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RedEyes

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I wish that it would incorporate Transport Fever 2, handling cargo trains and industries in that way. A lot of resources and lot of produced goods to be distributed to the city. That would be heavenly. To actually need to produce building material for the city, including concrete, steel and asphalt, plastics.
 
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Promethian

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I wish that it would incorporate Transport Fever 2, handling cargo trains and industries in that way. A lot of resources and lot of produced goods to be distributed to the city. That would be heavenly. To actually need to produce building material for the city, including concrete, steel and asphalt, plastics.
Yes - Build the rail and stations, set a line with X number of trains. Set what cargo is carried by that line.
No - Micromanage individual trains from several different engines and cargo cars. Design these things with extreme care for slopes and so on. Deliver the goods with truck stops in range of the individual buildings that need it.

Tacking the full TF2 game on top of a city builder would spread the gameplay too thin. I wouldn't mind the CS1 method of truck delivery again with mass cargo used to reduce road traffic.

Yes on more depth to the industry production lines. Start us with baseline CS1 generic goods. Then gradually introduce specialized industry that feeds requests to the generic factories. Then start introducing factories that do more than just produce an extra valuable generic good and make the commercial zones require these special goods to upgrade to maximum. Heres an example chain that mostly uses CS1 concepts.

Agri specialized industry. Produces crops and meat. These are two different item types that we need to balance. Note that both are present in CS1 they just make the same generic Agri Goods. One type of industry is food processing and requires crops and meat to make Food Goods. Commercial zone is a grocery/restaurant. It can level up to 2 with generic goods but level 3 requires a steady supply of Food Goods.

This would be a depth upgrade to CS1 but not so difficult it kills the casual feel of the game.
 
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Mazisky

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Yes - Build the rail and stations, set a line with X number of trains. Set what cargo is carried by that line.
No - Micromanage individual trains from several different engines and cargo cars. Design these things with extreme care for slopes and so on. Deliver the goods with truck stops in range of the individual buildings that need it.

Tacking the full TF2 game on top of a city builder would spread the gameplay too thin. I wouldn't mind the CS1 method of truck delivery again with mass cargo used to reduce road traffic.

Yes on more depth to the industry production lines. Start us with baseline CS1 generic goods. Then gradually introduce specialized industry that feeds requests to the generic factories. Then start introducing factories that do more than just produce an extra valuable generic good and make the commercial zones require these special goods to upgrade to maximum. Heres an example chain that mostly uses CS1 concepts.

Agri specialized industry. Produces crops and meat. These are two different item types that we need to balance. Note that both are present in CS1 they just make the same generic Agri Goods. One type of industry is food processing and requires crops and meat to make Food Goods. Commercial zone is a grocery/restaurant. It can level up to 2 with generic goods but level 3 requires a steady supply of Food Goods.

This would be a depth upgrade to CS1 but not so difficult it kills the casual feel of the game.

I don't remember Colossal Order saying the game is casual or it should be.

I remember them saying it aims to be a realistic and in-depth simulation.

Casuals can play with cheat\unlimited money on or play Simcity on mobile.
 
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MrDaaark

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I really hope we have realistic building scales now. I want big retail parks. Schools that aren't the size of a big house. Malls. Arenas. I want parking lots. The large residential and commercial should make proper sized buildings and not cram things into a 4x4 zone. a large commercial is an IKEA, not a 6 storey coffee shop.
 
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Mattias

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So, the big high of a sequel announcement shortly followed by the equal let down of micromanagement busywork? Vicky 3 all over again...
All the Viktoria-games are about economical management aren't they? Doesn't fit everybody but it's not the games fault imho.
 
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RedEyes

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Fact that they made a trailer in UE, but are using Unity is not boding well for big cities and good looks. I will be very disappointed if we get another game that will look crappy from day 1 like CS1, and will be the only option for next 8 years if I want to build a real big city. I don't understand why are they so tight lipped about it now, when they already announced it.
My excitement disappeared tbh now.
 
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ma2412

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first:
what if they only want us to think, this trailer was CGI? and its the ingame graphic?
... just joking

second:
we need lots of options for configuring the map on the new game to take slower computers AND the fastest rigs into account, i am sure CO wants to adress all of those players to sell more copies:
- detail of simulation (every person, maybe every 10th person, only traffic indication like older SimCity had) as it should fit to lower speced CPUs
- graphic details (of couse, CS1 had this, too)
- max. map size
- max item amount (CS1 has some limits there for pipes, roads etc.)
- more adjustable difficulty settings (base mood of people, base crime rate, base air pollution, etc.), like every country has in real world
- if there are cargo lines, make them optional/automatic - as some of us just want city building and no transport tycoon
- and so on
options are always good after pressing "new game"

third:
what about a wishlist-topic, where each wish is a posting and the users here can vote with the checkmark or the red "x"?
 

Sovetskysoyuz

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Just because the achievement is to unlock 150 tiles doesn't necessarily mean that it is the maximum number... :)
Def gonna be interesting.
I'd go so far as to say that it almost certainly isn't the maximum number. It's not a power of two, a square number, or a centred hexagonal number, so it would be pretty arbitrary if it was the hard limit on the number of tiles, as well as unpleasant because it would prevent the player from having pleasant and symmetrical borders. If the achievement was for 100 (square), 128 (power of two), 153 (hexagonal), or another such number then it would be much more likely to be a hard ceiling IMO.
I wish that it would incorporate Transport Fever 2, handling cargo trains and industries in that way. A lot of resources and lot of produced goods to be distributed to the city. That would be heavenly. To actually need to produce building material for the city, including concrete, steel and asphalt, plastics.
Workers and Resources already has the "city-builder where you have to organize every step of all the supply chains including all your building materials" genre locked down pretty hard.
 

Ragga Muffin

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Ragga Muffin

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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
id like to agree with you but the xbox port of humankind and KOTOR remake were both canned