I'm really glad you mentioned how quick people are to criticize things. I don't know, maybe it's because I've supported CO since Cities in Motion 1, but I really think people should trust them. They have never let us down. In fact, they've only gotten better as time went on. Have faith
@@ddr8993 Another reason why they should be trusted. Take bike lanes. That could be the first thing we get for DLC. Why? Because they got what they could done for release (making sure roads WORK), and things like bike lanes are a second step. I'm wondering if Protected Lanes are possible now.... We may find out soon enough
@@barthez_ I know you feel betrayed. And it's perfectly fine not to pre-order. But I hope you don't lose trust on everybody else just because of what a few have done.
I am almost sure that "path finding costs" is an AI technical term. what params they add in is what differs their algorithm to other AI apps and games.
Yeah. They’re probably using an algorithm like A* search to find a route. These work by modelling the problem as a set of nodes connected together by edges. These nodes and edges can be abstract/metaphorical or concrete. A solution to a problem is then a path between two nodes. Each edge is given a cost, with those costs set in such a way that the best solution is the one where the sum of the costs of each edge is minimised. How you set the path costs naturally entirely changes the solution. This can be used to model lots of different behaviours. And while these algorithms are great for efficiently finding routes between locations, lots of other problems can be solved using them: you just need to be able to map your problem to a network where the edges have costs. For example, you could model the modulation between two keys in music, or a robot planner (could, not that you necessarily should)
@@productjoe4069 thanks for adding more details. I had a vague memory of this topic from long time ago while solving the traveling salesman problem. Indeed, path costs can and is used in many things.
It's not an AI term, it's graph theory term. Graphs are used quite a bit as a part of many AI implementations/applications, but they're very distinct fields of discrete mathematics/computer science. Path finding has no intelligence in it, it's just an optimiser. While the output is used in decision making (and many decision making process can be modelled simply as finding the lowest cost path in a graph), by itself it doesn't do anything resembling executive functions.
Edit: already see they have this covered per their webpage, I’m sold! All we need now is SEASONS. It’s surprising that this long, we’ve not seen city simulators use seasons and their associated weather and climate besides ‘hazards’. This could be aesthetically beautiful but also technically exciting. Like imagine snowfall, causing slower traffic, additional services like plowing, but also holidays that increase foot travel and desire for certain city features (like certain size parks or recreational options like beaches during a summer). That would be a worthwhile expansion I would love to see.
14:13 I love how the cars switch off their brights as they get closer to each other. Really goes to show the level of detail they are putting into this game. I know it’s nothing major, just something I thought was kinda cool.
The fact that sims will choose alternate routes rather than just sit in an ever growing tail back is going to be good but I also think it's going to be something that could end up hiding issues as you don't see the 20 miles of stationary traffic. Also love the fact you can fence in services to districts as it'll help you make areas more unique or distinct. Making areas with specific vehicle sets that better match to that location (like offroad patrol cars for rural farm, ore or industrial zones) in CS1 seemed good until the vechicles immediately spawned and wandered off the rest of the city instead.
They really are happy about the pathfinding AI. You can tell by his smile, that he finally got it. The AI now finally works the way he always waited for it to work. You see, he's been waiting for this pathfinder algorithm his whole life, I can tell by his smile.
My plan is to sprinkle parking lots around the city then build parks of various sizes around them. I'm very hopeful that pathing inside parks is well executed. One day I hope my civs will play golf on my custom courses. I've played sandbox sims that made good use of custom golf courses b4. Done right it's kinda, sorta, the best thing ever.
I'm pretty sure that cims and services decide where to go based on distance, but pathfinding in cs1 is based on travel time, that's why setting speed limits with tm:pe was so effective. Even in vanilla, cars will take the longer highway instead of the more direct small street because with the higher speed limit they get there faster. Am I remembering all of this wrong? or maybe that's tm:pe? I'm confused
Concerning your question at 04:30 minutes: Pathfinding costs (or rather route costs) is a technical term used in traffic modelling which basically working as described in the video. Always wondered why game companies would not draw on existing approaches but those models are quite ressource intensive in larger networks. What Sim City seems to do is a microscopic view (so simulate singualar vehicles) so that might have been preventive up to PS5 or current PCs.
It's also a term used in general AI pathfinding and apparently even in graph theory. Unreal Engine, for instance, has its AI pathfinding be based on a navmesh which is sort of like a web that covers the entire NPC walkable space of a level. Level designers can then place down navmesh modifier volumes which basically define an area of the navmesh that has special properties, namely an altered pathfinding cost. If you wanted an NPC to prefer walking around a wall rather than jumping over it you'd basically place down a modifier volume that covers the wall and you'd set the pathfinding cost to be higher than normal. In the background the NPC AI will encounter the modifier volume, notice that the pathfinding cost is too high and it would try to find an alternative path with a lower pathfinding cost.
In terms of the student thing, hopefully you can set different prices for ranges. Child Price, Student Price, Adult Price, OAP Price. Thats how it works IRL for most mass transit systems.
You can only be told ''Git Good'' so many times. This is not a Lost Souls/Bloodbourne ''Git Good'' type frustration where your skill level improves and gets rewarded the more you play them. This is a an AI problem that was never really fixed by the developers. The traffic problem in CS1 played a big part in why I lost motivation playing this game after hundreds of hours of playing. You do research after research from youtube and reading forums, learning about road hierarchy and what type of junction layouts to avoid. You then have the honeymoon period where you see your city functioning and looking great with mods and assests and then BOOM! You spend the rest of your time trying to fix the traffic because there's a road where just won't use the outside lanes. You end up relying on mods so you can tell drivers it's ok to use the outside lanes, spending the next hour with the game paused using lane arrows to control traffic. You get burnt out and the fun has completely gone. There's a difference between ''Gitting Good'' and trying to endlessly fix something in a game where the AI is non existent.
Judge by this level of detailed sims and connections, it is all I ever wanted for a sim game. However, I do have a concern that how much longer does it take for our sims in games became self-aware? lol
Pathfinding cost is about the same as "path cost" which is a networking term going back to the early days of routing when there are multiple routes. And, that is based somewhat on physical toll roads cost. AI is the latest thing to use a similar term.
Being a console player i'm glad to hear the traffic will be much smarter. Was frustrating to watch traffic all pilings up in one lane when you have two lanes for them to use.
CS1 Traffic AI is soooooo messed. Yesterday, I noticed that trucks from the Forestry Industry were exporting products from Airplane Cargo Hub rather than using the cargo airport hub situated in the Forestry Industry. After a long time I realised that the total travel distance between the East side of the forestry industry and the cargo airport hub of the oil industry area is less than the cargo airport hub of the forestry industry situated in western part of the forestry industry. This was causing too much traffic on the highway because both oil industry trucks and forestry trucks were going in single lane 💀 I was sooooo freaking angry at the AI that I just demolished the one way road which was connecting the Forestry Industry to the highway so that no truck can leave the forestry area. CS2 should provide option to assign particular buildings to particular area. As in Campus DLC, if we place sports complexes inside Campus Area then those buildings only work as part of campus rather than acting as individual buildings. This same thing should be included in the Industrial Area That we could assign particular export hubs like cargo train station or air shipment building etc to particular industrial area means only those trucks will export or import from that shipment building which are from that particular industrial area
Everytime a creator does an in depth feature on some of the new mechanics or features in CS2 I become more anxious to GET THIS GAME NOW!!!... They really have pulled it out of the bag with this one, and listened to the community!!
Path-finding cost is a method created, ages ago... like 50 years ago, for finding the shortest "weighted" path, between points. (Time and distance being the two primary weights. Time being the speed of the road, stop-costs and traffic down-time.) Its basic for ALL traffic simulators, except the one used in the first game! (Which was odd, because they used a "traffic plug-in" for the game, which was MADE for traffic. Apparently, they removed that ability that was originally provided with the plug-in!?!? Part of the problem with the AI, the old one, was the fact that it traversed the whole system of nodes, per path. There was no way to isolate nodes to sub-groups. Such that a set of nodes is within "Point A", and a set within "Point B", with a seperate "best weight summary", of the surrounding node-groups. The program would traverse the whole set of nodes, from A, looking until it eventually found B, then forget that path, after it used it! (People don't forget, they remember the path to a common destination, like work to home and home to a "prefered shop" and work to a "prefered shop", etc.) So, the AI would constantly have to rebuild paths, even when you didn't edit a path. Instead of remembering and editing the "remembered paths", after an edit. That would have sped-up the game a LOT. (Provided that people, like in reality, have a "favored shopping spot", a "favored entertainment spot". Even if those spots were limited, per person. The game only uses 65,000 "people" in the actual city at once. Only half a million, in total, exist in the actual city, waiting to become "live", so they can get out of the house, one day...) That was the reason that a big city, if you could survive the traffic nightmare, would get "better". It would become a ghost-town and NOT have traffic anymore, since less than 10% of the 1,000,000 population was actually walking, driving or using city transportation. The other issue was the fact that people would walk MILES across a city, creating unrealistic pedestrian traffic, and there were NO pedestrian rules being obeyed. People and cars would both dive across an intersection, at the same time. No one obeyed, yield on left, when at green. There was no "left hand turn" signals. People turning right would ALL still wait for a traffic light, instead of simply yielding on all red, right hand turns, then GOING on a green. Makes a 4-way intersection a nightmare... Also weighting... a left hand turn has a higher weight than a crossing and a crossing has a higher weight than a right hand turn. Because, right hand can yield on red and go on green. Crossing has to wait for green, but has the right-of-way. Left has to yield on green, unless it is a dedicated left turn light, which then cuts into the crossing light time. Same with intersections that have pedestrian "signals", which add weight (resistance) to an intersections time. Yield adds resistance but stop adds more, as it takes longer, legally. In reality, people j-walk, a lot. (Law says "pedestrians have the right-of-way at ALL roads, except highways.) Dodge-car is really not a thing, however, people will safely cross, before a cross-walk, if they can, most times. Cross-walks, in reality, usually have a dedicated "cross-time", followed by a "mixed time for yielding left hand turns". In the game, the people cross as soon as traffic stops on one side, not even a mid-way stop potential... They will just cut right across left-hand traffic! The importance of that is the fact that half the people are walking MILES across ALL intersections, everywhere, all the time. In reality, walkers are really only walking in the city, where things are close. Most people barely walk a quarter mile, some walk half a mile, a real few will walk more than a mile. The same is true for bikes, because riding a bike makes you work harder, to get you there faster. You just get there faster, but speed isn't a factor in the game, to a person... only distance. Those "weights" from "busy pedestrian walkways", usually a result of timed-lights that have been set for the volumes of people, would also be a factor in finding a "faster path", or rather, "avoiding a shorter path", not taken into account. It's all fast math, not even complex math... 3 + 7 + 8 = 18, VS 2 + 2 + 2 + 2 + 2 = 10... which is "less", the 3 road path to "Point B", or the 5 road path? The 5 road path, which only weighs 10 and is all right hand turns, vs the shorter path which weighs 18, with pedestrians and all left hand turns. Take any lane you fit in, which is closer to the intersections, and you have no lane-stacking. Oh lane-stacking was due to the program selecting the "final destination", starting from 0, at the intersection. It would ignore any other lane and because a lane-switch only happens at nodes, which a road may not even have, along the length, then they couldn't "switch lanes". In code, there was no lane 1, next to 0, because lane 0 was the "solution" to the shortest path, though 1 was ALSO a solution, it never got checked, after finding the solution at lane 0. (Again, groupings would have merged 0 and 1 as "lanes", and half the traffic could have been forced, like in reality, into both lanes, 50/50.)
14:12 NO FREAKING WAY. Did they seriously just turn their bright off and back on to not annoy passing traffic? Is that seriously in the game? That's insane they even thought of this if they did.
From a technical standpoint the internet functions on a cost based system when it comes to routing your network traffic from point A to B. It makes sense that the Traffic AI would utilize such a system now.
Do highways have upgradable lanes? An example would be a bus/taxi only lane. Namely, I want to make "pull off" lanes (a k.a. emergency lanes), and I think this could be achieved via pedestrian lanes that are inaccessible to pedestrians. Or if an actual emergency lanes existed, gridlock traffic jams could feature people trying to sneak into those lanes to get further faster?
Student problem at 23:30 could be fixed with a checkbox and a slider on each public transport line for each age group where you could offer reduced ticket price
I'm glad CS2 has put some work on sharpening the Traffic AI and hope it works accordingly. (Not just a marketing gimmick) Not sure if this was covered elsewhere. (1) Is the traveler open to take the multiple modes of transportation to get to the destination. Take the car, park at metro station/bus stop and then take the metro to office and same way back. (2) Are the building cost of public transportation system meaningful to real world costs. In CS1 I found the Subway to be immensely cheaper than the above ground light rail system - I don't think a city wide fully underground subway comes cheap. Honestly I'd love for the people to take buses (short distances), light rail (across town) and inter-city trains across larger distances. More like european asian model - unlike US - its all cars all the time.
23:52 My country has student and senior citizen discounts on most forms of public transport so it would be really cool if that's a policy that's available to implement.
"Cost" can be a technical Word, I mean is very used in math and deep learning as well as Machine learning. The idea is the optimization of the time, so you are trying to explore a minimum in your cost function. I hope that they had implemented some noise or something to simulate that "people make mistakes and people sometimes don't take the best route"
I hope to see traffic more natural in city skylines 2. In city skylines 1 it was my #1 complaint about the game, it was like all traffic is AI cars and felt so robotic and unrealistic compared to how real life traffic works. I remember mods being an absolute requirement to force people to use certain lanes based on where they where going just so that more then one lane was used.
I have never used on street parking and bemoaned the lack of parking in most assets. Where I live in Florida public transportation is very limited, on street parking is only right downtown and in front of houses on small residential roads, and every building has its own parking. So I added parking lots and garages all over when zoning. Will be nice to have assets with their own parking. And with parking being part of the comfort score, I think more assets will include parking. I just want parking lots & garages from the beginning, not as something to be earned.
I wonder if you have to put parking by yourself or if there would be policies about it like minimum/maximum parking requirements etc... and what can be the options (underground, street-level, several floors overground...)
So, the cost of getting from A to B is actually something that is discussed and utilized extensively within Information Technology, specifically network technicians and engineers discussing how IP route packets between devices. The very message I am typing has utilized several of these TCP/IP systems to get from my keyboard to the very screen you are reading this message from now. These various systems range from older and very simple systems counting how many nodes between multiple paths to get from A to B, while others combine various costs such as bandwidth, latency and many more.
Interesting for once, I just never understood CS as entertainment, however even the demo video rubbed me up the wrong way, for example the Emergency Vehicles are being driven too dangerously around vulnerable road users, the AI deciding to drive through a crossing whilst pedestrians haven't properly exited the crossing (they just moved out of the way and the car floors it), the rapid changes of direction and lane changing of the AI, and the general speed that vehicles use is excessive both around vulnerable road users, but also too quickly for pedestrians/car drivers to react. Is there a facility to employ a template to have the traffic laws of a specific Nation implemented before you start building? Whilst perhaps it would be fascinating to have the working week also include weekends off, weekly shopping, school attendance, leisure activities and the like, are there any plans for modifications to include things like Ultra Low Emission Zones, Clean Air Zones, imposed lower speed limits as 'solutions for net zero', Low Traffic Neighbourhoods, the imposition of Temporary Traffic Orders, or even Permanent Traffic Orders/Experimental Traffic Orders, or the full C40 Cities WEF Grand Plan, including the concept of 15 Minute Cities, and the whole 'you'll own nothing and be happy', and the Government Plans on taking everyone's means of personal transport away? If nothing else having more than one simulation running on identical computers, with all or none of these things imposed on the simulated Worlds would at least let us see whether our fears are legitimate. I'd definitely install and experiment with Cities: Skylines if any of the above were options to run.
hmm.. i suspect they started using Dijkstra algorithm if they're mentioning 'cost'. it's a computer networking term, specifically OSPF, that deals with how to route the packets (in this case traffic and people) around a network. Dijkstra is also used in nav apps like uber or waze.
That could be interesting to see if you purposely build a road very curved next to a cliff, and if you take the traffic signs off the road the cars going though the road can cause accidents, and the more car accidents on that road section, the traffic overview will show the most dangerous roads, the one with the most high risks of accidents, collision, or cars falling off cliff because of speed, or broken brakes, this could be interesting, you causing sims to get though accidents, even if you can do anything to fix, you can just choose to stay like that, and let the simulation happen
Timestamp: 5:30 omg This applies to me in San Antonio TX. I HATED driving on the highway because of how fast the traffic flowed and there were tons of entrance and exit ramps and short times to get over. It was VERY stressful driving on the highway/interstate. I chose to drive the longer route that was less stressful rather than the highway. 🤣
NOTE: They have the lane-wear backwards... Roads don't get "lighter" under our tires, they get DARKER. Then they get even darker in the center, where we "drip oils". (Unless a road is made with white sea-shells, or solid black tar. Then it would get lighter under our tires. It just looks horrible inverted. Looks horrible being so contrasting too, as a road would NEVER wear that much revealing such a strong shade variation. Absolutely NOT on through-roads, possibly at intersections where people "peel out" and "skid to a stop", marking up the road with black tire marks.) It's funny, but law-breakers actually HELP traffic be less of a burden... Yet, we get tickets for it. (Running stop lights that are safe. Going faster than speed limits. Tailgating. Fast lane changes. Pushing through yellow, which they compensate for by extending yellow now! Running lights when there is NO traffic at all. Jay-walking...) Oh, times of day... there IS times where everyone goes to work and comes home, in bulk. Traffic-lights don't have any option for compensation and they are horribly timed... so that is something that needs to be changed, or they need "smart lights", which almost all intersections are, in cities and busy intersections. (They use sensors to detect traffic and constantly adjust times to keep traffic flowing.) The other annoying thing... cars don't pull-up, like we do in reality, and they don't have a "surrender" time, to wait. (The game will despawn cars, as a ghetto solution to jams!) Also, people don't yield to emergency vehicles... Get out of the way! In some cities, (could be a bonus here), the lights give way to emergency vehicles too. (They broadcast a signal that some lights can detect and the light will speed-up to let the road clear, in advance.)
DLC idea: road safetey training. This would include driving schools for cars and trucks, cyclists (please) and motor cyclists. So driving schools, learner drivers etc could be hilarious fun.
What's interesting to me at the 35:33 mark the police cars are parked on the side walk area and not moving... Like they are watching traffic. As opposed to in Skylines one just endlessly patrolling
I have seen several videos of a content creators and during real time recordings it's seem to be very low fps and lagging. I know the game is in beta, but what kind of PC you must need to play normal CS2
i am curious if the system implements induced demand, whether bad traffic will limit itself because people don't want to take the car, or adding more parking increasing the demand for parking.
I hope there is a lot more traffic than what they showed in these videos. It looks like there is barely any cars in a big city which is totally unrealistic. City skylines captured the chaos of traffic very well. The road being orange with just one car threw me off.
First mod I need is ‘less motorcycles’ seems a bit exaggerated in the trailer video. That said, can’t believe how much improvement CS2 seems to be over CS which was already a great game.
I just hope that emergency services get priority. We need vehicles to move out of the way for emergency vehicles. If sim city 4 was able to do it back in 2003ish they should be able to now. I can’t tell you how many houses burned down in CS because fire trucks get stuck behind buses, trams, or other cars
BTW pathfinding cost is a term used in just about all games using pathfinding, it's a normal term. You just don't hear about those technical details as a consumer but FPS games, top down real time strategy games, survival games like 7-days t o die often talks about pathfinding costs, all games where AI has to pathfinding has a cost calculation that quickly determines various paths and choses the one that costs the least based on various calculations. I am interested though in what could happen in future when AI is actually AI, but pc hardware is not currently capable of rendering and doing all the normal calculations of a game then running actual AI models in real time on top of all that yet.
The "path of lowest cost" is a theorie absolutely basic in computer science. Look up the "Dijkstra-Algorithm". Anyway, I bet they have a top notch implementation.
so i like the traffics accidents thing.. BUT i realy hope they have or will eventually make it a function of speed limits, not just road condition. where the higher the speed limit, the more likely the sims are to lose control. not an excessive amount more.. but it would add soooo much depth. if you had a windy road, and it had a high speed limit, cars would be more likely to wipe out on the turns, forcing you to manage the speed limits at different sections/types of roads.. which would also factor in with AI and the time cost, so people would likely avoid windy slow roads for long distance travels.. and stick to the main roads with higher speed limits. but the main road with higher speed limit would have to be thought out better to keep them as straight/safe as possible. if they did that it would be perfect. speed limits in one were, implemented terribly without mods, and even with mods, they were just kind of personal preference thing. but it could be a HUGE feature.. for instance, another example would be setting lower speed limits in residential areas to prevent pedestrian involved accidents. preventing people from setting a road that has 75 mph speed limit through the middle of residential areas...
and if they wanted to take it ever further. they could add parameter/"need" for saftey, and factor in the road safety aspect of it, where people dont want to live where there is unsafe traffic.
I guarantee it won't be like SC4 for rush hours. It would take people 4 months to take the subway across town and you needed a mod to give reasonable times. But SC4 was way better than SC2013 and it worked even if ridiculous.
It's still not an AI. An AI would be able to make on-the-spot decisions, based on circumstances. This is still an algorithm. The way it works just changed. Previously, an individual x at location x(l) wanted to go to location z. The route y was determined by the shortest distance between x(l) and z. Now, they changed it to (probably 4) different algorithms. Now, instead of the single determinant "route length between x(l) and z", they use 4 different algorithms. Length, speed, usage and whatever (probably something like "distance covered on highway"). To chose what individual prefers which route, they probably assign a random factor for each algorithm to each individual, multiply that with every algorithm, and let the individual chose the route with the lowest number. Thats what they mean by "cost". It doesnt change fundamental problems with pathfinding. It just diversifies problems, leading to a less problematic and less visible result. Down the line, there is still gonna be problems. Since this kind of pathfinding is not as adaptable as humans are.
And have you seen how terrible the tornado's look? Where is the storm? the wall cloud? The sky turns a sort of green color a lot of the time.... Not in CSII... just a spinning triangle...
YTer: 8:30 sees a a firetruck responding to an emergency that blocks traffic in that direction and says (with like 8 fake chuckles): "I like the idea that my road management could be so bad that someone commits a misdemeanor or a felony." YTer's are FR FR an extension of video game companies PR team, in which they dont have to be paid directly and whom can wildly exaggerate the game at no legal consequence to the game company in an effort to manipulate children so that the game company and YTber can make a buck. You will not find a Ytber with early access to this game criticize the game and more often than not you will see them make wild exaggerations about what you can expect.
All these modern vehicles pitch and lean like big American land yachts from the '70s. Also large trucks shouldn't be able to accelerate as quickly as they seem to in game, do the garbage trucks have top fuel dragster engines or something?
A few more weeks ladies and gentlemen, a few more weeks! damn I'm so hyped that I'm binging CS1 just to warm up... sort of like a practice run. hmmm, right... makes me wonder if there would be car chase incidents in CS2- that would be really cool.
I don't think the traffic does work. look at time 1:18 mass queues waiting for the tram. the cars clash with the road, they are jerky, and the parking animation is a joke. but it's still early, i will wait and see.
I feel like take for granted and "I dont think we're gonna ignore it or neglect it" are somewhat contradicting points, so it might be a thin line that's being ridden with the opinion there
Does anyone remember when SimCity looked new and exciting? (I remember when SimCity 4 looked new and exciting!) Cities Skylines now looks the way SimCity looked when Cities Skylines was new... I wonder where we will be in ten years from now?...
"People will break the law if it saves them time or money" not going to lie, I would experiment to see how much I could encourage. Then stick speed cameras EVERYWHERE
cities skylines is carried by mods, speaking about core mechanisms will keep feeling embarassing, specially considering what hobbyists are able to pull off with this game. Too bad devs never went to show the gratitude the modders deserve.
FYI Path cost is a typical term in computer science/graph theory so it's a industry standard term
Horrible flashbacks to tuning bot paths in Unreal Tournament 2003.
Its also the actual term used when modelling traffic on real roads.
@@TasareAldaThat's because it's all based on graph theory and finding paths in graphs, so all of these disciplines use the same terms.
Equally horrible memories of writing algorithms to solve the 'travelling salesman' problem.
She means that the cims will be charged various amounts depending on the transport option
14:14 i like how the cars turn on and off full beam when they near other vehicles. Attention to detail.
So glad we have that and not actual traffic simulation.
I'm really glad you mentioned how quick people are to criticize things. I don't know, maybe it's because I've supported CO since Cities in Motion 1, but I really think people should trust them. They have never let us down. In fact, they've only gotten better as time went on.
Have faith
In my experience, CO listens even when they aren't directly addressed. As long as your idea makes sense, and realistically doable
@@ddr8993 Another reason why they should be trusted. Take bike lanes. That could be the first thing we get for DLC. Why? Because they got what they could done for release (making sure roads WORK), and things like bike lanes are a second step. I'm wondering if Protected Lanes are possible now....
We may find out soon enough
Yeah everybody is focusing on the little things that are missing rather than the amazing changes and new stuff that we are getting
After CDPR I don't trust any studio untill the game is actually playable. No preorders anymore. Not even GTA VI - If I'm not dead by then.
@@barthez_ I know you feel betrayed. And it's perfectly fine not to pre-order. But I hope you don't lose trust on everybody else just because of what a few have done.
I am almost sure that "path finding costs" is an AI technical term. what params they add in is what differs their algorithm to other AI apps and games.
Yeah. They’re probably using an algorithm like A* search to find a route. These work by modelling the problem as a set of nodes connected together by edges. These nodes and edges can be abstract/metaphorical or concrete. A solution to a problem is then a path between two nodes. Each edge is given a cost, with those costs set in such a way that the best solution is the one where the sum of the costs of each edge is minimised.
How you set the path costs naturally entirely changes the solution. This can be used to model lots of different behaviours. And while these algorithms are great for efficiently finding routes between locations, lots of other problems can be solved using them: you just need to be able to map your problem to a network where the edges have costs. For example, you could model the modulation between two keys in music, or a robot planner (could, not that you necessarily should)
@@productjoe4069 thanks for adding more details. I had a vague memory of this topic from long time ago while solving the traveling salesman problem. Indeed, path costs can and is used in many things.
It's not an AI term, it's graph theory term. Graphs are used quite a bit as a part of many AI implementations/applications, but they're very distinct fields of discrete mathematics/computer science.
Path finding has no intelligence in it, it's just an optimiser. While the output is used in decision making (and many decision making process can be modelled simply as finding the lowest cost path in a graph), by itself it doesn't do anything resembling executive functions.
Edit: already see they have this covered per their webpage, I’m sold!
All we need now is SEASONS. It’s surprising that this long, we’ve not seen city simulators use seasons and their associated weather and climate besides ‘hazards’. This could be aesthetically beautiful but also technically exciting. Like imagine snowfall, causing slower traffic, additional services like plowing, but also holidays that increase foot travel and desire for certain city features (like certain size parks or recreational options like beaches during a summer). That would be a worthwhile expansion I would love to see.
Seasons are confirmed and there's already a dev log on it
14:13 I love how the cars switch off their brights as they get closer to each other. Really goes to show the level of detail they are putting into this game. I know it’s nothing major, just something I thought was kinda cool.
The fact that sims will choose alternate routes rather than just sit in an ever growing tail back is going to be good but I also think it's going to be something that could end up hiding issues as you don't see the 20 miles of stationary traffic.
Also love the fact you can fence in services to districts as it'll help you make areas more unique or distinct. Making areas with specific vehicle sets that better match to that location (like offroad patrol cars for rural farm, ore or industrial zones) in CS1 seemed good until the vechicles immediately spawned and wandered off the rest of the city instead.
I don’t think it will be to bad due to the heat map they have. If any area is a problem it will turn up red on that and you can make adjustments.
can't wait for a random sim to carry 90 phones through a single bridge just to re-route everyone.
@@foxy4yous743 I study transportation and teachers told me about this t=story recently. So funny !
They really are happy about the pathfinding AI. You can tell by his smile, that he finally got it. The AI now finally works the way he always waited for it to work. You see, he's been waiting for this pathfinder algorithm his whole life, I can tell by his smile.
I really hope they have underground parking garages where a building/zone couple be placed on top. Mixed zones?? Commercial first floor, res up?
I’m honestly surprised how many improvements they’ve made with the sequel.
We will be able to enjoy the game even without add-ons! 😁
@@SEBTECHDIY Ah yes a game that doesn't need to be mass modded to be good
14:13 Dang it the simulation goes as far as switching headlights when meeting oncoming traffic. We'll need an array of CPUs to get this game running.
My plan is to sprinkle parking lots around the city then build parks of various sizes around them. I'm very hopeful that pathing inside parks is well executed. One day I hope my civs will play golf on my custom courses. I've played sandbox sims that made good use of custom golf courses b4. Done right it's kinda, sorta, the best thing ever.
In cities skylines 1 I never even considered playing anything other than sandbox mode, but in cs2 I'm excited to try out the normal career mode
I'm pretty sure that cims and services decide where to go based on distance, but pathfinding in cs1 is based on travel time, that's why setting speed limits with tm:pe was so effective. Even in vanilla, cars will take the longer highway instead of the more direct small street because with the higher speed limit they get there faster.
Am I remembering all of this wrong? or maybe that's tm:pe? I'm confused
We need gas station assets right off the launch! It would add realism. Oh and toll road rest area too, it can be upgradable. That would be awesome
Concerning your question at 04:30 minutes: Pathfinding costs (or rather route costs) is a technical term used in traffic modelling which basically working as described in the video. Always wondered why game companies would not draw on existing approaches but those models are quite ressource intensive in larger networks. What Sim City seems to do is a microscopic view (so simulate singualar vehicles) so that might have been preventive up to PS5 or current PCs.
It's also a term used in general AI pathfinding and apparently even in graph theory. Unreal Engine, for instance, has its AI pathfinding be based on a navmesh which is sort of like a web that covers the entire NPC walkable space of a level. Level designers can then place down navmesh modifier volumes which basically define an area of the navmesh that has special properties, namely an altered pathfinding cost. If you wanted an NPC to prefer walking around a wall rather than jumping over it you'd basically place down a modifier volume that covers the wall and you'd set the pathfinding cost to be higher than normal. In the background the NPC AI will encounter the modifier volume, notice that the pathfinding cost is too high and it would try to find an alternative path with a lower pathfinding cost.
4:15 In transportation management one of the theory behind travel behaviour is the cost and benefit theory
In terms of the student thing, hopefully you can set different prices for ranges. Child Price, Student Price, Adult Price, OAP Price. Thats how it works IRL for most mass transit systems.
I love the idea. You could have way more precise and fine transport policies.
You can only be told ''Git Good'' so many times. This is not a Lost Souls/Bloodbourne ''Git Good'' type frustration where your skill level improves and gets rewarded the more you play them. This is a an AI problem that was never really fixed by the developers. The traffic problem in CS1 played a big part in why I lost motivation playing this game after hundreds of hours of playing. You do research after research from youtube and reading forums, learning about road hierarchy and what type of junction layouts to avoid. You then have the honeymoon period where you see your city functioning and looking great with mods and assests and then BOOM! You spend the rest of your time trying to fix the traffic because there's a road where just won't use the outside lanes. You end up relying on mods so you can tell drivers it's ok to use the outside lanes, spending the next hour with the game paused using lane arrows to control traffic. You get burnt out and the fun has completely gone. There's a difference between ''Gitting Good'' and trying to endlessly fix something in a game where the AI is non existent.
Judge by this level of detailed sims and connections, it is all I ever wanted for a sim game. However, I do have a concern that how much longer does it take for our sims in games became self-aware? lol
Very European Question: Are there bicycles?
I was thinking why no bikes. I was hoping someone would have replied to you buy now
I really want to be able to drive cars around the city please let this be a feature
The CS1 path finding used distance but mainly the speed of the road.
my dream is that once you build your city you can take a vehicle and drive around the city like in simcity 4
What about volumes of traffic? Lots of the city center shots look like Lockdown London! Does the engine actually support hundred of cars for example?
CS1 AI: calculates fastest route Also CS1 AI: creates traffic by calcuating 'fastes route'
Sweet and to the point, nice. CS1 also will calculate the routes congestion to a similar route if available.
Pathfinding cost is about the same as "path cost" which is a networking term going back to the early days of routing when there are multiple routes. And, that is based somewhat on physical toll roads cost. AI is the latest thing to use a similar term.
Being a console player i'm glad to hear the traffic will be much smarter. Was frustrating to watch traffic all pilings up in one lane when you have two lanes for them to use.
CS1 Traffic AI is soooooo messed.
Yesterday, I noticed that trucks from the Forestry Industry were exporting products from Airplane Cargo Hub rather than using the cargo airport hub situated in the Forestry Industry.
After a long time I realised that the total travel distance between the East side of the forestry industry and the cargo airport hub of the oil industry area is less than the cargo airport hub of the forestry industry situated in western part of the forestry industry.
This was causing too much traffic on the highway because both oil industry trucks and forestry trucks were going in single lane 💀
I was sooooo freaking angry at the AI that I just demolished the one way road which was connecting the Forestry Industry to the highway so that no truck can leave the forestry area.
CS2 should provide option to assign particular buildings to particular area.
As in Campus DLC, if we place sports complexes inside Campus Area then those buildings only work as part of campus rather than acting as individual buildings.
This same thing should be included in the Industrial Area
That we could assign particular export hubs like cargo train station or air shipment building etc to particular industrial area means only those trucks will export or import from that shipment building which are from that particular industrial area
That 1 Lane thing was sooooooo annoying
Everytime a creator does an in depth feature on some of the new mechanics or features in CS2 I become more anxious to GET THIS GAME NOW!!!...
They really have pulled it out of the bag with this one, and listened to the community!!
Path-finding cost is a method created, ages ago... like 50 years ago, for finding the shortest "weighted" path, between points. (Time and distance being the two primary weights. Time being the speed of the road, stop-costs and traffic down-time.) Its basic for ALL traffic simulators, except the one used in the first game! (Which was odd, because they used a "traffic plug-in" for the game, which was MADE for traffic. Apparently, they removed that ability that was originally provided with the plug-in!?!?
Part of the problem with the AI, the old one, was the fact that it traversed the whole system of nodes, per path. There was no way to isolate nodes to sub-groups. Such that a set of nodes is within "Point A", and a set within "Point B", with a seperate "best weight summary", of the surrounding node-groups. The program would traverse the whole set of nodes, from A, looking until it eventually found B, then forget that path, after it used it! (People don't forget, they remember the path to a common destination, like work to home and home to a "prefered shop" and work to a "prefered shop", etc.)
So, the AI would constantly have to rebuild paths, even when you didn't edit a path. Instead of remembering and editing the "remembered paths", after an edit. That would have sped-up the game a LOT. (Provided that people, like in reality, have a "favored shopping spot", a "favored entertainment spot". Even if those spots were limited, per person. The game only uses 65,000 "people" in the actual city at once. Only half a million, in total, exist in the actual city, waiting to become "live", so they can get out of the house, one day...) That was the reason that a big city, if you could survive the traffic nightmare, would get "better". It would become a ghost-town and NOT have traffic anymore, since less than 10% of the 1,000,000 population was actually walking, driving or using city transportation.
The other issue was the fact that people would walk MILES across a city, creating unrealistic pedestrian traffic, and there were NO pedestrian rules being obeyed. People and cars would both dive across an intersection, at the same time. No one obeyed, yield on left, when at green. There was no "left hand turn" signals. People turning right would ALL still wait for a traffic light, instead of simply yielding on all red, right hand turns, then GOING on a green. Makes a 4-way intersection a nightmare... Also weighting... a left hand turn has a higher weight than a crossing and a crossing has a higher weight than a right hand turn. Because, right hand can yield on red and go on green. Crossing has to wait for green, but has the right-of-way. Left has to yield on green, unless it is a dedicated left turn light, which then cuts into the crossing light time. Same with intersections that have pedestrian "signals", which add weight (resistance) to an intersections time. Yield adds resistance but stop adds more, as it takes longer, legally.
In reality, people j-walk, a lot. (Law says "pedestrians have the right-of-way at ALL roads, except highways.) Dodge-car is really not a thing, however, people will safely cross, before a cross-walk, if they can, most times. Cross-walks, in reality, usually have a dedicated "cross-time", followed by a "mixed time for yielding left hand turns". In the game, the people cross as soon as traffic stops on one side, not even a mid-way stop potential... They will just cut right across left-hand traffic! The importance of that is the fact that half the people are walking MILES across ALL intersections, everywhere, all the time. In reality, walkers are really only walking in the city, where things are close. Most people barely walk a quarter mile, some walk half a mile, a real few will walk more than a mile. The same is true for bikes, because riding a bike makes you work harder, to get you there faster. You just get there faster, but speed isn't a factor in the game, to a person... only distance. Those "weights" from "busy pedestrian walkways", usually a result of timed-lights that have been set for the volumes of people, would also be a factor in finding a "faster path", or rather, "avoiding a shorter path", not taken into account.
It's all fast math, not even complex math... 3 + 7 + 8 = 18, VS 2 + 2 + 2 + 2 + 2 = 10... which is "less", the 3 road path to "Point B", or the 5 road path? The 5 road path, which only weighs 10 and is all right hand turns, vs the shorter path which weighs 18, with pedestrians and all left hand turns. Take any lane you fit in, which is closer to the intersections, and you have no lane-stacking.
Oh lane-stacking was due to the program selecting the "final destination", starting from 0, at the intersection. It would ignore any other lane and because a lane-switch only happens at nodes, which a road may not even have, along the length, then they couldn't "switch lanes". In code, there was no lane 1, next to 0, because lane 0 was the "solution" to the shortest path, though 1 was ALSO a solution, it never got checked, after finding the solution at lane 0. (Again, groupings would have merged 0 and 1 as "lanes", and half the traffic could have been forced, like in reality, into both lanes, 50/50.)
14:12 NO FREAKING WAY. Did they seriously just turn their bright off and back on to not annoy passing traffic? Is that seriously in the game? That's insane they even thought of this if they did.
2:48 No it wasn't only based on distance. If you changed the speed limits traffic would avoid or pick certain routes
Far as i know you cant change the speed limits without mods can you? So mods would be changing how it works anyways.
Yes, The quickest route is the rule.
From a technical standpoint the internet functions on a cost based system when it comes to routing your network traffic from point A to B.
It makes sense that the Traffic AI would utilize such a system now.
Do highways have upgradable lanes? An example would be a bus/taxi only lane. Namely, I want to make "pull off" lanes (a k.a. emergency lanes), and I think this could be achieved via pedestrian lanes that are inaccessible to pedestrians.
Or if an actual emergency lanes existed, gridlock traffic jams could feature people trying to sneak into those lanes to get further faster?
10:20 oh no, imagine you build a city that snows a lot, cars WILL be piling up on because of the slippy road. 😂
Student problem at 23:30 could be fixed with a checkbox and a slider on each public transport line for each age group where you could offer reduced ticket price
4:10 that's Waze. People now have Waze in CS2 😂
I'm glad CS2 has put some work on sharpening the Traffic AI and hope it works accordingly. (Not just a marketing gimmick)
Not sure if this was covered elsewhere.
(1) Is the traveler open to take the multiple modes of transportation to get to the destination. Take the car, park at metro station/bus stop and then take the metro to office and same way back.
(2) Are the building cost of public transportation system meaningful to real world costs. In CS1 I found the Subway to be immensely cheaper than the above ground light rail system - I don't think a city wide fully underground subway comes cheap.
Honestly I'd love for the people to take buses (short distances), light rail (across town) and inter-city trains across larger distances. More like european asian model - unlike US - its all cars all the time.
23:52 My country has student and senior citizen discounts on most forms of public transport so it would be really cool if that's a policy that's available to implement.
What about people who just like to go for a ride, are they included in the AI?
"Cost" can be a technical Word, I mean is very used in math and deep learning as well as Machine learning. The idea is the optimization of the time, so you are trying to explore a minimum in your cost function. I hope that they had implemented some noise or something to simulate that "people make mistakes and people sometimes don't take the best route"
@22:14:
- What does red mean?
- Stop!!
- What does green mean?
- Go!
- What does yellow mean?
- ????
- Go faster!
I hope to see traffic more natural in city skylines 2. In city skylines 1 it was my #1 complaint about the game, it was like all traffic is AI cars and felt so robotic and unrealistic compared to how real life traffic works. I remember mods being an absolute requirement to force people to use certain lanes based on where they where going just so that more then one lane was used.
25:10 i have noticed this in TF2, if you have 6 line road though a place, they only use one line
I have never used on street parking and bemoaned the lack of parking in most assets. Where I live in Florida public transportation is very limited, on street parking is only right downtown and in front of houses on small residential roads, and every building has its own parking. So I added parking lots and garages all over when zoning. Will be nice to have assets with their own parking. And with parking being part of the comfort score, I think more assets will include parking. I just want parking lots & garages from the beginning, not as something to be earned.
I wonder if you have to put parking by yourself or if there would be policies about it like minimum/maximum parking requirements etc... and what can be the options (underground, street-level, several floors overground...)
Thinking I’m gonna hold off on playing 2 until they start adding some more DLC content … I can only imagine what they got in store
So, the cost of getting from A to B is actually something that is discussed and utilized extensively within Information Technology, specifically network technicians and engineers discussing how IP route packets between devices. The very message I am typing has utilized several of these TCP/IP systems to get from my keyboard to the very screen you are reading this message from now. These various systems range from older and very simple systems counting how many nodes between multiple paths to get from A to B, while others combine various costs such as bandwidth, latency and many more.
get ready for countless of DLCs
Interesting for once, I just never understood CS as entertainment, however even the demo video rubbed me up the wrong way, for example the Emergency Vehicles are being driven too dangerously around vulnerable road users, the AI deciding to drive through a crossing whilst pedestrians haven't properly exited the crossing (they just moved out of the way and the car floors it), the rapid changes of direction and lane changing of the AI, and the general speed that vehicles use is excessive both around vulnerable road users, but also too quickly for pedestrians/car drivers to react.
Is there a facility to employ a template to have the traffic laws of a specific Nation implemented before you start building?
Whilst perhaps it would be fascinating to have the working week also include weekends off, weekly shopping, school attendance, leisure activities and the like, are there any plans for modifications to include things like Ultra Low Emission Zones, Clean Air Zones, imposed lower speed limits as 'solutions for net zero', Low Traffic Neighbourhoods, the imposition of Temporary Traffic Orders, or even Permanent Traffic Orders/Experimental Traffic Orders, or the full C40 Cities WEF Grand Plan, including the concept of 15 Minute Cities, and the whole 'you'll own nothing and be happy', and the Government Plans on taking everyone's means of personal transport away?
If nothing else having more than one simulation running on identical computers, with all or none of these things imposed on the simulated Worlds would at least let us see whether our fears are legitimate.
I'd definitely install and experiment with Cities: Skylines if any of the above were options to run.
hmm.. i suspect they started using Dijkstra algorithm if they're mentioning 'cost'. it's a computer networking term, specifically OSPF, that deals with how to route the packets (in this case traffic and people) around a network. Dijkstra is also used in nav apps like uber or waze.
That could be interesting to see if you purposely build a road very curved next to a cliff, and if you take the traffic signs off the road the cars going though the road can cause accidents, and the more car accidents on that road section, the traffic overview will show the most dangerous roads, the one with the most high risks of accidents, collision, or cars falling off cliff because of speed, or broken brakes, this could be interesting, you causing sims to get though accidents, even if you can do anything to fix, you can just choose to stay like that, and let the simulation happen
8:23 that's actually pretty nice :)
Timestamp: 5:30 omg This applies to me in San Antonio TX. I HATED driving on the highway because of how fast the traffic flowed and there were tons of entrance and exit ramps and short times to get over. It was VERY stressful driving on the highway/interstate. I chose to drive the longer route that was less stressful rather than the highway. 🤣
NOTE: They have the lane-wear backwards... Roads don't get "lighter" under our tires, they get DARKER. Then they get even darker in the center, where we "drip oils". (Unless a road is made with white sea-shells, or solid black tar. Then it would get lighter under our tires. It just looks horrible inverted. Looks horrible being so contrasting too, as a road would NEVER wear that much revealing such a strong shade variation. Absolutely NOT on through-roads, possibly at intersections where people "peel out" and "skid to a stop", marking up the road with black tire marks.)
It's funny, but law-breakers actually HELP traffic be less of a burden... Yet, we get tickets for it. (Running stop lights that are safe. Going faster than speed limits. Tailgating. Fast lane changes. Pushing through yellow, which they compensate for by extending yellow now! Running lights when there is NO traffic at all. Jay-walking...)
Oh, times of day... there IS times where everyone goes to work and comes home, in bulk. Traffic-lights don't have any option for compensation and they are horribly timed... so that is something that needs to be changed, or they need "smart lights", which almost all intersections are, in cities and busy intersections. (They use sensors to detect traffic and constantly adjust times to keep traffic flowing.)
The other annoying thing... cars don't pull-up, like we do in reality, and they don't have a "surrender" time, to wait. (The game will despawn cars, as a ghetto solution to jams!)
Also, people don't yield to emergency vehicles... Get out of the way!
In some cities, (could be a bonus here), the lights give way to emergency vehicles too. (They broadcast a signal that some lights can detect and the light will speed-up to let the road clear, in advance.)
DLC idea: road safetey training. This would include driving schools for cars and trucks, cyclists (please) and motor cyclists. So driving schools, learner drivers etc could be hilarious fun.
Can you be an evil city planner? Like building freeways with entrances but no exits? Bridges that dump traffic into the river?
What's interesting to me at the 35:33 mark the police cars are parked on the side walk area and not moving... Like they are watching traffic. As opposed to in Skylines one just endlessly patrolling
I have seen several videos of a content creators and during real time recordings it's seem to be very low fps and lagging. I know the game is in beta, but what kind of PC you must need to play normal CS2
yes, rush hour is a thing in cs2.
i am curious if the system implements induced demand, whether bad traffic will limit itself because people don't want to take the car, or adding more parking increasing the demand for parking.
I hope there is a lot more traffic than what they showed in these videos. It looks like there is barely any cars in a big city which is totally unrealistic. City skylines captured the chaos of traffic very well. The road being orange with just one car threw me off.
That's hilarious about SC2013. And despite that, the maps were tiny. The simulation of the agents in SC2013 must have been really really unoptimized.
First mod I need is ‘less motorcycles’ seems a bit exaggerated in the trailer video.
That said, can’t believe how much improvement CS2 seems to be over CS which was already a great game.
I look forward to putting in many hours In CS2. All of these improvements will be interesting to watch in action.
I just hope that emergency services get priority. We need vehicles to move out of the way for emergency vehicles. If sim city 4 was able to do it back in 2003ish they should be able to now. I can’t tell you how many houses burned down in CS because fire trucks get stuck behind buses, trams, or other cars
BTW pathfinding cost is a term used in just about all games using pathfinding, it's a normal term. You just don't hear about those technical details as a consumer but FPS games, top down real time strategy games, survival games like 7-days t o die often talks about pathfinding costs, all games where AI has to pathfinding has a cost calculation that quickly determines various paths and choses the one that costs the least based on various calculations. I am interested though in what could happen in future when AI is actually AI, but pc hardware is not currently capable of rendering and doing all the normal calculations of a game then running actual AI models in real time on top of all that yet.
I love the realism in SC2 how they've added the sh*tty smart cars taking up full vehicle parking spaces XD
The "path of lowest cost" is a theorie absolutely basic in computer science. Look up the "Dijkstra-Algorithm". Anyway, I bet they have a top notch implementation.
so i like the traffics accidents thing.. BUT i realy hope they have or will eventually make it a function of speed limits, not just road condition. where the higher the speed limit, the more likely the sims are to lose control. not an excessive amount more.. but it would add soooo much depth. if you had a windy road, and it had a high speed limit, cars would be more likely to wipe out on the turns, forcing you to manage the speed limits at different sections/types of roads.. which would also factor in with AI and the time cost, so people would likely avoid windy slow roads for long distance travels.. and stick to the main roads with higher speed limits. but the main road with higher speed limit would have to be thought out better to keep them as straight/safe as possible.
if they did that it would be perfect. speed limits in one were, implemented terribly without mods, and even with mods, they were just kind of personal preference thing. but it could be a HUGE feature.. for instance, another example would be setting lower speed limits in residential areas to prevent pedestrian involved accidents. preventing people from setting a road that has 75 mph speed limit through the middle of residential areas...
and if they wanted to take it ever further. they could add parameter/"need" for saftey, and factor in the road safety aspect of it, where people dont want to live where there is unsafe traffic.
Important is to build more parking spaces as living spaces 😈
I guarantee it won't be like SC4 for rush hours. It would take people 4 months to take the subway across town and you needed a mod to give reasonable times. But SC4 was way better than SC2013 and it worked even if ridiculous.
It's still not an AI. An AI would be able to make on-the-spot decisions, based on circumstances.
This is still an algorithm. The way it works just changed.
Previously, an individual x at location x(l) wanted to go to location z. The route y was determined by the shortest distance between x(l) and z.
Now, they changed it to (probably 4) different algorithms.
Now, instead of the single determinant "route length between x(l) and z", they use 4 different algorithms. Length, speed, usage and whatever (probably something like "distance covered on highway"). To chose what individual prefers which route, they probably assign a random factor for each algorithm to each individual, multiply that with every algorithm, and let the individual chose the route with the lowest number. Thats what they mean by "cost".
It doesnt change fundamental problems with pathfinding. It just diversifies problems, leading to a less problematic and less visible result.
Down the line, there is still gonna be problems. Since this kind of pathfinding is not as adaptable as humans are.
All of the skyscrapers design along with the yellow lit windows make it look like its from the 1990's.
And have you seen how terrible the tornado's look? Where is the storm? the wall cloud? The sky turns a sort of green color a lot of the time.... Not in CSII... just a spinning triangle...
So with parking being “essential” for comfort. That’s where multi level parking garages come into play.
YTer: 8:30 sees a a firetruck responding to an emergency that blocks traffic in that direction and says (with like 8 fake chuckles):
"I like the idea that my road management could be so bad that someone commits a misdemeanor or a felony."
YTer's are FR FR an extension of video game companies PR team, in which they dont have to be paid directly and whom can wildly exaggerate the game at no legal consequence to the game company in an effort to manipulate children so that the game company and YTber can make a buck.
You will not find a Ytber with early access to this game criticize the game and more often than not you will see them make wild exaggerations about what you can expect.
21:40 YESSS i feel this exactlyyyy i completely understand what you mean by this :)))
All these modern vehicles pitch and lean like big American land yachts from the '70s. Also large trucks shouldn't be able to accelerate as quickly as they seem to in game, do the garbage trucks have top fuel dragster engines or something?
A few more weeks ladies and gentlemen, a few more weeks! damn I'm so hyped that I'm binging CS1 just to warm up... sort of like a practice run. hmmm, right... makes me wonder if there would be car chase incidents in CS2- that would be really cool.
I don't think the traffic does work. look at time 1:18 mass queues waiting for the tram. the cars clash with the road, they are jerky, and the parking animation is a joke. but it's still early, i will wait and see.
So you can set up a free out of town bus park and ride , but have people pay for the bus in your city , cool
would have been nice if they upped the ante graphics wise though. using unreal engine 4 or even 5 or something like that.
Had to give the vid a like as soon as I heard traffic just works in CS2 :)
now we can finally determine once and for all if more lanes mean less traffic lol
A misdemeanor? A felony? It's a bloody traffic infraction, not murder!
What if its faster/cheaper to drive one way but take transit back will they pocket car?
holy shit these accidents are like what i wish simcity 4 accidents were
6:30 RCE is gonna be boiling
I feel like take for granted and "I dont think we're gonna ignore it or neglect it" are somewhat contradicting points, so it might be a thin line that's being ridden with the opinion there
Did you say that you didn't experience rush hour? That would be sad as that's what I'm really looking forward to.
Does anyone remember when SimCity looked new and exciting? (I remember when SimCity 4 looked new and exciting!) Cities Skylines now looks the way SimCity looked when Cities Skylines was new... I wonder where we will be in ten years from now?...
"People will break the law if it saves them time or money" not going to lie, I would experiment to see how much I could encourage. Then stick speed cameras EVERYWHERE
cant wait to start modding this game british police cars and land rover defenders are on my top list haha
cities skylines is carried by mods, speaking about core mechanisms will keep feeling embarassing, specially considering what hobbyists are able to pull off with this game.
Too bad devs never went to show the gratitude the modders deserve.
Since they take into account fuel costs does that mean gas stations will be a thing in city skyline 2?
The cost system is also used in sims games iirc
i wish they’d give better details to traffic lights
90% of traffic in the middle lane. Doesn't get much more real than that.
7 views and 9 likes 🥵 keep the trajectory going bro 😂