Cities Skylines II Economy and Production | Dev Talks Ep. 18
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- เผยแพร่เมื่อ 8 ก.พ. 2025
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This week @flyvox is on vacation, so on this episode of Dev Talks, @ToadieZzz and I react to the ninth Dev Insights for Cities Skylines 2, Economy and Production. @flyvox I are joining forces for all the upcoming Dev Diaries and Dev Insights leading up to Cities Skylines 2, so join us each and every Monday and Thursday for our reactions and breakdowns.
Don’t forget to check out @ToadieZzz breaking down this weeks Dev Diary on her second TH-cam @ToadTwo
Official info from @CitiesSkylines
Watch the full Dev Diary Vid: • Economy & Production I...
Watch the full Dev Insights Vid:
Read the full Dev Diaries here: forum.paradoxp...
🎶 Music by @flyvoxbeatz and Epidemic Sound
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#citiesskylines2 #citiesskylines #joybuildscities
Me in a golden suit? Challenge accepted! 😉
What a cracker of a topic. I know I'm repeating myself but wow.. That was massive!! Great job covering it you two! And yeah, I'm excited to be back soon! 😃
It is in writing! ;) Can't wait to see it. Happy to have you back soon, but go enjoy your vaca!
Do it. 😂
We Stan developer insights in this house!
Yessss!
6:10 I'm going to answer yes ahead of time because that already happens in CS1.
oh! ok, thanks!
This is much more in-depth than I had imagined!
Same...
Wow a lot of info to take in ! i was focused on the visuals though and they are stunning and that fountain was absolutely beautiful it will be nice to plop it in roundabouts
So much info! It really looks so pretty!
Lol, I didn't notice the name of the Cities.
They are very enthusiastic about the game.
This Dev talk was much better and more informative than the last one.
Yes, we got so much more info this time! A lot to think about.
That "government subsidies" system they are talking about here sounds interesting ^-^
Probably a very good idea, especially for newer players and those who don't want to dive into the economy simulation too much.
I wonder how exactly this will work out, i can see multiple ways of implementing it :D
For example, you could receive subsidies as long as your city isn't turning a profit by itself, or it could alternatively also be time-based, like giving you the subsidies for the first 3 ingame years or something like that.
Gonna be interesting to see how it actually plays out in the game :)
Thank honk in their video though 😹
Uh i just noticed that one of the buses ingame had the CO logo.
Tiny detail, and it's probably been visible long before, but it's cool anyway :D
Those industry areas are pretty interesting, too ^-^
On one hand, the fact that you draw them out and it "populates" them with vehicles and little buildings and stuff like that automatically kinda feels a little limiting, if you know what i mean. i would love to be able to place these things myself, if possible :D
On the other hand though, it is really cool that the vehicles can use the entire area relatively dynamically from the looks of it, adding a bit of life and movement to these places is very nice 💛
You're making an important point that i have been wondering about a lot.
It does really sound like that the "types" of buildings are going to be relatively important now, like having an actual grocery store close to residential areas and so on.
And if that is actually the case, it would be cool to have some way to manually influence which exact buildings spawn rather than just the ol' whack-a-mole :D but I guess I'm way too spoiled by FindIt ^-^
Especially because something like that would also enable us to create little "themed" areas.
Imagine, for example, being able to encourage Asian restaurants to grow in a certain area to create something like a China Town, or having ALL the taco places in one spot for something like a Little Mexico :D🌮
But again, I know I'm way too spoiled by FindIt & co ^-^
As always, thank you so much for the video, much much appreciated 💛
See you tomorrow on the stream! 😻
ALL the best ❤
I am excited to see how the economy works for myself, I think only by playing will it all crystalize for me how it all works. I just hope we have little veggie growing, I am hopeful after seeing the chickens. Yes, it does really seem like what the business it matters now, I really like that, but would want more control over that, as I have with find it in CS1 too! Thanks as always, see you on discord.
So, this week we had confirmation that every businesses (be theey commercial, industrial or tertiary) needs products to buy and sell.
This counts also for specific commercial activities other than just stores. Bars, restaurants and theaters are businesses too, presumably respectively selling beverages, meals and media. Gas stations sell fuel, hotels sell lodging, travel agencies who knows...
Simulation manages their plopping based on demands. Furthermore you are able to micromanage them with taxation tools, by encouraging (low or negative rates) or disheartening (high rates) their presence and development.
But my point is commercial businesses are not regulated by demand and incentives exclusively. Policies and regulations come into play too as an organic development plan.
In CS1 we had two district specializations for commerce: basically tourism and leisure. Too insufficient IMO, but at least we had a sort of control and micromanaging at local level.
Until now, we have no clue about CS2. You can act at city level with taxes. But districts risk to develop in a quite bizarre way.
People could demand fuel through gas stations, but gas stations are useless (and even dangerous) near residential zones. They fit better near highways and along big entry arterial roads (same for dealerships with heavy traffic needed to deliver cars).
Hotels are needed in clusters at beaches, near airports or landmarks. Travel agencies near harbours and rail stations. Bars and restaurants around beaches, parks and stadiums. Theaters and luxury boutiques in high density downtowns.
Some business simply fit, other do not suit at all, regardless of demand or city-level incentives, in terms of district characterization.
Few examples but I could keep on.
To sum up, the lack of an explicit talk about this matter really worry me.
I'd have preferred being offered a good choice of district specializations the simulation could automatically manage based on a matrix of parameters.
Then, every district panel having sliders for each category through which players were allowed (if desired) to distribute each category's share within a specific zone (100 as overall).
District policies alone are not a solution (could be a mess)
You make some really good valid points here. I am looking forward for the next 4 weeks of Dev Diaries, to see what we learn. So many unanswered questions, but it's also excited that we will all be playing together in October and helping each other discover this new game.
@@JoyBuildsCities Thanks. At this point I really doubt next chapters of DD will handle the issue and give us such information. I'm not saying I'm disappointed by this week's episode, quite the contrary. I'm really happy and hyped for the redesign of the entire economic simulation.
Yet, commerce (and deliveries) are a very big issue, being the very endpoint of products (and traffic) and customers. My point is having both an automatic system and a personal micromanaging that can work together to optimize things at best.
I mean, in CS1 theaters, cinemas, restaurants and so on were purely decorative (not even commercials, often parks or unique buildings) without any purposes (just attractiveness).
Now everything has a purpose, and something to buy and sell. And except for large footprint activities that belong to signature buildings (we know about a unique ploppable large gas station e.g.), everything else is growable. And it makes sense: opera house vs small theaters and cinemas, big mall vs single stores, large resort vs hotels, large supermarket vs small groceries.
At the end of the day, I'd like to avoid (or at least postpone as much as possible) the need of a massive abuse of RICOs assets to download due to the lack of deep control in urban planning.
FUN FACT: at last (after nine chapters) in this video we saw people entering buildings (through doors), and even someone going out from the shoe store and come down the steps to the sidewalk. :)
@@marcorossi8044 I feel you on all this. That’s been the other part that’s fun as we can kind of see the progression of things being fixed as we watch these videos.
Free ranged chickens! I wonder if lowering taxes on residential means more money to spend in commercial. I also love the devs doing these videos and showing their personalities and reminds me a lot of Paradox. October 24th is too far away
I know those chickens are so cute...come on October!
My playstyle is gonna ba about mitigating homelessness as much as I can! That's such a cool mechanic. I love the challenge :D Wonder what that's gonna be like in Hard Mode ;)
Same! I love that so much of this game is focusing on the people who live and work in the paces we create, I am very excited to make videos around that.
Are there pedestrian streets and zones?
Yes
I don't know about zones, but I have seen pedestrian streets