Cities: Skylines II | Announcement Trailer | Wishlist Now!

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Olexandr Pena

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RustyCool

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Yes indeed. That and the fact it's not being built in Unreal Engine 5 worries me. What's even weird is the trailer being made in Unreal when the game is in Unity. Why would they do that?
 
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Yes indeed. That and the fact it's not being built in Unreal Engine 5 worries me. What's even weird is the trailer being made in Unreal when the game is in Unity. Why would they do that?
More likely than not, they outsourced the development of the trailer to another company. That's my guess anyway, I have not read anything official about that, it just seems to make the most sense.
 
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C S Quick

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the fact it's not being built in Unreal Engine 5 worries me.

As I understand it from a technical point of view, Unity is based on C# which is supposed to be a high-level language, while Unreal is based on C++ which is a low-level or intermediate level language for programming. To make a complex city building game, I feel much safer if the development is done in a high-level language. You have to choose the right tool, and if you choose a tool that is good for one thing but not for everything that is needed, which as I see it's an obvious risk that the case could be with Unreal for C S 2, you may need to think it through.
 

ASGeek2012

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As I understand it from a technical point of view, Unity is based on C# which is supposed to be a high-level language, while Unreal is based on C++ which is a low-level or intermediate level language for programming. To make a complex city building game, I feel much safer if the development is done in a high-level language. You have to choose the right tool, and if you choose a tool that is good for one thing but not for everything that is needed, which as I see it's an obvious risk that the case could be with Unreal for C S 2, you may need to think it through.
Not to mention that the CO development crew is already familiar with C# and might not have enough knowledge of C++ to make the switch. It's better to go with what you are familiar with. Unreal is great, yeah, but my understanding is that Unity is no slouch either. CO is going to be using a more advanced version of the Unity engine than was used for the original game.
 

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Bonding, bonding, bonding. If the economic model is indeed actually good, all cities in the game will be financed through Bonding, not by the idiotic model used in previous games.
 

scottyeb316

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Roads and parking lots!

Having the ability to remove crosswalks would be great.
Driveways and entrances to houses and buildings from roads that don't cause intersections would be great.
Being able to customize parking lots. This was my biggest obstacal in cities skylines. It would bring so much more realism to the game.
I hope to have roads cut into terrain better so they don't look so wavy over every bump.
Having an intersection on a hill be able to flow with the hill and not have to be flat and cause more waves/bumps in the road.
I'm also hoping you cant just put tolls everywhere and make whatever you want. A little more realism related to tolls would be great.

Taxes and Government

I'm hoping the tax scale works better then the first game. You could only go so high. Downtown and suburb rates are not comparable in real life.
Having some kind of Functioning Mayer or Governor would be awesome. Having their own private Mayors house with security.
Court Houses that prisoners would have to go to before release. Rehab buildings or something on that line to help them get back into society.
Government housing for the poor to keep them off the street, could possibly raise taxes

Construction
Having the ability to have real road maintenance somehow. Public works and seeing sims fix roads or bridges.
Being able to block certain lanes for construction.

A better time scale. More options to slow time down more so you can watch someone travel to work and maybe stay there for an hour in real time then drive home.. You could really focus on the everyday life of your favorite sim. I kind of think this may be a plan already but who knows.

More customization on how we would like to categories buildings and have our own personalized layouts in the task bar.

Cant wait for this game to release. An absolute all time favorite of mine. You guys do such an amazing job!
 
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Stevo Wallis

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This is awesome news. I can’t wait to see some progress.
My Wishlist is simple.
Realistic look. Realistic scale.
Fly some drones over modern cities and recreate that look and feel of a real city. I believe, when we’re hovering over our cities making planning decisions this is what we all want to see first and foremost.
Population should be a true representation of a cities size in respect to land area and building heights.
Choice of regional building packs, American, European, Australasian ect.
C:S1 was groundbreaking, but the most frustrating things relate to the limits around scale and traffic.
20 people living in a highrise residential tower and 10 in a house, both using a 4x4 block makes for a very limited gaming experience. I don’t want to play “The Sims”. I don’t care about individual people and their lives. I get the relevance to stats etc, but I mostly want to manage and build a realistic city. A city builder should put this premise first and build the game from there.
Buildings like hospitals and libraries should serve entire regions, not 10 blocks. In Australia our coal power plants power entire cities and take up hundreds of acres. A city of 100k should only need 1 garbage dump and incinerator. And they should be huge. I’d like to zone out entire areas for growing developing buildings like airports and universities that grow with your city or have options to upgrade.
I could go on all day. I rarely post here nowadays, but often come here to read everyone else’s posts. This is just my opinion as the OP asked.
 
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ma2412

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"Wishlist now" is IMO misunderstood here.
they mean, that you can add this game on your wishlist in steam.
This topic is NOT for posting wishes for CS2.
Although we can disscuss here wishes, there are some other places to send your wishes to the dev-team - links are posted here before in this topic.
 
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C S Quick

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My Wishlist is simple.
Realistic look. Realistic scale.
Fly some drones over modern cities and recreate that look and feel of a real city. I believe, when we’re hovering over our cities making planning decisions this is what we all want to see first and foremost.
Population should be a true representation of a cities size in respect to land area and building heights.
...
Maybe simple but heavy. Self-propelled drones as an alternative to a camera you move yourself is an excellent idea. Lean back in the armchair and enjoy. IRL big cities attract people. No developer dares to build skyscrapers in the countryside, so block it. ;)

I don’t care about individual people and their lives. I get the relevance to stats etc, but I mostly want to manage and build a realistic city. A city builder should put this premise first and build the game from there.
Buildings like hospitals and libraries should serve entire regions, not 10 blocks.
I wrote something about not needing to know what people do on a micro level (arguments here, link: https://forum.paradoxplaza.com/foru...er-wishlist-now.1572216/page-13#post-28814788), and got several replies that it's important to some. It could be a possibility that when you start a map, you can choose between knowledge of people at individual level ON or OFF, and then not be able to change it during the game (it's cheating with the prerequisites). It gives completely different conditions for which cities you can build.

Yes, hospitals, libraries, landfills etc need larger areas of influence.
 

C S Quick

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Although we can disscuss here wishes, there are some other places to send your wishes to the dev-team - links are posted here before in this topic.

I'm not registered on social media so can't post there. If you have access to all the different places where there are wishlists, please write in each place a post with a link to this forum, and write that here on the Paradox forum, there are some who present their wishlists. Which IMHO is a natural place to do it.
 
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One thing is needed: MIXED USE ZONING

"Euclidean" zoning has been a curse on society for decades. Cities in Motion 2 managed to have mixed use zoning. If Cities: Skylines 2 doesn't, frankly, it would be pathetic.

MIXED USE ZONING
 
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neroden

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I really hope they will keep supporting Linux. I've been playing C:S on Linux right from the beginning, got all the main DLCs and have really enjoyed all of it. I basically don't play anything else but C:S since it has been released. And I have the same plans for the sequel.

So not having this on Linux would be very sad, although I understand supporting Linux has always been a bit of a charity work. But I presume/hope even if the Linux sales were very likely the lowest it paid off the effort.

Linux users are definitely extremely lucky having Valve on our side. And Steam Deck might just be the reason for Colossal Order to keep supporting Linux and I so much wish it will be the case .
I am also a Linux player. I only play games which run on Linux. I bought all the DLC. It's not that much work to make it run under Linux. It should remain supported. We may be a small market but we're a captive market and a fanatical market. You want us.
 
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As I understand it from a technical point of view, Unity is based on C# which is supposed to be a high-level language, while Unreal is based on C++ which is a low-level or intermediate level language for programming. To make a complex city building game, I feel much safer if the development is done in a high-level language. You have to choose the right tool, and if you choose a tool that is good for one thing but not for everything that is needed, which as I see it's an obvious risk that the case could be with Unreal for C S 2, you may need to think it through.
In general, programming language matters very little for experienced teams, because good enough enforcement of best practices mitigates risks for big projects a lot better than even "safest" programming language. I think they selected Unity (they did, right?) again because it's familiar to a majority of the team, and proved to have good enough toolset and performance for a city builder. Even if UE5 may be preferable, it's not an easy task to convince management to jeopardize big project, increase development time, go through the new license deals with Unreal and other new tools suppliers for possible moderate improvement in performance and graphics. Oh, and also it will be a hassle for company, that will adapt CS2 for consoles.
 

GoldWyvern

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My wish in CS2 is: Education matters

※Make the nuclear more nuclear, we know water is really fun in the game, it produces power and causes the disaster. But nuclear is almost dead and nothing present the fun of it in CitiesSkyline. I played SimCity 5 before and as it for me, I really like the Education system that decide a nuclear power plant is safe or not (nuclear disaster), and the university research can upgrade the power plant to make it have more output.

※Since we have university DLC in CSL, it could be more fun for it
———More faculty, for example, faculty of engineering research can unlock coal, oil, natural gas power plant have more output and with less environment pollution functional assembly; Faculty of medicine, can unlock CDC to increase the part or overall map citizens healthy.
———University level, it already in the game, can provide further increment for certain aspect, I like this.
———Research program, unlock monuments of some fields, discovering more technologies and resources then using it (microwave power, fusion reactor and so on).

※Can cause man-made disaster. Riot, pandemic, alien attack, biochemical hazard etc.

※Affect industrial technology level. High tech industrial buildings with low pollutions and higher tax income.
 

CdZnTe

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My wish in CS2 is: Education matters

※Make the nuclear more nuclear, we know water is really fun in the game, it produces power and causes the disaster. But nuclear is almost dead and nothing present the fun of it in CitiesSkyline. I played SimCity 5 before and as it for me, I really like the Education system that decide a nuclear power plant is safe or not (nuclear disaster), and the university research can upgrade the power plant to make it have more output.

※Since we have university DLC in CSL, it could be more fun for it
———More faculty, for example, faculty of engineering research can unlock coal, oil, natural gas power plant have more output and with less environment pollution functional assembly; Faculty of medicine, can unlock CDC to increase the part or overall map citizens healthy.
———University level, it already in the game, can provide further increment for certain aspect, I like this.
———Research program, unlock monuments of some fields, discovering more technologies and resources then using it (microwave power, fusion reactor and so on).

※Can cause man-made disaster. Riot, pandemic, alien attack, biochemical hazard etc.

※Affect industrial technology level. High tech industrial buildings with low pollutions and higher tax income.
It makes some sense to partially bind fission safety to education level, but all this power sources, services, pollution levels is defined by country and world advancements, regulations, and not by local scientists. I don't understand, why my tourism-oriented city can't order construction of whatever power plant it can afford, and can't install whatever additional filters on exhaust it deemed necessary. It makes sense for "isolated" settlement builder, but not for modern city builder sim, IMO.
 
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I've put Cities Skylines 2 on my Steam wishlist already! My requests or wishes about Cities Skylines 2: In Cities Skylines 2, car crashes and traffic accidents should be inside the game... so, hospitals can reach to the crime scene or accident scene... pedestrians and cars should have better AI... because, no matter what happens, the AI was insufficient in Cities Skylines 1... cars shouldn't be impatient to pass through the traffic light for example... should not be insisted... same things for pedestrians too...they run super fast like crazy men or women... :D second wish is; cultural conflicts should be inside the game... citizens can protest our management methods or styles... these are my wishes for Cities Skylines 2 game...
 
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GoldWyvern

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It makes some sense to partially bind fission safety to education level, but all this power sources, services, pollution levels is defined by country and world advancements, regulations, and not by local scientists. I don't understand, why my tourism-oriented city can't order construction of whatever power plant it can afford, and can't install whatever additional filters on exhaust it deemed necessary. It makes sense for "isolated" settlement builder, but not for modern city builder sim, IMO.
I see what you mean, my idea is just a concept, I didn't go into too much detail. Yes, of course, if a city represent a big whole region map in CSL2, it comes with the problem you've concerned.

I don't know if you played SC5 before. In SC5, each city can have its own specialties or just an ordinary city and they are all connected with each other in the same big whole region map, and if you played a city with university specialization and do the research programs to unlock technologies or something related, it affects to the big whole region map like what you've said, these are defined by country and world advancements, regulations. So you don't have to be worried about to play a tourism-oriented city but can't build something advanced, Plus, CSL use district to act like SC5's one single city. As what said above, what program will affect the whole region or just one tiny city it depends on game developers then.

And yet, there are something you can't achieve if you don't pay. No pay no gain. Otherwise, it lose balance. For example, your tourism-oriented city must have more tourist income than an university city, and your city can achieve more achievement to unlock facilities related to tourism in order to have better experience, these benefits are an university city can't have, vice versa.

Besides, no one restricts you from building infrastructure for all specialties in one city.
 
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