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The Maroon Hawk
May 10, 2008

Lol Denver’s tossing around the idea of converting our LRT fleet to low-floor vehicles, last I saw they’re currently doing prep work to prepare to begin a study of the feasibility of doing it, with said study beginning in…2025 :shepicide:

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OwlFancier
Aug 22, 2013

Just put hydraulics on the bogeys bing bong simple as. Also add underglow and a big sub woofer in the back.

Show me in the rule book where it says trams can't bounce.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

The Good Queen Clitoris posted:

Seems like the trains will be used for regional transport as well.

The quote from the dev diary uses the same language as it does for plane travel.
Passenger rail was really only good for bringing in tourists in CS1 too.

OwlFancier
Aug 22, 2013

I built an airport that used a rail line as its main connection point into the city. Worked quite well. It's good for anything where you want to shovel piles of people around but vanilla C:S struggles to achieve that level of population density.

Concurred
Apr 23, 2003

My team got swept out of the playoffs, and all I got was this avatar and red text

it's only $100 to flesh out the rest of the DLC that i want for CS1. it's only $100. only $100

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

OwlFancier posted:

I built an airport that used a rail line as its main connection point into the city. Worked quite well. It's good for anything where you want to shovel piles of people around but vanilla C:S struggles to achieve that level of population density.
But why not connect with a dedicated subway line for the same functionality at a fraction of the footprint?

Kyte
Nov 19, 2013

Never quacked for this

CapnAndy posted:

But why not connect with a dedicated subway line for the same functionality at a fraction of the footprint?

Subway's probably much deeper in the tech tree than rail. (Also money, I imagine)

MikeJF
Dec 20, 2003




Kyte posted:

(Also money, I imagine)

The monetary issues caused by tunnels, both subway and road, were never something Skylines really ever handled properly.

The most extreme of this is when people just build entire highway systems underground. That kinda stuff should be costs like the Boston Big Dig.

chadbear
Jan 15, 2020

Mr. Fix It
Oct 26, 2000

💀ayyy💀



:eyepop:

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?




This is an exciting bit I missed. It looks like buildings handle slopes waaaaaaaay better now. It would be nice to not have to choose between flatten everything or have a loving mess.

dragonshardz
May 2, 2017

OwlFancier posted:

Could you still make it generate zoning on the side?

The building with a road running through it would probably interrupt zoning, but that just means plonking something down manually and using one of the guaranteed Anarchy/Move It! tools as needed.

Shadowlz
Oct 3, 2011

Oh it's gonna happen one way or the other, pal.



Dev insights #3 just dropped.
https://www.youtube.com/watch?v=thFDgrQcV98

Shadowlz fucked around with this message at 15:09 on Jul 6, 2023

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"



Space Center confirmed!

Seems like you get to unlock stuff more freeform style.
You probably get more Dev. points from milestones and stuff.

BigglesSWE
Dec 2, 2014

How 'bout them hawks news huh!
Love getting more control over what I’m allowed to build. Hoping it won’t take too much of a city to unlock trains. Trains are an old staple of many European settlements, so what I’m saying is, bring on the trains early!

Count Roland
Oct 6, 2013

BigglesSWE posted:

Love getting more control over what I’m allowed to build. Hoping it won’t take too much of a city to unlock trains. Trains are an old staple of many European settlements, so what I’m saying is, bring on the trains early!

Yet another thing that mods will alter.

Any word on mods yet? I'd be more inclined to play the game if mods were easier to deal with.

Kyte
Nov 19, 2013

Never quacked for this
T3 and T4 cost 4 and 8 DP, so I assume T1 and T2 cost 1 and 2 DP respectively. So unlocking trains should be pretty cheap.
I bet you the milestones that unlock basic transport services also grant DP.

Kyte fucked around with this message at 16:54 on Jul 6, 2023

Luneshot
Mar 10, 2014

I didn’t even play that much CS1 and I am unreasonably excited for this game.

The Maroon Hawk
May 10, 2008

Issaries posted:



Space Center confirmed!

Seems like you get to unlock stuff more freeform style.
You probably get more Dev. points from milestones and stuff.

Holy moly :eyepop: that is fantastic!

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?


Count Roland posted:

Yet another thing that mods will alter.

Any word on mods yet? I'd be more inclined to play the game if mods were easier to deal with.

They've mentioned in the past they want it to be more open for modding than the first game. I'm not sure how you'd make it easier to deal with honestly, the workshop is so simple. But 20 years of SimCity 4 mods might affect my view on that.

The original game had an unlock all mod as a base function so I assume this one will too. I'm torn, I do kind of like the progression though it's also stupid. Why are trains and trams locked? They predate cars.

Gadzuko
Feb 14, 2005
TRAM is evolving!

TRAM evolved into SUBWAY!

Supeerme
Sep 13, 2010
I wonder if people are going to use this as a proper tech tree system so you unlock newer stuff over time. I hope we don't need to have unlocks based on pop alone.

nielsm
Jun 1, 2009



Grand Fromage posted:

I'm not sure I'm torn, I do kind of like the progression though it's also stupid. Why are trains and trams locked? They predate cars.

Honestly they would likely make a neat progression, if you start at an 1850 technology level and need to build your initial city core with that, and then you get trams and eventually automobiles become more and more common. The progression isn't by time played, but purely by unlocks by meeting goals.

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord
I get why they’re spending so much time on traffic and mass transit development diaries, but I really hope they have this much content in store for city management. It was trivially easy to be obscenely rich and grow skyscrapers without much hassle in CS1.

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?


In his video about playing the game, two dollars twenty said that stuff is quite a bit more difficult. No details since he's not allowed of course.

drunkill
Sep 25, 2007

me @ ur posting
Fallen Rib
$2.20 also made the city in the trailer.

But he also doesn't play vanilla or simulation, be built a city last year mostly vanilla, his New Orleans type city, so while he can't say much he's liking that some basic mods, mostly the road tool ones are now in the base game.

We'll get a bunch of hands on previews around Gamescom I guess, by youtubers/cs1 players.

The Good Queen Clitoris
May 11, 2008

You raised my hopes and dashed them quite expertly, bravo sir!

They do have a list of dev diaries that will be featured in the coming months if anyone is interested.

https://www.paradoxinteractive.com/games/cities-skylines-ii/features

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"

The Good Queen Clitoris posted:

They do have a list of dev diaries that will be featured in the coming months if anyone is interested.

https://www.paradoxinteractive.com/games/cities-skylines-ii/features

So Economy and production dev. update is mid august and Game Progression one is in the end of August.
Those should include more about the management side of the things.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
They confirmed that you can mandate operating hours for industrial traffic! Hooray!

Get off my loving streets while the commuters are trying to use them, delivery trucks.

Shadowlz
Oct 3, 2011

Oh it's gonna happen one way or the other, pal.



Next feature highlight drops in 1 hour is out:

https://www.youtube.com/watch?v=PBwwZ4XnW34

https://www.paradoxinteractive.com/games/cities-skylines-ii/features/zones-signature-buildings

Shadowlz fucked around with this message at 15:06 on Jul 10, 2023

MikeJF
Dec 20, 2003






Well, that confirms that the pre-built highways and such exist on the maps. Also, nice that they've just built 'gently caress-money-bonsai-mode' into the game.

So it seems like when you lay a zone you lay it with a theme, it's not neighbourhood based. The city theme defines the default and also city and service building looks and common prop looks. Comes with US and Euro to start.

You can zone over the top of existing zones, yay.

Residential zone types: Low density houses, Medium density row housing, Medium density apartment buildings, Mixed use apartment buildings with commercial on bottom, High density low-rent, and High density. Different demographics have different preferences of densities.

Commercial and office are both just low/high, industrial is just one zone type with no density control.

Office buildings function as part of the industrial pipeline now, converting tech goods into software, which is the base unit that's then converted on by other offices to telecom/finance/media.

Re: the industrial pipelines, if there's large amounts of industry/offices working in the same area they'll benefit from each other's presence in various ways and end up becoming more efficient, and so there's good benefits for your city to end up specialising and becoming a hub for a certain kind of production. You can target this by arranging your specialised industries and also giving tax breaks.

LOOK AT THESE FARMS





(Also check out bagger 288 in the top left)

So there's a new feature called 'signature buildings' which are effectively unique buildings that you unlock in the same way, but they're functional residential/commercial/office/industrial buildings that you plop and then they just function like any other grown building, but look nicer and add cachet and sometimes have some extra effects. That's great! People often used to throw buildings into unique on workshop that I really wished could've been functional zoned buildings.



Zoned buildings in general will level up in quality through 5 levels of quality - if the building rent is higher than the upkeep cost, the excess amount is funnelled into building improvement, which levels up the building's quality, making it more appealing and improving land values (and also raising upkeep cost). There are also various mechanisms to control this and rental rates. If the building can't meet upkeep costs the quality deteriorates and the building loses levels and people who don't like that leave etc.

Land values and costs tend to affect single-family houses a lot more than apartment buildings.

Interesting little note they slipped in: abandoned buildings will have homeless people squatting, although the building will eventually collapse due to lack of maintenance. So I guess homelessness is going to be simulated.

Also, when zoning this sounds like a great assistant feature:

Each zone type has a Zone Suitability infoview which activates when you start zoning. Depending on the zone type, it shows pertinent information about which areas are suitable for the selected zone type. As an example, zoning commercial areas shows information about where the potential customers are located in the city while zoning a residential area highlights ground pollution so that it is easy to avoid when zoning. It also shows areas that might be otherwise unsuitable, perhaps due to high Land Value making rent for low density housing very high.

MikeJF fucked around with this message at 16:21 on Jul 10, 2023

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"


Zoning is cool and all, but I'm really stoked about new maps:


Which map are you going to play first?

I'll probably go Tampere... or Lakeland

MikeJF
Dec 20, 2003




Barrier Island looks super familiar but I can't quite place it.

Hermsgervørden
Apr 23, 2004
Møøse Trainer

Issaries posted:

Zoning is cool and all, but I'm really stoked about new maps:


Which map are you going to play first?

I'll probably go Tampere... or Lakeland

Fascinating that they have gone with a very old shoreline for San Francisco. Also what is going on with the Golden Gate and Bay Bridges? Are they road width strips of land?

Archduke Frantz Fanon
Sep 7, 2004

I hope making maps for this is similar to CS1, especially if the water is no longer made of warm jell-o

MikeJF
Dec 20, 2003




Having the old 'natural' shoreline for a new city makes sense.

I think the bridges are just highway bridges.

I still wish there was a tool where you could just zoom in on a globe and draw out a square and it generates that into the initial terrain in the map editor.

turn off the TV
Aug 4, 2010

moderately annoying

Archduke Frantz Fanon posted:

I hope making maps for this is similar to CS1, especially if the water is no longer made of warm jell-o

less lovely water physics is all i can ask for

Poil
Mar 17, 2007

Issaries posted:

Zoning is cool and all, but I'm really stoked about new maps:


Which map are you going to play first?

I'll probably go Tampere... or Lakeland
I really hope they made the lakes at similar height, or have some kind of locks, to make connecting them less of waterslides and ridiculous infinite flooding.

BigglesSWE
Dec 2, 2014

How 'bout them hawks news huh!
Mannnnnn end of October is real far away huh.


That Waterway Pass looks great for my European farmland obsession.

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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?


Actual farms. Excellent. I wonder if you can just zone a shitload of them like in SC4 to have huge rural areas or the demand won't let you.

MikeJF posted:

People often used to throw buildings into unique on workshop that I really wished could've been functional zoned buildings.

You can convert any building into a functional building in game with the power of mods! I think it's in Ploppable RICO? You can select the building and set what zone type it is and how many residents/workplaces it has.

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