Cities: Skylines II | Announcement Trailer | Wishlist Now!

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CdZnTe

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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.
I understand your point now. If developer will add "Multiplayer" like in last SimCity, compound progression of all cities on a map makes sense. Despite all the flaws that SimCity had, I remember that some levels of intercity trade, citizen sharing and direct communication were quite fun (but I can't remember shared scientific progression tbh). I'm not a fan of forced specialization or cooperation in my city builder, but it's a valid approach.

Moreover, approach with less simulation and more other forms of fun opens doors to other, less level-headed mechanics. What do you think about zombie-apocalypse? Or superhero DLC in the Worm universe? Or what if your city in non-disclosed eastern European country is being shelled daily? Possibilities are endless...
 

CrisisSoldier

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I don't have many major requests for CS2, and at least one of the few I have seems to be implemented, based on the list of achievements (even though that one may be subject to changes):

1) Public transportation is CS is totally useless in industrial districts. Stations placed there will always be empty. It's like if Cims didn't travel there at all. I wish they could have a purpose. SC4 did it.

2) Sometimes, when building a huge map or a map on islands (not connected to eachother), the game would summon a service vehicle from the other side of the map to collect garbage or dead Cims even though the same service was fully available and just a few hundred meters away. Based on what I saw in the achievements, you can now assign a service to a district. It should fix the problem.

3) The traffic management. I wish the Cims would take the traffic jams into account when going somewhere. In CS1, they use the fastest way but totally ignore the traffic jams. You can have one road totally gridlocked and another road just next to it, going exactly to the same place, but totally empty.

To me, these are the only issues I would like to see adressed. The rest is just bonus.
 
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ma2412

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ad 3:
but then it is difficult to locate the origin of the traffic jam
but you are right, that would be better/realistic

and more focus on public transport would be fine

hopefully, it's not too late for all those wishes...
(if they read this topic)
 

Aepdneds

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I would appreciate a multiplayer mode where you can build your city together with your friends, similar to the multiplayer mode in Factorio. This would make it an instant buy for me.
 

SvenDee

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I would appreciate a multiplayer mode where you can build your city together with your friends, similar to the multiplayer mode in Factorio. This would make it an instant buy for me.

Yes. A simple Coop-Mode to build with a friend or some friends will be an instant buy for me too. Not a Multiplayer like Sim City had, just a Simple "build a City with your friends" Mode.

thats all i need. Wish we had this for the CS1,the CSM-Mod was nice but having compability problems, (and uses outdatet ipv4 adresses to connect) but the mod is showing what can be possible.

So ye, im in.

COOP- Build a City Mode please :)
it was so much fun to build a City with a friend in CS1.
 
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GoldWyvern

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I understand your point now. If developer will add "Multiplayer" like in last SimCity, compound progression of all cities on a map makes sense. Despite all the flaws that SimCity had, I remember that some levels of intercity trade, citizen sharing and direct communication were quite fun (but I can't remember shared scientific progression tbh). I'm not a fan of forced specialization or cooperation in my city builder, but it's a valid approach.

Moreover, approach with less simulation and more other forms of fun opens doors to other, less level-headed mechanics. What do you think about zombie-apocalypse? Or superhero DLC in the Worm universe? Or what if your city in non-disclosed eastern European country is being shelled daily? Possibilities are endless...
Yes, indeed. If everyone have one mind for a game, the game then have billions details that need to be concerned, in the end, the game becomes the job, loses it fun. So, adding a mechanism, if it is easy, adding it as a MOD, it'll be just fine. If it is complicated and huge, then adding it like a DLC. Everyone can choose what to turn on or to buy it or not. But, there are no options and ideas, there are no choices. So interaction between workshop and official is important if they want to creat a great game.
 
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bish0p2004

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I just hope the developers looked more closely into what made Simcity 4 so great for its time and used it as an influence as far as things like wealth, budgeting, economy, abandonment, riots are concerned.

They could make detailers happy, as well as people who want a great city simulator.

Also, at the very least, I hope there are more realistic, less colorful buildings instead of the cartoony, futuristic buildings we got in CS 1.
 
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dosdemayo

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I have one rather straightforward request: Please do not release a stripped-down base version and then 1000 dlcs over 8 years. In fact, I make this request for all Paradox games. I have played 1000s of hours of Paradox games but the Paradox dlc approach is one of the worst in the industry and a total turn-off for me and anyone I know. In theory, releasing individual dlcs for all new content seems like a win for consumers/gamers: "just buy what you want and don't pay for what you don't," people think. But that thought misses the larger issue where it's actually not worth it to release content that way--nickeled and dimed for only a couple new features here and there, and it's really only the flash appeal of something new that makes it look like there's more content. Just look at reviews for all Paradox game dlcs--half are meh to bad. In those cases, I don't blame the devs. They are just doing their job. It's the approach that's killing everything.

I wonder if Paradox has ever surveyed people about this approach? If they did, they'd find that new players considering your titles also often struggle to see the value in a game when total cost for all content becomes $200+ (don't need to tell me to find the titles on sale... that really shouldn't matter, and there isn't always a sale... and even with the sales, half the dlcs still aren't worth it).

We all appreciate free updates, sure, but if you think, "well, for this content, we'll ask people pay," just wait and bundle it with a major expansion. I would rather pay more upfront for a solid game and have maybe 2-4 major expansions (so if you must, grouping 3-5 dlcs into each main expansion). Take as a model XCOM 2--they released a couple dlcs but there was really one main expansion which added a ton of content and made the game better. Then, it was time to work on other games, perhaps an XCOM 3 is coming up.

And that last point brings me around to perhaps the most important: One of the worst things about Paradox's dlc approach is that it pushes off the devs working on new iterations of the games that are desperately needed. This Skylines 2 is waayyyyy overdue, probably 4 years even. I've tried to play this game in the past few years and just can't. The graphics are just so lacking and there's nothing fresh about it (despite all the new features one can add in mods and dlcs, the base game dictates so much of the playthrough). But because people continued to buy dlcs, people at the company must have thought, "should be good to keep churning them out." When in reality, people often just want to buy the dlcs because they like the game and want to support the devs to keep going. I wish everyone wouldn't buy the dlcs to force the devs into new iterations, but I understand wanting to support the makers of games you like.

But it doesn't have to be this way, even for a for-profit company. So again: please consider a different dlc approach. I absolutely agree in supporting devs and supporting labor. But the nickel-and-diming just feels like sketchy sales tactics and ultimately suits no one, not the industry, the game, the gamers, and I'd have to think especially the devs in the long run.
 
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Transit1

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Dear Developers,
A wishlist.

I love Skylines. It's the best city builder period. I can't drive a car with rocket launchers or a helicopter on missions with a sassy PA system through my cities (hint hint), but it's good in every other way! Largely in part due to the engaged community of modders, and the fact the game isn't abandoned by its developers like other builders were. I've spent hundreds of hours playing, trying mods, sharing my cities with friends, and exploring. I get happily lost optimizing my mass transit networks, following Joe-Bob on his way to the Fish Stick Factory, or enjoying ambulances almost tipping over going around curves to go save someone. I've definitely reached the limits as far as city scale can reasonably get while still being playable and having a reasonable simulation. Over the years, I've narrowed down my major issues with the base game I hope can see some attention.

#1) Hearses and Garbage Trucks need to be able to district-lock. When you have a city that spans 3.. 5... 9 tiles across, city service vehicles, especially hearses and to a degree, garbage trucks ambulances, and others seem to break. They'll go on a 10 minute excursion from one side of the city to the other and then back again, meanwhile skipping buildings right next to their most recent stop. The cross-town travel is no big deal for a small city, but a big sprawling city with long highways and 'burbs on the outskirts wreak havoc. Optimizing the route occasionally to fulfill "the closest" request, not necessarily the oldest, could go a long way as an alternative.

#2) Placing and adjusting things; Let me "break the rules" with a built-in anarchy mode and move-it feature. If I want to make a road intersection that squeezes in at 15 degrees, let me! I want to move my coal powerplant a hair so it overlaps the road a little, let me! I'm totally okay with it looking funky while I tweak and tune. I like sharp, nearly parallel ramps and off-ramps on highways, and sculpting perfect traffic circles, I don't mind if the road looks funny while I'm midway through building them. At the same time, alignment tools for roads/bridges/tunnels are great to have features to make things realistic.

1678760186042.png


#3) Parametric units for curves and lengths of sections. Snapping to the grid is awesome for making boxy parallel roads, but making curved things with symmetry and repeating them over and over is very difficult. The community made some great tools for this like Fine Road Anarchy and Fine Road Tool, but I'd like to see some built-in support for these concepts.

#4) Traffic Manager President Edition: I can't really play the game without this, at any kind of large scale size. It adds near professional quality traffic signal controls, junction restrictions, road signs, speed limits. They added some amazing features to the game in their mod. I hope it inspires you! Look, traffic circles are great, but sometimes they just take up too much room and a properly set up 4 way traffic light is what you need. Always play with stuck vehicle de-spawning OFF. Traffic flow 80%+ with 200k population. That's a GOOD feeling.

#5) Train block-and-chain-signaling. Look at how OpenTTD or even Factorio does Trains. You can design awesome networks that prevent congestion with simple rail signaling.

#6) The blue see-through map stuff when you start having roads intersect close by or the terrain elevation sharply changes. This gets really annoying.
1678760945088.png


And finally, I would be remissed if I didn't mention my best friend's main request; #7) please add an export feature to take the map and dump it out as an FBX or some other standard 3D model format. Suddenly, the simulation can be used to create VR worlds, driving games where the cars have rocket launchers and you deliver packages, or chopper mission excursion games where you save injured people, put out fires, sass traffic jams, and chase bad guys ;)
 
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AS-Gaming

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The development team has been working on the next dream of theirs for the past few years. Crafting their vision and implementing ideas they've had, taking in the communities input, and driving CSII to a new beginning. Our input is needed but not for this round. They need to buckle down and finish their development.
CSI turned a few heads when it came out and now there is pressure to do the same again. They were a small team back then and now they've grown 3x the size.

From a purely personal and one sided view point, since this is being released on console, I hope that there are a few members of the team dedicated to console release and it isn't limited too much. It kills me to see all this emphasis on mods when it is my belief that the base game should be a finished game out the door, no mods needed. Vanilla should shine. Regardless, my fingers are crossed and I hope we get an amazing game. They/we can hype it up as much as they/we want, but will the gaming community have their heads turned again... we shall see.

A few requests for a future update... oh, and I do hope they are all watching what Hello Games has done with No Man's Sky. 19 free updates in 7 years and they are top rated... for reasons.

Time it takes to build! Buildings aren't built in a day! How about the option to have buildings, bridges, etc. take time to build and if you run out of resources, construction stops until that job site receives more materials?

Brush Size - as small as you can make it. The ability to make small springs of water. Springs turn into streams/creeks, streams turn into rivers, etc.
Yes, I know you know but I'm putting it anyway, parking lots and stairs, thank you.

Cave systems and the ability to dig/build in not just a vertical direction but horizontal as well.

1st person ability to go through tunnels and underground walkways

Better driving mechanics.

Please spend time on the sound design. CSI was pretty darn good but it has its moments - nothing like working on a park when you have 15 seagulls screaming in your ear for an hour - in the year 2300, you'd think that rotary phones would be extinct. Let's get that sorted out.

Do not change the direction of the music. It's part of the character that makes up CS. Artists like Pinky, Juhanni, Sugar Orchestra, and Profet Sorbe need to be brought back for more. They did an excellent job at capturing the mood of CS.

Water - I hope there is a move to make the water a bit more realistic and visually pleasing. The trailer shows that water has very visible lines and grid patterns.

Props. Hundreds. Even thousands.

And lastly, an emphasis on rural. I know that it is Cities Skylines but what lies beyond the city walls is just as important. Once you get out of the city limits houses, yards, driveways become much bigger and the placement is all together different than in the city. Sheds, swimming pools, patios, decks, retaining walls, planted islands, ponds, etc. One blinking yellow light in the middle of a towns' center is very common.
 
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BANDIT???

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can we please get a c:s2 that is more like cities in motions 1&2 when it comes to managing the traffic while still retaining all the good city building and political stuff from being c:s?
 

Olexandr Pena

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I have one rather straightforward request: Please do not release a stripped-down base version and then 1000 dlcs over 8 years. In fact, I make this request for all Paradox games. I have played 1000s of hours of Paradox games but the Paradox dlc approach is one of the worst in the industry and a total turn-off for me and anyone I know. In theory, releasing individual dlcs for all new content seems like a win for consumers/gamers: "just buy what you want and don't pay for what you don't," people think. But that thought misses the larger issue where it's actually not worth it to release content that way--nickeled and dimed for only a couple new features here and there, and it's really only the flash appeal of something new that makes it look like there's more content. Just look at reviews for all Paradox game dlcs--half are meh to bad. In those cases, I don't blame the devs. They are just doing their job. It's the approach that's killing everything.
Paradox Interactive is a market monopolist. Until there is a publisher or studio that will release games of this genre, we should not expect changes in the DLC policy
 

Olexandr Pena

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I don't wanna burst your bubble but there are other city builders out there... I am not gonna write names for obvious reasons. So yeah, not a monopolist.
Of the new ones, I know only Highrise City, which is in early access. And early access can be for a long time. All the rest are niche indie projects that do not have the scale of CS. SimCity is dead. Cities XXl is dead. Tropico or ANNO is not a competitor for CS. Transport fever 2 is about logistics, not cities. And to consider other games that focus on building a colony on Mars, a medieval village or something else that does not apply to modern cities does not even make sense. And I'm talking about the niche that Paradox has occupied. Can you give me any competitors to HoI4? EU4? Vic3? I can't think of any games that have had such success.
So to me, it looks like a monopoly, and Paradox can continue its DLC policy. Because players essentially have no alternative to the main Paradox Interactive games
 
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Dushess

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Greetings mayors, as well as Devteam. It is great times we have next game in the line. Just to wait, and I felling funky already. You already proposing the most core improvements from wishlist, hope we gonna remember it as the greatest city simulator.

Also reminder from original thread:
- https://forum.paradoxplaza.com/forum/threads/cities-skylines-2-wishlist.1391746/post-26631291
- https://forum.paradoxplaza.com/forum/threads/cities-skylines-2-wishlist.1391746/post-26803082
and this one if you have plans on vehicles:
- Working chassic parts for transport
Simpliest ways are enough, just make single bridges (rear and front for buses + trucks) and double levers to frontal bridges (vans). Gonna be just 30-50 polygons more per vehicle (also for modded ones), but gonna be much better to watch. Only for specific vehicles of course (ability to attach wheels on connectable submeshes, as part of asset's model), and described car type underside is very visible if so. You can clearly see the suspension is... just doesn't exist as the game mechanic. image
Ain't FPS mode is beautiful thing for normal cities?

Placed here just to be sure. As well we have pile of ideas there, maybe already noted here. To summarize, thanks for your effort, I hope we gonna fulfill our dreams with this beauty. :cool:
 
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humorpalanta

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Of the new ones, I know only Highrise City, which is in early access. And early access can be for a long time. All the rest are niche indie projects that do not have the scale of CS. SimCity is dead. Cities XXl is dead. Tropico or ANNO is not a competitor for CS. Transport fever 2 is about logistics, not cities. And to consider other games that focus on building a colony on Mars, a medieval village or something else that does not apply to modern cities does not even make sense. And I'm talking about the niche that Paradox has occupied. Can you give me any competitors to HoI4? EU4? Vic3? I can't think of any games that have had such success.
So to me, it looks like a monopoly, and Paradox can continue its DLC policy. Because players essentially have no alternative to the main Paradox Interactive games
There are at least 3 I know of but I will respect the forum policies and not talk about it here.
 

Olexandr Pena

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There are at least 3 I know of but I will respect the forum policies and not talk about it here.
What rule would this violate? Moderators below said that it does not violate the rules. Please tell me what kind of games these are
 
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Lucododosor

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There's no rule against mentioning other games as far as I know.
Also, please refrain from discussing forum rules in this thread, since it's not really the place to do so.
You can discuss forum rules in the Help Forum or PM any moderator when you have doubts about them. Thanks! :)