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CrisisSoldier

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Hi all,

Here is a quick recap to summarize what we know as a fact, following the anouncement. As stated in the trailer itself, these are not gameplay footage. All is CGI. We didn't see any gameplay footage yet so we have no clue what the game will look like.

However, CO already released the list of the achievements/trophies and it gives us a few hints at what we will find in the final build:

First of all, a true game changer: there's a success called Happy to be of service. Create a city district and assign a service to it.

In CS1, you probably ran into situations where your hearse or garbage truck had to cross the entire map to pick-up whatever they were supposed to collect, eventhough the same service was available and only a few meters away from the collection point. This would fix the problem for good by designing specific areas of operation for each service. Personnaly, this was among my biggest complaints.

It also implies that districts will be back. I personnaly love that touch of micromanagement.

Royal Flush: Reach enough milestones to unlock all city services in a single city.

As the description implies, milestones are back.

Go anywhere: Have 20 transport lines. These can be passenger or cargo lines or any mix of two.

We can now create cargo lines. CS1 limited us to passenger lines. This will prove useful to fine tune our transportation systems more efficiently.

The size of Golf Balls/Out for a spin/Now they're all ash trees: experience a hailstorm/tornado/forest fire

Disasters are back, though no trace of tsunamis, meteorite, sinkhole or earthquakes those far.

Making a mark: Build 5 signature buildings in a single city

There is something called "signature buildings". Likely similar to the monuments in CS1 but no confirmation yet.

Everything the light touches: Unlock 150 map tiles in a single city

If the tiles have the same size than in CS1, this would be huge. As a reminder CS1 on PS4/Xbox One has 9 tiles maximum. On PS5/Xbox X|S it is 25 and the 81 tiles mod on PC reaches a maximum of... 81 tiles.

Remain to be seen if the tiles still have the same size than in CS1 and if 150 is the maximum. If so, this would mean the map can't be square.

Calling the shots/Wide variety: Have 5 city policies active simultaneously / Create 10 different districts in a single city and assign policies to each.

City/District policies are back.

I made this/Cartography: Use the editor to make an asset of any type other than map/use the editor to make a map

The editors are back.

Things are not looking up: Experience a rat infestation

A nice new addition to the game. Likely happens if you don't collect the garbage.

Four seasons:

Experience all four seasons by building a city in a climate with a snowy weather.

As suggested in the trailer, seasons have been implemented and we can select the desired climate when selecting a map.

This is not my happy place/Simply irresistible: Have at least 1000 citizens and an average happiness rating of 25% / Have at least 1000 citizens and a city attractiveness rating of 90:

Citizen happiness ain't new however there wil be a new data to take into account, which is the city attractiveness.

Top of the class: Build a city where at least 20% of the population has a university level of education.

Universities are back though it might be just simple universities like in the base CS1, or more developped like campus.

Strength through diversity: Have buildings from all four zone types in a single city.

Four zone types, still (RICO?). No news about mixed-zone.

This is all I could gather, which we can consider as fully confirmed, at this moment.

Best of luck to the devs who are doing an amazing job. Take the time you need to bring us your next masterpiece!
 
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yurcick

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We can now create cargo lines
Very pessimistic about this. CS1 started as a zoning-style city builder much to my liking, but then it drifted towards micromanagement and being a production chain simulator (and not very good at this too, it's just not its specialty). I was really hoping that CS2 will get back to the state where the player does what city leadership should: creates environment, not economy.
Manually assigning "cargo lines", whatever they are, is definitely a step into the opposite direction.
 
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Promethian

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Attractiveness isn't new. CS1 has it. Its just a mostly hidden attribute. It basically determines how much tourism we get. Will hopefully be more meaningful in 2.
 
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antrachton

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Hi all,

Here is a quick recap to summarize what we know as a fact, following the anouncement. As stated in the trailer itself, these are not gameplay footage. All is CGI. We didn't see any gameplay footage yet so we have no clue what the game will look like.

Well... maybe it was CGI but definitely not all of it, and apparently there was a mix of use in the clip.
Good luck in guessing what is what though :)
 

TTJ

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Six Figures
100,000 is the highest population-related achievement. So it looks like population sizes in C:S2 will be similar to C:S1.
Therefore I also see the impact of 150 tiles skeptical...
 
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Mazisky

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Very pessimistic about this. CS1 started as a zoning-style city builder much to my liking, but then it drifted towards micromanagement and being a production chain simulator (and not very good at this too, it's just not its specialty). I was really hoping that CS2 will get back to the state where the player does what city leadership should: creates environment, not economy.
Manually assigning "cargo lines", whatever they are, is definitely a step into the opposite direction.
Disagree. Cities 1 and 2 are described as simulations by Colossal Order and any simulation game involve the economic side of things.

If you want to just plop random buildings without any challenge and just post cool screenshots you can use "Unlimited money" stuff.
 
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Brynjar

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Disagree. Cities 1 and 2 are described as simulations by Colossal Order and any simulation game involve the economic side of things.

If you want to just plop random buildings without any challenge and just post cool screenshots you can use "Unlimited money" stuff.
Wait, there is a mode where cities skylines doesn't have "unlimited money"? My problem with the game was always that it had too little economic challenge, making it too easy to provide most services, enabling too rapid growth and having too much traffic micro etc.

I wouldn't expect colossal order to abandon their very successful recipe though.
 
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Haithabu

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Let's see if the tiles have the same size and also what the maximum available would be. 12x12 is 144 so less than 150, 13x13 does not sound great for calculations, 14x14 is possible but I'd say it will be an uneven number so yu can have a center tile. Possible 15x15 = 225 tiles in total. That way 150 unlocked as an achievement sounds doable.

I am not sure if the city size has to increase with the map size, there could be a massive map and have suburbs outside rather than just city on each tile. I'd like the idea of a city in the middle but town further out that wait to be connected for commuters. Plus a power plant also looks better if it is far away. I guess it is well possible to have a larger map but the same population.
 

Alias_RM13

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Let's see if the tiles have the same size and also what the maximum available would be. 12x12 is 144 so less than 150, 13x13 does not sound great for calculations, 14x14 is possible but I'd say it will be an uneven number so yu can have a center tile. Possible 15x15 = 225 tiles in total. That way 150 unlocked as an achievement sounds doable.

I am not sure if the city size has to increase with the map size, there could be a massive map and have suburbs outside rather than just city on each tile. I'd like the idea of a city in the middle but town further out that wait to be connected for commuters. Plus a power plant also looks better if it is far away. I guess it is well possible to have a larger map but the same population.
I know it's only a trailer but it clearly shows a desert like area with very few buildings but a city skyline on the horizon and then transitions from nation road to highway in next scene so it could be aimed at a more regional design with a central city and outlying suburbs, towns villages etc so having 150 tiles will make that very achievable. It's all still speculation but I would love the ability to have outlying settlements sperate to my main city that people commute from, or maybe a mining village or logging town thay feed the main city resources
 
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yurcick

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Disagree. Cities 1 and 2 are described as simulations by Colossal Order and any simulation game involve the economic side of things.

If you want to just plop random buildings without any challenge and just post cool screenshots you can use "Unlimited money" stuff.
This is the opposite of what I meant.

The player should create environment in which economy thrives (examples could be an efficient road and public transit system to put down logistic costs and commute time; or working services to reduce the risks of disasters of various sorts or to mitigate their results). What the player in a city builder simulation shouldn't do is order what private buildings go where.
To be fair, the CS1 mostly doesn't go this far, it's not Tropico. But still on the scale between "plotting zones" and "plopping buildings" it's too far to the right, in my opinion. Classic SimCities or CS1 on release were better in this aspect.

The real challenge is to make the economy grow without having the option to order it to grow. I don't get where you took that I'm against challenge.
 
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Promethian

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I don't necessarily need the game to be knifes edge economic challenge. Plenty of games out there do this and CS1 stood out as requiring some forethought (mostly with traffic) but not turbo punishing. The way I describe it is It made the game into a city painter with rules.

For me the later DLC additions to CS1 were brilliant ways to give depth but they disrupted the base economic system too much. Generally in a way that makes the game much much easier. When the game was already really easy.

My hope for 2 is it implements the updated model used in the CS1 DLC into an economy meant for it while adding some features that would be fitting. An example of what I mean that it seems we are getting based on the leaked achievements is actual seasonal change.
 
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gustavotoniato

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I had the same thought, but I don't see any benefit. Most grids in real life are square/rectangular!
Actually, when you think about the format of the blocks, we see a rectangular format, however, what I think will be in the hexagonal system is the expansion of the map, since it is a more efficient way of representing spaces. JPGray has an excellent video of why the Hexagon is a fantastic geometric shape.
 

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Remain to be seen if the tiles still have the same size than in CS1 and if 150 is the maximum. If so, this would mean the map can't be square.

I would love if the tiles here somehow follow topography, kind of what Humankind does. But I see how technically hard that can become so more likely a regular shape like the hexagons suggested by @gustavotoniato

From the Instagram and achievements wording I get some vibes on cities sharing a bigger, world map. Like latest SimCity
 
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Mazisky

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The achiements also mention creation of cargo lines, which mean this time we will have to create and micromanage routes for cargo, not only for passengers.

Really happy about that, I'd love more complexity and player agency
 
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