Thank you to Bombas for sponsoring this video! One Purchased = One Donated, so head to bombas.com/cityplanner and use code CITYPLANNER at checkout for 20% off your first purchase. CORRECTION: 14:35 is Asset Icon Library, which is one of the few mods used to make the video💀... Also If you're getting crashes particularly before loading in, validate your game files! Otherwise, give the modders a bit of time to update things. This update broke a TON of mods!
Well tbh they never said they would *eliminate* homelessness, that is your job as the mayor. They said, however, that they would fix bugs where people stay homeless even when they shouldn't and issues with demands that come with that.
Something I noticed, you don't have to completely delete the city service building to get the vehicles to start parking in the service slots. Just simply relocating it to the exact same place does the trick as well and cost a little less.
This is useful knowledge, thank you. Though it would have been better if the devs had offered an auto-replace option for free. We shouldn't have to spend the city's money for something like that.
They seem to have realised that we would be happier if they added features and assets as an unannounced surprise, rather than being told that the promised update ETA is undecided and left for months🙃
Agreed. I personally LOVE waking up to find out it was updated in the middle of the night or early in the morning, but I HATE being told an update will come sometime in the future and have all those features dangled in front of me
This is an announced patch. We've known about this patch since before Summer. In fact, they said it was coming before they went on summer break, and then it didn't. That was nearly 5 months ago. This patch was so delayed you forgot it was announced.
I have a tool upgrade idea, and maybe it's been said before. But I think it'd be nice to add the ability to combine zones of the same type. Like before zoning low density, you could select NA and UK and they'd grow randomly to make an area that feels like it was built by individual owners rather than a developer.
There was a mod similar to this in CS1. Where you could choose which assets would zone in. This would be also very helpful if you specifically want for example only the taller assets for example.
Yeah I think zoning needs to be revamped a bit too, maybe add more options outside of the region packs. Such as adding warehouses as an industrial zone. But similar to what you said also allowing you to then rezone the industrial area or commercial area, or office area, and have the next zoning use the buildings too. Maybe industrial buildings could be turned into commercial and housing, or offices could turn into commercial. Just to give neighborhoods a bit of character and history.
@@arevolvingdoor3836 that would be lovely, yes, because it would replicate real life stuff, but it would mean you'd have sort of three "modes" for industrial buildings: industrial, commercial, and residential. And, if we're being picky, you'd probably have to have at least two for each of commercial and residential, to avoid all buildings looking the same. It's feasible, yes, and it's a great alternative to designing completely new assets for commercial and residential zones, but I think it's too much of a niche idea for CO to even have it on their list of things to maybe get to one day. I'd absolutely love it, though. It'd be great, really
depends on the game. I've been watch Biffa and City Planner since release and I love the videos plus being able to play vs not playing regardless of state is something alot dont care about as it doesn't change anything if you were going to buy regardless.
I'm a bit torn myself. I too dislike seeing unfinished games, but despite the issues, I've had a ton of fun with the game and haven't looked back to the first one even once. I was just that fed up with the limitations and flaws of the first game. This has been a great replacement for the first game and for my playstyle since day 1 - but I too do wish it had been even better at launch. But I'm happy regardless that I've been able to play the game instead of having to wait for what's probably at least a year or two more. On the other hand, the game clearly had issues, worsened by expectations that were also raised with the marketing campaign, and I have no trouble seeing why people were disappointed and didn't like the game.
Curb cuts PLEASE! I didn’t realize how much it bothered me until now, seeing the parking roads capability to remove parking stalls. It’s so jarring seeing cars/busses/etc cut across a sidewalk
Curb cuts have been something sorely missing to me from even the early days of CS1. I think it would add SO much, especially to residential neighborhoods with sidewalks.
I love those proper cul-de-sacs! I can now build a version of US 1990's suburbia with skateboarding and playstation 1 that I never lived but have imprinted in my mind
Love that as an 80's baby, I can't wait to see that, love the detail you put into all your maps, I am the same way spend an hour working on 1 park, love the first person walk around you do as well keep it up legend love your content
they should just remove collision for props and trees. IRL many trees are bunced together with bushes and what not. Also being able to put props on lots etc without the anarchy mod is just a QOL thing for almost every player. Foundation did this quite right and let you detail whatever you want.
I think the main reason it’s not already an aspect is due to the lag that it might create. Just my opinion though, if the optimise the game though we should see this, why wouldn’t we!? 😂
Personally, I think missing animations is a big deal not only for me, but to many others too! I mean, sport parks without people using it, fire trucks not actively extinguishing fires and people not sitting on benches etc. just makes the city looks empty. Of course, bikes are missing as well. When these two things are being added along the asset editor, I presume the game will see rising player numbers again :)
This is pretty much it for me as well. The no animations is so jarring when coming from cs1. When the asset shop drops I'm fully ready to jump back in.
Exactly my thoughts. With bigger problems it hasn't been mentioned a lot lately, but happy to see it mentioned now. I want the people on the football field to play football damnit
I've seen people sit on benches, but the ones next to the buildings, not sure about that are in parks or those benches you place from the previous detailer's patch.
44:47 You’ve said this very nice. I appreciate the lifetime and energy you spend for your channel so much. Not only you give me a good time, I also learn so much about city planning itself. I notice many things in real world only because of you. Thinks that I wouldn’t notice without your videos. So my wish for 2025 would be that you share some more of your professional knowledge like you did with road design books a while ago? In particular dealing with noise could be an interesting topic as many of us struggle with it in game.
my biggest problem is the lack of NON SQUARE SHAPED ASSETTS CS2 should release a half dozen triangular shaped assets just at an angle of 20 and 45 degrees, so you can make super cool features like the flat iron building in newyork. there doesnt even need to be more than 4-6 assets at both of those different angles i described since its not super common to build.
good start, I also share the same frustration - I would just go a step (or few) further and ask for more flexible zoning tools (squares only optional, just do a brush or something) and 'random' shape assets. Wouldn't even say they should do a triangle, just create whatever shape building you want and the footprint should mirror the shape rather than doing a massive square lot for it.
the game needed to have procedural structures from the very start. the current system absolutely unacceptable at this point, and its the largest thing that keeps me from playing the game.
I feel so bad for Phil about the vineyard, after nearly 2 hours of building, it starts burning down, then very soon after a tool which allows you to do this in 10 minutes perfectly is releases in the vanilla game 😭😅
The new roundabouts and the cul-de-sacs option I think is a great example of what people don't realise/appreciate about this game because it's all mostly under-the-hood stuff. The developers can easily put stuff like this in, because they've got new systems, and the game has the capacity to handle new ones because of the systems already installed in the game.
i bought CS1 in 2015 and played it off and on through it's lifetime. i bought CS2 day one and despite all the issues, i am never going back. i'm enthralled by the art style, the new zoning types make building much more engaging, every feature in the game feels like it belongs together, and the game is just better. and with this new update and the last couple asset packs i'm more excited to play now more than ever. i don't see feature parity as a problem alone as this is a different game, but Paradox innovated the genre so much that some of the features are inexcusable to be missing (bike lanes, zone toggles, park areas). most of the criticism the game receives is valid, but it's only criticism because of the extra work the developers put into CS1 to make it the genera defining game that it was. i am happy with my purchase, and i am very happy with the communication from Paradox. they continue to make the game better for free, an i see Cities Skylines once again becoming the best sim on the market. it may need more time to cook, but after seeing this update i think they won't stop till the game is perfected. i only found your channel a couple of years ago but i've been eating up your content! just rewatched all of magnolia county and it's the perfect time capsule for the state of the game. i'm excited for whatever you have planned, and you're a great voice for the community. love ya! happy holidays!
I feel exactly the same way about CS1 vs CS2. I put in about 300 vanilla hours into Cities 1, which might not be a lot, but is a lot for me, and I'm lucky to be able to play CS2 via Game Pass. But the mere thought of opening up Cities Skylines 1 and dealing with the road tools, looking at the cartoonish assets...I just can't do it. Like Phil, I just can't go back now.
Right after the 2nd game dropped I bought it and spent around 100 hours playing before going back to CS1. The primitive road building tools and limited zoning options and need to install hundreds of assets just to make a realistic looking American style city really truly were such a downer lol
My problem is maybe opposite of yours: I spent so much time in CS1 (around 2k hours) that switching to Skylines 2 isn't so easy. Eventho, comparing vanilla versions, Skylines 2 is a superior game, I'm having hard time switching. Partially because I have cities I built for years and still enjoy building them, or the fact that Skylines 2 is missing assets or certain mods that Skylines 1 had. In any case, I don't have as much inspiration with Skylines 2 as I had with Skylines 1, and I can't quite point my finger on why is that so.
The thing I would like to see more of in CS2 is more modular public transport and more stations in general (and not all locked behind DLC). More hubs for metro and train would be great, terminus train stations, metro stations with crossing lines instead of just parallel lines,metro stations with elevated and underground connections, etc. I wish they would make more use of the modular asset system and let you add as many tracks as you want or atleast chose the direction of modular tracks. For example: being able to make the metro connection for the train stations go perpendicular to the station instead of just parallel to it.
Add articulated busses. They should burn %100 diesel compared to solo busses but can house %50 more passengers. (Solo citaro from 2005 uses om906 hla motor which is uses 6.4L, while articulated citaro from 2005 uses om457 hla which burns 12L.) [Solo Conecto bus can accomodate 99 passengers while articulated conecto can carry 150~]
The way transit should work in the game is the following: You place a small ticket hall. That's it. That's your one transit building. You can then add add-ons to that tifket🎉hall to be: bus stops of different types, parking, taxi depot, food and amenities, train platform, terminus train platform, metro platform, underground platform (in any depth or orientation). The one asset could be any transit system in the game, and all mods could just be redskins of these add-ons rather than a thousand different train station models. If they do a transit dlc, this is what they should add to overhaul and replace all assets in the game. It would be so much more flexible and expandable with fewer actual assets in game.
Im a day one ultimate edition player. But I haven't returned to playing since that opening month. I might have to return now. However, my favorite part of City Skylines 1 was the ability to design destinations which really impacted traffic and cities. What I mean by destinations is the ability to design beaches/resorts, camp grounds, city parks, zoos, and theme parks. To me, I need these in the game sooner rather than later. Otherwise everywhere starts feeling the same and citizens don't have a need to travel and spend money in other areas of the map.
This is the issue with games like this. We are used to dlc features and then they make a new game but don't include those features. If designing parks is one of the main reasons you are playing you have to wait years for a park dlc. My bike paths to my parks in cs1 were fun to watch.
@@rutchjohnson cs1 with all its dlcs has soooo many features, that you cant possibly expect cs2 to launch with all of them already integrated. However i feel you... with hundreds of hours of cs1 down you get spoiled a bit
@@jackfromthejungle7538 that’s just not a good argument. CS2 is an amalgamation of things that worked well from CS1. What I’m pointing out is we need “Destinations” to be at the highest priority because it adds visuals, citizens have another thing to travel to, players get to design these destinations, players get to see just how well there created destination is doing, local buildings benefit from citizens traveling to the destination, etc. Do you see all the benefits? Adding bikes is short sighted and will end up having the functionality of what’s already in the game, a citizen just this time with a bike visual. If you’re going to prioritize features, pick good features to prioritize.
I would rather the devs work on School buses rather than spend time on bikes because that feature more functionality than the bikes feature would. Time is money, spend it correctly.
I agree that I miss creating destinations in the city. I liked making them for the aesthetic challenge and the logistical challenge of managing all the extra traffic and transit demand. In general, I miss the traffic of CS1. I’ve had cities of 100,000 people with only taxis and a few bus routes and hardly any car traffic issues. I miss trying to trouble shoot huge traffic jams.
I remember in one of your videos or one of your streams you said something along the lines of "If Collosal Order just looked at the most popular mods in PDX Mods, they'd be able to address the needs of the community better than they have been" and it seems like they took that to heart recently!
Phil I very much appreciate how real you are when you talk about this game and whether you recommend it or not. I've always thought you struck a good balance between being really positive and excited about the game while not being overly positive or annoying. Over this year you've become one of my favorite people on youtube and i get excited to watch every video you put out even when im not in my cities skylines phase. Thanks for doing these update recaps also because theres no way id be able to intake all the info from the patchnotes lol
Completely agree with the sentiment that all they need to make cities feel more alive is to add bikes and add animations. I'd be over the moon with just animations on service vehicles, like firefighters actually fighting fires, police arresting criminals, EMS having a gurney or something picking up sick cims, hearses picking up caskets or something. Just services vehicles *alone* would breathe so much life into any city.
the day we get the ability to place parks without road access will be a godsend, some of these new parks would be perfect for communal spaces in an apartment complex or in the middle of an apartment block
@@Desbiscuito The ability to place anything without direct road access would be amazing. No reason why something like an apartment building couldn't just be connected with paths in my carfree neighbourhood. (Delivery & service vehicles irl just use those paths temporarily to get close when necessary, as with emergency vehicles. Works great)
@@planefan082 Maybe the new one unit pedestrian road will help you out. But it would need to be two way single lane to fully function as an access path for service vehicles...
Fantastic! The new parking assets are something I’ve specifically wanted for a while. The new line tool looks ready to go with just a little fix to the distance limit, which I don’t think should be too difficult.
39:50 I’ve had this gripe with many games and products for so long! It has enough new and better stuff to find the previous one obsolete, but is too frustrating to be enjoyable, so you end up with a bittersweet resentment of both.
Yeah, that's pretty much the issue you'll get with Paradox's DLC model. It happened with CK3 and then CS2 and most likely will happen with the upcoming EU5. There's no way around it when the previous versions of those games had like 7 to 8 years of DLC support (11 years if you want to talk about EU4) which is obviously longer than the development time for the follow up games. The Sims is really bad for it too.
Thank you for the really good overview. I also want to applaud you honesty in the "Is CS2 Worth It?" section. I played it on the free weekend and I was disappointed, honestly. But I agree that this game still holds the greatest potential ever. However, I wont be paying for potential, I will pay for a good game (in my eyes).
46:30 I would like to add one thing: Be able to change the map texture like we did in CS1 with the painting tools (sand and gravel). This is not the same as the area tool, it's painting the floor, has very different results and adds a lot of expression on the maps for map creators. It also opens up a world of possibilities for modding. If implemented, please don't leave it at just sand and gravel, have it open for tons of new options in the future. Please, CO, work on a ground painting tool.
God, I wish that patch had come out during the free weekend. I kept crashing to desktop, and those new rural/gravel roads and parks would've been perfect for the build I was working on
28:04 You see a lot of those kind of parking spaces in modern industrial districts in Germany! So great addition and making it feel more modern as well.
Kind of poetic that resolving homelessness was to consider the homeless as part of the population and to create affordable housing rather than just repeatedly blink them out of existence especially since some of them were actively holding jobs
Always a good way to spend a Wednesday evening when CPP releases a new video. I'm Australian and its currently summer and living in Adelaide we are getting up to 42°C (108°F).
Thank you so much for explaining every detail in every update and new content packs! As a Low Vision gamer it's hard to read everything sometimes, so this really helps!
For the parking roads it'd be really nice if they put stripes on the ground indicating it's a no parking area. That way it'd be very clear where it's allowed to park and where it isn't.
Very excited for the small parking options and tiny parks! I used to make things like this in the asset editor for CS1 and am so happy to have prettier versions in this game that save me the trouble! It’s hard finding ways to space things out a bit without the build looking to spare or spending too much time detailing.
Can't wait for biking to be added, hope that they are able to make the infrastructure more in depth than city skylines 1, the addition of them with current mods like the new road builders will allow for players to build cities in totally new ways but it feels like something that still should have been a key part of the game from day one.
I understand your frustration about the props not being able go overlap, especially with rocks. As for the line tool, I get that you want to make fences with it but really what the dev team should do INSTEAD is implement a proper fencing feature. Because at the end of thr day making fences with a line tool - vanilla or not - is a suboptimal solution
Actually, having a homeless camp right around your train station is pretty realistic. At least in Europe. The fence tool in the network for CS1 was so great, not sure why they dropped that.
i hope dev could pay more attention to homeless and crime and casino stuff , this game way too lack of negative things in simcity2013 we could actually watch criminals doing their job at night
@@KaitouKaiju Yeah, and a homeless shelter and soup kitchen buildings (lower crime, lower attractiveness within 30 meters, raise it in rest of city). I mean why bother with this weird park thing if they're not going to go all the way with it?
Western Europe maybe. Definitely not where I live. But the issue was that they were still employed and taking up jobs from other citizens, nullifying demand.
This update looks great. Really excited about the parks to fill those awkward spots. A small UI change I'd like to see in the feature, especially since the region packs added so many of them, is a way to filter service buildings by "size". Eg. only show elementary schools, or high schools, police stations vs. police headquaters, clinic vs. hospital, etc.
Totally agree! I recently saw a mod that splits residential zoning into 3 separate categories which makes things a lot easier. But I agree that the education section feel unnavigable as is.
I have been playing CS:II on Mac (MBP M1 Max 32GB) since release day, and boy oh boy it has been a trip. I honestly didn't see too much of a performance enhancement through the different updates. Now since all of the region packs and asset packs have been release, the game is definitely slower to launch. So indeed, that speed bump at launch is very welcome.
Oh no! As an Australian going through a very real rental & affordability crisis, I viewed your “Homeless Park” as an ideal public communal society. Fair thee well, my rental-free Sims.
Great video as always. Just a quick note, you can just relocate the service buildings instead of rebuilding them, that also enables service vehicle parking.
Even with us having Road Builder, having tons of more base game roads PLUS parking lot roads is going to be INSANELY game changing! Plus that ability to change the tree types on roads is something I've been itching to have for over a year now!
Parking structures and parking roads are my favorite parts of this update. Hopefully next patch has large boulders of various colors, new trees and shrubs (Jacarandas, cherry blossoms, etc).
Thank god we can zone on the parking roads. I was fearful they would over look that. Also, it's so funny the parks spawned with bum barrels and tents. Really adds to the realism hahaha
This update has so many cool things. My tongue-in-cheek complaint: every time I find the time to get back to playing, there's been an update or about to be an update, so I never get serious with a build, constantly restarting. But I'm really enjoying the DLC + Japan packs.
One of the things I wish they included homeless camps/shelters in the homeless bug fixes. Think it would add a lot of realism to it. Really appreciate CO for all their hard work (especially in the face of so much backlash and hate in those first few months). And really appreciate you being such a voice of reason and calm in the community! I've been watching you since 2019 and I'm really happy for all the success you've seen! Here's to next year!
Yeah, they should've included homeless shelters underneath city services as a way to also combat homeless encampments in parks (through a system probably similar to schools or emergency shelters with a capacity).
Honestly, respect to CO, no fanfare, not making a PR move out of this with big announcement and fanfare, just drop the fixes and the tools. Mad love to them 💜
I have like 200 hours on cities 1 just making biking utopias and enjoying seeing how many people I can get biking. I check back every few months and am blown away when its still not in.
They force us to make cartopias full of gridlock in CS2. I want bicycles paths and bus lanes that are actually only used by buses and emergency vehicles. The CS2 ones get used by cars all the time.
I hope a modder takes that small parking structure shown at 29:20 and gives it a park upper level. These are slowly becoming more popular. Essentially giving inhabitants a ground floor parking garage and a small communal courtyard on the 2nd floor for all surrounding buildings.
Thank you for touching on the bug fixes and new features that have been added and not just the aesthetic aspects, long story short, I couldn't get the game to launch, I spent a couple of weeks trying everything to the point I got so frustrated I uninstalled the game for months, I stumbled across a post online that pointed me towards it being a broken mod and I had to jump through to hoops to finally get the game to even launch! When I finally did manage to resolve that issue and started playing the game I had multiple crashes to desktop and it genuinely ruined the experience for me, despite having a pretty high end system and good performance when the game did run. After watching your video I feel optimistic about maybe having a better experience overall and with the new features that have been added I can remove a couple more mods that will hopefully help with game stability in the future, thank you for putting this information this information out there and thank you to yourself and your editors for the consistently high quality and level of polish on your content, keep up the great work!
I got cs2 over a year ago and hadn't played it for close to that. I've gotten really invested again over the last couple months, and now understand alot of the issues I was facing, in major part thanks to you. I played cs1 years ago and even though I was just as obsessed with it then, I'm in the same boat and feel I couldn't really go back. I've been learning to overcome these issues with my latest city and it's refreshing to see it get a little bit of love lately.
I miss the CS1 tool that allows us to determine the beginning and the end of a road name. That's such a simple thing but CS2 doesn't give us the option to customize where a street name starts and where a street finishes.
LOL! Segunda Beach pop 6318 dogs 964... That aside aside... very nice update! And thanks for the heads-up regarding updating the compatibility for my mods! Guess that's what I'm doing tonight then...
I think its so cool that you can use the traffic view to see people walking from their houses across the highway to work at the vineyard using the pedestrian access you built for them.
My wish for road upgrades is a guardrail and replace roadside parking for additional lane upgrades so you can have a road with no parking and narrow sidewalk
Wow, your comparison of CS1 and CS2 really hit home. As you say, CS2 really shows us what an ideal city builder could look like, with its features *and* its misses, but despite the misses, it's still better than CS1... I've sunk many hours into CS2, but I've stopped for a while because it's not quite what I want. Meanwhile, I know I'll never be happy playing CS1 again 😅 so I hope all the good things we've seen in the last months will continue!! 🤞🏻
Finally, CS2 Version 1.0 releases. On a serious note, my jaw is left wide open with the new contents that they added, and homelessness fix means we can say bye bye to Bye Bye Homelessness mod?
Wow you can really see the impact that content creators like you have on this game. The players feel like they have a voice through you. Thank you for staying enthusiastic about this city builder ❤
You know... I'm sure you don't care because I'm just one subscriber among almost 750k of them, but... I have to admit, I don't care about this game at all, but your voice is so chill and relaxing I watch anyways. Especially with the Magnolia County episodes you've created an interesting enough narrative there that I'm always engaged.
Hahaha, I had a mighty strong flashback to living right next to a parking structure right out of college. I swear almost every night there was a car alarm at 10pm going off for what seemed like half an hour. And the light pollution! I feel for those Cims who live in those high density German buildings :D
The last 10 mins of this video was the best thing I've heard in a long time. My current build is a vanilla one because I want to experience the game in it's truest form, and while that certainly leads me to think more creatively and find workarounds for builds that would be easier with mods, I agree that there are major components that are missing from the game that there's not a vanilla workaround for. Quay walls are a huge one -- building a realistic, waterfront industrial or port area just can't be done without them in my opinion. Bikes are the other, and although you can pretend that ped paths are bike trails, the lack of wide bike trails and bike lanes on roads just makes me sad. So thank you for sharing your thoughts, and I definitely agree that while CS2 does a lot of things better than CS1, it surprises me that some of the CS1 features didn't make there way into CS2. But with updates like these, I feel more optimistic that we'll get bikes and a zoning toggle sooner than we think!
I just bought this game after the free weekend. Coming from CS1, I feel you are under-selling the state of the game! I did not experience the rocky launch but the game feels very solid to me and a huge upgrade from CS1 without the need for DLC or mods. Definitely worth it.
Major win here on the new assets, especially the parking related ones. Once the mod updates are all settled I'm hoping I have better performance luck than I have recently because I'm excited to play this more.
Service vehicle parking was not a bug, it was a missing/unfinished feature, hence why they label it as new. Glad to see that the game is -slowly- getting there. By the time I have a new computer in about 12 months hopefully, I'll be able to enjoy it.
That is fantastic to see! I have just come back to the game from a year of study and can't wait to get back into it! Thank you also for all the amazing videos, you have brought me into the world of Urban Planning over the past 3 years and now I am going to study it!
27:32 A lot of the schools where I live started adding these to the parking lots a number of years ago. The idea being 1 ) you get solar power to offset the power usage at the school during the bulk of the daytime usage, and 2 ) staff and other drivers gain the benefit of finally having covered parking so when they go out to their cars in the middle of the afternoon to go home, it's not hotter than an oven inside. So long as they could get the panels and everything installed for a reasonable amount, it ends up being a win-win.
Hi Phil, in order to get the new service parking feature started in your existing service buildings, you don’t need to delete and replace them, you can just reposition them. 😊
Thanks for giving a heads up on updates and how they work, really enjoy your easy going videos and as a engineering geek of everything from mechanical to land, it's a great to relax play CS2 and watch a video on the other screen and learn more as I play.
Another thing changed that's actually kinda big, is how saves work. I have 3+ cities going at once, and it was easy to accidentally overwrite a save as the name would be the last loaded save. Now it puts the correct city name for the loaded city AND adds a number to the end (City A, City A 1 etc).
Wow, was really surprised to see the size of the update for the game today but am really excited for it to finish downloading to add so much to my city! There's so many new things to be excited about with this update! Keep em coming colossal order!
Paradox if you’re reading this, biiiiikes. Bikes bikes bikes. Bike parking, mixed bike/ped trails, bike lanes, cargo bikes. Imagine if we could do a Dutch urban build.
eff yes on parking roads! As you said when you started using the road tool - the mod dev was doing it with stuff built into the game so it's nice to see them here. Very happy to have these now so that I don't need mods.
Thanks, I have been watching your videos for some time. Always enjoy. At 72 I'm not as good on computers as I used to be. I couldn't load the game after the latest patch but your short on checking file integrity on Steam saved me. Thanks, and keep up the great videos.
Excellent video as always, Thanks! And am definitely hoping for it to be playable on a Mac as I just bought the new M4 Mac Mini and wanna see what it can do.
Thanks for the overview. Looking forward to seeing what you do with the new assets. Thanks for the videos this year! It's always a highlight of my day when I see a new one of yours pop up.
You always do such a fantastic job of not only providing entertaining content, but also informative content! Big big fan, you’ve become a bit of a household name here as I’m always talking about this game and watching your content haha
Just a thought for the parking tower with the German asset. While you can see it sticking out from the air from the street view you wouldn't be able to see it unless you were in a tall building nearby. So you could use it depending on how you layed out your city.
Appreciate your coverage of these updates, Phil. I picked it up at launch and was hugely put off, but I’m glad Paradox is dedicated to fixing stuff. And lately it seems like they’re picking up speed!
FYI. You do not have to delete and then replace the buildings to get the service parking to show up. You can just relocate them to the same spot, and it shows up. Very nice for buildings that have upgrades as you do not have to re-add the upgrades. My bus depot and crematorium has the extra buildings and some were on the other side of the road and all I had to do was relocate the main building back to the same spot and all the service parking spots appeared. Cheaper to relocate than rebuild as well.
I really agree with missing animations. Yesterday I followed a Cim and as he walked by the tennis court, the sound of playing tennis was played, but nobody played actually.
Thank you to Bombas for sponsoring this video! One Purchased = One Donated, so head to bombas.com/cityplanner and use code CITYPLANNER at checkout for 20% off your first purchase.
CORRECTION: 14:35 is Asset Icon Library, which is one of the few mods used to make the video💀... Also If you're getting crashes particularly before loading in, validate your game files! Otherwise, give the modders a bit of time to update things. This update broke a TON of mods!
First
There's a problem with the landscaping tools, the brush strength is fixed at: 500000% and can't be changed. Really annoying.
can you make a video about the new roads how and in which cenarios they are usefull? Asymetric set up etc? Basically Traffic Planning
Shame they don't offer international shipping 👎
I don't wear socks
Seeing Colossal Order “remove” homelessness in every patch is starting to remind me of the “Removed Herobrine” line in every Minecraft update lol
Update 1
-updated every aspect of job simulation so that homelessness doesn't occur
-removed homelessness
Update 2
-removed homelessness again
in the far future when support for cs2 finally ends, I hope they put "Finally ended homelessness" in the last update
Well tbh they never said they would *eliminate* homelessness, that is your job as the mayor. They said, however, that they would fix bugs where people stay homeless even when they shouldn't and issues with demands that come with that.
They should lean into it, and every other patch they should "Homelessness added back to game".
“Removed homelessness”
“Removed homelessness”
…
“Removed homelessness for the 69,420th time”
Something I noticed, you don't have to completely delete the city service building to get the vehicles to start parking in the service slots. Just simply relocating it to the exact same place does the trick as well and cost a little less.
Confirmed, thank you!!!
Good observation!
This is useful knowledge, thank you.
Though it would have been better if the devs had offered an auto-replace option for free. We shouldn't have to spend the city's money for something like that.
sometimes if you use move it on a building it regenerates the props, wonder if you can just shimmy it around to make them appear
That awesome! It's also simpler than finding the correct building from the menu, individually for each building too.
They seem to have realised that we would be happier if they added features and assets as an unannounced surprise, rather than being told that the promised update ETA is undecided and left for months🙃
Agreed. I personally LOVE waking up to find out it was updated in the middle of the night or early in the morning, but I HATE being told an update will come sometime in the future and have all those features dangled in front of me
This is an announced patch. We've known about this patch since before Summer. In fact, they said it was coming before they went on summer break, and then it didn't. That was nearly 5 months ago. This patch was so delayed you forgot it was announced.
It's like the 12 days of Christmas or something.
They figured out how to maximise happiness in their population 🤭
It's a hard thing to balance. Too little communication and people start complaining that they're not doing anything, took the money and ran, etc.
I have a tool upgrade idea, and maybe it's been said before. But I think it'd be nice to add the ability to combine zones of the same type. Like before zoning low density, you could select NA and UK and they'd grow randomly to make an area that feels like it was built by individual owners rather than a developer.
There was a mod similar to this in CS1. Where you could choose which assets would zone in. This would be also very helpful if you specifically want for example only the taller assets for example.
Yeah I think zoning needs to be revamped a bit too, maybe add more options outside of the region packs. Such as adding warehouses as an industrial zone. But similar to what you said also allowing you to then rezone the industrial area or commercial area, or office area, and have the next zoning use the buildings too. Maybe industrial buildings could be turned into commercial and housing, or offices could turn into commercial. Just to give neighborhoods a bit of character and history.
@@arevolvingdoor3836 that would be lovely, yes, because it would replicate real life stuff, but it would mean you'd have sort of three "modes" for industrial buildings: industrial, commercial, and residential. And, if we're being picky, you'd probably have to have at least two for each of commercial and residential, to avoid all buildings looking the same. It's feasible, yes, and it's a great alternative to designing completely new assets for commercial and residential zones, but I think it's too much of a niche idea for CO to even have it on their list of things to maybe get to one day. I'd absolutely love it, though. It'd be great, really
I wish "terrible releases slowly fixed over the next year" wasn't a business model in the gaming world.
I know right. All of these should have baked by release day...
depends on the game. I've been watch Biffa and City Planner since release and I love the videos plus being able to play vs not playing regardless of state is something alot dont care about as it doesn't change anything if you were going to buy regardless.
At this point the trend is becoming "fixed over the next 2 years."
Games just take forever to make these days
I'm a bit torn myself. I too dislike seeing unfinished games, but despite the issues, I've had a ton of fun with the game and haven't looked back to the first one even once. I was just that fed up with the limitations and flaws of the first game. This has been a great replacement for the first game and for my playstyle since day 1 - but I too do wish it had been even better at launch. But I'm happy regardless that I've been able to play the game instead of having to wait for what's probably at least a year or two more. On the other hand, the game clearly had issues, worsened by expectations that were also raised with the marketing campaign, and I have no trouble seeing why people were disappointed and didn't like the game.
Curb cuts PLEASE! I didn’t realize how much it bothered me until now, seeing the parking roads capability to remove parking stalls. It’s so jarring seeing cars/busses/etc cut across a sidewalk
Driving over a sidewalk is still better than driving over grass or through a tree! That’s what really bothers me
Curb cuts have been something sorely missing to me from even the early days of CS1. I think it would add SO much, especially to residential neighborhoods with sidewalks.
isnt curb cuts what you do to the curb to make it wheel friendly like for bikes/wheelchairs/strollers
I love those proper cul-de-sacs! I can now build a version of US 1990's suburbia with skateboarding and playstation 1 that I never lived but have imprinted in my mind
i was just wathing your japanese build and bam now this video 😂😂
@Infrastructurist oh wow we are craving an infrastructurist 90s suburbia !!! Awesome
@@kennedyspace1159 Phil is the king of patch run-throughs! (And I'm trying to get the new patch to play nice with my heavily modded playsets hahaha)
Love that as an 80's baby, I can't wait to see that, love the detail you put into all your maps, I am the same way spend an hour working on 1 park, love the first person walk around you do as well keep it up legend love your content
En Aalborgenser, der er vild med Amerikanske byer?
Jeg forstår det ikke!
they should just remove collision for props and trees. IRL many trees are bunced together with bushes and what not. Also being able to put props on lots etc without the anarchy mod is just a QOL thing for almost every player. Foundation did this quite right and let you detail whatever you want.
I think the main reason it’s not already an aspect is due to the lag that it might create. Just my opinion though, if the optimise the game though we should see this, why wouldn’t we!? 😂
Personally, I think missing animations is a big deal not only for me, but to many others too! I mean, sport parks without people using it, fire trucks not actively extinguishing fires and people not sitting on benches etc. just makes the city looks empty. Of course, bikes are missing as well. When these two things are being added along the asset editor, I presume the game will see rising player numbers again :)
This is pretty much it for me as well. The no animations is so jarring when coming from cs1. When the asset shop drops I'm fully ready to jump back in.
Exactly my thoughts. With bigger problems it hasn't been mentioned a lot lately, but happy to see it mentioned now. I want the people on the football field to play football damnit
Agreed, I believe animations are being held until they solve the optimization issues, I'm worried it's taking so long though
I'm not sure if it's a mod I have or not but people do sit on benches and do activities at parks and schools
I've seen people sit on benches, but the ones next to the buildings, not sure about that are in parks or those benches you place from the previous detailer's patch.
44:47 You’ve said this very nice. I appreciate the lifetime and energy you spend for your channel so much. Not only you give me a good time, I also learn so much about city planning itself. I notice many things in real world only because of you. Thinks that I wouldn’t notice without your videos. So my wish for 2025 would be that you share some more of your professional knowledge like you did with road design books a while ago? In particular dealing with noise could be an interesting topic as many of us struggle with it in game.
Great idea! Will do!
@@CityPlannerPlays By the way i just noticed another new feature. The map editor now has a camera mode.
my biggest problem is the lack of NON SQUARE SHAPED ASSETTS
CS2 should release a half dozen triangular shaped assets just at an angle of 20 and 45 degrees, so you can make super cool features like the flat iron building in newyork. there doesnt even need to be more than 4-6 assets at both of those different angles i described since its not super common to build.
good start, I also share the same frustration - I would just go a step (or few) further and ask for more flexible zoning tools (squares only optional, just do a brush or something) and 'random' shape assets. Wouldn't even say they should do a triangle, just create whatever shape building you want and the footprint should mirror the shape rather than doing a massive square lot for it.
the game needed to have procedural structures from the very start. the current system absolutely unacceptable at this point, and its the largest thing that keeps me from playing the game.
thats a fantastic idea love that you could do a time square with the ball drop would be awesome hope someone picks up on that idea good stuff
@@stormer7502 You guys have no clue how hard this is
But please not only 20° or 45°. Then 135° or 160° would be nice as well.
I feel so bad for Phil about the vineyard, after nearly 2 hours of building, it starts burning down, then very soon after a tool which allows you to do this in 10 minutes perfectly is releases in the vanilla game 😭😅
The new roundabouts and the cul-de-sacs option I think is a great example of what people don't realise/appreciate about this game because it's all mostly under-the-hood stuff. The developers can easily put stuff like this in, because they've got new systems, and the game has the capacity to handle new ones because of the systems already installed in the game.
i bought CS1 in 2015 and played it off and on through it's lifetime. i bought CS2 day one and despite all the issues, i am never going back. i'm enthralled by the art style, the new zoning types make building much more engaging, every feature in the game feels like it belongs together, and the game is just better. and with this new update and the last couple asset packs i'm more excited to play now more than ever. i don't see feature parity as a problem alone as this is a different game, but Paradox innovated the genre so much that some of the features are inexcusable to be missing (bike lanes, zone toggles, park areas). most of the criticism the game receives is valid, but it's only criticism because of the extra work the developers put into CS1 to make it the genera defining game that it was. i am happy with my purchase, and i am very happy with the communication from Paradox. they continue to make the game better for free, an i see Cities Skylines once again becoming the best sim on the market. it may need more time to cook, but after seeing this update i think they won't stop till the game is perfected.
i only found your channel a couple of years ago but i've been eating up your content! just rewatched all of magnolia county and it's the perfect time capsule for the state of the game. i'm excited for whatever you have planned, and you're a great voice for the community. love ya! happy holidays!
I feel exactly the same way about CS1 vs CS2. I put in about 300 vanilla hours into Cities 1, which might not be a lot, but is a lot for me, and I'm lucky to be able to play CS2 via Game Pass. But the mere thought of opening up Cities Skylines 1 and dealing with the road tools, looking at the cartoonish assets...I just can't do it. Like Phil, I just can't go back now.
Right after the 2nd game dropped I bought it and spent around 100 hours playing before going back to CS1.
The primitive road building tools and limited zoning options and need to install hundreds of assets just to make a realistic looking American style city really truly were such a downer lol
My problem is maybe opposite of yours: I spent so much time in CS1 (around 2k hours) that switching to Skylines 2 isn't so easy. Eventho, comparing vanilla versions, Skylines 2 is a superior game, I'm having hard time switching.
Partially because I have cities I built for years and still enjoy building them, or the fact that Skylines 2 is missing assets or certain mods that Skylines 1 had.
In any case, I don't have as much inspiration with Skylines 2 as I had with Skylines 1, and I can't quite point my finger on why is that so.
The thing I would like to see more of in CS2 is more modular public transport and more stations in general (and not all locked behind DLC). More hubs for metro and train would be great, terminus train stations, metro stations with crossing lines instead of just parallel lines,metro stations with elevated and underground connections, etc. I wish they would make more use of the modular asset system and let you add as many tracks as you want or atleast chose the direction of modular tracks. For example: being able to make the metro connection for the train stations go perpendicular to the station instead of just parallel to it.
Add articulated busses.
They should burn %100 diesel compared to solo busses but can house %50 more passengers.
(Solo citaro from 2005 uses om906 hla motor which is uses 6.4L, while articulated citaro from 2005 uses om457 hla which burns 12L.)
[Solo Conecto bus can accomodate 99 passengers while articulated conecto can carry 150~]
The way transit should work in the game is the following:
You place a small ticket hall. That's it. That's your one transit building. You can then add add-ons to that tifket🎉hall to be: bus stops of different types, parking, taxi depot, food and amenities, train platform, terminus train platform, metro platform, underground platform (in any depth or orientation). The one asset could be any transit system in the game, and all mods could just be redskins of these add-ons rather than a thousand different train station models.
If they do a transit dlc, this is what they should add to overhaul and replace all assets in the game. It would be so much more flexible and expandable with fewer actual assets in game.
Im a day one ultimate edition player. But I haven't returned to playing since that opening month. I might have to return now. However, my favorite part of City Skylines 1 was the ability to design destinations which really impacted traffic and cities. What I mean by destinations is the ability to design beaches/resorts, camp grounds, city parks, zoos, and theme parks. To me, I need these in the game sooner rather than later. Otherwise everywhere starts feeling the same and citizens don't have a need to travel and spend money in other areas of the map.
This is the issue with games like this. We are used to dlc features and then they make a new game but don't include those features. If designing parks is one of the main reasons you are playing you have to wait years for a park dlc. My bike paths to my parks in cs1 were fun to watch.
@@rutchjohnson cs1 with all its dlcs has soooo many features, that you cant possibly expect cs2 to launch with all of them already integrated. However i feel you... with hundreds of hours of cs1 down you get spoiled a bit
@@jackfromthejungle7538 that’s just not a good argument. CS2 is an amalgamation of things that worked well from CS1. What I’m pointing out is we need “Destinations” to be at the highest priority because it adds visuals, citizens have another thing to travel to, players get to design these destinations, players get to see just how well there created destination is doing, local buildings benefit from citizens traveling to the destination, etc.
Do you see all the benefits? Adding bikes is short sighted and will end up having the functionality of what’s already in the game, a citizen just this time with a bike visual. If you’re going to prioritize features, pick good features to prioritize.
I would rather the devs work on School buses rather than spend time on bikes because that feature more functionality than the bikes feature would. Time is money, spend it correctly.
I agree that I miss creating destinations in the city. I liked making them for the aesthetic challenge and the logistical challenge of managing all the extra traffic and transit demand. In general, I miss the traffic of CS1. I’ve had cities of 100,000 people with only taxis and a few bus routes and hardly any car traffic issues. I miss trying to trouble shoot huge traffic jams.
I remember in one of your videos or one of your streams you said something along the lines of "If Collosal Order just looked at the most popular mods in PDX Mods, they'd be able to address the needs of the community better than they have been" and it seems like they took that to heart recently!
They've been looking at top mods and implementing popular features for 10 years
Phil I very much appreciate how real you are when you talk about this game and whether you recommend it or not. I've always thought you struck a good balance between being really positive and excited about the game while not being overly positive or annoying. Over this year you've become one of my favorite people on youtube and i get excited to watch every video you put out even when im not in my cities skylines phase. Thanks for doing these update recaps also because theres no way id be able to intake all the info from the patchnotes lol
Cul-de-sacs and parking roads in vanilla has blown my mind. Definitely makes me want to pick up play again
It's like a whole new game, honestly this was the update that sealed this game as worth it.
Completely agree with the sentiment that all they need to make cities feel more alive is to add bikes and add animations.
I'd be over the moon with just animations on service vehicles, like firefighters actually fighting fires, police arresting criminals, EMS having a gurney or something picking up sick cims, hearses picking up caskets or something. Just services vehicles *alone* would breathe so much life into any city.
every update feels like a small win these days, glad to see it and hope homelessness remains "fixed" this time around
the day we get the ability to place parks without road access will be a godsend, some of these new parks would be perfect for communal spaces in an apartment complex or in the middle of an apartment block
@@Desbiscuito The ability to place anything without direct road access would be amazing. No reason why something like an apartment building couldn't just be connected with paths in my carfree neighbourhood. (Delivery & service vehicles irl just use those paths temporarily to get close when necessary, as with emergency vehicles. Works great)
@@planefan082 Maybe the new one unit pedestrian road will help you out. But it would need to be two way single lane to fully function as an access path for service vehicles...
@koko-lores True, it's a start
Fantastic! The new parking assets are something I’ve specifically wanted for a while. The new line tool looks ready to go with just a little fix to the distance limit, which I don’t think should be too difficult.
39:50 I’ve had this gripe with many games and products for so long! It has enough new and better stuff to find the previous one obsolete, but is too frustrating to be enjoyable, so you end up with a bittersweet resentment of both.
Agreed, this is Crusader Kings 3 for me.
Yeah, that's pretty much the issue you'll get with Paradox's DLC model. It happened with CK3 and then CS2 and most likely will happen with the upcoming EU5. There's no way around it when the previous versions of those games had like 7 to 8 years of DLC support (11 years if you want to talk about EU4) which is obviously longer than the development time for the follow up games.
The Sims is really bad for it too.
37:02 once I seen you push your glasses up I couldn’t stop seeing them continue to slide down your face 😂
Thank you for the really good overview. I also want to applaud you honesty in the "Is CS2 Worth It?" section. I played it on the free weekend and I was disappointed, honestly. But I agree that this game still holds the greatest potential ever. However, I wont be paying for potential, I will pay for a good game (in my eyes).
46:30 I would like to add one thing: Be able to change the map texture like we did in CS1 with the painting tools (sand and gravel). This is not the same as the area tool, it's painting the floor, has very different results and adds a lot of expression on the maps for map creators. It also opens up a world of possibilities for modding.
If implemented, please don't leave it at just sand and gravel, have it open for tons of new options in the future.
Please, CO, work on a ground painting tool.
God, I wish that patch had come out during the free weekend. I kept crashing to desktop, and those new rural/gravel roads and parks would've been perfect for the build I was working on
Buy the ultimate edition during the steam winter sale which starts in about a week. It's an extremely good value.
Thanks for the update! Happy to see all those parking lot roads. And cul-de-sacs! Vanilla is looking much better!
28:04 You see a lot of those kind of parking spaces in modern industrial districts in Germany! So great addition and making it feel more modern as well.
Kind of poetic that resolving homelessness was to consider the homeless as part of the population and to create affordable housing rather than just repeatedly blink them out of existence especially since some of them were actively holding jobs
Always a good way to spend a Wednesday evening when CPP releases a new video. I'm Australian and its currently summer and living in Adelaide we are getting up to 42°C (108°F).
Cairns here, underwater, send help
Thank you so much for explaining every detail in every update and new content packs! As a Low Vision gamer it's hard to read everything sometimes, so this really helps!
For the parking roads it'd be really nice if they put stripes on the ground indicating it's a no parking area. That way it'd be very clear where it's allowed to park and where it isn't.
or just the yellow parking termination lines.
Very excited for the small parking options and tiny parks! I used to make things like this in the asset editor for CS1 and am so happy to have prettier versions in this game that save me the trouble! It’s hard finding ways to space things out a bit without the build looking to spare or spending too much time detailing.
Can't wait for biking to be added, hope that they are able to make the infrastructure more in depth than city skylines 1, the addition of them with current mods like the new road builders will allow for players to build cities in totally new ways but it feels like something that still should have been a key part of the game from day one.
I understand your frustration about the props not being able go overlap, especially with rocks.
As for the line tool, I get that you want to make fences with it but really what the dev team should do INSTEAD is implement a proper fencing feature. Because at the end of thr day making fences with a line tool - vanilla or not - is a suboptimal solution
very good point
There are proper fence networks in the game, so not being able to use props as fences without mods isn't a big issue
Actually, having a homeless camp right around your train station is pretty realistic. At least in Europe.
The fence tool in the network for CS1 was so great, not sure why they dropped that.
Maybe they should let us Zone homeless housing under bridges
In the US they just deploy their 'police' to murder them
i hope dev could pay more attention to homeless and crime and casino stuff , this game way too lack of negative things
in simcity2013 we could actually watch criminals doing their job at night
@@KaitouKaiju Yeah, and a homeless shelter and soup kitchen buildings (lower crime, lower attractiveness within 30 meters, raise it in rest of city). I mean why bother with this weird park thing if they're not going to go all the way with it?
Western Europe maybe. Definitely not where I live. But the issue was that they were still employed and taking up jobs from other citizens, nullifying demand.
34:00 I absolutely love how polite the cims are, not blocking the intersections of all the roads with no destination.
This update looks great. Really excited about the parks to fill those awkward spots.
A small UI change I'd like to see in the feature, especially since the region packs added so many of them, is a way to filter service buildings by "size". Eg. only show elementary schools, or high schools, police stations vs. police headquaters, clinic vs. hospital, etc.
Totally agree! I recently saw a mod that splits residential zoning into 3 separate categories which makes things a lot easier. But I agree that the education section feel unnavigable as is.
I have been playing CS:II on Mac (MBP M1 Max 32GB) since release day, and boy oh boy it has been a trip. I honestly didn't see too much of a performance enhancement through the different updates. Now since all of the region packs and asset packs have been release, the game is definitely slower to launch. So indeed, that speed bump at launch is very welcome.
Oh no!
As an Australian going through a very real rental & affordability crisis, I viewed your “Homeless Park” as an ideal public communal society.
Fair thee well, my rental-free Sims.
@@Rangatology hope you get through it well bro
Yeah its pretty cooked over here everywhere, Certainly not ideal
Why doesn't the Australian government simply patch their homelessness bug?
Great video as always. Just a quick note, you can just relocate the service buildings instead of rebuilding them, that also enables service vehicle parking.
Even with us having Road Builder, having tons of more base game roads PLUS parking lot roads is going to be INSANELY game changing! Plus that ability to change the tree types on roads is something I've been itching to have for over a year now!
Service parking could be seen as a step towards or even part of providing animations.
Welcome touch to bring cities to life.
Parking structures and parking roads are my favorite parts of this update. Hopefully next patch has large boulders of various colors, new trees and shrubs (Jacarandas, cherry blossoms, etc).
There was a post on the paradox forums from the devs saying bikes are coming as an update not DLC
Hope so. They should have been in the base game. Its inexcusable that they still don't exist in the game.
For Notre-Dame reopening, CS just decided to turn off its lights lol
Thank god we can zone on the parking roads. I was fearful they would over look that.
Also, it's so funny the parks spawned with bum barrels and tents. Really adds to the realism hahaha
This update has so many cool things. My tongue-in-cheek complaint: every time I find the time to get back to playing, there's been an update or about to be an update, so I never get serious with a build, constantly restarting. But I'm really enjoying the DLC + Japan packs.
One of the things I wish they included homeless camps/shelters in the homeless bug fixes. Think it would add a lot of realism to it.
Really appreciate CO for all their hard work (especially in the face of so much backlash and hate in those first few months). And really appreciate you being such a voice of reason and calm in the community! I've been watching you since 2019 and I'm really happy for all the success you've seen! Here's to next year!
Yeah, they should've included homeless shelters underneath city services as a way to also combat homeless encampments in parks (through a system probably similar to schools or emergency shelters with a capacity).
Honestly, respect to CO, no fanfare, not making a PR move out of this with big announcement and fanfare, just drop the fixes and the tools. Mad love to them 💜
I have like 200 hours on cities 1 just making biking utopias and enjoying seeing how many people I can get biking. I check back every few months and am blown away when its still not in.
They force us to make cartopias full of gridlock in CS2. I want bicycles paths and bus lanes that are actually only used by buses and emergency vehicles. The CS2 ones get used by cars all the time.
A 3 AM central release…really been working man I appreciate the grind 😂
18:50 Paradox, buddy, those are fences not plants, they don't need root space
I hope a modder takes that small parking structure shown at 29:20 and gives it a park upper level. These are slowly becoming more popular. Essentially giving inhabitants a ground floor parking garage and a small communal courtyard on the 2nd floor for all surrounding buildings.
Thank you for touching on the bug fixes and new features that have been added and not just the aesthetic aspects, long story short, I couldn't get the game to launch, I spent a couple of weeks trying everything to the point I got so frustrated I uninstalled the game for months, I stumbled across a post online that pointed me towards it being a broken mod and I had to jump through to hoops to finally get the game to even launch! When I finally did manage to resolve that issue and started playing the game I had multiple crashes to desktop and it genuinely ruined the experience for me, despite having a pretty high end system and good performance when the game did run.
After watching your video I feel optimistic about maybe having a better experience overall and with the new features that have been added I can remove a couple more mods that will hopefully help with game stability in the future, thank you for putting this information this information out there and thank you to yourself and your editors for the consistently high quality and level of polish on your content, keep up the great work!
18:42 they just need to set distance to zero on props that are meant to connect
I got cs2 over a year ago and hadn't played it for close to that. I've gotten really invested again over the last couple months, and now understand alot of the issues I was facing, in major part thanks to you.
I played cs1 years ago and even though I was just as obsessed with it then, I'm in the same boat and feel I couldn't really go back.
I've been learning to overcome these issues with my latest city and it's refreshing to see it get a little bit of love lately.
32:36 I see something promising on the right between the parking road and the roundabout: That's a sidewalk bulb-out! Yes!
I miss the CS1 tool that allows us to determine the beginning and the end of a road name. That's such a simple thing but CS2 doesn't give us the option to customize where a street name starts and where a street finishes.
LOL! Segunda Beach pop 6318 dogs 964...
That aside aside... very nice update! And thanks for the heads-up regarding updating the compatibility for my mods! Guess that's what I'm doing tonight then...
Dog park for everyone!!!
I think its so cool that you can use the traffic view to see people walking from their houses across the highway to work at the vineyard using the pedestrian access you built for them.
My wish for road upgrades is a guardrail and replace roadside parking for additional lane upgrades so you can have a road with no parking and narrow sidewalk
Wow, your comparison of CS1 and CS2 really hit home. As you say, CS2 really shows us what an ideal city builder could look like, with its features *and* its misses, but despite the misses, it's still better than CS1... I've sunk many hours into CS2, but I've stopped for a while because it's not quite what I want. Meanwhile, I know I'll never be happy playing CS1 again 😅 so I hope all the good things we've seen in the last months will continue!! 🤞🏻
Finally, CS2 Version 1.0 releases. On a serious note, my jaw is left wide open with the new contents that they added, and homelessness fix means we can say bye bye to Bye Bye Homelessness mod?
This is great, thanks!
Also nice: you record and (let) edit a video after an update in a few hours. Takes me three days to watch all of it.. :D
Along with bikes, we also need Ferries (and ferry wharves)!
Yeah, that would be good for making Venice. I have a feeling that'll come in a DLC though.
Wow you can really see the impact that content creators like you have on this game. The players feel like they have a voice through you. Thank you for staying enthusiastic about this city builder ❤
You know... I'm sure you don't care because I'm just one subscriber among almost 750k of them, but...
I have to admit, I don't care about this game at all, but your voice is so chill and relaxing I watch anyways. Especially with the Magnolia County episodes you've created an interesting enough narrative there that I'm always engaged.
Hahaha, I had a mighty strong flashback to living right next to a parking structure right out of college. I swear almost every night there was a car alarm at 10pm going off for what seemed like half an hour. And the light pollution! I feel for those Cims who live in those high density German buildings :D
I'm still waiting on bicycles. And I say it as a chump that bought it before it released.
I'm starting to think that car companies are paying the devs to delay cycling indefinitely. 😠
The last 10 mins of this video was the best thing I've heard in a long time. My current build is a vanilla one because I want to experience the game in it's truest form, and while that certainly leads me to think more creatively and find workarounds for builds that would be easier with mods, I agree that there are major components that are missing from the game that there's not a vanilla workaround for. Quay walls are a huge one -- building a realistic, waterfront industrial or port area just can't be done without them in my opinion. Bikes are the other, and although you can pretend that ped paths are bike trails, the lack of wide bike trails and bike lanes on roads just makes me sad. So thank you for sharing your thoughts, and I definitely agree that while CS2 does a lot of things better than CS1, it surprises me that some of the CS1 features didn't make there way into CS2. But with updates like these, I feel more optimistic that we'll get bikes and a zoning toggle sooner than we think!
I just bought this game after the free weekend. Coming from CS1, I feel you are under-selling the state of the game! I did not experience the rocky launch but the game feels very solid to me and a huge upgrade from CS1 without the need for DLC or mods. Definitely worth it.
Major win here on the new assets, especially the parking related ones. Once the mod updates are all settled I'm hoping I have better performance luck than I have recently because I'm excited to play this more.
Service vehicle parking was not a bug, it was a missing/unfinished feature, hence why they label it as new.
Glad to see that the game is -slowly- getting there. By the time I have a new computer in about 12 months hopefully, I'll be able to enjoy it.
That is fantastic to see! I have just come back to the game from a year of study and can't wait to get back into it!
Thank you also for all the amazing videos, you have brought me into the world of Urban Planning over the past 3 years and now I am going to study it!
Upload in 1 minute is insane, maybe I was too early😂
27:32 A lot of the schools where I live started adding these to the parking lots a number of years ago. The idea being 1 ) you get solar power to offset the power usage at the school during the bulk of the daytime usage, and 2 ) staff and other drivers gain the benefit of finally having covered parking so when they go out to their cars in the middle of the afternoon to go home, it's not hotter than an oven inside. So long as they could get the panels and everything installed for a reasonable amount, it ends up being a win-win.
Hi Phil, in order to get the new service parking feature started in your existing service buildings, you don’t need to delete and replace them, you can just reposition them. 😊
Thanks for giving a heads up on updates and how they work, really enjoy your easy going videos and as a engineering geek of everything from mechanical to land, it's a great to relax play CS2 and watch a video on the other screen and learn more as I play.
Another thing changed that's actually kinda big, is how saves work.
I have 3+ cities going at once, and it was easy to accidentally overwrite a save as the name would be the last loaded save.
Now it puts the correct city name for the loaded city AND adds a number to the end (City A, City A 1 etc).
Wow, was really surprised to see the size of the update for the game today but am really excited for it to finish downloading to add so much to my city! There's so many new things to be excited about with this update! Keep em coming colossal order!
I have such high hopes for the future of this game. It might not be there yet but it gets closer all the time to a truely GREAT game
My jaw dropped at the hidden parking lot reveal
Paradox if you’re reading this, biiiiikes. Bikes bikes bikes. Bike parking, mixed bike/ped trails, bike lanes, cargo bikes. Imagine if we could do a Dutch urban build.
Really excited to test these Parklets @35:17. Earlier I had to manually create these food truck plazas in the city. Now they come in the menu!!
eff yes on parking roads! As you said when you started using the road tool - the mod dev was doing it with stuff built into the game so it's nice to see them here. Very happy to have these now so that I don't need mods.
Thanks, I have been watching your videos for some time. Always enjoy. At 72 I'm not as good on computers as I used to be. I couldn't load the game after the latest patch but your short on checking file integrity on Steam saved me. Thanks, and keep up the great videos.
Excellent video as always, Thanks! And am definitely hoping for it to be playable on a Mac as I just bought the new M4 Mac Mini and wanna see what it can do.
The free bus out of town is Thanos... Just like Endgame... All those people 😢
Thanks for the overview. Looking forward to seeing what you do with the new assets.
Thanks for the videos this year! It's always a highlight of my day when I see a new one of yours pop up.
You always do such a fantastic job of not only providing entertaining content, but also informative content! Big big fan, you’ve become a bit of a household name here as I’m always talking about this game and watching your content haha
Just a thought for the parking tower with the German asset. While you can see it sticking out from the air from the street view you wouldn't be able to see it unless you were in a tall building nearby. So you could use it depending on how you layed out your city.
Appreciate your coverage of these updates, Phil. I picked it up at launch and was hugely put off, but I’m glad Paradox is dedicated to fixing stuff. And lately it seems like they’re picking up speed!
Parking lot roads in base game blew my mind. Never thought we’d see that.
FYI. You do not have to delete and then replace the buildings to get the service parking to show up. You can just relocate them to the same spot, and it shows up. Very nice for buildings that have upgrades as you do not have to re-add the upgrades. My bus depot and crematorium has the extra buildings and some were on the other side of the road and all I had to do was relocate the main building back to the same spot and all the service parking spots appeared. Cheaper to relocate than rebuild as well.
I really agree with missing animations. Yesterday I followed a Cim and as he walked by the tennis court, the sound of playing tennis was played, but nobody played actually.
Man that bit about the Easter egg (edits)is fantastic. Your my hero Jason!