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Development Diary #8: Climate & Seasons

Hello everyone and welcome to today’s development diary for Cities: Skylines II! Last time we introduced Maps and Themes and now we will continue with two new and exciting map features: Climate and Seasons. For a quick overview check out the video below


In Cities: Skylines maps had different themes that changed the visual atmosphere and environment to represent different climates, but maps using the same theme would work the same meaning two boreal cities would experience the same climate or length of day. In Cities: Skylines II we have replaced that system with a whole new feature in the form of Climates! It brings changing seasons to the game and makes each map a unique gaming experience with its own Climate that is based on real-world locations, ranging from the Finnish countryside in the North to Brisbane in the South. Climate controls the changing seasons, length of the day, and weather patterns so they match the seasons and latitude of the map.

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Enjoy the unique atmosphere of each map and their climates


CLIMATE & WEATHER
The game features different types of climates with various characteristics unique to each map. Climates are based on latitude and longitude resulting in differences in the length of day and amount of sunlight as well as other elements such as temperature range, amount of cloud coverage, and precipitation. Those parameters mean all maps will introduce different Climates with four distinct seasons.

Climates can be ground into three basic Climate types that act as a foundation for each map’s unique characteristics. Maps based on the Temperate Climate have distinct seasonal changes, moderate precipitation, and a wide temperature range, while maps with the Continental Climate type introduce significant annual variations in temperature. Lastly, we have the Polar regions which feature a short and cold summer and a long-lasting cold winter. You may recognize which category a map falls into based on its displayed temperature range, but as Climates are customized for each map, you will experience significant differences between maps that fall into the Continental group.

Fun fact: Many maps’ Climates are based on real-world locations. For example, River Delta is based on Shanghai, and Lakeland on the Finnish city of Savonlinna.

Weather is closely tied to the climate and represents the climate’s seasonal changes. Each map features unique weather which changes with the simulation. You can encounter various intensities of rainy weather, different cloud coverage, temperature changes, etc.

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Citizens prefer to stay indoors on cold or rainy days and enjoy outdoor activities more during sunny days

The weather has gameplay effects, for example, temperature and the amount of rain or sun affect citizens’ behavior when they are deciding if they want to use a park or indoor leisure activities. Citizens prefer indoor activities when the temperature is low or it is raining. Temperature also realistically affects the city’s energy consumption with hot weather increasing the energy consumption as the city needs air conditioning to keep cool. In cold weather, the city needs heating causing energy consumption to increase again.


TIME & SEASONS
With both a day and night cycle and seasons at release, Cities: Skylines II handles time differently than its predecessor. One cycle through day and night equals one month and each season lasts about three months, with one year in the game taking twelve in-game days. The length of the day-night cycle is based on the map’s climate and current season with nights being longer during the winter. As the sun sets the building lights and street lights come on, lighting the way for citizens.

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Experience rush hours as the day comes to an end and settles into a calm night

Seasons affect more than just the amount of sunlight in a day though. Depending on the Climate, temperature changes over the course of the whole year, as does the chance of rain and cloud coverage. During cold months snow falls and covers the ground of maps with Climates that include cold seasons. When there is snow, the Road Maintenance building’s snowplows take care of excess snow on the roads, keeping up the road condition to reduce the risk of accidents. The map’s location plays an important role when it comes to seasons as cities located in the southern hemisphere experience the seasons at opposite times of the year compared to the northern hemisphere.

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Keep your citizens warm and your roads clear as snow blankets the city

Like in Cities: Skylines the game speed is adjustable with three speed options to choose from, as well as the option to pause the game at any time. When the game is playing at normal speed the in-game day is a bit over an hour in real life. At the highest speed, the in-game day is one-third of the normal speed in real-life.


NATURAL DISASTERS
Beyond the normal weather phenomenons, Cities: Skylines II includes natural disasters adding random events and challenging gameplay. Disasters can be switched on and off when starting a new game or loading an existing save. Disasters can affect your city in many ways, and while you can prepare for possible natural disasters with disaster control systems, they can’t be avoided completely. On the mild end of the spectrum, disasters might cause traffic accidents that lead to traffic jams, which can further affect your services’ ability to respond to the disaster. They cause damage to buildings and citizens directly hit by the disaster, which burdens healthcare, deathcare, and rescue services and causes disruptions to the companies or services housed in the affected buildings.

Natural disasters are logged into the Event Journal which can be found in the right side panel of the main UI. The journal includes past events in chronological order and information about what happened, when it happened, and what outcome the event had.

FOREST FIRE
Forest fires can happen in all climates though the risk of a forest fire happening is affected by precipitation level and temperature, for example, dry weather has a higher risk of forest fires breaking out. A forest fire near buildings can spread to them causing building fires and wreaking havoc in the city. It is important to take care of forest fires to prevent harm to the city.

You can prepare for forest fires by placing Firewatch Towers on the map. They decrease forest fire probability and firefighters' response time within their range, limiting the fallout if a forest fire should happen. Fire trucks can extinguish a fire when it reaches the road network but placing a Firefighting Helicopter Depot in your city helps to put out the fire in places where fire trucks have no access.

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Make sure your firefighting helicopters are ready for the dry season and increased risk of forest fires

HAIL STORM
When the weather is cold, but not freezing, there is a possibility of a Hail storm occurring. Hail storms cause physical damage to buildings but do not destroy them. The damaged buildings need to be repaired after the storm and the money and resources for those repairs come from the residents taking away from means that would usually go to building upkeep and leveling. A Hail storm can also cause traffic accidents, which of course interrupts the traffic flow. The citizens don’t need to evacuate but they prefer staying indoors during a Hail storm.

TORNADO
The Tornado is the most extreme natural disaster included in Cities: Skylines II. It affects citizens, vehicles, and buildings and can cause serious damage to them as it moves through the city. The buildings can get damaged or even destroyed by the Tornado, citizens can get injured or die, and a lot of traffic accidents tend to happen in the area the Tornado hits.

The best way to prepare for extreme natural disasters is by placing Small and Large Emergency Shelters in your city so that they are easily reachable for citizens. The Early Disaster Warning System can spot approaching natural disasters and informs citizens earlier to go to the shelters in time to avoid the disaster. The citizens will run to the shelters and the large emergency shelters feature evacuation buses that are deployed at the same time as the evacuation order. The evacuation buses will plan their path based on population density, prioritizing schools, medical clinics, and hospitals.

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Emergency Shelters keep your citizens safe while a tornado sweeps through the city

That concludes our development diary and we hope you enjoyed this look at the weather and seasons! With or without disasters enabled, weather affects your city and its inhabitants, and the map you choose to build your city brings different challenges for you to handle. Which of these features are you most excited about? We’d love to hear your thoughts! Next week we dive into the nitty-gritty details of your city’s Economy & Production.


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I wish there were hurricanes in the game.
Honestly, I wish there were more smaller 'curveballs' and fewer major disasters. Someone used the Crusader Kings series as an example of games that are really good at throwing new developments and challenges at you that force you to think in a new way and deal with problems you haven't faced before. In CS2, this could be weather events, but also things like fluctuations in demand for a given good or service over time, an increase or decrease in migration to/from your city, etc. (I could probably come up with more exciting things than that if I gave it more time). Players would have the option to turn these curveballs off, of course, same way you can turn off natural disasters.

Then again, traffic accidents are probably a good example of exactly what I'm talking about here. These minor events that put a wrench in your gears and may force you to adapt your road network.
 
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I was very excited for the announcement of this feature and I am little bit disappointed about how sparse this Dev Diary is in terms of details. However, pointing out that weather will impact the daily habits of Cims is very interesting, as it suggests that these "weather" events need to last long enough for them to cause meaningful change in activities (similar to what Banished attempted?). This suggests seasons will be quite impactful, but, again, further details would have been better than needing to speculate. Either way, it's an exciting new addition but I hope we'll hear and see more soon.
 
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It's really great we have seasons now, but I was kinda expecting a flood/drought system, as to me they seem like a more recurring natural disaster than tornadoes, for example. I also miss earthquakes - and consequently tsunamis. Hope they get readded at some point.
 
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It's really great we have seasons now, but I was kinda expecting a flood/drought system, as to me they seem like a more recurring natural disaster than tornadoes, for example. I also miss earthquakes - and consequently tsunamis. Hope they get readded at some point.
I agree - a flood and drought system would have been fantastic. It's much more common than extreme events like tornadoes or tsunamis - it touches many/most people at one point or another, and it's ever more relevant with the changing climate.

Speaking of which, it doesn't look like climate change is a feature in any way at all. Climates don't appear to experience any kind of change or variation. Seems like a missed opportunity, and kind of a strange omission for a game where climates and seasons appear to be probably the most significant and obvious new feature.
 
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If the climate and seasons are customized per map, then it means we could create our own custom presets?

Also, how come the tornados are the most "extreme" natural disaster in the game? What happened to earthquakes, tsunamis, sinkholes, and thunderstorms from the previous game?
 
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No Tropical climate?

Yeah, the lack of dry/desert and tropical climates is disappointing. There are five basic climate types, and we're conspicuously getting only three, and losing Tropical from CS1.

As pointed out by City Planner Plays over on YouTube, 49% of the world's population lives in dry and tropical climates, and that's not including subtropical / Mediterranean climates, which would bring it up to a definite majority of the world by population. We'll see how the latitude / longitude selection figures into this, but it doesn't look like we should really expect desert or tropical assets or foliage.

As CPP points out though, these are patently obvious candidates for DLC. Not sure how I feel about losing a feature from CS1 so it can be sold to me as a DLC for the sequel...
 
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While climate change is absolutely real,mit doesn't work at that micro level: the sum total of pollution produced affect the global climate, and it:s global climate change that cause the worse disasters, often in places that are unrelated to the pollution production.
 
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So can we get holiday events like Christmas in month 12 or Halloween during month 10. I remember one of the SimCity games doing this I think. Christmas parade or zombies in the graveyards.

Will climates affect flora and fauna available in the map? Crops should be affected as well not to mention impacting any fisheries in the rivers and oceans.

How about rivers and small lakes? Will they freeze over disrupting shipping. I mean some northern ports become unusable due to the ocean freezing over. Would be interesting seeing ice breakers clearing a path to your ports. Also brings up the picture of rail snow plows clearing tracks as well.

Also feels like there will be some dlc's with more climates and disasters in the pipeline.
 
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Love the variation in the length of day & night; that's another thing I'm not sure I've seen this genre do before! And I'm really looking forward to seeing how a dynamic world affects our cities.

Some thoughts on climate:
  • [More Climate Types] - Is this only a partial list of climate types? I'd love to fill out the remainder of the five main climate types with Tropical (little seasonal variation, hot, rainy) and Dry/Desert (little seasonal variation, hot by day, cold by night, little rain) (minding that deserts often do have seasonal variation... but also that's not usually how folk think of them) [PARTIAL RESPONSE- Tropical will not be included at release. No mention of Dry/Desert ❌]
  • [Custom Climates] - Can we define our own climate parameters? So we could define for a new city our own custom seasonal temperatures, precipitation, day/night lengths, length of each season, etc? And I'd love if we could also adjust the randomness for each parameter (where a low randomness might allow for pretty dependable seasonal variation ... and a high randomness might consist of Game of Thrones-esque swings in length & severity of seasons)
  • [Forecast] - I'd often ignore weather forecasts in the news tickers of other games in the genre, but these could be particularly useful in CS2! Especially if seasonal weather isn't always dependably consistent. Forecasts might also warn of disaster risks, with certain buildings perhaps allowing better advanced warning such as a Meteorology Center, Seismic Center, etc. (these might be upgrades to universities? or standalone buildings?)
  • [Variability] - How much will weather vary from day-to-day, season-to-season? Could you have a city with mild winters such that you really don't need to invest much in a winter maintenance service, but then get walloped unexpectedly by a major blizzard? Because I'd love that, provided there are options to deal with it... like a one-time expensive contract with external cities to send in their winter crews.
  • [Wind] - How much will wind be affected by terrain? I'm thinking hilltops, mountain gaps, open plans/water, and perhaps even gaps formed by buildings. And will wind change depending on weather and season?
  • [Causality / Climate Change] - Can a player's activities affect climate & disaster occurrence? Heavy reliance on polluting activities might gradually nudge the climate to be more extreme. Or resource extraction might lead to increased earthquakes. Slack building policies might increase risk of fires, collapse, etc.
  • [Day-of-Week] - Will there be any "months off" to give some weekend gameplay? Maybe May, August, and December become the off-months where vastly fewer people go to work & instead focus on personal activities? (how I ended up on those months: 2/7 days = 29%, so you'd be looking at 3 or 4 months as an equivalent. I went with August and December because they're often major vacation months IRL, and May because with a number of holidays in that month around the world it seemed a good springtime "weekend", though for that same reason March could also be a strong contender) (also seeing good comments about making it every 3rd month, so March, June, September, December)
  • [Graphics] - Graphics have so far been a bit underwhelming, particularly when it comes to the environment. Would love to see rain visually pool up (and perhaps also flood), snow accumulate if left unattended, and fires seem to be puny-looking individual entities that could benefit from graphically merging with adjacent fires. It's been 8 years and graphics look not too much improved from CS1. Maybe it's a bit of dreaming, but a part of me was hoping for CS2 to offer graphics that might be more in the ballpark of something like GTA V.
And some thoughts on disasters:
  • [Gameplay] - Disasters need to bring some compelling gameplay beyond "Things got destroyed. Enjoy!" Some might just bring destruction (tornados, earthquakes), some might bring a degree of tactical/micro-management (fires, riots), some will put strain your services (blizzards), some might demand attention to your terrain to avoid (flooding), and all of these might have a mixture of pros/cons for your industries. Construction industries might boom after a disaster, bioscience might boom during a pandemic while retail retreats, etc. I'd love each scenario to have more depth than we saw in CS1.
  • [Occurrence] - Can Natural Disaster frequency be directly changed in-game? In past games it's sometimes felt like the RNG decides I need a daily tornado, as if my mountainous alpine city is in the middle of Kansas. I'd love if I could tailor environmental frequencies by each disaster type, or perhaps frequencies could be built into each Map. [RESPONSE - Disasters are only either on or off. ❌]
  • [Map Layers] - It'd be helpful to have map layers that can highlight risks posed by disasters, such as maps for fire risk or different levels of floodplains.
  • [Forest Fires] - What do we do if we don't have an airborne fire service & there isn't road access to an area? Can we insta-build roads or insta-bulldoze firewalls, or does it take time to do those things? If we can instantly do those things (which is how I think CS2 intends?) then Forest Fires might be a trivial nuisance that might not be particularly fun; you just quickly build/bulldoze & that's it. Personally I'd love if building took some time, and forest fires risk becoming A Big Problem, and I'd need to really plan & focus on response. Toggles might adjust fire spread for folk who prefer easier fires.
  • [Hail Storm] - Hail storms aren't a cold weather occurrence. Quite the opposite! I love the inclusion of Hail Storms & would love to see it retained as a hot weather event, but suggest Blizzards for a cold weather event (which are surely already included?).
And ideas for more disaster types for what I expect will be an inevitable DLC! (some of which may already be in the game?):
  • NATURAL
    • [Extreme Heat/Cold] - Higher energy use, operating costs, emergency medical calls. Surging demand for some affiliated services, such as Pools & Beaches for Heat, Saunas for Cold. Reduced demand for parks, retail. Advance warning provided by Meteorological Centers.
    • [Lightning] - Sparks little fires that are likely to be soon doused by rain, or perhaps triggering ambulance needs if in a populated area. Policies might require lightning protection in building design to reduce risk in developed areas. Dry Thunderstorms might spawn lightning without the rain to put out fires.
    • [Fire] - Already in the game, but could be knitted with Crime by having Arsonists start fires in high-crime areas even if fire risk is otherwise low.
    • [Deluge] - If rainfall can lead to flooding, then a Deluge is where heavy rains continue for days (hello monsoons), or perhaps a shorter storm strikes that dumps a whole lot of water really fast (aka 100 yr storms, which these days we seem to see every few years). And then you're left to deal with the localized (or widespread) flooding that results. Advance warning provided by Meteorological Centers.
    • [Drought] - When those many days of sunny weather start turning into a disaster: rivers recede beyond the reach of pumps, water supplies run low, aquifers shrink from a lack of recharge, and fire risk increases massively. Do you ride the storm with restrictions, or spend for expensive imports, or do you double-down on extraction from your already taxed resources? Advance warning provided by Meteorological Centers.
    • [Sinkholes] - Terrain depresses & buildings nearby become extremely likely to collapse. Might be triggered by some extraction industries, including oil/gas extraction and water pumping. Advance warning provided by Seismic Centers.
    • [Dangerous Animal] - Until the animal is caught: people will avoid parks & rural areas within a certain zone around the disaster area. Triggered in undeveloped areas, within parks, or within zoos.
    • [Volcanic Rift] - An upwelling of lava atop a moderate or strong geothermal source. (hello geothermal map layer?) Flows outward a relatively short distance. Advance warning provided by Seismic Centers & Geothermal Plants.
    • [Meteor] - Rare event that can replicate the effects of a large sinkhole (but still relatively localized in a large city), altering the terrain & causing building collapses, while also adding potential mineral resources. Advance warning provided by Observatories or a nascent space industry. Launching space missions may stop the threat.
  • HUMAN-CAUSED
    • [Building Collapse] - Localized disaster from underperforming or long-vacant properties; may trigger a fire. Building Code policies might reduce risk but can be costly.
    • [Water Main Break] - Temporarily severs a water line & road. A minor disaster especially prevalent if maintenance is underfunded.
    • [Explosion] - Several buildings may collapse & ignite fires. Occurs either in underperforming buildings, with underfunded maintenance, or incidental to other disasters such as spreading fires. Building Code policies might reduce risk but can be costly.
    • [Toxic Spill] - A brief surge of extremely high ground+water pollution, or air pollution, which can potentially kill those within its effected area. Can be triggered by industries or incidental to other events.
    • [Train Crash] - Can require substantial fire/medical response, collapse nearby buildings, and trigger a Toxic Spill, all depending on the type of train that has crashed. Rare unless rails are underfunded.
    • [Plane Crash] - Can require substantial fire/medical response, collapse buildings, and trigger a minor toxic spill. Rare unless airports are underfunded.
    • [Rocket Misfires] - Causes an Explosion and a possible Toxic Spill. Can trigger only if you have a military base or a space launch pad.
  • SOCIAL
    • [Recession] - A weakened economy drops demand for all land use types. Advance warning provided by Financial sector.
    • [Depression] - A severe Recession. Advance warning provided by Financial sector.
    • [Lending Crisis] - A Recession or Depression triggered by a weak Financial sector. Advance warning provided by Financial sector.
    • [Bubble] - Land values rapidly increase (which can be a tax boon initially but also harm those unable to afford it), followed by a Recession for a specific land use (which may ripple into other impacts). Advance warning provided by Financial sector.
    • [Service Strike] - Underfunded services may cause Tension, and raising funding can reduce Tension. Higher tension increases risk of strike. Advance warning provided by Chirper.
    • [Baby Boom] - Families start having kids en masse. Surge in population will bring varying challenges as they persist & age. Beginning with demand for baby services, then education, then jobs, then retirement services. May follow a Catastrophic-level disaster.
    • [Epidemic] - A relatively minor increase in Sickness. If Sickness doesn't already keep people home: then also a reduction in Retail & Recreational use. Low to moderate risk of spread. Can be addressed with a strong medical system and policies such as Lockdowns, Quarantining Masking, Free Vaccines, and Telework, all with impacts to expenses, productivity, and happiness. Advance warning provided by Hospitals & Medical Research Labs.
    • [Drug Crisis] - Triggered by high crime or a strong Vice industry, and causes a feedback loop of higher crime & medical needs. Can be responded to by improving happiness & welfare, increased police, and medical upgrades such as Addiction Clinics. Advance warning provided by Police Department and Medical services.
    • [Crime Wave] - One or more types of crimes occur at a higher rate. Crime suppression is less effective, so more police are needed to provided the same level of service. Triggered by already-high crime rates. Eventually subsides on its own. Advance warning provided by Police Department.
    • [Firebrand] - A visiting Firebrand travels to some venue, such as a concert hall, sports stadium, or university. Their visit temporarily reduces happiness with a certain random demographic, which will gradually recover over time.
    • [Riot] - Causes road blockages, fires, medical needs, and shuts down all nearby businesses. Generally triggered by widespread low happiness, but might also trigger near sports stadiums. Advance warning provided by Police Department.
    • [Terrorism] - Triggers the effects of an Explosion. Caused by a Criminal who, if not caught, may travel to multiple locations & repeat the event. A rare event triggered by widespread unhappiness within a specific demographic, or may also occur at very large companies.

  • CATASTROPHIC
    • [Blizzard] - A severe & debilitating snowstorm. Advance warning provided by Meteorological Centers. Can hire external winter maintenance crews to help clear the snow.
    • [Earthquakes] - Triggers widespread building collapses, fires, water main breaks. Advance warning provided by Seismic Centers. Seismic Code policies might substantially reduce risk to buildings & services.
    • [Fire Storm] - Triggered by Drought conditions, where fire risk increases massively & even a single fire can rapidly spread. (SC2k's Oakland scenario was wild) Advance warning provided by Fire Services. Policies might including a "Preventative Clearing" policy which can be very expensive but can gradually & substantially reduce fire spread risk even in drought conditions.
    • [Hurricane / Typhoon] - A risk for coastal cities: a Deluge, strong winds, high risk of tornados, and the big behemoth: storm surges up the coast & pushing upriver. (remembering SC2k's Charleston scenario) With its hydro models: Cities Skylines is so perfectly positioned to really nail the Hurricane disaster. Advance warning provided by Meteorological Centers.
    • [Tsunami] - A coastal surge that causes the ocean to temporarily rise up. Advance warning provided by Seismic Centers.
    • [Meltdown] - Effectively no risk for a well-functioning Nuclear Plant, but risk builds if the plant is on a shoestring budget, or if it loses its water supply or power connectivity. Nuclear Plant upgrades might include Emergency Stops (reduces risk of sudden events but slightly lowers capacity), on-site water storage (up-front cost to reduce risk of water shortages), and on-site batteries (up-front cost to reduce risk if the grid is over-capacity, or if the plant is inoperative & doesn't have power). Advance warning provided by Energy Department if there's a risk due to maintenance or spotty water/power connectivity, or if there's a disaster striking in its vicinity.
    • [Pandemic] - A severe increase in Sickness & Death. If Sickness doesn't already keep people home: then also a massive reduction in Retail & Recreational use, as well as people skipping commutes to Work & Education and the resulting loss in productivity. Massive risk of spread. Can be addressed with a strong medical system and policies such as Lockdowns, Quarantining, Masking, Free Vaccines, and Telework, all with impacts to expenses, productivity, and happiness. Advance warning provided by Hospitals & Medical Research Labs.
    • [War] - Explosions occur more frequently and will tend to target very dense areas, major industries, military bases, and airports. (SimCity Classic's Hamburg 1944 scenario remains lodged in my memory)
    • [Volcanic Eruption] - An explosive eruption atop a very strong geothermal source, especially high if that source is located within a high mountain. Trigger a massive explosion, earthquake, blocks sunlight for several days, releases lots of air pollution, and a large outflow of lava. Advance warning provided by Seismic Centers.
    • [Comet] - Extremely rare event that can produce a humongous city-altering explosion, which can also introduce new mineral resources. The player is always alerted in advance, and a prompt may allow an International response that can divert/eliminate the threat (for those who don't want their city/map largely obliterated), or a city with an advanced space industry can potentially launch its own mission to try & stop it, with awards for a successful mission such as monuments, international funding, boosted happiness, etc.

  • SCI-FI
    • [Zombies] - Chance of triggering if there's an advanced medical research lab present.
    • [Alien Attack] - Chance of triggering if there's an advanced space industry or military base present.
    • [Abductions] - Higher chance of triggering in small towns; lower in major cities. Abductees may return, perhaps with a unique Profession and behavior.
    • [Escaped Dinosaur] - An Escaped Animal event at a Zoo upgraded into a Dinosaur Park which keeps everything within its vicinity locked down & shuttered until the dinosaur is caught. Dinosaur may cause building collapses & medical needs.
    • [Machine Revolution] - Chance of triggering with an advanced tech/robotics industry.
Thanks!! :)
 
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Yeah, the lack of dry/desert and tropical climates is disappointing. There are five basic climate types, and we're conspicuously getting only three, and losing Tropical from CS1.

As pointed out by City Planner Plays over on YouTube, 49% of the world's population lives in dry and tropical climates, and that's not including subtropical / Mediterranean climates, which would bring it up to a definite majority of the world by population. We'll see how the latitude / longitude selection figures into this, but it doesn't look like we should really expect desert or tropical assets or foliage.

As CPP points out though, these are patently obvious candidates for DLC. Not sure how I feel about losing a feature from CS1 so it can be sold to me as a DLC for the sequel...
I'm disappointed by the lack of a tropical climate setting, too, but to be fair, they're not chopping anything out so much as building a new game from scratch, a similar process to having built a house from the ground up and then setting out to build another. There were really only two climate settings in Cities Skylines --snowy and not snowy, and no seasons. Playing on a boreal map was exactly like playing on a tropical map, the only difference was colour filter and vegetation.

With CS2, climate actually matters, we've got seasons, and weather actually affects gameplay a lot more. The tropics will be added eventually, hopefully as part of a patch. In the meantime, we can be disappointed the tropics aren't in the game on day one, but let's not pretend its a downgrade.
 
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I hope there will be snow on the trees in the release version, because it looks ugly. And there is no snow on the roads. It's weird. I hope it will be better in the release.
 
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dunno. Snow seems to just be a texture change with some vague gameplay effects, but trees stay the same, people don't use umbrellas in the rain or anything of that sort; nothing too interesting I feel. I guess maybe it affects your choices of energy production?

Yeahyeah only hype allowed, but can't say this seems too interesting to me. Visually doesn't do anything and skeptical on whether the gameplay impact will actually feel impactful.
 
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Thanks for the weekly Dev Diary. I have four questions / suggestions:

1. Somebody else asked already a similar question: Does each day (i.e. month) have the same weather for 24 hours? I hope not. Hope it could be rainy in the morning (1st half of month) and sunny and warmer in the afternoon (2nd half of month). Having to play one full hour in the rain might get a bit frustrating sooner or later (at most locations on the planet it doesn't rain for a full month)

2. Could we switch individual disasters on/off? I would much appreciate that and it looks from other comments that I am not alone. I would be interested in handling Forest Fire and Hail Storm but no extreme disasters that crush my city like Tornados.

3. A suggestion: Would it be possible to select how many days a month has (maybe 1-3)? Currently one month has one day. Maybe some players would like to have two or three days per month, so the seasonal rotation does not come that quickly. Plus it would be possible to experience more different weather events per season / month. The Farming Simulator game allows for such a setting

4. The speed selection, does it only affect the duration in real life, maintaining the simulation speed, or is it - like in CS1 - accelerating the simulation as such (i.e. people walk faster, cars go faster, etc.), incl. also accelerating the duration of time. I think we should have both speed options independently. On one hand the simulation speed slider, to accelerate the simulation. And on the other hand the time speed slider, that determines how long a day cycle is in real minutes (but does not affect the simulation speed, i.e. people don't walk faster/slower, etc.). The Transport Fever 2 game offers both options and it's very valuable to adjust them to your own personal taste.
 
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Excellent suggestions! However, if weekdays and weekends were to be implemented, personally I would prefer maintaining a 7-day week cycle instead of having a few designated "off-month".
That's an obvious thought coming from the real world, of course. Problem here is that in the game, at normal speed you need enough real-world minutes to be able to simulate a CS2 day. Cims sleep, sun rises, they get up in the morning and commute to work. You want to be able to observe them commuting to work at a realistic-enough speed while the sun rises (I never liked the too-fast and hectic "normal" speed in CS1 and used the time slider mod to slow it down to a more natural speed). Then after work, they commute back and again you want to be able to have the immersion to follow them. Then the sun sets, night comes and the next day cycle starts. To be able to simulate all that now with a realistic day/night cycle, you need probably something between 30-90mins of real time duration per cims day (CO obviously has chosen around 60mins).

If you speed that up, the whole simulation falls apart, or everything moves at hyperventilation speed, which nobody wants (at normal speed setting). So, if you now have a 7-day week cycle, and you assume that then one week equals one month as well, it will take you forever to play through one year, about 7x12x1hr=84 hours real time. I don't think that anyone wants to play CS2 for 84 hours just to cycle through one year. Remember that the cims life is simulated as well, they age through the years, so you wouldn't get anywhere with a 7-days week. Even my originally suggested 3-days per month is quite at the limit (hence I suggested a shorter day of maybe 45mins instead of 60mins real time, although that puts on pressure already onto the simulation to go too fast / too hectic by design).

Let's not forget that CS2 has to deal with time very differently than CS1. In CS1, the calendar days/years in the game were basically irrelevant for the simulation, besides just time passing by to build something or similar. In CS2, it looks like the days passing and the months passing are actually more tied to what happens in the simulation (weather, seasons and their impact to your city), the cims life, and so on. So I understand the reason for their "one-day-cycle equals one month" concept as a good trade-off between being able to live through days, months and seasons but not to bore people with too slow progression in the game.
 
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