Cities Skylines 2 is Official!

Looking forward to this. My biggest concern about DLC heavy games is when they do a new base game they end up stripping a ton of content and reintroducing/implementing it as DLC and its often hard to go backwards, like trying to play vanilla CS when you've got used to mods fixing many issues. Looking at the trailer it actually seems like they're being pretty reasonable with what it'll launch with. Seasonal weather conditions, day/night cycles, and 'Industries' all seem to be present rather than stripped and sold later.

From what i was reading on reddit last night, it sounds as though they've brought in many of the CS mod creators and/or implemented many of the solutions that improved the experience, which i think is a big step forward. Its great that we have the modding community able to fix things, but having it present in the base game reduces the chances of bugs and incompatibility issues when you start laying in dozens of gameplay mods. I also read someone saying that the tiles (map plots) were slightly smaller than in CS1, but CS2 will have 144 tile maps (12x12, compared to 5x5 in CS) you can expand out into, which sounds like it'll be a considerably larger play area.
 
That's good news that they are bringing in some of the mods into the game. That is the one thing about CS1, those big mods make the game so much more playable and customisable. Some also add to the challenge (e.g. turning traffic de-spawning off).

I'm fully expecting it to be a DLC heavy game and we there will not be all of the content which we had in CS1 at launch (the pre-order season pass makes that very clear also). However, given how long they have supported CS1 for, I think I am ok with that and I don't see this as problematic. Even the base game without any DLC is a much better game to what CS1 launched as all those years ago.
 
Due to be released Oct 24th


Pre Order / gameplay video....



More detailed information.....



Steam....


£41.99 std edition and £74.99 for the Ultimate edition

System Requirements...

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Coming to Game Pass too.
 
You know watching that gameplay tailor, it doesn't really look any different to the first, particularly factoring in mods.

Reckon it'll be a cash out.

I hope I'm proven wrong.


....that was my initial impression. I am hoping, noting the features link, that at each weeks episode update, noted on that page, they will include more detailed information to suggest why this game is not just an incremental step up from the first one. As an example on the 19th June they give more information about the road tools.....

2023-06-19Feature #1: Road ToolsBuilding roads is more flexible than before, helping you realize your vision for the perfect road layout. You will find a variety of new and returning options

The base specs for the original.....

specs.png


and then the new one....

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we all know how that system RAM can be taken up by assets.....

Maybe for those who never used the workshop they will see the greatest changes, apart from some visuals, with what could now be built into the base game. Useful for those on consoles.
 
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in 2015 when CS1 launched a decent high end PC was a 4790k + a 970/980

Fast forward to 2023...and IMO the recommended specs for CS2 are reasonable (although the 6800xt is a fair chunk faster than the 2080ti so i suspect there must be some nvidia optimisations to the code)
There seems to be a greater emphasis on the GPU relative to CS1 so hopefully there should be some eye candy with the settings turned up
 
I'm excited and nervous about this, being a big fan of Kerbal Space Program (several hundred hours in it) and KSP2 being a bag of poop. CS1 has a long was to fall - but at the same time CS1 isn't going anywhere.

it looks and feels quite CS1, if less organic with the grid making tool thing. Some of the "editor mode" shots actually looked very Sim City 4.

I did notice that one of the grid road layout shots showed a load of mini-roundabouts (technically Compact Roundabouts) for little residential street junctions. The trailer highlights roundabouts specifically in words as well as the most "in game" looking of the in-game shots early on with the trains and trams going past, so maybe there is a bigger focus on that as a traffic solution. I see in the editor view at 52 seconds when building a road there is a circle, I guess roundabout builder. Also notice there is water, poo and electricity pipes under the road!

Definitely excited despite myself
 
I'm excited and nervous about this, being a big fan of Kerbal Space Program (several hundred hours in it) and KSP2 being a bag of poop. CS1 has a long was to fall - but at the same time CS1 isn't going anywhere.

I think you hit the nail on the head here.

The problem is, and I guess in a way its a good problem to have, the the original game has come so far over the years, its going to be hard to top it. But you have to appreciate thats years of not only the devs working on it, but modders/ assets creators and third parties etc, if you add up all the man hours, you'll probably find a ridiculous amount of human effort has been put into that game.

I feel the second one, they really need to focus on making a well optimised "base game" without going too mad on content, and let that sort itself out over time, because they are never going to better it.

My main gripe with the first one was how badly optimised it was after adding mods, I ran it on a pretty powerful PC compared to those original PC requirements posted above, and on my city I was getting like 7FPS. The game was using something like 40GB of memory and maxing my 8GB VRAM.

If they can try and optimise this one as best they can then the potential is there for it to go further.

We will see.
 
Bit of a demo of the road building. Looks a nice improvement, quite a few lovely quality of life features here!
 
Yes it does seem good so far, I like the inclusion of the parallel road tool that was a mod. The roundabout aspect seems most useful. Not sure how I feel about the water and power being automatically laid with roads, if I read correctly.
An emphasis seems to be still placed on grids, then again they are efficient, if not predictable.
Road maintenance, probably an automated feature to look at rather than manage..?
 
Pretty happy with the change to have water and power lay automatically. Water was previously just trivial and added no real gameplay bar the source/exit placement - which I assume will still exist with some manually placed pipes. Electric in busy areas was previously reliant on buildings existing in the area to chain along, which could also be annoying in new areas. I don't think there is any negative of this change that I can think of to be honest.
The Road maintenance stuff could be interesting, hopefully we'll get a bit more information on that in the coming weeks.
 
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