Cities Skylines 2 is Official!



To accompany the above video there is a written page of information with a lot of detail here.....


This bit in particular is most interesting.....

Also, as a major improvement to the first game in the series, Cities: Skylines II doesn’t feature hard limits for agents moving about in the city. Overall, the performance of the simulation and pathfinding is vastly improved which means larger populations are possible. The only real limits to the simulation are the hardware limitations on the platform running the game.
 
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was this the game where people left their houses and went to the nearest job, then at the end of the day went to the nearest house? so everyone was basically playing musical chairs...

also the economy side was weaker than weak
 
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Really hyped for this. The video above recommended a video from Biffa whos done a 52min going into detail about all the info within the Dev Diary ep and 40sec in he has a shot of an Excel spreadsheet with asset values and such, and in there you can see theres modular assets such as:
HighSchool01, HighSchool01 Extension Wing, HighSchool01 Library, and HighSchool01 Sports Field.
The modular building that was in the SimCity reboot was pretty much the main feature i wished Cities Skylines had because it allowed you to scale things over time and have a little creativity in how they looked, rather than being stuck with a fixed model (vanilla or workshop). Im also really liking the increased scale of many of the buildings like the airport and shipping docks.

Has anyone heard whether they've announced any plans to do live streams for CS2? It was nice seeing ~60min footage of the game and seeing actual gameplay, rather than just short feature highlights - as good as those are.
 
was this the game where people left their houses and went to the nearest job, then at the end of the day went to the nearest house? so everyone was basically playing musical chairs...

also the economy side was weaker than weak
Was that not SimCity? Its been a long time since i played CS1 (Industries DLC release) so could be wrong.

I dont think the economy side of the game was great, but i think games like CS get away with a lot because people dont care too deeply about it. Planet Coaster is a great example, its just fun being able to be creative and have fun with a basic level of management to it, rather than full creative mode. Personally i'd rather have it have a solid economy and management side to it, but it doesnt surprise me too much that they're a little sloppy. This feature video talking about the costs of pathfinding is the sort of thing i like, having them look at the cost, time, ease etc for driving or using public transport meaning that there should be common sense logic behind good and bad traffic pathing.
 
Is there any news of proper multithreading so the game doesn't slow to a crawl?
From the written post Vimes linked:

"This means pathfinding calculations are more numerous and more in-depth than in Cities: Skylines as the agents have more features affecting their decisions. However, the calculations are more efficient, resulting in higher performance across the board as the pathfinding and simulation among other calculations take advantage of all the available processing power of the multicore CPUs."

Thats genuinely got me contemplating the 7950X3D over the 7800X3D. I guess i'll have to do a bit more research.
 
Was that not SimCity? Its been a long time since i played CS1 (Industries DLC release) so could be wrong.

I dont think the economy side of the game was great, but i think games like CS get away with a lot because people dont care too deeply about it.
I could be wrong but I thought it was this?
I get some people prefer to have like creative mode where money and strategy doesn't really mean anything but imo these kind of games get boring fairly fast then they are super easy and you can basically build almost whatever you want without a care in the world.
it's not really how city planning works if the only thing you have to worry about is broken traffic.

Think I will wait for a sale anyway like £30 is my limit for these type of games, maybe nless even since they love to spam DLC
 
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From the written post Vimes linked:

"This means pathfinding calculations are more numerous and more in-depth than in Cities: Skylines as the agents have more features affecting their decisions. However, the calculations are more efficient, resulting in higher performance across the board as the pathfinding and simulation among other calculations take advantage of all the available processing power of the multicore CPUs."

Thats genuinely got me contemplating the 7950X3D over the 7800X3D. I guess i'll have to do a bit more research.
Probably best to just wait and see with it tbh.
Was that not SimCity? Its been a long time since i played CS1 (Industries DLC release) so could be wrong.
Yea I think it was.
 
One of the things that really bugs me about CS1 is the dodgy routing of cargo. There would be a warehouse full of material next to a processing building and yet the game would select another which is half way across the map to deliver it from. Absolutely barmy. It would do the same with police, fire trash etc too.
 
One of the things that really bugs me about CS1 is the dodgy routing of cargo. There would be a warehouse full of material next to a processing building and yet the game would select another which is half way across the map to deliver it from. Absolutely barmy. It would do the same with police, fire trash etc too.
That can be modded. 'Transfer Manager CE' is pretty useful.
 
AI stuff looks good too. Seems they're doing regular updates of what the game will include over the coming weeks, lots of building hype with all the new features! Based on the Road and AI changes alone, I think I'll be playing this game a shedload.
 
indeed but it’s definitely one of my list of ‘while you are there fixing dodgy game mechanics and integrating mods, please include this one’.
If it works as described it should resolve the issues in CS1. From the dev diary:

"Service vehicles are ordered based on the lowest overall pathfinding cost and when new orders are made, they take into account the distances of all applicable vehicles now and in the near future (as in: where will the vehicles end up after they have fulfilled their previous service order). As an example, a road maintenance service vehicle is ordered to repair a road segment. The simulation checks where all available vehicles are at the moment and where their current orders are taking them. A currently closer vehicle might not be selected for the new order if another vehicle is on its way to a nearby location shortly as it finishes its current service order.

Resource transportation is affected by the length of the route as distance increases the costs, so companies try to ship cargo as close as possible to increase their own profit margin. Transporting resources and goods out of the city is costly and can greatly decrease the profitability of companies."
 


More written details to go along with that video on transport and cargo.....


another video, with commentary, from a Y'tuber looking over the above official one....


....as well as making comments on the Devs blog regarding cargo and transportation.
 
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Another good video that.
Really like the idea of the mixed zoning buildings, it should make for more natural looking small towns/villages, at least with the European building style enabled, the shops shouldnt all look like a fast food restaurant, they should feel more like the surrounding buildings with shop fronts within them.

The Industries snippet looked good too. Its been a good while since i played it but doesnt look like much has changed (were farming fields only rectangular?) but having it part of the base game is great, and if they want to expand on it later with DLC then no arguments from me.

Nice sneak peak of the default maps as well.
 
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