Managing Traffic | Developer Insights Ep 2 | Cities: Skylines II
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- เผยแพร่เมื่อ 5 ก.ย. 2024
- 🚧 Roads, Roundabouts & all things traffic AI! 🛵
Get more insights from the developers at Colossal Order on new features that differentiate how traffic simulation & pathfinding work in Cities: Skylines II. 🚗
Read the full Dev Diary HERE!
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Footage captured In-Game is not final and might change in time for release.
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These developer insights are making me _dangerously_ hyped for the game! I can’t *_wait!_*
I'm worried for our lives. Please pray for us
Yes that's what their plan is 😅
It is nice to see actual features and live gameplay instead of just CG trailers and promises with nothing to back them up. Hell they started with traffic and roads which are the things many people wanted to see improved over all else, so they understand what people want.
Unless it turns out the game has major performance issues at launch it already is looking like a major improvement over the first game, and honestly I really love the new art style.
I don't need it
I don't need it
I don't need it
We will lose our jobs, our families, our friends, our contact with the world/reality/etc...
At this point I wish we could get a developer insights video on how to MANAGE EXPECTATIONS 😅
Or why they skipped bike lanes
I was thinking well at least they have these weekly drops of info about the game to tide me over but now I’m obsessively watching the clock for Mondays to come around. Even these secondary vids I’ve been chucking on TH-cam to see if it’s released early. Nope. Says “premieres in 2 hours”. I’ve been looking all day.
@@noob.168they might add them nezt to the bus lane/tram track modules
@@noob.168Probably gonna be a seperate dlc. If that's true that's gonna be sad since i the first game cycling is super OP for mode of transportation
@@noob.168 The game will evolve. Judging on the mechanism for embellishing streets, it will probably be a dlc at some point. Personally, I don't really care. Very few cities actually do have dedicated bike lanes. In my country, its not a thing.
The transparency with the development of this game is a sign that the developers are proud of their game and wont have to lure players in. Great times ahead!
Excellently worded. I am eager to experience what they've worked so hard on!
Couldn't agree more.
I didn't buy into the previous game due to being too expensive with all dlc's, but also because I didn't want to miss any dlc's, so it's been in my "to buy" list.
Well, we said that about ksp2, so I’m not getting my hopes up quite yet
@@AngzarrArquebusier KSP2 had all those problems with the developer company being sold, moved, people leaving, getting overwhelmed etc.
This does look more promising but it's always good to manage expectations for sure.
they are not being transparent. the simulation is being throttled so they can get smooth high detail shots. just wait til the graphics downgrade on release and all the bugs.
man the ability to assign services to operate in certain districts is gonna be great.
You don't like your garbage man driving three states over to get one can? Lol
yeah no more garbage pileup because the truck is coming from a dump on the other side of town instead of right next to it
@@gertbot2029 I've played for hundreds of hours and not once did this happen to me o.O
pile up all the police on one place and distribute cars in districts...!
@@dabartos4713 Almost never had it happen that a sick person was actually visited by the ambulance from the clinic that's 2 blocks from their home and has many free vehicles. It's always from somewhere far away and with 81 tiles, I've seen many cases where for example a hearse from one end of the map was driving the entire highway to pick up a dead person on the other end of the map, with at least 30 other crematoriums that were closer.
So cool that the emergency vehicles have their own pathing.
I also loved that the traffic stopped for the ambulance to go through! so excited!
@@larkendelviethey should make it realistic and just have the cars be incredibly unpredictable
The fact that you can control where services operate is a big win for me. In Cs1 police would go far away into another district to solve crime issues when there are multiple crimes in the district it is located.
Honestly? It is just bad design.
Police cars should automatically choose to patrol the closer roads and move far away only where there are no other police stations.
In this way you only have to care about building properly located police stations and not to waste time by selecting a district to patrol
a mod called "transfer manager" lets you choose services to patrol a certain district instead of operating all over the city.
@@naturesvoice9498 I am playing on a console so I didn't have the level of control as PC players, still had fun though.
@@RichardVision I have it on playstation 4. I still ended up getting it on steam so I can use mods.
It'd also be really nice 'cause you could use mods to give each department their own distinct police cars, and they won't just appear randomly all over.
As a console / un-modded player, I can't tell you how happy I am so many issues that mods solved in CS1 are being addressed in the base game. So many quality of life improvements. Keep up the great work CO!
Havng tried CSL1 on console for 5 minutes and giving up, I'm actually excited about trying CSL2 on my Xbox! 🙏
So I’m i
I play on PC and I expect it to be mod-friendly. But I really wanna try playing it as vanilla as possible.
Someone actually plays without mods wow.
CS1 was a struggle on Xbox. I had more fun watching Biffa compared to playing it myself on console
This marketing strategy of official insights and developer videos per week is amazing! You're literally maintaing the hype for months until the game is released! ❤
and keeping is informed with the new mechanics
They’re allowing for a smooth transition for players. Typically there’s a learning curve with sequels. I’ll be more amped to play now that I have more insight into how the game works.
And causing me to wish the weekends over for Mondays to come sooner. 😕
@@davidcurtis678 exactly! We will start building much more interesting cities since day 1!
It's a blessing and a curse. I'm really happy to get all of the info about the game, and I'm just generally super excited, but the weekly videos won't let me forget about it. My usual method when waiting for a game is to just forget about it until it's almost released, and it helps me pass the time better. But weekly updates keep reminding me about it
I really hope they add random rotation / reverse parking to car parks so they look more realistic
and motorbike specific spots
having a massive spot being filled by 1 motorbike looks really strange
Ayo now i think about it your totally right
I was thinking the same - also, just some randomization on how far a car pulls into the parking slot - right now they all pull in all the way.
@@Marpurrsa I mean, it looks a bit strange, but it's also kinda realistic. I do wish they'd make them use a half spot (so you could park two bikes in one spot) like considerate bikers do in reality. Oooh, if parking spots were treated as a two halves sort of deal where a parked car occupies two halves instead of one spot, you could even get people double parking for that little bit of frustrating extra realism.
@@Marpurrsawhere I live that’s what happens because there’s never any motorbike parking. You think you see an empty spot and then as you approach you realise there’s a motorbike there taking up the whole spot.
0:34 i love how the yellow car behind was trying to switch lanes but didn't to not cause an accident.
When the game releases i'll probably try to find reckless drivers and watch all the close calls until it crash. I just wish it's added a sound effect for angry drivers yelling when it happens.
I agree with you, the level of polish on the simple things, really bringing the game to life in a great way!
Yeah and honking of course
Nice spot, I missed that its very cool to see.
I hope the have horns to honk at people
Wow, great eyes!
I do wonder if there will be police chases in the game. That would be sick with the new addition of car accidents, with car chases causing more car accidents.
Hopefully, the probability is linked to the crime rate.
the police chase minigame was always a great part of Simcity 4
@@dbclass4075yup
A ideia é essa!
@@dbclass4075 The thought opens a window to many possible mechanics worth teaching the player to think more deeply about, for instance: pollution in poorer areas affecting learning rates, with downstream consequences for poverty, social mobility, crime, political upheaval, etc.
These developer insights are such a gift. Just gives us so much more information about the state of the game, so much better than a secretive build-up. Also love it that you are "brave" enough to leave in footage containing bugs, like the driverless motorcycles and pedestrians standing on the road while cars drive through them. Just seems honest
Great point. I noticed that the AI behavior at 3:34 is unrealistic (the cop would park further back and block the whole road irl) but those imperfections are assurances that this is the real game, not clips that have been cherry-picked to hide issues. If all we have to deal with on release day is the occasional minor bug or unrealistic AI behavior, that's pretty thrilling - particularly so given these dev's track record of improving their game significantly as time goes on.
I feel like this game is really going to become an asset in education for urban planning. The realism has really taken prominence in this new game. Love it!
Yeah I guess if by city planning you mean car centric design.
@@CJSHM This is true but in terms of that so far it's looking not as bad as the first game.
@@Malekai43I think it's even worse now: they removed bicyles, which is already a crazy decision, makes building realistic cities impossible.
And it looks like the improvements to public transit are very minor in comparison to the roads.
You still can't even set up proper schedules for the transit lines.
@@CJSHMlaughs in public transport and pedestrian roads being there on launch*
Ah, more of these cycleheads wanting us to cycle everywhere. I don't wanna!
@@nicolasblume1046 Public Transport feature is on Monday so we'll see what improvements have been made. I think its been touted that a more in-depth biking upgrade is coming.
Finally. A reason to create districts.
My main reason has always been the ability to prevent through traffic, closely followed by having specialized industries/businesses. You've never found those features useful?
@@Narangarath Not so much. I mean, I have used these features before when I was bored, but they were very low on my priority list.
Districts are also great to manage land value and apply specific policies.
@@Hannodb1961 Huh. It's interesting to see how differently we all play the game. 🙂
Best reason in CS1 was district styles.
Please, please, please give us colourblind folks some options for colour choices in the infographs and other built in tools for the game. This should be a fairly simple thing to do and would greatly benefit us folks who struggle deciphering red-green-brown & other colour combinations.
Yes please!
I'm not colour blind, by i support your ideia. They're listening to their fans and already implemented so many things. This also would be very important. I hope they read your comment.
It's really not simple to add, as it takes a lot of effort to prep it all with color-blind aware code, but I believe it's worth the effort and should be included in all games that can afford the extra development cost.
@@xjohnny1000 It's simply a matter of changing a few colours here and there. Let's not make a mountain out of a molehill.
@@johnnypenso9574 I'm a game developer using the same software that CO used to make this game and I can promise you it's not that simple. An extraordinary amount of properties need to be prepped and managed. There is one possible shortcut of changing all screen colors as a post-process but it has disadvantages that I personally wouldn't compromise. It's not a huge deal for a studio but it does need to be budgeted, created, and tested.
The amount of quality-of-life improvements over Cities: Skylines I is absolutely insane! It's making me so happy that you listened to player feedback and analysed what mods are the most popular among players to incorporate them into the sequel. I'm so looking forward to the release! 🥳🥳
In cities skylines 1, you could only apply a high ticket policy to make citizens use more cars instead of public transportation. But now in CS 2 you can adjust any transportation price, fuel or tickets. that's great.
@@AlihanGurpinar Yeah, that's right, even though there were mods that added adjustable ticket prices to the first game. I personally almost always make the public transit free and have it subsidized by other means of income, but it's still a very nice addition to the sequel :)
@@LuMaRainbow I'm a vanilla player. But you are right these issues were fixed with mods. Nevertheless I love CS 2 have it inherently. I think you love public transportation:) I love letting my sims drive their cars on the roads I built thinking hard for a flawless traffic flow. I put some extra bucks on buses and metro. I know some students out there hating on me haha but hey we have bicycle lanes for a reason.
@@AlihanGurpinar Oh for sure, it's a brilliant thing that these litte features are going to be included in the vanilla base game of C:S II!
Public transportation helps a lot with flawless traffic flow ;) Maybe a different philosophy because I'm European, but hey - there is no right or wrong way to play these games :)
@@LuMaRainbow Haha where are you from mate?
The fact that this is premiering means the video is edited, uploaded and ready to play, but still they want me to wait 30 hours to watch it, COME ON SHOW US NOW!
No hype must be farmed diligently
True, but they are doing an expert job keeping people engaged and wanting what is next.
@@TopShot501st I dont think my hype level can be higher anyway
@@michajastrzebski4383they gonna make it higher
Guys & Girls of Colossal Order, Thank you all so much for the amazing work you have put into this game! I cant wait to play it!!
Those developer insights are the *_best_* idea ever! Continue that great work! :)
I like how bouncy the accident is at 3:20
Those physics looked great
@@lumbagoboi1649fr
I really like how at 0:35 there was a car that tried to change lanes but then quickly reverted back almost causing an accident
Yeah that was a great touch, they really polished up this iteration of CSII
yes
The lights at night look so good! And seeing the accident live looked better then I expected.
Vanilla CS2 is turning out to be a decent step up from vanilla CS1. Love to see so many of the CS1 mod functionalities as well as completely new ideas and mechanics. Fingers crossed for the actual performance...
Colossal Order have come so far as a game development company, I couldn't wish a company more success than them, they produce the games we love and they put so much passion into their games that is rarely seen anymore in gaming. I will always support this studio in everything they do
2:54 - Turning vehicles slow down and yield for oncoming traffic! This is HUGE. Thank you Colossal!!!🔥
the hell are you talking about?
cs1 does this aswel even causing me great annoyance.
this game is already this good and it's just the 2nd developer diary out of 13!! ❤really looking forward to what we're going to see next and for the final result 🔥
This is how you make a sequel. You take the base game and you IMPROVE. You dont rework everything from the ground up throwing out everything that made the game good while adding some bells and whistles that the current "market" wants. The devs clearly had a vision and wanted to take our core experience and enrich it,
The game clearly needs an open world looter shooter battle royale mode and you are a fool if you don’t see that
Having us be really informed about a games mechanics on a game design level is a really good way to get people into the game.
I can definately say, as someone who loves technical information about how games work, im LOVING this
If the car traffic AI and tools are this good I cannot wait for the train update! Awesome work!
4:28 I dont see a whole lot of comments about this feature but this seems like a HUGE addition
The lights on the emergency vehicles look crazy realistic!
I’m personally really excited for district-specific services, it’s something I always wanted in CS1. I feel it will help cities grow much, much larger. PS everything looks incredible, I absolutely can’t wait for release!
Seeing how the functions are there to ease both micro and macro control over your city is really cool. Seeing the flow in your entire city but also specific roads really immerse and incentivise clever road building
Okay, hold on a second, what did I actually spot?
- There was a hint we might see gas stations (a chirp notification)
- Vehicles can carry passengers other than the driver
- Wealth levels
- Proper households a cim belongs to
- Traffic lights got a red/yellow phase while switching to green
- Line info view shows in an easy way how utilized a vehicle is (dots - 0 for empty to 6 for full)
- "Cargo" shown as a tab on line info overview could mean actual cargo transport lines set up by the user
- No ferries it seems, no blimps or passenger helicopters (at least not when it comes to assigning specific lines)
- DOGS
- Natural disasters now verbally confirmed besides the achievements
- Helicopters of all kinds confirmed (police helipad being an upgrade to the police headquarter, fire helicopter depot shown, medical helicopter seen in the last video
- Helicopter depot featuring actually logic taxiways to the hangars (seen as mouse hovers over - blue outlines), so seems like helicopters don't just pop out of nowhere but leave the hangar to the helipad to takeoff and are brought into the hangar after landing. Also landing spots reflect the actual amount of helicopters
- Driving looks much smoother than in the last video in which it seemed more chaotic, especially on switching lanes! You shall use more footage of that build you used here ;)
Pretty neat stuff! Oh, also the things you guys talked about are pretty nice ;)
No pocket helicopters 😊
I like how down to earth this all feels. Well done devs.
Hearing them mention "path finding cost" in the second trailer really raised my eyebrows (in a good way!). Routing (or pathfinding) "cost" is something used primarily in traffic engineering circles when it comes to traffic simulation, it makes me wonder if they brought on actual engineering consultants to help refine and upgrade their model, I am quite impressed. The old system of "shortest path" is the easiest computation wise but can be overly simplistic and cause issues, like we saw before! Looking forward to seeing how this new model performs.
This is the type of game I immediately buy instead of waiting for a sale.
All I can say is thank you! From this video alone you have brought me some hope in the gaming industry. It’s nice when developers know what their customers want and it’s entirely heartwarming when they listen. Thank you! ❤
Feature request - Ability to host in-city events such as cycling or car races through our streets. Marathons, triathlons, races, fun runs, airshows, parades, farmers markets, festivales, etc all require preplanning and street closures which have a ripple effect on city infrastructure.
Thatll be a dlc rather than a feature
Its definetly too late for feature requests now
such a good idea, f1 race too
I can see that as a DLC. Would make your city feel a lot more alive too.
@@levoGAMES You haven't even played the game yet, how do you know if the city feels alive or not?
This is how you do videos about upcoming game. I am 200 % hyped. Not like KSP2, where for 3 years there were tours in studio, chat with developers and NONE PROGRES IN DEVELPMENT SHOWN EVER 😀 Thank you! ❤
it's the exact same situation.
cs2 is a complete failure.
the reviews are mostly negative.
there are so many problems with it that's it's crazy.
ksp2 and cities skylines 2. are both failures.
KSP2 I didn't play, I don't know. But CS2 is GREAT. I don't care what other say, I tend to make my own opinion not based on what other say 😀@@darkracer1252
Love these kinds of videos! Also love how you listen to the CS 1 fans, by incorporating some of the mods into CS 2. Please make it so that we can add more intercity connections for trade etc :)
As a console player the feature I was hoping for the most was the ability to customise the lanes at intersections, I still have my fingers crossed 🤞
i love lauri's energy. it just is such a good vibe. makes these insight videos so nice to watch
I have bad hearing and I just can’t understand almost a single word he says. 😣
I wish they would’ve written captions for these videos, because the TH-cam caption generator also can’t understand him, so I just have no idea what features are being talked about.
@EthanLeviathan I admit I didn't understand everything either
I did miss few words I completely get you we need captions ! :)
Some shows I watch when I disable captions I can't understand anything
Ooh you can create your own airplane routes? awesome!
(we all hated planes spiraling in circles after takeoff...)
I just learned that districts are likely created by drawing paths instead of painting the ground as was in CS1, judging from their pointy shape in this video.
This is about to take the city building genre to another level.
more game devs need to learn from these guys, they listen and watch the community to figure out where they can improve their games, and show what they are working on
I love when you get to see the passion of the developers for a game. Great that you guys show the developers (and not the marketing people) :-)
Looking at the thumbnail, I thought for a second that Taliesin Jaffe was going to narrate this episode.
Much like navigating the treacherous labyrinthine tunnels of the Underdark, managing traffic requires patience, strategic thinking, and a few well-placed illusions to keep it flowing smoothly.
My first reaction was what is this guy thinking, but after looking at the thumbnail again the still picture used of Henri in that Thumbnail does make him look at bit like Taliesin. Minus the colorful hair of course.
Thanks! It's an honor to me to be likened to Taliesin! ☺
I am so proud to be a part of this community ! You guys are doing outstanding work.
I'm loving these explanation videos! I'm so excited for more!❤
These devs talking about features in their game videos are such a neat idea. Really wish other devs would follow suite and do something similar for their games instead of expensive marketing campaigns
This all sounds verh promising. I would add that in real life people also factor in personal health/fitness and the environment in their choice of travel mode. Maybe something to consider. Also, with the traffic analysis tools, it would be really useful to see not just traffic flow but a measure like people moved per direction, per hour. That way you could see that if you replaced a lane of road with a dedicated bus lane or a tram line, you might make the traffic flow worse for cars, but actually move more people (which should be the ultimate goal in traffic planning).
OMG the developer in these short videos cracks me up!! I cant wait for CS2
Someone noticed at 2:24 that no one is sitting on the motorcycles? 😂
But great Video, i can't wait to start playing !
In a q&a they said that’s just cause they’re still working on some stuff with people models
@@EvanAviator yeah, I thougt it's just a dev Version. it just was funny 😂
Im a modded player who builds "cities" inside of a "county" - and the ability to EASILY and without a mod select service districts is a total game SAVER for me! Much needed functionality - I am thrilled to see this added to the base game!
Everything is still looking amazing and an improvement on top of the first game, i'm quite hyped!
However at 2:56 we see a car going right through a crowd of people waiting at the stoplight, bit strange but maybe they'll fix that.
Go to Vegas or any big city in the US.
@@nativerezmedia I'd be very worried if it's a normal day occurrence for a car to drive through a crowd of people over there, hahaha.
@@xTheTranceFreakx it is... They will split through, just like that.
this is a beta build not the final release version of the game, hence why we have seen multiple bugs throughout the dev diaries and trailers
@@oscarvega1943 Hope so! Just had to point it out and seeing everything they've already added and done i have nothing but high hopes.
Am I the only one more excited for the dev insights rather than the trailers? They show so much
This game is looking very good compared to the other ones. I'm so hyped for this!!
Me too❤️❤️❤️
Love everything! My only wish is that the traffic volume will be much higher than we currently see in these videos. The dense areas don't look right with no heavy traffic..
Woah alone the 2 Feature Highlights and Development Insights make me so hyped that i would build a Time Machine to jump to release Time if i could lol
PS: Yes, i have already had pre-ordered it the second when Preorder was avaiable!
It's so refreshing to see actual passionate developers work on such a fantastic game. You don't get that a lot these days. Thank you!
Love the Ghostriders 😀
Wow, good job Colossal. Thank you for providing this to the community.
Dude... Look at the tired eyes of developers!! They've really poured in hard work for this masterpiece!! 📝📝🤑🤑
I love the wholesome nature of these developers. These videos are like getting hugged by a big fluffy blanket. Lookig forward to the next!
CS 1 was a huge "Fine. I'll do it myself" moment, while CS 2 is more of a "You made(modddd) this? I made this", in absolutely the best of ways. So many games are cowards about modibility, but when you allow it, sequels become easier, 'cause you can SUPER easily see what people disliked/changed from your game
I am ALL about assigning services to specific districts. This look quite flexible, too, with the ability to add a service to multiple districts, not just one. The district info panel that was shown looks really good, too. Love it. Can't wait.
That car swerving in the background and almost colliding with another car... The realism here is so admirable. I can't wait to play! Hopefully the accident's are realistically common, AND MODDABLE.
"So if you have a traffic light intersection where one lane is filled with cars now, the other cars will pick the open lanes and then fill that intersection evenly".
Previously, in the first game the cars could use the different available lanes depending on which lane allowed them to reach their destination. On the other hand, if I recall, there was little point in adding five extra lanes in an intersection, if in the next intersection all cars would use the rightmost lane leading to a freeway entry/merge ramp, for example. Generally, their path seemed to be calculated in a way preventing switching of lanes in the street segments between intersections, so any lane changes were performed only when driving through intersections (usually very early on, way in advance).
From the developer comment in the video, I'm not sure if the AI may now use the extra lanes only to increase the throughput of a traffic light intersection, possibly then merging to their desired lane after having cleared the intersection.
I'm hoping something like TM:PE mod is in CS2
Excellent content marketing strategy! Really love it! Rather than let journos handle such content for you. You've got an excellent social media channel to let the team explain these things and make the game more enticing!
Hats off!
I literally grew up playing this game! I am so hyped!!!!! I dreamt for a sequel but had give up on it already!!! Can't wait for October!! Greetings from 🇧🇷
Thank you for making me feel really old lol
I am so happy to see that in basic verisions there vill be much more transport options for citizens, and also i cant wait to build some roundabout :)
3:43 I am still concerned that every picture and video clip we see empty or almost empty roads, even when their traffic tool claim there is average or heavy traffic flow or volume.
I hope a developer will answer these concerns and what is going on.
It's probably because they're zoomed out or something or because they just despond the cars
@@titanicbigship Lets hope so. Else they got a big problem on their hands.
Other than the yellow light popping up before the green and after red, this looks incredibly polished and is a huge breath of fresh air in todays climate to have devs that actually release the game in a finished state! Huge props!
still gonna be like .... 5 months before the game comes out, there's hope they'll smooth that out of it.
I wanna know how building adjust to uneven terrain like on a hill. That’s the one thing that bothered me with Cities Skylines 1
love how much fun you guys seem to have making these videos :)
what about telephone network (5g tower) or fiber optic (ethernet) network like data centers? you have so many points like water, electricity, different buildings, cars, traffic... but no internet?
"Cars will now use all lanes"
I was already hyped, but now I'm sold.
You guys should also add the ability to have citizens leave the map to ‘commute’ to jobs in other cities. Makes it more realistic-my suburban town has almost zero industry, everyone works in other parts of the region.
It’s really amazing to see all the things we’re asking for showing up- traffic lanes- assignable services
I noticed that it seemed like normal vehicles also yield to emergency services. Something I’m glad to see.
Not only is CS2 looking better, functioning better, but it’s even more realistic.
Take a look at the middle top at 2:59-3:02. Vehicles are going through the folks. Should that be happening?
Nope, not to my knowledge that shouldn't be happening!
I really hope that districts got a major overhaul, specifically placing them. It looks like it's actually spline-based, where you place nodes that all connect to create a shape and if that's the case then I'm soooo happy about that. Paining districts in CS1 was very unintuitive and I often fought with the engine to get clean looking districts and not miss any corners. Can't wait to get my hands on this!
No bicycles? This could influence the behaviour tremendously. Especially when combined with bike roads and and bike lanes. Or of them NOT being there and bikers getting killed and then police and ambulance need to come
Bikes aren’t in the base game. They are likely going to be in a future expansion like CS1.
I was also thinking of having an in-game map editor where you can create pre-made islands that are either "undeveloped" only a randomly generated piece of land wherein it's up to you to edit it. Or, a "developed" or templated island like it also has roads and bridges, terrain edited, and the only thing you need to do is place it near you mainland and connect it via bridges or tunnels. Something like man-made islands IRL.
seems like all the recent game releases have been a tragedy. this one is looking so good so far, cant wait!
TOTK??
Big applause 👏🏼 from Saudi Arabia 🇸🇦 My little brother can’t wait for the base game to come out 🔥
Can/will we see something in Cities about biodiversity and greener cities? I hope so! :)
Really loving the thought put into these features. What gets me super invested in games like this is the depth of the simulation. I like all the other stuff of course, but I can get lost just watching folks go about their lives in cities I've made. And I love how managing the outcomes of all their collective decisions is a sort of puzzle game in its own right. Skylines 2 is really looking to be a game I'll sink a ton of time into.
🔥🔥I hope lote variatif NPC and activity, NPC who stop to see view, stop to talk each other, stop to see accident, street singer, variatif NPC , Fat , diffable like blind and others, and hope interactive Side walk , like line for blind , outside cafetaria beside sidewalk and others
Sorry my english
That’s a worthy DLC 💯!!!
As a PC player I would really like seeing the devs appreciating how much Traffic Manager did for Skylines 1, and talk in more detail about how much of its functionality we can expect in the future base game.
I would love it if we can increase or decrease speed limits. :D
I would make german autobahn xD
It would be nice but if they don't mods will take care of it quite quickly. I am expecting the systems will be much better in the base game compared to the first, but they don't want to add too much and overload players with choices. Just like the first game mods will be where you go if you want that super detailed setup in the game (traffic light timing, maybe road speed adjusting, etc.).
I hope they come out with a dlc where you can partake in the government. I love the new additions and detail added to pathfinding.
It would be amazing to see people's notifications generated by an IA, depending on their personality and city stats.
I really liked Managigng Traffic for Cities Skylines 2... I've posted my idea before about traffic accidents in the forums of Cities Skylines 1 and thank you so much that you listened me...:D another thing that I loved so much in the traffic managing in Cities Skylines 2's video was selecting 2 or multiple tiles that we can send the city services without building so much city services... I was super annoyed in Cities Skylines 1 about this problem, cos how much city services like garbage buildings in my city were never sufficient... far away city center, the services were always insufficient and never reach to the point of the problem occurred or crime scene...for my opinion, in Cities Skylines 2, building one large garbage service building can solve multiple sections' garbage problems...because, in the first game, large garbage buildings had large garbage trucks when we select the vehicle options clicking on the building...my other thought was for the first game was, waste transfer facility was unnecessary...because, normal garbage filling site and it's garbage trucks can load the garbages and wastes at the same time... it's the same thing... building waste transfer facility takes too much cost to run it and makes traffic jam and traffic pollution too...increasing the amount of the services can help distant regions of the city...one tile we can build for example large police station and we can send police vehicles to another tile... so, we can reduce tarffic jam and pollution and we can provide the same quality of the services to another region we purchased...
Are these calculations on another CPU thread to improve performance? How much more advanced is Cities Skylines II for multi-threaded support than its predecessor?
It's been mentioned that they utilize multiple core/threads now, thankfully. Supposedly more efficient than CS1
@@mephInc Excellent, thanks, that's good to hear.
Cities Skylines 2 will be one of those few games where everything improves, because the devs are truely listening to the community and putting the best mods of CS1 in CS2 as base. Cant think about all the DLCs for CS2... how much content will exist? SO EXCITED!!!
Love how it looks like a protest in the road at 2:54 and the cars just plow through them XD
City Skylines 2 looks thrilling! I can't wait to play. It will definitely contend with Starfield for my gaming time!
Note: It looks like a traffic light went from red => yellow => green and that ambulance was confused (2:31). I hope that is something that is resolved. Lights go green => yellow => red, or red => green!