Still can't use ferries, though. They will still be overselected for their carrying capacity and most cims will despawn waiting for a turn at a ferry, but you still need bridges to carry garbage, police, fire, goods, etc, because THOSE aren't done by ferry, so you really have no use for them. Same for blimps. Cims wait and pile up and then despawn, because rather than use a metro or train etc, they will use the "quicker" blimp and despawn while waiting to select the blimp again. If cims were a LOT less likely to use blimps or ferries, you could use them for longdistance point to point, but as it is, you can't have any other mass transit at or even near the destination, otherwise you have too many to handle and therefore either spam them so you can practically walk on them, or not use them at all.
@@HupfderFloh I know this was just a joke on how he said "fire" instead of "fire departement", but having marine units (both fire and police) would be _awesome_
@@markhackett2302 It's a shame you look at it that way, of course ferries carrying trash and such would be immensely useful, but these ferries are excellent for aesthetics, blimps as well, though no cims use it, it looks sweet, maybe there are mods that deal with this issue
What I really love is that the QoL updates will help debloat mod subscriptions. Such as the decorative car parks and the CCPs. However, it's a shame the limitations of the new searching function doesn't make mods like FindIt redundant for vanilla or lightly modded users (as useful as these mods are, the less of them we need the better for users)
Yeah, I'm tempted to drop the Vanilla++ road pack next time I start a new city... see how much of it I actually miss, given the new vanilla options added in this update and previous ones.
Agreed! But this is also the reason I’m kinda pissed off that consoles have vanilla features that are only available through unofficial mods on pc. Why not add them to both versions
@@Spider-Man62 Yeah I just switched back to PC, and now that I have a computer that can run this game I noticed how many console features I had to download a mod for on PC, even little things like the DLC icon being shown under roads and buildings from specific DLCs.
Seeing all of the road variants (and absence of some combinations!) makes me hope that CS2 will have a roadbuilder mechanic, where you just choose the number and kind of lanes and maybe aesthetic stuff like street furniture, sidewalk presence and size, landscaping & trees, to make your own custom roads. Would help avoid having fifty different variants of the same basic road components.
Yea having a road builder with prefab selection.. i thought about this before. It would be like a cutaway similar to what real engineers and planners see. They get to select lane and sidewalk width and more
I'd love to see full on asset creation mode (i belive sim cities had this) where you can make custom building, roads, vehicles, whatever; either by importing your own models made with programs like blender, or through some basic asset building menus. assets could be uploaded onto a veted and currated open market place (again, i recall sim cities having that fucntionality as well but mabe it's a fever dream, i am remembering good things about Sim City after all). but for roads definently, i'd like to see a lot of the mod tools, traffic manager, node controller, marking tools etc build in and the abilitty tto control the direction of travel for any particular lane
Still waiting for a racetrack dlc. I would love to build a city around a massive race track, or fill out the outskirts of rural towns with dirt ovals etc
100% agree with the shopping malls being unique. its a real bummer, I could use a chain of "Fresh Foods" markets in my current build, why would I have one across multiple large islands praise Gaben for mods on Steam Edit: That double snakehead spider building, I can see that being used near a Zoo/Safari style area, I guess I know what the last Island is going to be
Hence "modded game only" where those uniques are ploppable many times. For the REALLY big store, I understand, but the smaller ones are barely bigger than the After Dark asset of bus stop depot, and generally smaller than the hubs, both of which are ploppable many times.
When you talked about fire spreading being toned down, I pictured the spinning newspaper graphic trope from old movies: VERDE BEACH ARSONIST IN CUSTODY 😄
I can also see parking lots being useful as buffers. I imagine they don’t generate traffic, so if you want a road to look filled in but are worried about overloading it, you could sprinkle in some parking lots. And if they don’t generate noise they could help separate commercial from residential.
These updates are INCREDIBLE... especially given that Cities Skylines 2 is on the horizon. They are STILL improving the game with the new one coming out is so fantastic. What a great thing to do for us customers who have the game. I LOVE Paradox for this.
I love the malls but I also wish they would do zoneable malls too so you can simulate outdoor mall areas with a bunch of stores with individual entrances connected together. Also would love more micromanagement of the inside malls too where you can contract out anchor stores and other things :)
I love parking lots. I was really happy to see them get officially added lol. I mean in real life they can be sad, but it's realistic so that's why I am a fan. Also just happy to get another video this week!
Parking Lots are pure decorative items. The people parking there will just stay on the parking lot and won't go to a shopping mall near by. So they have no function?!
@@johndoh6584 That was what put me off bothering. Carparks should be a way to force cims in cars to take a particular route (to the carpark) and then walk (or take another transit option, a la park 'n ride), but that requires work on cim decision trees. Same for ferries or blimps, and most busses (of any OG vanilla/DLC type), where cims "decide" that it is quicker to wait in a queue 600 deep and then despawn rather than walk four blocks in less time. To make cims less likely to select an option based on queue length would solve it, because cims would be less likely to select the smaller capacity forms, and rather than see 600 queues for a bus that carries 30, you might see queues for 60 cims waiting and less usage of that bus. Adding more busses to that line could increase usage, but so could adding a different larger capacity transport option. But instead we get decision trees that ignore walking or pocket cars for the "quickest" transport and then despawning or just taking longer than ignoring that transport option altogether and queues that are a thousand deep waiting for a train.
@@markhackett2302 Hopefully we'll see a revamp of cim behavior in City Skylines 2. With them bringing some modders on board, my biggest hope is that we'll see some of the more essential mods integrated into the game itself, like TMPE and maybe more realistic cim numbers for higher density buildings. The kind of stuff that will make our cities feel more real to life.
What they maybe should have done with the Africa pack is set it up as a district of "they CAN spawn here" (same for campus?), so if there is a 1x1 space but nothing from the pack to fit in, then it picks base asset, if it is a 3x4 and has both asset AND basegame, then it picks nearly randomly (maybe per pack it decides the chance of that pack specifically spawning, so it might be 50:50 or 5:95 instead of relying on the relative size of the pack). Downside to that is that you can't mix a content creator "can spawn here" from other content creator "can spawn here". E.g. you can't mix campus student AND africa together if this way is done, just like you can't mix european suburbia and "map default", you have to pick for a district. Adding to the list of spawnables does allow mixing, so it is kinda "you chose which downside you have".
I also love that they added parking lots, and I'm European. I mean, we do have cars here too. I know our cities might be designed to have good access by walking or biking, but suppose you don't live in the city, but rather in a suburb or a small town outside of it. How do you suppose you'd get to work? That right, often by car. What do you do with that car once you're in the city? Yep, you park it.
I like the new stadiums. I like that the stadiums follow the pre-existing match day system, which means we can make money off of them and I'm going to be using a lot of these stadiums. My city will be known the city of stadiums, LOL. I like the community Parks as well because now we can make more authentic, realistic neighborhoods and school areas. These places usually have a a park to go to, and the pre-existing basketball court or tennis court doesn't really fit in well as these. I also look forward to the new malls, and the parking assets look great too. I'm a big fan of the stack parking lots or whatever they're called, it will fit well in a downtown area.
Now you just need the game to actually use them reliably. I haven't played without TM:PE for ages but does the vanilla game still treat bus lanes as mostly decorative?
@@simongeard4824 No, the vanilla game treats bus lanes as "city service" lanes, but you are selecting the case of a left turn only (for example) that is a bus lane, but all traffic turning left ALSO has to use that end point otherwise it can't turn left, as a form of cognitive bias. Those left turns are "bus only" in the prior and earlier nodes but "all left traffic" for the last node regardless.
Use the "bus only highway ramp" to produce in-town turning lanes for busses, otherwise you are limited in that cars can "shortcut" wherever a bus can go.
The new ferries are just what I was looking for as I need smaller ferries, similar to those in Bangkok. The ones in Bangkok fit a lot of people and are still small, but I can use my capacity editor mod to fix that. Also I love your new editing style :)
When I first learned there would be new ferries, I was hoping for HIGHER capacity, not lower. I always thought it was a bit odd that the base game ferry carries only 50 people when it is such a huge boat.
I really love and appreciate the CS team obviously putting in the work to keep the original game in a strong place for those who don't want to (or can't afford to) get CS2 when it comes out. That's part of why I really love Paradox in general, even when they've obviously moved on, they try to make sure the game they're leaving behind is fun to keep playing for a long time. Still wish they'd give base game a FREAKING 2 LANE STATE HIGHWAY ROAD!!! 90% of the infrastructure for a real life map I'm trying to make uses those, not 3 lane one-way highways, because it's mostly rural!
It's nice to finally have real parking lot options. I wish they had taken it just a bit farther and gave us some parking garages for places like near sports stadiums and near music venues. You could even charge for parking in them and generate revenue.
Obviously it'd be a pretty big move with CS2 coming out, but I feel like adding parking lots would be a lot more impactful if we also gained the ability to remove a building's intrinsic parking spots. America does have a lot of parking, but the problem is more that we have it *everywhere* without almost *any* discretion, and I feel like the parking lots really just add to the car-centric aesthetic instead of allowing for more design nuance.
No, that would not help. What is needed is a change to cim decision trees. Carparks should be used to funnel cims to a specific location, from whence they will walk (or take the public transport, see park and ride), and you can therefore optimise travel to/from specific areas rather than having to "optimise everywhere" as would be required for your ideas. As long as cims just see carparks as parks, it will remain unchanged. Visual only. Cim changes are required to make it not visual only.
@@markhackett2302 Yeah, very good point. I thought about mentioning that'd be the real way to fix things, but I figured changing their behavior would be a pipe dream for what's ostensibly the last big update to the first game. Being able to tell them "don't park here, there's no room here" would still be a solid middle ground IMO, but hopefully CS2 fills in some more of the gaps (parking, food access, etc.) that real urban planners have to deal with, and works on cim behavior to match it.
@@Ccnytro Yeah, the problem of your idea is that it just removes parking spots. The problem isn't parking, it is the cims decision trees. Not being in the base game is understandable, changing cim decisions "properly" is a lot of work, if it can be done at all "from here". I understand, but that doesn't mean I stop wanting that. HOPEFULLY CS2 is build knowing and learning from CS1, so it will be more heavily threaded/forked (game engine changes are required for that), but also mixed use and cim decision to "park" or "use public transport" or "walk" is an engine change and hopefully also learned from CS.
These new additions to the Mass Transit are absolute game changers for traffic management; I'm so glad that Paradox updates their preexisting content. I do agree that variety is definitely needed with certain building types and content creator packs - I'm hoping that they get a chance to revisit them.
I’m so happy there are car parks even if they are only decorative. I thought of a cool idea the other day and it would be to have a “traffic enforcement agency” which can send out vehicles to give out parking and speeding tickets to motorists. There could be a policy for higher fines but would reduce happiness. Also it would have been nice to have a medium road with diagonal parking spaces
I'd really like to see the ability to create race tracks and bid to get international racing series into our cities. big money to be had in that. going from a small local track, upgrading facilities until it's eventually able to be used in the top of Motorsport like F1
11:30 i always thought that the ux decision to have items listed horizontally was a huge mistake - if things were vertical along the left side of the screen you could have text expand to the right, use columns to sort, etc
I knew that the Parking Lot was going to be your favorite! I mean you even made your own asset for parking because it was massively needed, so it makes sense you'd choose it as your #1 pick. Everything coming out is awesome, and I can't wait to dive in.
I still miss those removed stadiums where it was based off of an actual football club (Juventus and Bayern Munchen's Allianz Stadium if I recall correctly)
If you want to use the shopping mall buildings multiple times there's a mod by BloodyPenguin called 'Not so unique buildings'. (it may need to be updated for this release) I know you shouldn't have to use a mod for many of them - but the option does exist if you're running a modded city.
From the dev diaries, they had to add capacity numbers to all transport because the upkeep of public transport is now determined by capacity rather than a flat rate. So now there actually is a mechanical reason to have an appropriate number of the right capacity transit. Before, there was no reason beyond aesthetics to choose anything but the biggest option for simplicity (except articulated busses, as they were actually long enough to potentially hold up traffic while at a bus stop), but now if you actually want your lines to be cost efficient (as you often bring up in your videos), that's now actually a thing in the game. Also, I feel like there's an obligation that the "flame tree" has to be prominent at least somewhere in Verde Beach now. I am curious though, since they've said that selecting the mesh is now possible on most/all growables now, might that mitigate the random spawn clashes from content creator pack buildings if you can select which mesh it has? I'll admit I don't actually utilize any content creator packs at the moment.
Cutting ferry capacity also makes anti-sense to me too. INCREASING capacity is needed, not reducing it. Why? Because 6,000 cims will sit and wait until despawn for a ferry because it "thinks" that is the fastest way. IF cims ignored ferries and de-prioritized them (so, for example, counted ferry trips as two or three times as long as they really are), then it would be less heavily used, but that doesn't happen, so you waste space for the ferry and its lines, have to buy a spawn point for ferries, and then get nowhere because that trip never happens, it just has cims waiting to despawn or you spam ferries so they can't even fit on the water, or just not use them. Same for blimps. If they were hardly used, they could be used, but cims will prefer to use them, so you can only afford to use them for distant points and REFUSE to join it with anything else transport related, to cut on the cims even wanting it (the only use for ferries too, long distance hauls to nowhere to cut on cim selecting it). If ferries carried a ship worth, 120+ then you could use them as a water bourne mass transit, if ferries spawned trucks and public service lorries, you could use it on island hops, but those can't be done without roads, so you STILL have to build road bridges on water based maps or spam a lot of poluting garbage collection on each island along with all four RICO types to make it work, or just residential and nothing else other than an incinerator for each island with a huge footprint of pollution around it that makes it far more massive than its physical footprint.
Aww man, I loved the fact that you had random bush fires like clockwork. You were building casually and scroll left a little and then suddenly fire. Classic
Everytime I watch your videos I can't help but load-up the game, even (and especially) when I lose interest for a while. Thank you for the inspiration!
I really wish they also added larger ferries. My ferry lines can never keep up with demand unless I turn the slider up super high and just have a constant queue of ferries.
Funny how parking lots seemingly don't need to be accessible to work. At 17:21 we see that access to the small parking lot is blocked by a fire hydrant. And at 18:06 access is blocked by the trees/grass on the side of the road.
Yes! I always think that city builds that do not have adequate parking are so laughably unrealistic. It's not just a U.S. thing either. I grew up in the U.K. and guess what, they have giant parking lots there too.
i grew up in New York City, and i can confirm that back when the economy still stank and shit was recovering from the literal burning shit hole era of the 80's that there were a ton of parking lots, especially in the areas just outside of the financial, fashion, and theatre districts. it was actually pretty neat since they used to host flea markets on the regular to drum up extra cash on the days when there wasnt much parking. Nowadays theres like 2 open air lost and 3 or 4 multi-story parking structures that i know are still a thing. one is mostly just a make shift bus-depot, and two of them still do the flea market thing.
Baobab trees are interesting, as they are native to Africa, Madigascar, and Austrailia, but the one in the game is clearly the Madigascar species based on overall size and shape.
You're ignoring the biggest feature: *The plethora of bug fixes!* In particular, the damn airport cargo station now works properly! I've been hassling CO about this for over *A YEAR* to get it fixed. Warehouses are no longer ploughed under with imports and cycling/pedestrian routes are visible again. Easily the most important patch update since 1.7 with Mass Transit.
Its worth noting with the Africa Ccp that some of those buildings are absolutely stunning. I may not use them everytime but im definitely glad to see the diversity being represented here.
I think the roads with built in sound barriers will be useful. Also love the new hubs and the sports parks and stadiums. I think places like Nicolet Bay deserve a sports venue and a club of their own.
This makes me happy because it's really easy to get cold feet with Cities Skylines 2 being announced. Continuing to provide new content and updates to the game shows a commitment that they aren't just dropping this for the new one.
i can not wait to build a 'little Africa' district in one of my cities! one of the taller buildings you showed off from that pack reminded me a little of the Albuquerque plaza and the Hyatt regency Albuquerque, which are the tallest building and hotel in new Mexico respectively and some of my favorite looking 'sky scrapers'
My number one thing is that the finally made hubs that integrate I *between* DLCs. I always found it really immersion breaking that I couldn't make hubs between trams and other forms of transit because it would remind me that it came in a separate DLC. It's nice that I can ignore that now. Now hopefully they'll put trams in the basegame of Cities 2, because I love them. After that, probably parking lots and the community sports fields are tied.
I think the strip malls and grocers are crippled by their unique flag, but what really got my attention in this video is the position/orientation of that baseball diamond. High school players or no, that arrangement more or less guarantees that right-handed sluggers are going to put baseballs into the neighboring housing complex all the time. It would be like living too close to a gold course.
I *love* the idea of "African" assets! Let's be honest: Africa has an INSANE variety of architecture types. From Egypt to Morocco to Ghana to Ethiopia, South Africa, on, and on, and on - they all have insane diversity in their buildings. The ability to build a fresh, neo-modern African city from ANY region would be AMAZING! Happy to get something, at least! Also, Phil: I wish they were bannable from district zonings, but KEEP them zoned! As you had just finished pointing out, unique buildings are one-and-done. Many sad faces.
Terrific review. I enjoy getting your "Inside baseball" views on real-world applications within the game... Play this enough I see the world in terms of the game... Just like when I drive by DFW airport I see it in terms of Tower 3D Pro... :) Thanks for sharing!
JADIA Radio Just Another Day In Africa I really, really like some of the new hubs in the free update (hoping for tram and monorail connections to airport terminals, too!) and for me, as a DJ who is visually impaired, I experience Cities Skylines as much through the radio stations as through the gameplay itself, so the fact there keep being more of them is a big plus. Also, the ability to support BadPeanut by buying his CCP was very nice.
Thank you Phil it was great you'd like to show the new content to us and I'm gonna say you're right. I'm gonna download them this weekend so I got them and implement them all around my builds.
Absolutely amazing feature updates. Cities Skylines 1 is finally a whole and complete game without needing a lot of mods and assets. If this is the final update, I would be satisfied.
I also wish you could build multiple of the malls etc. Correct me if I'm wrong, but with the seaside resorts CCP you can build multiple of the hotels etc, so it's an option. Move it is the #1 mod and that lets you copy things too. I hope going forward they remove a limit on buildings, and better yet in C:S2, have a copy/clone feature!
Oh man, I can't wait to see how you integrate the new stuff in Verde Beach. I see how you've demonstrated using them in the video; can't wait to see what goes "live".
I haven't been keeping up with the dlcs recently bc of the 9 tile limit on ps5, but they recently dropped a remastered version with 25 tiles so here i am looking through all the new packs haha
the six lane with monorail!! i love it!! finally the mass transit dlc fit perfectly with the rest of the game! And the four lane two-lane highways, finally you need less space for an highway
The one thing I hope city skylines 2 has is the coding framework for modders to make modular districts like the recent DLC’s. I had hoped for modular shopping malls, and I also think we should be able to make modular ferry terminals (in my city we have massive terminals that are not done justice in city skylines). I just hope modders will have the power to do that in cs2
TOTALLY agree with your #1 choice, but it DOES say 'decorative' lot, which says to me that it's not used for cars but as a decorative asset to your cities. HOPE they just chose the wrong word to describe the asset because I really enjoy adding parking to my cities!
I can only find the multistory carpark, its a park asset. Looked in every menu but can't find the other two car parks. Theres a new fence and a new quay as well CPP didn't mention. And the search feature he mentions isn't on console either.
The parking for me would be just an honourable mention, Australia is also car centric...but city design does not have large parking areas in the cities with exception to shopping centres
Thank you, Sir. A much more honest review of the update. I was rather disappointed with Biffa's review, he was obviously paid for it and just went "WOW". Rather disappointed with him for that. Starting a new city tomorrow, re-invigorated my love of CS.
wow this has made me want to get back into the game, dealing with mods after having not played for ages is always daunting, I might start afresh with just traffic manager and move it, might be enough for me now. This also gives me high hopes about the sequel being less dependant on mods. just need a vanilla traffic manager equivelant now and we're set
Very nitpicky, but I wish the larger pro stadiums didn’t have giant light poles between the spectators and playing field. In modern stadiums the lights are mounted on poles behind the spectators or to the roof of the stadium structure eliminating poles completely. You only see field level light poles in a very small and shrinking handful of stadiums left over from the 80s or earlier and even in those stadiums when they undergo any kind of renovation that’s one of the first things to go.
Hey Philip, I just turned on cities skylines to see this update and I could not for the life of me find two of the regular parking lots all I could find was the parking garage in parks. Could you direct me to where the parking lots are in the build menu?
The Mall growables + Plazas &Promenades pedestrian roads would make one heckuva an overhaul for the lifestyle center you've built back in episode 93.
The new ferries are smaller/lower than the other ones, meaning they can go under most bridges now
Yes, and it means that the Cims will fall even deeper into the abyss before hitting the deck. 😂
Still can't use ferries, though. They will still be overselected for their carrying capacity and most cims will despawn waiting for a turn at a ferry, but you still need bridges to carry garbage, police, fire, goods, etc, because THOSE aren't done by ferry, so you really have no use for them. Same for blimps. Cims wait and pile up and then despawn, because rather than use a metro or train etc, they will use the "quicker" blimp and despawn while waiting to select the blimp again. If cims were a LOT less likely to use blimps or ferries, you could use them for longdistance point to point, but as it is, you can't have any other mass transit at or even near the destination, otherwise you have too many to handle and therefore either spam them so you can practically walk on them, or not use them at all.
@@markhackett2302 I really do hope that ferries will not carry fire.
@@HupfderFloh I know this was just a joke on how he said "fire" instead of "fire departement", but having marine units (both fire and police) would be _awesome_
@@markhackett2302 It's a shame you look at it that way, of course ferries carrying trash and such would be immensely useful, but these ferries are excellent for aesthetics, blimps as well, though no cims use it, it looks sweet, maybe there are mods that deal with this issue
Watching at .25x speed to hear drunk Phil tell me how much I’m gonna love all the new parking lots and garages.
😂
i absolutely love it i tried it and it is awesome
This is literally the greatest thing ever.
LMAO
Not gonna watch any of his videos on Normal speed anymore
What I really love is that the QoL updates will help debloat mod subscriptions. Such as the decorative car parks and the CCPs. However, it's a shame the limitations of the new searching function doesn't make mods like FindIt redundant for vanilla or lightly modded users (as useful as these mods are, the less of them we need the better for users)
Yeah, I'm tempted to drop the Vanilla++ road pack next time I start a new city... see how much of it I actually miss, given the new vanilla options added in this update and previous ones.
Agreed! But this is also the reason I’m kinda pissed off that consoles have vanilla features that are only available through unofficial mods on pc. Why not add them to both versions
@@Spider-Man62 Yeah I just switched back to PC, and now that I have a computer that can run this game I noticed how many console features I had to download a mod for on PC, even little things like the DLC icon being shown under roads and buildings from specific DLCs.
Is it a channel wide joke to say CCP instead of CPP? 🤨🇨🇳
@@Anonymouslikemydad no, in this context, CCP is a Content Creator Pack... one of the mini DLCs which provides new assets but no additional features.
Seeing all of the road variants (and absence of some combinations!) makes me hope that CS2 will have a roadbuilder mechanic, where you just choose the number and kind of lanes and maybe aesthetic stuff like street furniture, sidewalk presence and size, landscaping & trees, to make your own custom roads. Would help avoid having fifty different variants of the same basic road components.
Email this to the devs quickly!! Great idea 💡!
Wouldn't be too hard to implement. I like this idea a lot.
Yea having a road builder with prefab selection.. i thought about this before. It would be like a cutaway similar to what real engineers and planners see. They get to select lane and sidewalk width and more
I'd love to see full on asset creation mode (i belive sim cities had this) where you can make custom building, roads, vehicles, whatever; either by importing your own models made with programs like blender, or through some basic asset building menus. assets could be uploaded onto a veted and currated open market place (again, i recall sim cities having that fucntionality as well but mabe it's a fever dream, i am remembering good things about Sim City after all).
but for roads definently, i'd like to see a lot of the mod tools, traffic manager, node controller, marking tools etc build in and the abilitty tto control the direction of travel for any particular lane
@@Arms2 how would you do it ?
Still waiting for a racetrack dlc. I would love to build a city around a massive race track, or fill out the outskirts of rural towns with dirt ovals etc
They won’t add that I doubt
Would've been nice if it was in the sports venues
There won't be anymore DLCs. They accounced the second game they'll have all their time on that's
Imagine a dlc that turns your streets into a f1 track like Monaco on certain event dates lol
That and golf courses. I think you can make some kind of pack with the two of them with bonus little smaller things to go with it
100% agree with the shopping malls being unique. its a real bummer, I could use a chain of "Fresh Foods" markets in my current build, why would I have one across multiple large islands
praise Gaben for mods on Steam
Edit: That double snakehead spider building, I can see that being used near a Zoo/Safari style area, I guess I know what the last Island is going to be
Hence "modded game only" where those uniques are ploppable many times. For the REALLY big store, I understand, but the smaller ones are barely bigger than the After Dark asset of bus stop depot, and generally smaller than the hubs, both of which are ploppable many times.
When you talked about fire spreading being toned down, I pictured the spinning newspaper graphic trope from old movies: VERDE BEACH ARSONIST IN CUSTODY 😄
Havens to Betsy Batman they got him!
I can also see parking lots being useful as buffers. I imagine they don’t generate traffic, so if you want a road to look filled in but are worried about overloading it, you could sprinkle in some parking lots. And if they don’t generate noise they could help separate commercial from residential.
I'm really excited for this new update, the new roads look amazing and parking lots in vanilla now 😮
Where did you find the parking lots
Parking lots...not in vanilla
These updates are INCREDIBLE... especially given that Cities Skylines 2 is on the horizon. They are STILL improving the game with the new one coming out is so fantastic. What a great thing to do for us customers who have the game. I LOVE Paradox for this.
I love the malls but I also wish they would do zoneable malls too so you can simulate outdoor mall areas with a bunch of stores with individual entrances connected together.
Also would love more micromanagement of the inside malls too where you can contract out anchor stores and other things :)
I love parking lots. I was really happy to see them get officially added lol. I mean in real life they can be sad, but it's realistic so that's why I am a fan. Also just happy to get another video this week!
Parking Lots are pure decorative items. The people parking there will just stay on the parking lot and won't go to a shopping mall near by. So they have no function?!
@@Hinkel84 just like any other parking in the game, unless you enable realistic parking in TMPE
@@johndoh6584 That was what put me off bothering. Carparks should be a way to force cims in cars to take a particular route (to the carpark) and then walk (or take another transit option, a la park 'n ride), but that requires work on cim decision trees. Same for ferries or blimps, and most busses (of any OG vanilla/DLC type), where cims "decide" that it is quicker to wait in a queue 600 deep and then despawn rather than walk four blocks in less time. To make cims less likely to select an option based on queue length would solve it, because cims would be less likely to select the smaller capacity forms, and rather than see 600 queues for a bus that carries 30, you might see queues for 60 cims waiting and less usage of that bus. Adding more busses to that line could increase usage, but so could adding a different larger capacity transport option. But instead we get decision trees that ignore walking or pocket cars for the "quickest" transport and then despawning or just taking longer than ignoring that transport option altogether and queues that are a thousand deep waiting for a train.
@@markhackett2302 Hopefully we'll see a revamp of cim behavior in City Skylines 2. With them bringing some modders on board, my biggest hope is that we'll see some of the more essential mods integrated into the game itself, like TMPE and maybe more realistic cim numbers for higher density buildings. The kind of stuff that will make our cities feel more real to life.
what it's really missing though is the option to have underground carparks
Would love to see desert foliage in the new game. As well as plopplable ponds/lakes
This would've been nice in the sports venues one too.. call it a bass fishing lake of different sizes or something lol
Yes. I really don't understand why the is, still, no even cactuses in the base game.
What they maybe should have done with the Africa pack is set it up as a district of "they CAN spawn here" (same for campus?), so if there is a 1x1 space but nothing from the pack to fit in, then it picks base asset, if it is a 3x4 and has both asset AND basegame, then it picks nearly randomly (maybe per pack it decides the chance of that pack specifically spawning, so it might be 50:50 or 5:95 instead of relying on the relative size of the pack). Downside to that is that you can't mix a content creator "can spawn here" from other content creator "can spawn here". E.g. you can't mix campus student AND africa together if this way is done, just like you can't mix european suburbia and "map default", you have to pick for a district. Adding to the list of spawnables does allow mixing, so it is kinda "you chose which downside you have".
I needed that 4-lane highway so badly!
I also love that they added parking lots, and I'm European. I mean, we do have cars here too. I know our cities might be designed to have good access by walking or biking, but suppose you don't live in the city, but rather in a suburb or a small town outside of it. How do you suppose you'd get to work? That right, often by car. What do you do with that car once you're in the city? Yep, you park it.
This comment is what I’ve finally been waiting to hear from the European community. Thank you for your balanced and realistic view on the matter lol
So excited to see what you do with the new updates!
I like the new stadiums. I like that the stadiums follow the pre-existing match day system, which means we can make money off of them and I'm going to be using a lot of these stadiums. My city will be known the city of stadiums, LOL. I like the community Parks as well because now we can make more authentic, realistic neighborhoods and school areas. These places usually have a a park to go to, and the pre-existing basketball court or tennis court doesn't really fit in well as these. I also look forward to the new malls, and the parking assets look great too. I'm a big fan of the stack parking lots or whatever they're called, it will fit well in a downtown area.
i think the term youre looking for is parking garages lol
Omg the bus roads being highlighted. FINALLY!
💯💯💯💯💯
Now you just need the game to actually use them reliably. I haven't played without TM:PE for ages but does the vanilla game still treat bus lanes as mostly decorative?
@@simongeard4824 No, the vanilla game treats bus lanes as "city service" lanes, but you are selecting the case of a left turn only (for example) that is a bus lane, but all traffic turning left ALSO has to use that end point otherwise it can't turn left, as a form of cognitive bias. Those left turns are "bus only" in the prior and earlier nodes but "all left traffic" for the last node regardless.
Use the "bus only highway ramp" to produce in-town turning lanes for busses, otherwise you are limited in that cars can "shortcut" wherever a bus can go.
The new ferries are just what I was looking for as I need smaller ferries, similar to those in Bangkok. The ones in Bangkok fit a lot of people and are still small, but I can use my capacity editor mod to fix that. Also I love your new editing style :)
hey there! I love the new ferrys too, whats the name of the capacity mod you use?
When I first learned there would be new ferries, I was hoping for HIGHER capacity, not lower. I always thought it was a bit odd that the base game ferry carries only 50 people when it is such a huge boat.
I really love and appreciate the CS team obviously putting in the work to keep the original game in a strong place for those who don't want to (or can't afford to) get CS2 when it comes out. That's part of why I really love Paradox in general, even when they've obviously moved on, they try to make sure the game they're leaving behind is fun to keep playing for a long time.
Still wish they'd give base game a FREAKING 2 LANE STATE HIGHWAY ROAD!!! 90% of the infrastructure for a real life map I'm trying to make uses those, not 3 lane one-way highways, because it's mostly rural!
The fact that CPP can be critical (5:06) on the games own youtube channel, feels so transparent and honest. I like it
It's nice to finally have real parking lot options. I wish they had taken it just a bit farther and gave us some parking garages for places like near sports stadiums and near music venues. You could even charge for parking in them and generate revenue.
The new ferries are excellent for canals. In cities like Amsterdam you see a lot of those smallest ferries/tourboats.
Obviously it'd be a pretty big move with CS2 coming out, but I feel like adding parking lots would be a lot more impactful if we also gained the ability to remove a building's intrinsic parking spots. America does have a lot of parking, but the problem is more that we have it *everywhere* without almost *any* discretion, and I feel like the parking lots really just add to the car-centric aesthetic instead of allowing for more design nuance.
No, that would not help. What is needed is a change to cim decision trees. Carparks should be used to funnel cims to a specific location, from whence they will walk (or take the public transport, see park and ride), and you can therefore optimise travel to/from specific areas rather than having to "optimise everywhere" as would be required for your ideas. As long as cims just see carparks as parks, it will remain unchanged. Visual only. Cim changes are required to make it not visual only.
@@markhackett2302 Yeah, very good point. I thought about mentioning that'd be the real way to fix things, but I figured changing their behavior would be a pipe dream for what's ostensibly the last big update to the first game. Being able to tell them "don't park here, there's no room here" would still be a solid middle ground IMO, but hopefully CS2 fills in some more of the gaps (parking, food access, etc.) that real urban planners have to deal with, and works on cim behavior to match it.
@@Ccnytro Yeah, the problem of your idea is that it just removes parking spots. The problem isn't parking, it is the cims decision trees. Not being in the base game is understandable, changing cim decisions "properly" is a lot of work, if it can be done at all "from here". I understand, but that doesn't mean I stop wanting that.
HOPEFULLY CS2 is build knowing and learning from CS1, so it will be more heavily threaded/forked (game engine changes are required for that), but also mixed use and cim decision to "park" or "use public transport" or "walk" is an engine change and hopefully also learned from CS.
These new additions to the Mass Transit are absolute game changers for traffic management; I'm so glad that Paradox updates their preexisting content. I do agree that variety is definitely needed with certain building types and content creator packs - I'm hoping that they get a chance to revisit them.
I’m so happy there are car parks even if they are only decorative. I thought of a cool idea the other day and it would be to have a “traffic enforcement agency” which can send out vehicles to give out parking and speeding tickets to motorists. There could be a policy for higher fines but would reduce happiness. Also it would have been nice to have a medium road with diagonal parking spaces
Thank you for this video! I'm excited for parking lots and malls!
That snake-and-spider museum would fit well in an amusement park or zoo, I think.
I never thought I would be so excited for parking lots!!!!!!
I got the multi story and thats it?
@@justinl1793 Me too I don’t know where to find the regular ones
I wonder if we will only get the stacked parking lot , because I can’t find the other one shown in the trailer
Justin L same
Can't wait to see what changes you make to Verde beach with these updates, you really need to go through and do it all, it will be great 👍
I'd really like to see the ability to create race tracks and bid to get international racing series into our cities. big money to be had in that.
going from a small local track, upgrading facilities until it's eventually able to be used in the top of Motorsport like F1
Another cool addition would be skyways. When I'm in Minneapolis, the skyway is such a great way to avoid the bone chilling cold
11:30 i always thought that the ux decision to have items listed horizontally was a huge mistake - if things were vertical along the left side of the screen you could have text expand to the right, use columns to sort, etc
I knew that the Parking Lot was going to be your favorite! I mean you even made your own asset for parking because it was massively needed, so it makes sense you'd choose it as your #1 pick. Everything coming out is awesome, and I can't wait to dive in.
I still miss those removed stadiums where it was based off of an actual football club (Juventus and Bayern Munchen's Allianz Stadium if I recall correctly)
If you want to use the shopping mall buildings multiple times there's a mod by BloodyPenguin called 'Not so unique buildings'. (it may need to be updated for this release) I know you shouldn't have to use a mod for many of them - but the option does exist if you're running a modded city.
a lot of those trees would really make a zoo pop even more.
From the dev diaries, they had to add capacity numbers to all transport because the upkeep of public transport is now determined by capacity rather than a flat rate. So now there actually is a mechanical reason to have an appropriate number of the right capacity transit. Before, there was no reason beyond aesthetics to choose anything but the biggest option for simplicity (except articulated busses, as they were actually long enough to potentially hold up traffic while at a bus stop), but now if you actually want your lines to be cost efficient (as you often bring up in your videos), that's now actually a thing in the game.
Also, I feel like there's an obligation that the "flame tree" has to be prominent at least somewhere in Verde Beach now.
I am curious though, since they've said that selecting the mesh is now possible on most/all growables now, might that mitigate the random spawn clashes from content creator pack buildings if you can select which mesh it has? I'll admit I don't actually utilize any content creator packs at the moment.
Cutting ferry capacity also makes anti-sense to me too. INCREASING capacity is needed, not reducing it. Why? Because 6,000 cims will sit and wait until despawn for a ferry because it "thinks" that is the fastest way. IF cims ignored ferries and de-prioritized them (so, for example, counted ferry trips as two or three times as long as they really are), then it would be less heavily used, but that doesn't happen, so you waste space for the ferry and its lines, have to buy a spawn point for ferries, and then get nowhere because that trip never happens, it just has cims waiting to despawn or you spam ferries so they can't even fit on the water, or just not use them. Same for blimps. If they were hardly used, they could be used, but cims will prefer to use them, so you can only afford to use them for distant points and REFUSE to join it with anything else transport related, to cut on the cims even wanting it (the only use for ferries too, long distance hauls to nowhere to cut on cim selecting it). If ferries carried a ship worth, 120+ then you could use them as a water bourne mass transit, if ferries spawned trucks and public service lorries, you could use it on island hops, but those can't be done without roads, so you STILL have to build road bridges on water based maps or spam a lot of poluting garbage collection on each island along with all four RICO types to make it work, or just residential and nothing else other than an incinerator for each island with a huge footprint of pollution around it that makes it far more massive than its physical footprint.
Aww man, I loved the fact that you had random bush fires like clockwork. You were building casually and scroll left a little and then suddenly fire. Classic
Great list CPP,love the parking lot with the wooden slats too! 🙂
Everytime I watch your videos I can't help but load-up the game, even (and especially) when I lose interest for a while. Thank you for the inspiration!
Honestly I'm really hyped for the new ferries, it's frustrating that they don't have much capacity but the aesthetics are *chef's kiss*
I really wish they also added larger ferries. My ferry lines can never keep up with demand unless I turn the slider up super high and just have a constant queue of ferries.
Funny how parking lots seemingly don't need to be accessible to work. At 17:21 we see that access to the small parking lot is blocked by a fire hydrant. And at 18:06 access is blocked by the trees/grass on the side of the road.
Yes! I always think that city builds that do not have adequate parking are so laughably unrealistic. It's not just a U.S. thing either. I grew up in the U.K. and guess what, they have giant parking lots there too.
i grew up in New York City, and i can confirm that back when the economy still stank and shit was recovering from the literal burning shit hole era of the 80's that there were a ton of parking lots, especially in the areas just outside of the financial, fashion, and theatre districts. it was actually pretty neat since they used to host flea markets on the regular to drum up extra cash on the days when there wasnt much parking. Nowadays theres like 2 open air lost and 3 or 4 multi-story parking structures that i know are still a thing. one is mostly just a make shift bus-depot, and two of them still do the flea market thing.
Baobab trees are interesting, as they are native to Africa, Madigascar, and Austrailia, but the one in the game is clearly the Madigascar species based on overall size and shape.
Holy animal!! I literally have been waiting for this 2 years now! I can't express enough how happy I am right now! Thanks Phil, you are the best!
The Snake/Spider building (Royal museum) is a real building btw, its located in the city of Foumban, Cameroon.
You're ignoring the biggest feature: *The plethora of bug fixes!* In particular, the damn airport cargo station now works properly! I've been hassling CO about this for over *A YEAR* to get it fixed. Warehouses are no longer ploughed under with imports and cycling/pedestrian routes are visible again. Easily the most important patch update since 1.7 with Mass Transit.
Warehouses needed a LOT of fixing, because there was a "local use warehouse" modded in for a reason: warehouses were kinda useless without them.
Its worth noting with the Africa Ccp that some of those buildings are absolutely stunning. I may not use them everytime but im definitely glad to see the diversity being represented here.
I think the roads with built in sound barriers will be useful. Also love the new hubs and the sports parks and stadiums. I think places like Nicolet Bay deserve a sports venue and a club of their own.
This makes me happy because it's really easy to get cold feet with Cities Skylines 2 being announced. Continuing to provide new content and updates to the game shows a commitment that they aren't just dropping this for the new one.
It's about $$$$$$
CS2 is liable to be PS5/XB Series only release for consoles, otherwise it still has to be scaled to work on the same hardware as Cities Skylines did.
i can not wait to build a 'little Africa' district in one of my cities! one of the taller buildings you showed off from that pack reminded me a little of the Albuquerque plaza and the Hyatt regency Albuquerque, which are the tallest building and hotel in new Mexico respectively and some of my favorite looking 'sky scrapers'
Since the verde beach hot sauce company lost the fires, it’s main advertisement for the company, revenue decreased by a massive amount 😭
As soon as I heard of fires being turned down I immediately thought of Verde Beach
Need a livestream update with these packs for Verde beach! Love your channel!
My number one thing is that the finally made hubs that integrate I *between* DLCs. I always found it really immersion breaking that I couldn't make hubs between trams and other forms of transit because it would remind me that it came in a separate DLC. It's nice that I can ignore that now.
Now hopefully they'll put trams in the basegame of Cities 2, because I love them.
After that, probably parking lots and the community sports fields are tied.
9:10 that’s the best thing i heard from this update , i’ll be placing them all over my city now.
making city ready for 2023 world cup I see.
@@pawaratharva6371 😬
I think the strip malls and grocers are crippled by their unique flag, but what really got my attention in this video is the position/orientation of that baseball diamond. High school players or no, that arrangement more or less guarantees that right-handed sluggers are going to put baseballs into the neighboring housing complex all the time. It would be like living too close to a gold course.
I *love* the idea of "African" assets! Let's be honest: Africa has an INSANE variety of architecture types. From Egypt to Morocco to Ghana to Ethiopia, South Africa, on, and on, and on - they all have insane diversity in their buildings. The ability to build a fresh, neo-modern African city from ANY region would be AMAZING!
Happy to get something, at least!
Also, Phil: I wish they were bannable from district zonings, but KEEP them zoned! As you had just finished pointing out, unique buildings are one-and-done. Many sad faces.
Terrific review. I enjoy getting your "Inside baseball" views on real-world applications within the game... Play this enough I see the world in terms of the game... Just like when I drive by DFW airport I see it in terms of Tower 3D Pro... :) Thanks for sharing!
I like everything they did here. Thank you for showcasing all the assets
'Real talk, not an endorsement.' lol I need that on a t-shirt!
Good that you mention the idiocy with the roads and stations when it comes to monorail!
JADIA Radio
Just Another Day In Africa
I really, really like some of the new hubs in the free update (hoping for tram and monorail connections to airport terminals, too!) and for me, as a DJ who is visually impaired, I experience Cities Skylines as much through the radio stations as through the gameplay itself, so the fact there keep being more of them is a big plus. Also, the ability to support BadPeanut by buying his CCP was very nice.
Thank you someone giving the parking lots some love. So excited to make a giant mall with 20 parking lots
Thank you Phil it was great you'd like to show the new content to us and I'm gonna say you're right.
I'm gonna download them this weekend so I got them and implement them all around my builds.
Absolutely amazing feature updates. Cities Skylines 1 is finally a whole and complete game without needing a lot of mods and assets. If this is the final update, I would be satisfied.
I also wish you could build multiple of the malls etc. Correct me if I'm wrong, but with the seaside resorts CCP you can build multiple of the hotels etc, so it's an option. Move it is the #1 mod and that lets you copy things too. I hope going forward they remove a limit on buildings, and better yet in C:S2, have a copy/clone feature!
Oh man, I can't wait to see how you integrate the new stuff in Verde Beach. I see how you've demonstrated using them in the video; can't wait to see what goes "live".
Parking in America is like getting to Heaven only to find out there's a shortage of Chairs.
I haven't been keeping up with the dlcs recently bc of the 9 tile limit on ps5, but they recently dropped a remastered version with 25 tiles so here i am looking through all the new packs haha
Now your cities will only ever be half-ashed 🤣
I’ll be here all week! 🙃
the six lane with monorail!! i love it!! finally the mass transit dlc fit perfectly with the rest of the game! And the four lane two-lane highways, finally you need less space for an highway
The one thing I hope city skylines 2 has is the coding framework for modders to make modular districts like the recent DLC’s. I had hoped for modular shopping malls, and I also think we should be able to make modular ferry terminals (in my city we have massive terminals that are not done justice in city skylines). I just hope modders will have the power to do that in cs2
Glad to hear the stadiums are actual stadiums in the game that give you big cash dumps, not unique buildings that get 22 visitors a week.
TOTALLY agree with your #1 choice, but it DOES say 'decorative' lot, which says to me that it's not used for cars but as a decorative asset to your cities. HOPE they just chose the wrong word to describe the asset because I really enjoy adding parking to my cities!
As a console player, those asymmetric roads are going to be amazing to work with
Console lets you see everything at once from roads to unique buildings. Gonna update after work tonight and add some of the new stuff in
Updating mine now, got a few hours to spare before work, going to check it out and see what else is new
I can only find the multistory carpark, its a park asset. Looked in every menu but can't find the other two car parks. Theres a new fence and a new quay as well CPP didn't mention. And the search feature he mentions isn't on console either.
What? 0:08 that's our office building on the right!! This is so cool. Updating the game as we speak.
finally they did a cricket park
and a AFL park!
The parking for me would be just an honourable mention, Australia is also car centric...but city design does not have large parking areas in the cities with exception to shopping centres
What a great update. Proves that CS is viable for paradox to continue making content and new games
17:12 "if people are gonna drive places, they've gotta have a place to store their cars" yes, but, consider: induced demand.
great video & btw there’s a type of baobab tree endemic to northern australia but the kind in the game are the most common which are endemic to africa
Had all those roads already for ages. THANK YOU MODS (and their creators ;) )
Thank you, Sir. A much more honest review of the update. I was rather disappointed with Biffa's review, he was obviously paid for it and just went "WOW". Rather disappointed with him for that. Starting a new city tomorrow, re-invigorated my love of CS.
Console player here. Under which tab are the parking lots located? I found the multistory parking lot under leisure but that's about it. Thanks. 😊
Shout out to the editing skills lately! Your videos continue to impress with their polish and asthetic ;))
Thank you!! I'm always trying to get better at it and I'm glad to hear that you noticed!
wow this has made me want to get back into the game, dealing with mods after having not played for ages is always daunting, I might start afresh with just traffic manager and move it, might be enough for me now. This also gives me high hopes about the sequel being less dependant on mods. just need a vanilla traffic manager equivelant now and we're set
Can't wait for TM:PE to make those parkings work in their 'realistic parking'-function. Parking assets from mods can act a bit funky at times.
with CS2 coming this year I'm shocked at how much I want these creator packs. They look awesome.
Very nitpicky, but I wish the larger pro stadiums didn’t have giant light poles between the spectators and playing field. In modern stadiums the lights are mounted on poles behind the spectators or to the roof of the stadium structure eliminating poles completely. You only see field level light poles in a very small and shrinking handful of stadiums left over from the 80s or earlier and even in those stadiums when they undergo any kind of renovation that’s one of the first things to go.
I really wish they would add elevated train roads, so roads like the monorail with the train tracks above it
Hey Philip, I just turned on cities skylines to see this update and I could not for the life of me find two of the regular parking lots all I could find was the parking garage in parks. Could you direct me to where the parking lots are in the build menu?