Cities: Skylines

After watching those videos I could be the thing that pulls me away from Sim City 4.

I love the idea of making a little village, cities that are not all grid layouts.

Hopefully this will live up to expectation, I'm not going to pre-order as I am against it but will defo be buying at the end of March providing it runs well from launch.
 
It is the first City builder that has caught my eye in years. I may very well invest in this as a pre-order if I can find it for around £15-£20. I love the idea of making loads of tiny villages and towns instead of a sprawling metropolis.
 
and these wonderful codes are?

Sorry don't get the emails from them and couldn't see it on the facebook page.

Edit: NM I used my super smarts and found it :D
 
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Hehe. I really hope this title lives up to expectations.

The longevity seems to be the biggest question, but im beginning to think that the modding ability could really help it. It might be that you play it for a while and try various things, and then run out of something new to do, a lack of direction when there arent objectives (wouldnt really count achievements as gameplay objectives the same as say 'keep citizens happy for 10yrs without using public transport', which can easily be set as an achievement, but i'd prefer it if you opted into that mode and it disabled stuff and you either 'win' or not, but anyway thats sandbox games and its not an issue.
What i think will keep people playing, maybe not for months straight, but certainly going back to it, will be mod collections and interesting items.

Yesterday the person at CO who's responsible for the modding side let slip some information, before removing it... but people spotted it and reposted it, and today he's been fairly open on questions about it. More technical stuff for the people who'd be creating new assets, rather than some of the easier stuff, such as expected poly counts.

They've said that if you're building a house, then to make sure the X-axis is offset within the model if you dont want it to be bang center in the plot. From there things like fences, hedges, plants, trees, mailboxes etc came up, and they'd suggested that they just build the house, because all the other stuff you can do within the CO-built tools. They even went on to confirm that people can even make those small assets too, so if someone wants to build a swing, a tree-house, swimming pool etc then they can make that (or get it from Workshop) and plop it all down and end up with the finished asset.

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Someones already created the German style apartment block they live in. Looking forward to seeing more of them. Not entirely sure how the fits into the 4x4 limits, it'd be okay for a plopable (8x8 limit) but i suppose if need be they can chop it in half.
 
I'd ignored this because I assumed it was related to the other Cities games.. damn.

Shame it doesn't have rush hour or day night cycle.

Agreed, although while i have strong doubts about it, they have said its something they'll look into after its released. The reason i doubt it is simple, the way the came is to be released doesnt lend itself to those changes.
If it had a hh:mm clock and monthly finances, like simcity, then it would seem feasible to add day & night, instead the game measures in days, months and years, where ppl would take days to arrive at work by the game clock, because the living cities movement doesnt align with its timespan. SC came up with a solution in their game, CO have pretty much replicated it and fixed many issues, but ignored one which woild help with a feature they want to add... or maybe they have no intention and so forget hh:mm time.

They had both in Cities in Motion 2 though, also unity engine, so its not beyond their capabilities, it should be a pre-existing function to carry over if anything.

Snippet of new info on public transportation:
http://www.cimexchange.com/page/index.html/_/articles/exclusive-csl-inner-city-transport-r124

This might end up being a bigger issue though:

Saw the initial discussion and assumed it was a glitch, a minor issue... the answer is a rather poor & insufficient one IMO. Makes you wonder at what point they were going to mention fudging stuff like this to hide AI failings. Im not sure its any better than SC fudging population, plus... what else is there we dont know?
Its not game breaking, but its pretty simulation breaking.
 
Kinda surprised by that considering their previous CIM titles, in the respect of the developers previously demonstrated skills at implementing a working traffic management system.
Not too convinced, from the tweet which was referred to, that much could change with these teleported vehicles.

Overall I came out well with per-ordering Atilla, at least that is my first impression. I think that I will be more tempted to sit this one out and wait with fingers crossed for some reviews and user options when released.
 
Agreed, although while i have strong doubts about it, they have said its something they'll look into after its released.

Paradox are one of (if not the best) companies to release useful DLC and features after release. Just look at CK2, that was released 3 years ago and they are still doing new content for it. I'm expecting them to do the same with Cities
 
I think he was referring to Cities in Motion, a previous Paradox title. Neither of which are anything to do with Cities XL/XXL at all.
 
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