Комментарии:
I wish I had time to play this
ОтветитьThe coyotes got to your deceased person....you snoozed and they were hungry! Lol
ОтветитьI don't understand...I have slightly higher population than you do, with 12% tax rate, and I generate HALF what your tax income is...this game makes zero sense.
ОтветитьUI seems ugly compared to Sim City 10 years ago. It rather looks like a CAD than a game... Road building seems better here :)
ОтветитьCool...
ОтветитьStep one of this video: plow through all the trees.
ОтветитьThis game looks like shit in my opinion. Anno 1800 is a masterpiece vs this lol :p
ОтветитьWait, why does it still have Twitter? shouldn't it be X?😂
ОтветитьMaaaaan I’m going to tax the PISS out of the rich.
Ответитьlook at that roundabout <3 so much more tiny and realistic than the ones in the previous game
ОтветитьSkylines 2 could of been just a dlc... It's crazy how similar it is to the first one
Ответитьliterally can't wait for this game. Spider-man 2 will keep me busy until the 24th, then I'mma be like Peter's parents and just disappear...to start a new city build adventure for a few hundred hours.
Ответитьwellcome to simcity remastered 😂
ОтветитьDo the Commercial areas still produce noise polution?
ОтветитьI wish they made the larger structures, like a cemetery, into a "shapeable" or "scalable" structure. Starting with selecting an area for it to occupy, then picking a service entrance for it. The rest fills-in and can be expanded to provide more or less for that service. (In the case of a cemetery, it simply gains auto-created internals, which could also be modified.)
The same could be done for schools, so you could make play-yards, sports fields, science wings, larger libraries in them, a pool, parking, etc... But it's all still the same, singular "school". (Upgrades expanding the number of students or the quality of education or extending function, post-school operation.
The housing should be more adaptive too. Squares are fine, but adaptive "cracked-mud" style yards and plots are much better. (That would also allow housing to adapt to becoming upgraded along the way. Single house, large yards would eventually become sub-divided into duplexes, or apartments. Those would eventually auto-upgrade into medium-density, then high-density, on smaller plots or larger ones, as the population demanded it, in busy areas. Mass-transit being and multiple services in "walking distance" being the key factor that controlled "population density readjustments" to the zones.
They also need multi-function structures. In a city, often a large building is a "shop" below, with "residential" or "offices" above. The game could simply assume that advanced buildings have these extra features of "self-provisioning", or "duplicity", or "multiplicity" in larger buildings that are "Shop/retail" + "Living" + "Offices" + "Luxuries". They like to isolate things that really limits function, instead of expanding it.
Glad to see that we can buy and sell power, water and also services. The first thing they should explain, or touch on, if it exists, is the gains from "providing your own", as opposed to "importing". (Some kind of dual-line indication of "imported vs exported" would also be a nice touch. Real cities actually import and export water and electricity, to meet demands. So, that was a nice touch. The roads being the paths for water and power is also a nice, realistic touch. Poor neighborhoods or cheap ones, should have power-lines along roads though, for some realism. Expensive and well-developed areas are usually limited to "underground power sources". Still better than the horrible need for "land to carry power" and being forced to use high-tension, high-voltage power wires all over the place. That should only be a requirement to connect power-stations together, for a "bonus" to power distribution. As opposed to throwing power stations all over with power expected to be fed ONLY through the streets "low power/voltage lines".)
The big questions are...
Do people yield to "emergency services" now? Pulling over to let police, fire and ambulances past all traffic... Is there a realistic system in place for trash? Do trucks comb the city by areas, picking up more than ONE location per truck, at a 24/7 "fetch" method, like they did prior. At the least, they should limit themselves to picking up ONLY in OFF-PEAK hours. Do intersections actually have considerations for pedestrians, so it isn't a "free for all" at intersections... People dodging cars that just drive through one-another and no-one actually obeying any real traffic rules, as if every individual is the ONLY individual at an intersection. Can roads be edited, after laying them down, without having to totally demolish them and "try again".
I did notice that "round-abouts" are a "real structure" now... not a ghetto hack that half-worked, as a roadway solution to the horrible, prior coding of how traffic was managed. I saw the cars going right to the inner-circles, avoiding entering traffic, until they approached their exit-points. (Now we just need inner-edge entrances, for highways, and code that keeps cars "merging away from exit lanes", unless they are actually exiting. Staying in the far, inner lane, going faster, to get to more distant locations/exits that are far away from the current location.) I heard that vehicles are constantly "rerouting", to find alternate paths, when certain hurdles are introduced, like accidents. However, they didn't mention if they do this if they just "constantly run into traffic", like a GPS will find a new path for you, to save time in a less congested path to your destination.
Also, it would be nice if they fixed the whole, "drive across the whole map", to go to the same exact service as the 20 you passed, along the way... People also not moving-in, anywhere near where they work, which is COMMON to do, in REALITY. Again, opting to drive all the way across the map, just to get to work, right through known traffic spots, instead of a "faster path" they should have learned by now, after years working across town. (Stores importing and exporting the same stupid illogical way too. A donut shop getting supplies from across town, instead of the next street over, where the donut supplies ALSO are made.)
so depending on how wide you make the residential zoning depends what kind of building goes up?
ОтветитьThat unaligned grids. I got sick. I'm closing the video. Igh.
ОтветитьThis is the rare cases of sequels being better than the originals
ОтветитьЖалко что в Steam для России нельзя купить, придется играть в пиратскую версию......
ОтветитьSo this is basically modded Skylines 1
Ответитьwhat makes cs 1 great game was not actually the base game but mods. I think the case will be valid for cs 2 as well. The view looks phony and lifeless, development part is way behind the actual mods of cs 1. I was about to take ultimate but now i ll only buy base game and see if expectations are met or not.
ОтветитьShit looks like minecraft but requires RTX3080 to run at 1080p. Why are game devs so lazy these days...
ОтветитьAll hail the GRID!!
ОтветитьI'm a little more excited for this one to finally come out. Thanks for the intro vid!
ОтветитьTypical American grid set up, isn't that just a bit boring?
Ответитьlove this playstyle. you're not just building everything, but going very slow. :)
ОтветитьIs it true that in this new game we can get a more real human community, where there are social gaps, there are good and bad communities?
Ответитьwow i love the win system like Sim City 2013 it to be realistic system so u will be careful to plant some industrial and something have potential to air polution
ОтветитьPower station wouldnt cost you money.. actually early game most of the power will be exported and give you a nice income instead!
ОтветитьCommercials have higher traffic. When on main streets, their trucks sometimes block the traffic. The residentials have low traffic. Thus I suggest the opposite of what your strategy is. ;)
ОтветитьThat intersection really buggin me.. lol
Ответитьwill the radio station music be copyrighted though?
Ответитьhow is the Fps once you reach a big city? i use a RTX 3080Ti 12GB and a i9 9900k.. ofc i dont expect 100 fps but.. will it at least run at 60 and a little above once you get the city going?? i play in 1440p.
Ответитьlooks so cartoony
ОтветитьThanks for the video! I loooove the commercial and industry specializations and an ability to tax them individually. Also I appreciated the default highway exit with a roundabout in the town. It looks like a small thing but I really struggled in CS1 with placing a proper connection in the beginning of the game. Awesome jobs by devs.
ОтветитьThis is disappointing for city skylines 2...
ОтветитьI wanna see moreee!! ❤❤
ОтветитьRaises taxes -> People start to complain housing is too expensive -> he plots place for more houses.
.... lol
I really like that Unlimited Money is an option built-in the game, holy!
ОтветитьMan you guys are luck i really want CS2 :(.
ОтветитьI've been warming up with Roller Coaster Tycoon.
ОтветитьVery well explained and covered all the issues or questions.
ОтветитьI would love to see a series on building and managing a small town. Instead of just growing and growing.
ОтветитьPreordered deluxe ♥️♥️♥️ can't wait for it
ОтветитьI'm new to the CS community. Is there any chance a mod will exist that can convert topographic models to recreate an area like the Puget Sound?
ОтветитьNice video. Not going to lie I wont be picking this game up. Kind of a slap in the face to the gaming community. To me it seems like Cities skylines 1 but with a few added features. Not drastically worth spending another $60+ for the game. Will probably wait for it to go on sale which yes Im aware that wont be for quiet a while but by then they will have some updates then and it should be smoothed out.
Ответитьnice to see that you sold out and are playing cities skylines 1.5
Ответитьlooks cool but the graphics is a major disappointment.
ОтветитьYou can usually fix those gaps in zoning by putting a path down next to the road or use the space to put in an alley.
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