Cities Skylines 2 is Official!

Cheers guys.

Played it at release didn't think it was too bad just lacking the mods.


Been bideing my time, I'm still completely addicted to Minecraft, but I'll probably get back into this in another few months.
 
I'm still not ready yet....

But I think it's mainly down to weather now over the state of the game.

Give it about mid October or so I'll probably pick it up again.

My plan is to use all money/all unlocked, and completely terraform the map first, to make it basically flat, although still keep some elevation, make it all very gentle/gradual. I could possibly do some edge hills/mountains for visuals.

Add river system in, not wide ones like the game generated ones, but much narrower, maybe add some canals but also a bit more complex overall.

Then plan in my head a very rough layout of the city.

And then try (as much as possible) to put it all the major transport infrastructure first, main roads, rail etc.

I find playing naturally unless you are really focused on planning that stuff out, that stuff ends up being an after thought, or at least, you start ending up building your main transport infrastructure around your already built city and it never looks right.

Cities (in the UK anyway) were basically formed around junctions of main roads, or more like trade routes as they would have been, then tend to expand around that central point.

Then later train station etc

Once all of that it is, then start building.

I've not been following the progress of the game but does anyone know if there is a mod that lets you put the resource areas in manually,? Eg fertile land, oil etc?
 
I can't say whether it runs well on a Steak Deck, as I've not got one. However, the performance is much better than what was released on Day 1.

As for the game itself, I'm enjoying it again, although it lacks the diversity created by custom assets. Paradox still hasn't made the asset builder available and we are stuck with the same in-game assets.
 
The game is really where it should have been on release, hopefully they’ll start working on the content packs now to start fleshing out the official assets and release the final modding tools.
 
I can only imagine that if CSII is getting close to where it should have been at launch their emphasis is perhaps focussed on the console release..?
Once the content level and fixes, including their mod database etc is at a certain level, including minimum expected performance for the consoles being met, then we should be at base line.

Just got an email from Paradox asking me to complete a questionnaire regarding this and their previous Cities game.
 
I'm looking forward to trying this again with my new build. It humbled my outdated i7 6700k and RX 480. My 7900X3D and 4070 Ti Super should fare better. I'm hoping I don't get too fond of assets since I opted not to go for 64gb ram..
 
Yea just been watching Infrastructurist on YouTube and it's pretty much there.

It's not quite the flexibility of the first, yet.... But it's close.

I said before I want to wait for the weather to get ****** and it's basically there, so time dependent I might fire this up.
 
They brought out a decent patch the other day
Gameplay Fixes & Improvements
  • Fixed homeless citizens waiting endlessly for public transport at the International Airport.
  • Fixed homeless tents not disappearing from the Park when the Homeless Citizens stop inhabiting the Park.
  • Tourism fixes:
    • Fixed hotels not spawning in Commercial Zones, despite high City attractiveness.
    • Fixed City Statistics panel displaying 0 for the used/available Hotel Rooms while Hotels are present in the City.
    • Fixed tourists idling inside buildings indefinitely.
    • Fixes to Seasonal Weather Effect values. Comfortable temperatures have a positive effect, while very hot or cold temperatures have a negative effect.
  • Increased preference for straight paths for vehicle pathfinding to reduce Buses and Trams taking unnecessary detours on their routes between stops.
  • Adjusted fire spreading probability from 0.05 to 0.3 to ease the fire spreading to nearby buildings.
  • Adjusted air pollution. Overall, more air pollution is generated, it spreads slightly more, and dissipates slower.
  • Fixed issues related to road-based noise pollution and balanced road-based noise pollution to account for the changes. This results in similar noise pollution from non-highway roads with highways producing slightly more noise pollution.
  • Fixed Pollution emitted by vehicles being visible only above roundabouts and the edges of the map.
  • Fixed transport stop icons within stations sometimes disappear when highlighting one of them.
  • Fixed cars parking in Motorcycle Parking Lot.
  • Fixed Subway Stations' workplaces and garbage accumulation values to match the design with other stations.
  • Fixed issues with company and city service worker calculations and unified the calculations.
  • Fixed Disaster Response Units unable to reach the destination when sub-buildings are burned down.
  • Fixed a bug in worker and workspace-related data leading to inconsistencies in numbers found in population infoview, workspace infoview, chirps, and statistic graphs.
  • Fixed crash to desktop when pressing cancel action while holding apply action over net segments in bulldozer tool.
  • Fixed crash to desktop related to mixed residential buildings.


UI Fixes & Improvements
  • Updated infomode background to be darker for better readability.
  • Updated leisure type icons.
  • Updated resource icons to remove excess empty space.
  • Improved Ore icon to be more visible.
  • Improved RCIO zoning infoviews to clearly show empty buildings.
  • Changed European Theme icon to more readable and distinguishable from North America.
  • Fixed issue causing the road length tooltip to quickly change position and display different length values when building a straight road.
  • Fixed road length tooltips can disappear off-screen. If the middle of the road segment is off-screen, the tooltip will now be shown at the mouse position next to the cost tooltip.
  • Fixed citizens' destinations showing the prefab names instead of the city names when "moving away" or "going to school" in the Outside Connection.
  • Fixed text of a city name can get truncated if it's long enough and if it doesn't contain spaces.
  • Fixed the text "share of the city's monthly income spent on loan interest" disappearing if the spent income is higher than 100%.
  • Fixed controller hints in multiple places.
  • Fixed City Attractiveness in Info View can exceed range 0-100.
  • Fixed Selected Info Panel title bar not growing with text scale.
  • Fixed info menu tooltips opening behind the menu.
  • Fixed leisure type for ChirpX from 'meals' to 'city indoors'.
  • Fixed Tree tooltips display incorrect cost.
  • Fixed 'Hide UI' option does not hide a mouse cursor.
  • Fixed Evacuation Bus uses the transportation service icon in Selected Info Panels.
  • Fixed Temperature value can be shown as negative 0.
  • Random traffic personal cars show at least one passenger.
  • Fixed Emergency Battery Station upgrade Diesel Generator not showing power generation (MW) value in the build menu tooltip.
  • Fixed grid mode being available when building bridges.
  • Fixed the value of residential suitability in residential info view is changing rapidly.
  • Fixed the Citizens tutorial popup sometimes rendering outside or at the edge of the screen.
  • Fixed some tutorial tasks appearing minimized and cannot be expanded while using a Controller.
  • Fixed tutorial for services selection displaying out of the screen with bigger text scaling.
  • Fixed Milestone pop-up card can be obscured by a tutorial balloon if the mentioned card pops up when the tutorial is displayed on the screen.
  • Fixed issue with chirps in the chirps panel being cut off.
  • Several text and translation fixes.


Audio Fixes
  • Fixed several missing sound effects.
  • Fixed the sound effect of Terraforming does not stop after closing the Landscaping menu while terraforming.
  • Fixed an unrelated whoosh sound that can be heard during the loading screen when a game is started or loaded.
  • Fixed active gameplay sounds can be heard in the background of the main menu.
  • Fixed Office, Commercial, and Industrial Signature Buildings playing audio were not rented by a company.
  • Fixed Residential Signature Buildings playing sounds when they are not functional.
  • Fixed destroyed building upgrades keep playing their sound effects.
  • Fixed deactivated building’s upgrades playing sounds.
  • Fixed Overground Parking's Car Wash upgrade not playing sounds.
  • Fixed Subways' Station Services upgrade sounds.
  • Fixed missing sound effects indicating an issue when attempting to build an upgrade directly adjacent to the main building while it is "On fire.”
  • Fixed Vehicle sounds persist at a large height in Photo Mode, vehicles get inaudible in Photo Mode after moving horizontally.
  • Fixed crashed vehicles having idle engine audio.
  • Fixed missing night ambience sounds.
  • Fixed forest fire audio loop does not stop despite trees being burned down.
  • Fixed multiple radio ads playing without their corresponding companies present in the city.
  • Fixed radio emergency broadcast triggers and adjusted their delays.
  • Fixed missing host talk segments on the Smooth Beat radio channel.
  • Fixed missing radio event "Celebrity Interview" with Rock Musician Mansion.
  • Fixed Tourism-related radio events not triggering despite meeting the criteria.
  • Fixed the “Free public transport” Radio Event not playing when transportation fee is set to 0.


Misc Fixes & Improvements
  • Update to Unity 2022.3.44f1.
  • Improved snapping for intersection placement to be stronger.
  • Added support for snapping to existing net geometry when placing objects with built-in networks. This affects pre-built intersections, transport stations, depots with tracks, and utility buildings with power line or water pipe connection points.
  • Added options to invert mouse/gamepad stick X and Y axis.
  • Added options to change camera rotation, zoom, and moving and scrolling sensitivity.
  • Added Fast Move Camera action for keyboard (Shift+WASD).
  • Added currently selected height to a Level landscaping tool.
  • Improved view when using the terrain tool to show tunnels and pipelines.
  • Improved the bulldozer for use with a controller.
  • Fixed bug in bulldoze tool that can cause crash when trying to bulldoze roads when it's not allowed.
  • Fixed landscaping brush sizes not changing until the camera is moved when using a controller.
  • Fixed the radio ads setting resetting every time the game is relaunched.
  • Fixed selected radio network and station isn't saved between game sessions.
  • Fixed tutorial behavior when reloading a map and continuing tasks.
  • Fixed tutorial task 'Connecting Turbines' is not completed if Wind Turbine was placed as already connected to the Road.
  • Fixed construction crane being visible after the building is destroyed.
  • Fixed potential pathfinding issues or crashes after modifying areas with navigation (Specialized Industry and Landfill).
  • Fixed a crash of the UI system when placing objects supporting the brush tool in the editor.
  • Fixed some overlapping issues with elevated net pillars attached underneath roads.
  • Fixed a bug where players could turn off the 'Unlock Map Tiles' option when loading a save that had been made with the option on.
  • Fixed keyboard inputs not working after entering Steam overlay.
  • Fixed unnecessary pedestrian access notifications when Small High School and Medium Parking Lot are placed next to each other.
  • Added keyboard shortcuts for all toolbar buttons.
  • Added keyboard shortcut hints to button tooltips and the option "Show shortcut hints" to settings which allows to disable them.
  • Added keyboard shortcuts for all buttons in the Selected Info Panel like relocate building and activate building.


Modding Changes
  • Added support for custom climates for maps.
  • Fixed game freeze when putting 10 integers in object's X or Z position in Editor mode.


Paradox Mods & SDK
  • PDX SDK 1.24.0
    • Fixed language code used for Traditional Chinese when retrieving legal documents by type.
    • Remove deprecated ISO 639-1 language code "bh."
  • Mods UI Version 1.7.2
    • General: Mod sync failed modal now allows retrying the sync without going to the mod list.


Known Issues & Tips
  • Existing cities will need to zone commercial or bulldoze existing commercial buildings for hotels to appear in the city. Keep in mind that tourists will need leisure and attractions to visit, so make sure your city has these. Good public transport both to/from and within the city can help increase the number of tourists.
  • You may experience more noise pollution coming from Highways following the balance changes to pollution and may want to add sound barriers to areas near residential zones.


Starting next week with the French Pack, we kick off your exploration of iconic architecture with a pack inspired by Paris. It features different zone types and iconic signature and service buildings.

On the 11th of November, we will head to Germany to pack the German pack. Will we experience October Fest and eat schnitzel? Not sure, but the pack will allow you to build German-inspired neighborhoods that will make you feel like you can!

The next stop on the 25th of November will be the iconic UK Pack, with sprawling Low-density row houses and epic estates. We’ve heard that this is the ideal pack to pair with some tea and a copious amount of roundabouts.

The rest of our Cities Around the World trip has not been booked, but we will keep you updated when this changes!
 
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A lot of assets, I think that these packs that are been released for free will provide enough variation that won't need to go hunting for customer assets kind of like CS1 and on the steam workshop as it were with CS1.
 
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