[HN Gopher] Cities: Skylines II
       ___________________________________________________________________
        
       Cities: Skylines II
        
       Author : TechnicolorByte
       Score  : 235 points
       Date   : 2023-03-06 17:41 UTC (5 hours ago)
        
 (HTM) web link (store.steampowered.com)
 (TXT) w3m dump (store.steampowered.com)
        
       | zamadatix wrote:
       | Hugely excited to see what the game really looks like. If they
       | could fix performance and add some new gameplay dynamics it'd be
       | great but if they are going to make it something completely
       | different I'd be excited to see it as well.
        
       | TechnicolorByte wrote:
       | Not much info other than the fact that it'll release sometime
       | this year on PS5, XSX, and PC. Teaser trailer is just a bunch of
       | cinematics.
        
         | ShakataGaNai wrote:
         | Yea. It's "cool" in concept but there is nothing information-
         | wise about the game. Does it fix the problems of CS1? Does it
         | introduce new features? I want to be excited about it, but
         | there is nothing to be excited about. Getting excited about a
         | single trailer will just lead to disappointment later.
        
           | TechnicolorByte wrote:
           | It's annoying but it seems to be the way things are marketed
           | these days to build up hype so I can't really fault them for
           | it. Better to release info piecemeal as opposed to one big
           | info dump if you want to build up a following.
        
         | geraltofrivia wrote:
         | If foreshadowing is one of their intention with the teaser, I'm
         | afraid they'll push raytracing very hard. Their trailer had a
         | lot of 'reflect in water', 'reflect in glass panes' moments.
        
       | charlieyu1 wrote:
       | Is the original good? Growing up playing SimCity 2000
        
       | chimeracoder wrote:
       | I loved the SimCity series, so you'd think that Cities: Skylines
       | would have appealed to me, but it's always felt frustrating,
       | which I attribute to a few core issues:
       | 
       | - Agent-based simulation instead of model-based (the latter is
       | what the Maxis games used). Agent-based simulation is
       | performance-intensive, and in practice it led to all sorts of
       | gamebreaking bugs. Last I checked, the game still caused traffic
       | jams because every car would enter the turning lane immediately.
       | It also causes the infamous death waves. Some of these are hard
       | to fix without changing the core simulation model. Some of these
       | would be trivial to patch, and it's kind of embarrassing that
       | they haven't.
       | 
       | - The DLC is essentially mandatory, in that they release updates
       | to the free game alongside every DLC, and the free updates
       | introduce _some_ of the features but not all, and they end up
       | breaking the balance of the game unless you purchase the full
       | DLC.
       | 
       | - The game is far too easy, unrealistically so. Even on the
       | harder difficulty setting, it's just way too easy to create a
       | cash cow and create the optimal city without any real challenge.
       | 
       | Cities:Skylines is good in sandbox mode, if you want to create
       | beautiful-looking models of cities. Which is a valid use case and
       | there's definitely a market for that. But for people who like the
       | original SimCity games and enjoy simulations, it's... just not
       | that. There's a reason that professional city planners used the
       | original SimCity games as tools for study and development, and
       | that's what made (for example) SimCity 4 Rush Hour so much fun to
       | play.
       | 
       | Whenever I want to play a citybuilder, I end up going for
       | Factorio, Oxygen Not Included, or Rimworld. None of those are
       | citybuilders, but they're the closest thing I've found to
       | substitute for what made SimCity games enjoyable that
       | Cities:Skylines lacks.
        
         | jcranmer wrote:
         | > Whenever I want to play a citybuilder, I end up going for
         | Factorio, Oxygen Not Included, or Rimworld. None of those are
         | citybuilders, but they're the closest thing I've found to
         | substitute for what made SimCity games enjoyable that
         | Cities:Skylines lacks.
         | 
         | You know, I never thought about the factory automation/colony
         | simulator genres as being similar to the city builder genre,
         | but... now that you brought it up, I think I see how said
         | genres would appeal.
        
       | richwater wrote:
       | They never fixed the terrible traffic AI in the first game.
       | 
       | I have no confidence in the sequel.
        
       | knorker wrote:
       | What has made me give up on Cities Skylines is that you can't
       | build a liveable city. It forces you to build US-style car-
       | centric dystopias.
       | 
       | I found that once you reach a certain city size this game is just
       | car traffic management.
        
         | syntheweave wrote:
         | You can definitely make the city less traffic-heavy, especially
         | after the DLC. But even in vanilla, for the commute traffic
         | it's mostly a matter of having enough pedestrian bridges and
         | tunnels so that they have uninterrupted journeys, and for the
         | trucks the trick is to place rail depots near industrial and
         | commercial districts so that they never need to get to the
         | highway. Do those two things and you've cleared out most of the
         | problem.
         | 
         | Everything else is taken care of by designating a faster
         | arterial road at certain intervals(so that the driving AI's
         | preferences are more predictable) and then designing a one-way
         | flow in and out of areas with a lot of conflict points. It is
         | not exactly how I want to envision my city, but it's also not
         | extremely complicated to work out.
         | 
         | The game really limits traffic reduction mostly through the
         | city services, which all have to drive down the roads to
         | provide services.
        
         | brink wrote:
         | There's a pedestrian focused expansion pack.
        
       | pavlov wrote:
       | Earlier today we had this HN story about how EA's greed
       | essentially killed the SimCity franchise for good:
       | 
       | https://news.ycombinator.com/item?id=35041202
       | 
       | In that context it's notable that the company behind Cities:
       | Skylines, the most prominent SimCity replacement, was originally
       | funded by the Finnish government as explained on their Wikipedia
       | page:
       | 
       | https://en.wikipedia.org/wiki/Colossal_Order_(company)
       | 
       | VCs wouldn't invest any money to build such a niche game, but
       | Finnish national funding instruments for startups and arts were
       | more willing to take risks.
       | 
       | A small story to keep in mind next time someone claims everything
       | successful can be created through capitalism alone. It also
       | happens that successful things are destroyed by capitalism and
       | salvaged by public means.
        
       | xenon7 wrote:
       | I have a feeling that this isn't going to be available on the
       | Series S (or if it is, it'll be like CP2077 on the original
       | PS4/XB1). Oh well.
        
         | jeppester wrote:
         | I don't think there's been any official communication from MS,
         | but it seems well-established at this point that Xbox games are
         | required to release both on Series X and S, and with feature
         | parity - except for graphics modes.
        
         | jalino23 wrote:
         | its specifically said series s|x at the end of hte video
        
           | xenon7 wrote:
           | Yes, but I said "(or if it is, it'll be like CP2077 on the
           | original PS4/XB1)". I simply can't see the game running very
           | well on 10GB of RAM. Maybe I'm being pessimistic, but that's
           | just what I think.
        
       | satvikpendem wrote:
       | I find it hilarious that EA had the concept down and just blew
       | their opportunity with Simcity 2013 (always online (which by the
       | way was actually not true, people cracked the online requirement
       | within the first day or so), had to contract with other users for
       | basic services like sewage and electricity), paving the way for
       | competitors like Cities: Skylines to take the lead instead.
       | 
       | This reminds me of the same thing that happened with Stardew
       | Valley, the creator missed the old Harvest Moon games, didn't
       | find a suitable substitute, and just build the entirety of the
       | game from scratch, teaching himself art and music composition
       | too. He's made over $300 million in revenue so far and might be
       | the first solo game dev (or even regular software dev) to hit $1
       | billion in the course of the game's existence.
       | 
       | It just goes to show that the dominant players are not always
       | dominant forever, and that common YC startup advice of
       | understanding what exactly users want (hint: they don't want
       | always-online DRM-filled games that nickle and dime you with
       | microtransactions (well, most people anyway, there are always
       | gacha/gambling-type whale gamers)) and serving them well is still
       | correct.
        
         | [deleted]
        
         | EamonnMR wrote:
         | Even if you got past the always online aspects, it just felt
         | like a huge step down from Sim City 4. Too many opaque things
         | going on, too much thrown at you, too high concept, didn't feel
         | like building a model train set anymore.
        
         | MikusR wrote:
         | The only thing that was bypassed was forced disconnect after
         | losing internet. You still could not save or trade between
         | regions while offline. Server emulator appeared 4 months after
         | release. Official offline mode was released a year after
         | release.
        
         | pavlov wrote:
         | I posted this earlier [1] but it's an interesting little twist
         | to this story...
         | 
         | While EA was busy destroying the SimCity brand with
         | unadulterated capitalist greed, Cities: Skylines was created
         | with public funding from the Finnish government.
         | 
         | No VCs wanted to invest in such a niche company. They were only
         | able to get off the ground thanks to money from Finland's
         | public startup funding and arts grants.
         | 
         | Capitalism on its own isn't always enough to ensure that
         | successful products get built. Sometimes it takes public
         | funding to salvage a good idea that capitalism managed to burn
         | down.
         | 
         | [1] https://news.ycombinator.com/item?id=35047255
        
           | chris_va wrote:
           | How are we defining capitalism here? Because, you know,
           | people are still getting paid for the work they are doing.
        
         | Laaas wrote:
         | Turns out, building good _anything_ is profitable.
        
           | nikanj wrote:
           | But building user-hostile crap _anything_ is way more
           | profitable
        
             | PeterisP wrote:
             | Well, no, not really - the example of Simcity 2013 vs
             | Cities: Skylines given above is a great example where the
             | user-hostile crap was much less profitable than what EA
             | could have gotten based on their brand if they would have
             | just made a straightforward remake similar to Cities:
             | Skylines.
        
           | jahewson wrote:
           | It's definitely not! Many good things cost more to build than
           | people are willing to pay for them.
        
             | satvikpendem wrote:
             | Yeah, lots of good things aren't profitable (at least to
             | the ones making them). Xerox PARC comes to mind, Xerox
             | didn't want to capitalize on those good things that were
             | made there and thus Gates and Jobs did instead.
        
               | fulltimeloser wrote:
               | Xerox wanted to capitalize, but their business model,
               | target customer and price point was not as innovative as
               | the technology they had to offer.
        
         | dysoco wrote:
         | Wonder why a "The Sims" competitor hasn't appeared yet, would
         | the lack of branding and general "charm" of The Sims(like
         | Simlish) be a dealbreaker?
        
           | MoSattler wrote:
           | They actually announced one:
           | https://www.youtube.com/watch?v=ZNhV-Gnjdy8
        
           | satvikpendem wrote:
           | Life By You seems to be that, which was also announced.
           | 
           | Another one is called Paralives:
           | https://www.polygon.com/23433566/sims-5-project-rene-
           | paraliv...
        
           | theshrike79 wrote:
           | The brand is too strong with The Sims. It has multiple
           | generations of fans who started with the original and are
           | still playing the latest game.
        
           | _mitterpach wrote:
           | That was actually one of the announcements made! Seems to be
           | a Sims clone, in the early stages of development. I'm
           | honestly looking forwards to it, rather than spending 1,000$
           | on Sims 4 on Steam.
        
         | colechristensen wrote:
         | "EA" didn't have the concept down, Maxis did. They bought out
         | something and ruined it, par for the course for acquisitions.
         | 
         | Isn't it great when founders get a pay day but does that kind
         | of thing really benefit everybody else? Just in general it
         | doesn't seem that allowing most mergers is a particularly good
         | thing for the American public, benefiting mostly just very
         | large corporations who get to offload risk on to startups and
         | their investors and reward only a lucky few (though skill is
         | important, who succeeds and gets a good exit has a lot to do
         | with luck)
        
         | jstummbillig wrote:
         | > It just goes to show that
         | 
         | unlikely stuff does happen but not as much as likely stuff.
         | Generalising from anecdotes and cherry picking data remains ill
         | advised.
        
         | swarnie wrote:
         | Simcity 2013 was the first time i asked for a game to be
         | refunded. After that was rejected it became the first time and
         | maybe only time i've used a credit card charge back.
         | 
         | I know "boycotts" don't work in the gaming industry but i can
         | honestly say i haven't bought an EA product since.
         | 
         | That has been slightly easier by them only churning out yearly
         | sporting games filled with micro transactions mind.
        
       | aflag wrote:
       | I feel like most of these city building games is that they feel
       | like a doll house. You can create all the nice things you want
       | and have a pretty city that you'd like to live in.
       | 
       | However, the cities themselves don't have much of a personality.
       | It's barely a simulation. I'd like to see certain areas becoming
       | rough sort of ghettos. People in the city having different
       | backgrounds. Just creating a school in those places would not
       | necessarily improve things.
       | 
       | I'd like to see economic effects happening and causing disruption
       | in the city. Big companies coming and going and affecting daily
       | life.
       | 
       | I'd also like to see rich regions forming. Cool places that
       | everyone wants to go.
       | 
       | Essentially, I'd like to have less control and see things not
       | working out exactly like I planned. Everything always goes
       | exactly to plan.
        
         | foobarian wrote:
         | Imagine the individual people in the simulated cities were run
         | on a ChatGPT-like backend, and remembered everything. Held
         | grudges for destroying their neighborhood. And therefore self-
         | organized into gangs, etc.
        
           | sefrost wrote:
           | Have you played Tropico?
        
         | standardUser wrote:
         | I completely agree, and it's true more for Skylines than the
         | old SimCity games. The "simulation" aspect is lacking in
         | respect to developing different kinds of neighborhoods. I spent
         | a lot of time in Skylines modding and creating custom
         | neighborhood sets that could emulate various levels of density
         | or socio-economic status. But that's the doll house approach,
         | it doesn't emerge from the simulation. At least in SimCity 4k
         | you could create distinctly rich and poor neighborhoods and the
         | factors that led to those neighborhood types were reasonably
         | well-simulated.
        
         | zokier wrote:
         | I think one problem with many city builders is how they don't
         | really have proper sense of time. Houses you plop down now are
         | exactly the same as you did 50 in-game years ago, and even
         | megaprojects usually complete in trivial amounts of in-game
         | time. Combine this with the player having near god-like powers
         | to build whatever and eventually raze down and reshape any
         | parts, and it leaves cities very hollow
        
       | toasteros wrote:
       | I have a hard time with freeform city builders like Skylines or
       | SimCity. The amount of unrestrained freedom makes me question why
       | I'm even playing. I have the same issue with The Sims or
       | something like Planet Zoo.
       | 
       | That and Skylines giving me a blank canvas paralyses me. How does
       | one plan a city? Where do the roads go?
       | 
       | It's the sort of game I want to love, but I just get so
       | overwhelmed by the sheer number of options and I'm not sure what
       | to do.
       | 
       | On the other hand, games like Tropico (at least the later titles
       | - 3, 4, 5, 6) having a "story" to play through help a bit because
       | there is direction in what to build and where. Conversely,
       | though, cities I build in Tropico end up being haphazard patch
       | jobs where I find an empty space and put a dozen wind turbines in
       | it because that's what the mission calls for, and so I miss out
       | on some of the potential satisfaction.
        
         | deanCommie wrote:
         | > That and Skylines giving me a blank canvas paralyses me. How
         | does one plan a city? Where do the roads go?
         | 
         | The base game isn't quite this much of a blank canvas. You have
         | a budget, and you have city needs. You try to fit the needs
         | within your budget, while trying to expand and grow with what
         | the immediate geography allows you to do.
         | 
         | You almost never (unless you're an advanced player who knows
         | how to scam a bunch of money) have money to waste to treat
         | central planning as a blank canvas.
        
         | somethoughts wrote:
         | I think it correlates to how much uninterrupted blocks of free
         | time you have. My almost middle school son loves it, but he has
         | much more free time than I do (maybe because he hasn't
         | discovered HN yet!). In my free time, I want to have a specific
         | end goal or victory condition.
        
           | swatcoder wrote:
           | Nah, there are countless roads to different game style
           | preferences. Sandbox games without constraints can be a nice
           | escape from a life that feels especially regimented, even if
           | you only get to play in them here and there; or they can just
           | be a fun game style that you ran into at the right and that
           | stays interesting through nostalgia and accessible through
           | familiarity; etc.
           | 
           | Conversely, goal-oriented games can just feel like "work" to
           | someone who feels like their life involves a countless
           | measurements and expectations, or just like intellectual
           | labor to someone who is learning all the time; etc
           | 
           | As they say, it's really very hard to account for taste. It's
           | usually not worth trying to analyze it for anyone but
           | yourself (and only then if it helps you to do so).
        
         | legitster wrote:
         | I similarly get bored of Skylines as soon as the game starts
         | handing you near-infinite money. Making something aesthetically
         | pleasing is only so interesting to me - I want the challenge of
         | constraints.
         | 
         | I actually have a similar problem with the Tropico remakes.
         | Tropico 1 was _hard_. You could not survive a mission without
         | dipping into the dictator toolsets. So striking a constant
         | balance between economics and human rights was an interesting
         | challenge. (It also made for a much more biting satire). The
         | games since 3 are still pleasant city-builders in their own
         | rights, but make it a bit too easy to win on the straight and
         | narrow.
        
           | satvikpendem wrote:
           | You could use a game trainer to limit how much money you
           | receive. I usually do the opposite since I hate grinding in a
           | game for virtual money or points, feels like a waste of time
           | for me as compared to working on something cool in the real
           | world.
        
           | namaria wrote:
           | Same decay happened in Civilization. Civ4 was a great
           | challenge in terms of making choices and fighting off a
           | somewhat competent (at least enough to make you take it into
           | account) AI. Civ6 seems to be more of a design game after you
           | get past the initial hump a getting some early infrastructure
           | together without going bankrupt or conquered.
        
         | schott12521 wrote:
         | I think a lot of people compare playing the game to the hobby
         | of model trains / town building.
         | 
         | There really isn't an end goal for me, I'm not trying to make
         | my city a certain size. I'm trying to make something beautiful,
         | that is fun to imagine living in.
         | 
         | I also think mods are essential if this is the way you want to
         | play, as it's much easier to get nit-picky and detail oriented
         | with the correct tools.
        
         | Terretta wrote:
         | > _The amount of unrestrained freedom makes me question why I
         | 'm even playing._
         | 
         | After a while, grownups lose what to do with a plastic bucket
         | and shovel at the beach.
        
           | Felminor wrote:
           | Never heard that
           | 
           | Good reminder
        
         | samtp wrote:
         | > The amount of unrestrained freedom makes me question why I'm
         | even playing.
         | 
         | Well I hope you don't have the same feeling about life. Because
         | we are all free to choose our own adventure (with some choices
         | obviously better than others), and there are no clear
         | objectives or goals besides what you set for yourself.
        
           | byteware wrote:
           | yes, but then why not just do life instead?
        
         | swatcoder wrote:
         | For me, a lot of game choice comes down to: I build/plan/learn
         | things all day. Sometimes I want to do that in a game, but
         | often I'm looking for something that doesn't feel like that --
         | either because its a game style that taps into a very different
         | kind of experience or because its one that I internalized so
         | long ago that engagement feels pretty chill.
         | 
         | Learning a new sandbox's toolbox of system parts and laying out
         | clever designs while I stare at a screen can read _a lot_ like
         | what I do with most of my weekdays, but without the return in
         | pay or reputation.
        
         | gdprrrr wrote:
         | Do you know that Cities Skylines introduces the services after
         | you reach certain population milestones? It starts with just
         | Power and Water. https://skylines.paradoxwikis.com/Milestones
        
         | [deleted]
        
         | brnt wrote:
         | The 'pointlessness' is what attracts me. I dislike playing
         | according to other peoples goals, achievements, rules. I'll
         | make up my own, thank you very much. And I will change my mind
         | whenever I feel like it.
         | 
         | How does one plan a city indeed! Why would you want the answer?
        
         | freitzkriesler2 wrote:
         | The trick is to start small, like a country town with farms and
         | a small downtown. Build from there.
         | 
         | There's also the flip side which is just sandbox building a
         | city to your specifications and ignoring the city building
         | aspects of it. Almost like building a model of a city.
        
         | guidedlight wrote:
         | This is the sentiment that caused Sid Meyer to create
         | Civilization.
         | 
         | That game is Simcity with objectives.
        
         | dragontamer wrote:
         | There's two separate subgenres, and that's fine. Because its
         | just a different game in general despite both being simulators.
         | 
         | If you like Tropico, then you probably should give TwoPoint
         | Hospital a try, as well as Ceasar 3, Cleopatra, and a few other
         | games of the more "agent simulation" nature... with actual
         | goals and challenges to defeat and win.
         | 
         | Sim City / Cities Skylines is less about gaming and more about
         | play. There is no winning or losing in these games... I mean
         | nominally, if you run out of money I guess you lose. But the
         | games are setup so that you don't really run out of money under
         | typical circumstances.
        
           | EMM_386 wrote:
           | Two Point Hospital is really a fantastic game. I'm curious
           | how Two Point Campus is, I am not sure if I'm as interested
           | in that one.
        
       | daveyjonezz wrote:
       | I'm glad to see colossal order and paradox are behind the sequel.
        
       | brianbreslin wrote:
       | Would love to play this on my m2 mac, but i'm assuming its
       | windows or console only? Or do we think this would be available
       | on Apple devices?
        
         | kickout wrote:
         | Same, don't know though
        
         | rsynnott wrote:
         | The original's available on Mac (and Linux, I think).
        
           | geraltofrivia wrote:
           | Was available on Linux, yes. Performed much worse though,
           | AFAIK.
        
         | altairprime wrote:
         | One random post on the Internet suggests that C:S1 was doing
         | 45fps @ 4K on an M1 two years ago, so presumably the C:S2
         | sequel will do fine on M2.
         | 
         | https://www.reddit.com/r/macgaming/comments/jw3e1c/game_benc...
        
         | tarentel wrote:
         | The first game you could play on mac. That doesn't mean this
         | one will be but who knows.
        
         | trefoiled wrote:
         | Most Paradox game are available on Mac, strong possibility CS2
         | will be too
        
       | cwkoss wrote:
       | Anyone able to read between the lines and see what features will
       | be coming?
        
         | FinnKuhn wrote:
         | The game will have seasons and probably improved graphics as it
         | is based on the Unreal 5 Engine instead of Unity.
        
           | satvikpendem wrote:
           | Finally, ray-traced cities! I jest, but the Matrix demo on
           | UE5 looked amazingly realistic.
        
         | i-am-gizm0 wrote:
         | The only thing I got from the trailer would be ray-traced
         | graphics and the description suggests that actions have more
         | consequences which I read as bulldozing peoples houses makes
         | people really mad at you and things like that
        
           | cwkoss wrote:
           | Would be super cool if citizens had stories and lives, more
           | like dwarf fortress dwarves.
        
       | andrewfong wrote:
       | I hope they get perf down. The first game runs great on my M1
       | until we get to around 100K residents or so. That's not a huge
       | number of people for a real world city, but I guess simulating
       | traffic + pathfinding for 100K+ actors is a dicey proposition
       | CPU-wise.
       | 
       | IIRC, SimCity 4 didn't have this issue but it sort of cheats by
       | chopping the map up into multiple tiles in a region and only
       | simulating a subset of your population. Which honestly seems
       | acceptable to me.
        
         | mlsu wrote:
         | Someone came over and asked what I was using the PC in the
         | living room for. I told him -- it's the Cities Skylines
         | Mainframe!
         | 
         | If you have a spare desktop lying around, it really helps to do
         | the simulation "in the cloud."
        
         | brnt wrote:
         | SC4 doesn't simulate residents at all, merely statistics. Even
         | a single SC4 map is as large as one in CS, regions can be much,
         | much bigger.
        
       | quic5 wrote:
       | Having spent countless hours in Cities: Skylines I'm a bit
       | worried that I haven't spotted a single form of public transport
       | nor more bike infrastructure than a painted bike lane. I hope we
       | won't have to wait for countless DLCs to add more interesting
       | modes of transport that just cars
        
       | haunter wrote:
       | One of my favorite mod in Skylines that you can import _real
       | world_ terrain maps into the game. Building your own city but
       | better is a good fun (and challenge!) https://terrain.party/ Hope
       | this will work in the sequel too
        
         | user764743 wrote:
         | this doesn't work anymore and is no longer maintained.
         | 
         | Use this instead: https://heightmap.skydark.pl/#
        
           | [deleted]
        
         | yknx4 wrote:
         | Thank you. You've just killed my weekly productivity at work
         | hahaha
        
         | therein wrote:
         | Very nice, I didn't know this existed. Will give it a try.
        
         | Imnimo wrote:
         | I spent so many hours hunting for cool bits of real world
         | terrain and then massaging them into playable scenarios for
         | myself (it's a lot of work to smooth out artifacts in the data
         | and then add functioning water, vegetation, initial road
         | connections, etc.). I don't know what the licensing concerns
         | for the elevation data and maps would be, but I hope they
         | consider integrating this functionality directly into the game
         | in the future.
        
           | dwringer wrote:
           | You can get heightmaps from NASA's SRTM data without any
           | licensing concerns at all, and they can be used in Cities
           | Skylines (without mods) without any problem (provided you put
           | the heightmap into the right file format). This was pretty
           | much always possible, it's just been a lot of steps and sort
           | of a hassle without projects like that facilitating the
           | process for people.
           | 
           | It would be incredible to have a globe viewer/DEM download
           | tool built in to the game, but the bandwith required for
           | hosting the project might turn into an issue (I'm reminded of
           | the situation with high res imagery for Command: Modern
           | Operations/TacView, where users are strongly encouraged to
           | download only what they need due to server constraints).
        
       | pastacacioepepe wrote:
       | I hope they don't go again with a car-centric idea of city
       | building, but seeing the steam page screenshots I'm preparing for
       | disappointment.
        
         | andbberger wrote:
         | there are no trains or buses in the trailer
        
           | FinnKuhn wrote:
           | You can see a bus at 1:27 and 1:52, but I really hope that
           | the public transport system is better than what they showed
           | in this first trailer, especially trains.
        
       | BaculumMeumEst wrote:
       | I wonder if this will still use Unity
        
         | dphassler wrote:
         | City Planner Plays believes it is built on Unreal Engine:
         | https://youtu.be/r9XHvsm9OVE
        
       | tomalaci wrote:
       | IMPORTANT: the trailer and the screenshots are not actual
       | gameplay. There is essentially nothing of the gameplay. At best
       | you could say it is concept being shown but... I mean, what more
       | of a concept can you do than just making better iteration of the
       | first game?
       | 
       | Some people have also said they switched to Unreal Engine 5 but I
       | have a hard time finding definitive source of that. It would be a
       | major change since the original was made in Unity.
        
       | nixpulvis wrote:
       | I'll be so excited if this allows multiplayer city building.
       | Imagine the possibilities...
       | 
       | First of all, you get to collaborate and build things faster. You
       | could have a voting mechanic where the citizens (AI) resolves
       | conflicts. You could assign roles to subordinate players to
       | manage things like traffic, services, new developments, etc. You
       | could implement trade across city lines, and have acquisitions.
       | It could easily turn into a MMO of epic proportions; with whole
       | worlds built out.
       | 
       | So. Many. Things!
        
         | jeffbee wrote:
         | And the other players could show up at city council
         | subcommittee hearings to denounce your mouse clicks as the
         | insidious, carceral hand of Big Developer, sucking the
         | character right out of the neighborhood.
        
           | dingusdew wrote:
           | [dead]
        
           | myself248 wrote:
           | Yeessssss, enabling NIMBY mode would make the game so much
           | harder.
        
         | Overtonwindow wrote:
         | There is a mod for that but it doesn't work terribly well.
        
           | paco3346 wrote:
           | I feel like it works well but supports so few mods that it's
           | limiting.
        
       | madduci wrote:
       | I hope this time the game can really take advantage of multi core
       | computing, the first one was bounded to a single core: a long as
       | a city has more than 5/10k citizens, it starts lagging
        
       | diebeforei485 wrote:
       | I hope we can have more European style zoning.
        
       | braingenious wrote:
       | Cool!
       | 
       | I hope somebody makes a Streets of SimCity-style
       | exploration/battle game from this.
       | 
       | That game was so much fun!
        
       | toshredsyousay wrote:
       | One thing that annoys me about the first game is the way the
       | commute times are not factored in at all to happiness or
       | whatever. People literally go from one side of the map to the
       | other for work and you aren't punished for terrible transit
       | design (and cars magically disappear). I think the AI is too
       | crappy for commute times to be a feature, but I hope they improve
       | AI and add it for the sequel because it is just one of the most
       | important aspects of city design.
        
         | linkdd wrote:
         | > and cars magically disappear
         | 
         | Not with the Traffic President mod which allows you to disable
         | cars despawning and adds to the challenge of building a good
         | transit system.
        
       | wnevets wrote:
       | I'm really hoping they don't botch this release like some of
       | their DLC. Most of the DLC released have pretty bad ratings on
       | Steam.
        
         | Macha wrote:
         | Some of the later DLC have been pretty half hearted yet at the
         | same time they've hired modders for some of the more popular
         | mods (like traffic manager) who've said they weren't working on
         | DLC, so this has been in the works for a while
        
       | dcchambers wrote:
       | I have put many hours into Cities Skylines and I am really
       | looking forward to this. The obvious thing people will want them
       | to fix is traffic and vehicle pathfinding, put personally I hope
       | they let us build more pedestrian-focused streets. I so
       | desperately want to build walk and bike friendly cities with
       | beautiful pedestrian malls and walking-only streets but the game
       | kind of forces you to build out extensive car infrastructure. I
       | also hope they offer a way to do true mixed-use building instead
       | of being forced to choose
       | residential/commercial/industrial/office.
        
         | scyzoryk_xyz wrote:
         | I too have put lots of time and energy into this and many other
         | city building games.
         | 
         | Agree on everything you say, but I do wonder to what extent the
         | bad traffic and all those limitations are an inherent statement
         | that these games carry by design. A statement on how we think
         | urban design should work blah blah.
         | 
         | SimCity 2000 certainly had a sharper, more pointed set of
         | things to say that presumably originated with Will Wright.
         | Skylines obviously can't be too political about it, they just
         | have to keep it mild to sell.
         | 
         | I do remember this guy making a great series of videos
         | explaining a lot about how cities were/are made while playing
         | through a modded copy of Skylines. Highly recommend here:
         | https://youtube.com/playlist?list=PLwkSQD3vqK1S1NiHIxxF2g_Uy...
         | 
         | I can imagine what you're wanting for will probably be
         | delivered with a variety of mods and community content. Or as
         | DLC?
        
           | samtp wrote:
           | How is using your legs in an urban area political?
        
             | scyzoryk_xyz wrote:
             | How that urban area came to be is highly political. How it
             | evolves is as well.
        
         | izacus wrote:
         | I also hope that they'll let us build more "european" cities
         | that aren't so horribly car centric and are more diverse.
         | 
         | Hopefully we also get a bit more diversity of gameplay -
         | Skylines got pretty repetitive quickly with only challenge
         | being traffic optimization. The new DLCs didn't really add that
         | much to gameplay except different things to paint between
         | roads. I hope things like universities, industry, agriculture,
         | airports, etc. become a an actual challenge to build, fund and
         | retain - maybe pull in some things from the Anno series to make
         | it happen.
        
           | ajkjk wrote:
           | The game desperately needs a 'campaign', similar to (but
           | hopefully richer than) what the Roller Coaster Tycoon series
           | had, just to give some structure to repeated gameplay.
        
           | leeter wrote:
           | I'm curious how much they'll pull over from the existing
           | DLCs, the Plazas and Promenades pack does allow for
           | pedestrian cities. But not in a European sense despite the
           | dev being in Europe.
        
             | izacus wrote:
             | We could even begin with a concept of mixed zoning that's
             | so standard in many world cities. The usual "stores on the
             | street, apartments above" design.
             | 
             | (I was really surprised that actual USA is building cities
             | the same way SimCity modeled - with complete separation
             | between commercial and residental areas).
        
               | syntheweave wrote:
               | The limits of every simulation game come into play where
               | they start to "cartoon" how the world actually works,
               | which has always been the case with city builders in the
               | Simcity mold. The approaches to traffic, crime, pollution
               | etc all act in a way to give an impression of the real
               | world while not really going deep into the subject and
               | making the solutions be a bit lock-and-key, fitting our
               | existing norms rather than presenting an emergent
               | problem: a lot of times it comes down to building
               | "expensive structure X" to solve your city's issues. The
               | original Simcity is ultimately broken, speedrunner style,
               | by reaching into the guts of the sim to realize that
               | every zone just needs a token road or rail by it, not a
               | connection, and therefore can be approached with a
               | nonsensical pattern of disconnected structures.
               | 
               | I think Skylines did a good job of modelling complex
               | traffic, but when I came back to it a month or two ago, I
               | was disappointed by how much it felt like I was steered
               | towards creating a "city of the past" and not engaging
               | with any new technological or economic developments.
               | Like, you can build an Amsterdam-like bike city in
               | Skylines, with the appropriate DLC, but it's not modelled
               | in a fine-grained way and just feels like you have
               | magicked away commuter traffic by dumping bike lanes
               | everywhere.
               | 
               | In the end, if I want to plan a city of the future, I
               | should probably go back to drawing on graph paper like
               | when I was 8 years old.
        
               | izacus wrote:
               | Well, I personally think that these sandbox games need a
               | bit of suspension of disbelief and roleplay to be truly
               | fun.
               | 
               | If you optimize the fun of the game by breaking it (and
               | that's usually rather easy), you'll just... not have fun
               | with it. This is why I personally prefer to avoid using
               | broken strategies and set my own fun challenges to build
               | themed cities.
               | 
               | Which is why I kinda wish there was more variety in
               | Skylines - besides Vancouver, I also want to make messy
               | cities like Shenzen or Bangkok, or London and maybe deal
               | with local limits and idiosyncrasies.
        
               | em-bee wrote:
               | but that's the issue. most sims are designed after
               | american cities
        
               | PeterisP wrote:
               | Not only many world cities, but also at least some parts
               | of iconic USA cities like New York City Manhattan,
               | downtown Chicago, etc.
        
               | jschveibinz wrote:
               | This was standard in US cities in the early 20th century
               | (prior to 1920) before the value of the real estate (and
               | taxes) and automobiles changed the model. Mixed use may
               | be coming back-California recently passed a state law
               | allowing for it, I believe . Here is one article on the
               | topic of mixed-use:
               | 
               | https://www.secfin.com/private-money-blog/2021/12/15/the-
               | ris...
               | 
               | And if you haven't read anything by Jane Jacobs, it's
               | worthwhile checking out her books written (1950-1960)
               | about the importance of city neighborhoods from the
               | perspective of NYC urban dwellers.
        
           | acchow wrote:
           | > I also hope that they'll let us build more "european"
           | cities that aren't so horribly car centric and are more
           | diverse.
           | 
           | Yeah, I wanted to start Skylines but found that it all begins
           | with a highway...
        
             | doctor_eval wrote:
             | It's true that every building needs to be on a street but
             | it is nevertheless possible to build substantial pedestrian
             | architecture. I've spent many happy hours building
             | pedestrian infrastructure and encouraging my peeps to walk
             | and catch the subway.
        
               | lamontcg wrote:
               | And if you don't want your cities to die from traffic
               | congestion you need to make it all walkable with good
               | public transportation.
               | 
               | I can get much further through the middle game by
               | focusing from the start on not building all kinds of
               | roads. I used to run a big highway down the middle of my
               | city thinking that was the right way to do it, but you're
               | vastly better off not doing that, because if you build
               | that road, they'll overuse it.
               | 
               | The sims will walk a pretty unreasonably long way as
               | well, I've built ped overpasses that were packed, while
               | having nice and quiet roads.
               | 
               | CityPlannerPlays is a good youtuber to learn how to build
               | cities that aren't terrible, and aren't overly cheesing
               | the game mechanics:
               | 
               | https://www.youtube.com/@CityPlannerPlays
        
         | iso1631 wrote:
         | Be good if the cost of car parking was accounted for. Want to
         | have cars? You've got to have large parking lots cluttering
         | your space with low appeal, or your buildings cost far more to
         | build / lower density etc
        
         | jeffbee wrote:
         | There are cars parked on sidewalks at 6 different points in the
         | trailer so I assume it still sucks. They should rename it
         | "Shitty American Cities, or Maybe Vancouver: Again".
        
       | nzgrover wrote:
       | Traffic. Traffic, Traffic, Traffic. Please.
        
       | YesBox wrote:
       | Well crap, I'm going to have some serious competition :D
       | 
       | I've been developing a city builder myself over the last year
       | (Metropolis 1998). I wanted to do a 3D version sometime in the
       | future, but alas. Maybe people will be tired of purchasing $15
       | DLCs on top of a shallow base game (probably not).
       | 
       | Time to get to work
        
         | KronisLV wrote:
         | Looked it up, here's a clickable Steam link:
         | https://store.steampowered.com/app/2287430/Metropolis_1998/
         | 
         | The graphics remind me a little bit of the ones in OpenTTD (an
         | open source transportation tycoon game), the top down view also
         | looks interesting, since most games just stick to one
         | perspective. Oh, maybe the style is a little bit like the
         | Simutans game (another transportation tycoon), but that depends
         | on the graphics package.
         | 
         | I don't think that anyone has quite done city builders where
         | you can look inside of buildings, so that sounds pretty unique
         | - good luck with your project. I'm pretty sure that the genre
         | is big enough for Cities: Skylines II, niche games like Urbek
         | City Builder (voxel based city builder where building placement
         | matters, almost like a puzzle) and plenty of other games out
         | there, so don't feel _too_ discouraged.
        
         | zamadatix wrote:
         | As long as the shallow base game still has more gameplay hours
         | than most games I don't think people mind additional (also
         | needing to be worthwhile) content costing money. That's
         | Paradox's general business model and I think it works great for
         | the types of games. I think I have nearly all of the optional
         | content for Cities Skylines now but dollars per hour I'm still
         | doing better than when it launched and when it launched the
         | dollars per hour was still significantly lower than traditional
         | games.
         | 
         | Looking at Metropolis 1998 my feedback would be I'm excited for
         | the concept of a modern take on retro builders but I'm worried
         | the gameplay will end up more "2D grid traffic simulator" than
         | city builder. "Traffic simulator" can be a key layer for city
         | builder die-hards but I'm hesitant that a 2D grid approach
         | would be more interesting than base CS1, particularly with a
         | free mod that simulates traffic more realistically (albeit not
         | as performant what you can do with the traffic and road designs
         | in 3D freeform is also much more interesting). I'll keep an eye
         | on it though, it may be something I pick up in the future as it
         | materializes :).
        
           | YesBox wrote:
           | Thanks! I agree with your feedback. I intend to have
           | different options to mitigate the traffic if people don't
           | want to manage it. My biggest inspiration for the game is
           | actually roller coaster tycoon. I want to offer to the player
           | the option to sit back and enjoy what they built (from
           | scratch if they want!), and then switch back to managing and
           | building their city, much like a theme park.
        
             | em-bee wrote:
             | i like that idea. i would enjoy watching what i built.
             | taking this as a springboard for a feature discussion: many
             | sim games suffer from needing to build american style car
             | centric cities. how is your approach here? could we build
             | historical european cities? futuristic car-free ones?
             | public transport like trams? separate bike paths?
        
               | YesBox wrote:
               | I'd love to fulfill all of those options, and I plan to,
               | but I dont think I will have them all available in the
               | first release build. I'm the only developer working on
               | the game, and the only other person I work with is the
               | pixel artist.
               | 
               | So expect cars and sidewalks. Pedestrian-only walk ways
               | should be possible in the first release.
        
               | em-bee wrote:
               | i am obviously not expecting miracles here, more
               | wondering in which direction you want to go, and if those
               | ideas fit your goals.
               | 
               | found it on Steam. added to my wishlist. will also check
               | out early access...
        
           | squeaky-clean wrote:
           | Also if you're willing to wait about 6 months for any DLC,
           | you can pick it up for a couple dollars. I don't think I've
           | paid more than $5 for any of Cities Skyline's major DLC.
        
         | morsch wrote:
         | I wouldn't be worried, the market for modern city builders is
         | large enough to support a few of them, assuming they're
         | distinctive enough. I'm kind of shocked nobody made an attempt
         | to displace C:S in the last couple of years. Meanwhile we have
         | hundreds of variants of The Settlers and Caesar.
        
         | tokinonagare wrote:
         | Yes. I'd rather buy an indie game with SOVL and pixel art than
         | a big production. Just seeing the photorealistic images on the
         | steam page is a turn-off. I'll take a game looking like SimCity
         | 2000 or 3000 over that.
         | 
         | Btw I'm also working on my own indie game, it's quite
         | challenging but I'm happy with progress I'm making by being
         | consistent on it.
        
         | ozarker wrote:
         | Your game looks really neat! Wishlisted it. Can I ask what sort
         | of tech stack you're building it on?
        
           | YesBox wrote:
           | Awesome, thank you! I'm using C++ (custom engine) and SFML
           | (graphics framework)
        
       | branko_d wrote:
       | Dunno... After spending many hours in Cities in Motion, and even
       | more in Cities in Motion 2, Cities: Skylines just didn't click
       | for me somehow. It was kind of barren, with awkward road building
       | (compared to CIM2), and just kind of restricting in a hard-to-
       | define way.
       | 
       | Perhaps the DLCs have improved the situation, but I lost interest
       | by then. Hope CS2 will be better!
        
       | MagicMoonlight wrote:
       | I'm looking forward to another soulless paradox game where the
       | core mechanics are really stupid e.g all people who move in are
       | born at the same time and will die at the same time so 90% of
       | your city will instantly die in a year
       | 
       | And then they'll want PS400 from you for DLCs while still not
       | adding to any of the core mechanics
        
         | dzogchen wrote:
         | And don't forget you can only build car-dependent cities, not
         | the kind of cities you will find in Europe or Japan.
        
         | graypegg wrote:
         | You don't have to buy it if you don't want to.
        
       | simonebrunozzi wrote:
       | What a missed opportunity. Nothing futuristic, nothing good. Same
       | old, same old. Car-centric cities.
       | 
       | I'm sure the game will be great. But I would have loved something
       | more revolutionary.
        
         | geraltofrivia wrote:
         | Right? Like mixed-use housing Or even pedestrian only streets !
         | Who can imagine!
         | 
         | For a Finnish studio, I would have hoped Colossal Order focused
         | a bit less on American cities, American urbanism.
        
       | nrdgrrrl wrote:
       | [dead]
        
       | telman17 wrote:
       | Truly excited about this one - there are not enough of these
       | games in the genre. I wish they had announced a date but even if
       | they had who knows how accurate it would actually be?
        
       | pclark wrote:
       | Hopefully the AI is a _trillion_ times better.
        
         | malcsm wrote:
         | Sadly, sequels never have better AI. All the money gets spent
         | on shiny graphics.
        
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