of my favourite features of Workers and Resources, watching the buildings get constructed, although that level of detail is probably overkill and too much to expect. The one thing I'd really like to see that I doubt we'll get is the base unit of the road being a lane, so you can actually have proper merges and whatnot without having to mess around with mods.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

DoubleNegative posted:

I know it's likely to never happen, but I want to be able to forbid industries from importing poo poo like I can with mods in CS1. Turning imports off is one of the first things I do with new cities, and every time I never regret it. It saves so much needless traffic because storage buildings aren't constantly importing expensive raw materials.

What mod is this? I really like to start cities with an industrial zone - it makes sense for a little village to get established next to a new logging operation or something - but watching them import a bunch of poo poo that should be produced locally sucks.

Baronjutter
Dec 31, 2007

"Tiny Trains"

My predictions:

So it's been pretty obvious they've been working on this since what, early 2019? That's around when they started a big hiring rush and hired on all those modders. I'd love to assume the game has taken so long to even be officially announced because they've polishing the hell out of it all and making it super optimized so we can get better graphics and better frame rates compared to CS1. I'd love to assume all the extra time is to have a huge vanilla asset library and all the mechanics and quality of life tools the community wants. But I have a bad feeling this is going to be a KSP2 situation. Years of development hell and finally the publisher says enough is enough, kick whatever you've got out the door and sell it at full price.

More assets and art, all that stuff can come over time. My big worry is that the core mechanics of the game and the whole graphics engine will be a totally unoptimized mess on launch that just won't get better over time. It will release with shocking system requirements and even the vanilla game will run like poo poo on anything beyond a medium sized city. I don't care if it's a little feature-poor on release so long as the core of the game is super good and very well coded, but the fact that they didn't have a single game asset to show off for their trailer after 4+ years of development reminds me very much of the lack of in-game footage from the lead up to KSP2's EA release.

But I hope i'm wrong, I hope even if it was stuck in development hell they've spent all this time fixing what was wrong and we'll get a solid foundation to build another 8+ years of city building on top of.

jokes
Dec 20, 2012

Uh... Kupo?

How's traffic in vanilla? Still a pile of poo poo?

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.

death cob for cutie posted:

What mod is this? I really like to start cities with an industrial zone - it makes sense for a little village to get established next to a new logging operation or something - but watching them import a bunch of poo poo that should be produced locally sucks.

AdvancedOutsideConnection

It adds a feature to the Outside Connections overlay in your data views. You can then click on the IN-bound roads and drag the sliders down to 0% for whatever industries you're running in your city. Every new type of outside connection you get, you have to go in and disable imports for the industry type, however.

Yaoi Gagarin
Feb 20, 2014

DoubleNegative posted:

Went to youtube, this was the literal first video on my homepage.



Lmfao.

That dude's videos are funny. He lives in Wisconsin so he has a very idyllic approach to urban planning. I guess his world doesn't have insane NIMBY landowners who think train stations are too dangerous to put near schools

Anno
May 10, 2017

I'm going to drown! For no reason at all!

As an aside, I wasn’t aware just how massively well this game has performed commercially. 12M sales and 27M players is more than all but a handful of games.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Would've loved some actual information. :argh:

Clearly going to be bigger, okay. Bigger as in regions? Bigger as in still single cities but bigger?

Kris xK
Apr 23, 2010

Gadzuko posted:

The fact that it's only 4 does not bode well for mixed use zoning :(

Ugh, if there's no mixed use zoning I'm seriously disappointed.

jokes
Dec 20, 2012

Uh... Kupo?

Anno posted:

As an aside, I wasn’t aware just how massively well this game has performed commercially. 12M sales and 27M players is more than all but a handful of games.

It released soon after SimCity released as a total dumpster fire and hyping people the gently caress up, so a ton of people were disappointed and desperate.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Kris xK posted:

Ugh, if there's no mixed use zoning I'm seriously disappointed.

Unless mixed-use isn't its own zoning type, maybe you layer what you want to combine.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

Grand Fromage posted:

Unless mixed-use isn't its own zoning type, maybe you layer what you want to combine.

Yeah if you could put like a "Mixed Use" zoning rule on a dense residential zone and have it count as partial commercial with building models to match, that'd be nifty.

Entropic
Feb 21, 2007

patriarchy sucks

GlassEye-Boy posted:

hell yes, assigning services to specific districts. No more fire trucks coming from across the map to put out a fire.

Finally we can simulate having lovely school districts for slum neighborhoods and well-funded schools for the mansion district!

Cat Wings
Oct 12, 2012

Grand Fromage posted:

Unless mixed-use isn't its own zoning type, maybe you layer what you want to combine.

Finally I can build the mixed use residential/industrial zone of my dreams and their nightmares.

Dr. Video Games 0031
Jul 17, 2004

BigBallChunkyTime posted:

My point is I don't want them to take away a current feature and then make you have to pay for it again in a future expansion pack

The trailer emphasizes starting over and doing things differently. You can probably expect the game itself to follow that philosophy.

They're presumably starting from a blank slate on a new engine where none of their previous work would carry over anyway. It would not be reasonable to expect everything to be in. Paradox games when first releasing tend to integrate the best parts of the previous games+DLC into the base game of the new one and discard the stuff that wasn't working before. A lot of middling stuff that wasn't great nor bad may be left to be added again as DLC down the road.

Archduke Frantz Fanon
Sep 7, 2004

Grand Fromage posted:

Would've loved some actual information. :argh:

Clearly going to be bigger, okay. Bigger as in regions? Bigger as in still single cities but bigger?

buildings will be so tall you'll need to play in landscape mode

turn off the TV
Aug 4, 2010

moderately annoying

I hope that a lot of CS1's features are dropped. Pretty much everything starting with Park Life sucked on a mechanical level. Stuff like specialist industries and universities should probably be using a completely different system.

I also hope that a lot of mods don't have equivalent functionality in CS2. Stuff like the intersection marking tool, node editor, move it, ploppable rico, etc. are basically bandaids for CS1's shortcomings and absolutely should not make a return in 2.

Thranguy
Apr 21, 2010


Deceitful and black-hearted, perhaps we are. But we would never go against the Code. Well, perhaps for good reasons. But mostly never.

Grand Fromage posted:

Would've loved some actual information. :argh:

Clearly going to be bigger, okay. Bigger as in regions? Bigger as in still single cities but bigger?

Bigger but all of the space is used by US-style parking requirements.

I said come in!
Jun 22, 2004

Grand Fromage posted:

Would've loved some actual information. :argh:

Clearly going to be bigger, okay. Bigger as in regions? Bigger as in still single cities but bigger?

This being a Paradox title, my expectations is that Skylines 2 will be a much smaller game at launch, and it will take years of buying new DLC and starting all over again with mods, before its back up to speed with the first game. I'm still excited! If nothing else for any quality of life improvements that will hopefully mean less mods down the road. Also better graphics, and ideally better optimization, but lets be real, better optimization will not happen. Skylines 2 will require a more powerful computer but won't offer anything in fidelity that Skylines 1 doesn't already offer.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.

I said come in! posted:

This being a Paradox title, my expectations is that Skylines 2 will be a much smaller game at launch, and it will take years of buying new DLC and starting all over again with mods, before its back up to speed with the first game. I'm still excited! If nothing else for any quality of life improvements that will hopefully mean less mods down the road. Also better graphics, and ideally better optimization, but lets be real, better optimization will not happen. Skylines 2 will require a more powerful computer but won't offer anything in fidelity that Skylines 1 doesn't already offer.

It's this. Skylines 2 will be incredibly barebones at launch, and most players will call it worse than a fully modded and DLC'd up Skylines 1. Expect lots of memeing that the game is unsalvageable garbage. But within 6 months, there will be several major patches adding core features that level all that out. Within a year, there will be two big bits of DLC that are deemed essential to the experience. By the time 18 months have passed, the game will generally be considered to be better than Skylines 1.

It's the Paradox New Game Cycle.

GlassEye-Boy
Jul 12, 2001
Since it’s the mods that actually make the game I hope they implement some sort of better mod management and compatibility control. Spending hours after every update getting all the mods working again is a huge pain in the rear end.

I said come in!
Jun 22, 2004

For real, hoping the devs understand the pain points with mods and can have something in place for Skylines 2 that makes it better. Their response for Skylines 1 has just been kinda like, sorry :shrug:

mutata
Mar 1, 2003

Bring back Arcologies. Also bolder art direction and much better lighting/post.

Albino Squirrel
Apr 25, 2003

Miosis more like meiosis
I like how there's not a whole bunch of achievements relating to having a terrible city- the only one seems to be one for below 25% happiness in a city of >1000 people.

IIRC you couldn't unlock some of the special buildings unless you'd built a city with, like, poo poo policing or terrible healthcare, which does not fit with my Utopian City Builder Ideals. They can definitely not bring that back.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Cat Wings posted:

Finally I can build the mixed use residential/industrial zone of my dreams and their nightmares.

I'm not sure how often it happens vertically, but Japan has a lot of horizontal mixed use R/I and it's fine. Not giant factories, little non-polluting light industry mixed through neighborhoods.

Also since apparently maps are bigger whether or not there are regions, I hope they put time into agriculture that looks like actual loving farms this time instead of the C:S bullshit. I loved covering tiles with farms in SC4 and then slowly developing a city in them.

Mandoric
Mar 15, 2003

Grand Fromage posted:

I'm not sure how often it happens vertically, but Japan has a lot of horizontal mixed use R/I and it's fine. Not giant factories, little non-polluting light industry mixed through neighborhoods.

Also since apparently maps are bigger whether or not there are regions, I hope they put time into agriculture that looks like actual loving farms this time instead of the C:S bullshit. I loved covering tiles with farms in SC4 and then slowly developing a city in them.

Japan does nuisance rather than usage zoning, so roughly C=R=SFH considered from a transit perspective and I=C if no pollutants are involved. I think I've effortposted about it earlier.

C:S2 doing this is a long stretch, but drat would I love it in something other than A-Train.

nielsm
Jun 1, 2009



Grand Fromage posted:

Also since apparently maps are bigger whether or not there are regions, I hope they put time into agriculture that looks like actual loving farms this time instead of the C:S bullshit. I loved covering tiles with farms in SC4 and then slowly developing a city in them.

Actually the maps should start out pre-filled with farms that were there before you arrive with your city plans. And also pre-built country roads, which are maybe private or state-owned, but the moment you start touching those roads they become yours to maintain.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


nielsm posted:

Actually the maps should start out pre-filled with farms that were there before you arrive with your city plans. And also pre-built country roads, which are maybe private or state-owned, but the moment you start touching those roads they become yours to maintain.

I wanna build farms. :colbert:

Mandoric
Mar 15, 2003

nielsm posted:

Actually the maps should start out pre-filled with farms that were there before you arrive with your city plans. And also pre-built country roads, which are maybe private or state-owned, but the moment you start touching those roads they become yours to maintain.

I want to do V3/CK3 council events every March for 20 years until I reach the slider mark where the town is ALLOWED to maintain one, getting to pave it is another 30 and rerouting it is a Stellaris DLC.

I mean, I don't actually want to but it's sure what I grew up with.

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

I'm curious to see how the sequel looks because the route C:S took to success is kind of weird, and mostly driven by people outside of Colossal Order. It's always been a relatively detailed traffic simulation with a very shallow city simulation on top of it, it succeeds initially because EA massively drops the ball with SimCity, and then most of its long-lasting success/social media popularity is from modders grafting a bunch of editor tools into it and using it to make really detailed virtual dioramas. Is CS2 going to lean much harder into the diorama-making side of gameplay? Have they figured out how to make interesting gameplay out of anything other than traffic management? It's really hard to judge by past performance when so many of the game's most popular features weren't made by the studio.

DaysBefore
Jan 24, 2019

:pray: Mixed-use zoning and better pedestrian options :pray:

Dwesa
Jul 19, 2016

nielsm posted:

Actually the maps should start out pre-filled with farms that were there before you arrive with your city plans. And also pre-built country roads, which are maybe private or state-owned, but the moment you start touching those roads they become yours to maintain.
Yes, let me have some different "starts" than "here is a huge highway, please use it to start building car-dependent US suburban hellscape". Maybe let people immigrate through bus stop while I build pedestrian-centric town, eventually using more public transport options or something, maybe start with a railway station etc.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
To be honest, I want SimCity starts, where you place houses and streets down and people arrive spontaneously. Having to have a highway connection in the starting square is a tad limiting.

GlassEye-Boy
Jul 12, 2001

Red Bones posted:

I'm curious to see how the sequel looks because the route C:S took to success is kind of weird, and mostly driven by people outside of Colossal Order. It's always been a relatively detailed traffic simulation with a very shallow city simulation on top of it, it succeeds initially because EA massively drops the ball with SimCity, and then most of its long-lasting success/social media popularity is from modders grafting a bunch of editor tools into it and using it to make really detailed virtual dioramas. Is CS2 going to lean much harder into the diorama-making side of gameplay? Have they figured out how to make interesting gameplay out of anything other than traffic management? It's really hard to judge by past performance when so many of the game's most popular features weren't made by the studio.

Hope so, for this type of game in the end game play becomes secondary to making a beautiful bonsai city. If it becomes a puzzle game of stats and demographics without being graphically pleasing with the ability to fully customize all the details of your city it’s gonna go the way of sim city.

GlassEye-Boy fucked around with this message at 15:38 on Mar 7, 2023

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Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
That... has absolutely nothing to do with why the SimCity series perished.

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