@@jedipotater1388 Literally two different types of games. Starfield had a 15 minute gameplay trailer and a 45 minute deep dive. Anymore and you would also spoiling the point of a Bethesda game which is to explore on your own.
So amazing to see the devs take the time to really understand the players and improve the game in these ways. I think they did a great job of incorporating features from the previous game's DLCs, must-have mods, and new features into the base game. Excited to get my hands on this.
@@陈嗣勇 159 square kilometres. That's 4.5 times larger than the biggest map you can use in CS1, and by far the biggest map of any game of this type. Eventually, we'll get to 100 km x 100 km maps (large enough to build Metro Tokyo), perhaps in CS3, but current CPUs cannot handle that.
It really looks like all they did was pay attention to what add-ons were popular and integrate them. I’m not seeing anything revolutionary with this game. It just seems like a big expansion and a refresh. Doesn’t justify v2 number.
The fact that land value and city balancing has been reworked to no longer focus on level 5-ing buildings is actually a key change that made me hyped more than ever, same with signature buildings finally being RICO instead of uniques. Though I wish ploppable RICO is a vanilla thing, and looking forward to more themes like Japanese and futuristic themes
Being able to keep low-income residential zones, without neglecting basic services and until wealth grows organically (instead of depending on how many parks you build in the surroundings) would, indeed, be a big improvement.
Yes! Unique buildings having RICO properties rather than being tourist attractions is a huge change. Even in CS1 I had to use mods so people could actually live in the sky scrapers from the content creators pack.
Mixed zoning is one of the coolest new features! Ugh, I can’t wait for this game! Every time I drive, I look at the roads and think about how I could improve them in CS2 😭
@@CitiesSkylinesey CS Team🏙 Quick question can you build Elevated-Subway Tracks on Streets like the Monorails in CS1? 🚝 I REALLY Love how you can change The Streetsign style to European! No Miles, Kilometres!😂❤
I'm just hoping that mixed housing isn't the only mixed zoning we can do, there should also be mixed office space as that's a pretty usual zoning type in city centres as well.
Yeah, one of the earlier videos talked about 'high density commercial' [correction: just 'commercial'] and showed large towers [correction: buildings; they were at or less than ten stories] while talking about it, which seems questionable from a civil development standpoint. The most 'high density commercial' place I've ever seen was a five story building mostly populated with medical professionals. Now, I live in a city that's not particularly compact or vertically inclined; so other people might have better examples. But still, offices and commercial make sense together.
I would hope that even if we don't get that on release the underlying engine supporting commerical+residental means commerical+office could be in an update or DLC
My favorite thing out of any of this is THE FARM LANDS Instead of having to put thousands of plants down in a field or use props that don't work with anything that isn't square they already have a laid out farmland texture that seems to end as soon as it reaches the fencing! I live near miles an miles of pure farmland so seeing stuff like this really makes me happy.
Office/residential and commercial/office are needed. I also hope that commercial and office get more density options to match the variety of options available in residential. I was also hoping to see industrial divided into more zones based on pollution production, with light, medium, and heavy industrial zones. Light would be restricted to very little air, ground, and noise pollution (your safety shops, warehouses, and industrial support companies). Medium would be low air and ground pollution, and moderate noise (vegetable processing, landscapers, and low polluting manufacturing). Heavy industrial would be the high air, ground, and noise polluters. Splitting it out would really allow us to create industrial zones that aren’t required to be as far from residential, and could help with traffic congestion and health in our industrial zones (light and medium wouldn’t produce as many trucks). Excited to see how their changes to the supply line allows for this sort of industrial development. Low income housing isn’t always a huge tower block. It would do better as a theme almost so we could apply it to any of the other densities. I love creating small towns and like having areas that are designed as low income housing and senior apartments/homes, and having the ability to have these designated low income housing would be really cool, but if it just applies to high density, I will have to wait for the modders to create the assets I’m interested in having.
I'm hoping that some Mod can be created to fill in the gaps/triangles between zoning and roads. Maybe the Devs have an idea for future DLCs. Perhaps a Mod where we click on the road and it automatically populates the unzoned area with trees, bushes around residential zoning, and stockpiles, boxes, and trash around industrial zoning.
Agreed! Similar to the “free zoning tool”. After you “filled” the gap you can choose between a few themes to match the area, park fill, plaza fill, natural style with just bushes and shit, industrial, maybe some back alley fill for city centers with trash cans, pallets and maybe some homeless people.
it's the one thing I miss from CitiesXL (if I remember the name correctly) - it allowed you to fill in areas between buildings and roads with various types of parks and plazas and was always my favourite feature of the game
I really hope the unique buildings dont have the weird unlock requirements that force you into making bad choices for your city like in CS1. Things like 'have a high Crime rate' were such stupid requirements and i just never unlocked those buildings in 500+ hours of playing. The requirements should be goals, or have desirable outcomes for your city, or even assist in teaching you how to play the game.
Omg you’re so right. I didn’t even remember that, but now that I think about it, the unique building requirements were SO dumb, they were like: “have 100 abandoned buildings in your city and maintain it for 30 weeks”…. Like why would I wanna do that? 😭😭😭like what is the purpose of doing that.
This game is looking absolutely amazing and the quantity of gameplay improvements is huge!! Thank you so much, Colossal Order team! 😊 The effort and passion put in this sequel is really palpable.
@@CitiesSkylines yes I have!! 😁 One of the few things I think could have an improvement as well is the ground textures, it's noticeable some of them are still very low-resolution, making them stand out from the rest. I also think that the windows of buildings that are lit during the night could be more randomised, and with some turning on and off during the night (or even the day), and the quantity of them changing more often (and so not looking like only half of the building has people in there). The visible interiors of some the rooms in buildings now are a great touch, but they could definitely have a larger variety too.
Please tell more about the rivers. Can you finally make small ones, like between houses for example? Like a waterditch. And also: will a surface painter be available that is not fixed on a particular direction?
I would love this as nearly every road where I live (very rural) has farms on either side and those ditches act as water sources for farmers to water the crops.
One thing I'd really like is the ability to place infrastructure blueprints for free and later upgrade them into the real thing. For example, to be able to place down all of my rail lines or some roading and motorways in a planning mode which then reserves the space and prevents anything else from being built over it. This way you can plan ahead for growth without having to completely destroy parts of your city to create a rail corridor.
Dang so happy to see the cranes as an actual visual. They really didn’t need to include it but I’m glad they are adding little details to take the game to another level
Oh! Since you can vary themes by district, it would be fantastic to have historical themes, older decades or even centuries. This would allow for cities that feel like they have real history. Definitely DLC material, but it would be really exciting!
These showcases and diaries are how games should be promoted, as it shows confidence by the developers in their product and allows us to see the changes from a previous iteration. Great job! 👏🏽
I'm loving everything about this, especially the videos. I think it'd be cool if the developer insights went into more technical detail about some of these new changes (as they are the devs lol)
there could be a zoning tool that would make the buildings consume all the space of a block that is not a grid, because there is always a lack of space and it gets ugly.
Honestly, I was hoping for much more. It just looks like a bunch a little quality of life changes and integrating add-ons that are popular. The graphics seem OK but not that great, I don’t see any ray tracing are super modern, rendering techniques, happening with shadows, etc.. I would say from what I’ve seen this is the biggest disappointment and a sequel for a game that I’ve seen in quite some time.
@@Eric_In_SFmateeeee just stay with your cats and bore off Jesus, seen a few trailers and think you have it all worked out - skylines one has grown over the years so just relax & keep you negative comment on your own page - I can’t believe you
Regarding what you say at 2:20 about mixed use zoning (that the commercial tenant beneath pays rent to subsidize the residents above,) that is not how mixed use works. The commercial tenant pays the full market rate of rent and so do the residential tenants. No one is getting any discounts.
This is marketing done right. Let your customers know what they are buying. For me, it's a nobrainer. Other studios and publisher can learn from it. This is what the industry needs. No wannabe manager thinking they know everything. You listened and you learned from C:S1 and now delivering. Everyone have a great weekend.
Feature Request: Ability to Import streets from Google Maps. Would be amazing if you could easily import the town/city you live in and try to build it better
Thank you C:O! Apart from various of other game studios I think you've done the absolute best during pre-game releases. I love these Dev Insights and Feature Highlights you guys post every week. It keeps the hype up and we slowly get to unravel what to expect during the release. I look forward to the release! (And I cannot wait for the Climate/Seasons highlight!) So far you have done a really good job! Excited for what's to come!
Mixed use zoning is something I’ve wanted for a long time! Lack of it irl in the US is my big frustration with life here! Super excited. One thing I’m hoping for in a DLC (with Asian style buildings perhaps?) is an option to follow Japan’s zoning system: a progressive checklist. Though that would be way more complex to implement and support. The idea being rather than “medium density mixed use” you have Zone A, Zone B, Zone C, each allowing a mix of use cases based that get (mostly) more permissive. So Zone A would allow homes, small apartment buildings, townhouses, and small businesses attached to homes (work on the first floor live on the second). Zone B allows for larger homes, apartments, connected stores, and basic needs stores, small restaurants, small offices, schools etc. Zone C allows for the same thing as Zone B minus schools and allows for low pollution (light/sound/environmental) pollution industry Zone D cuts off support to small housing and stores but allows for even larger buildings and commercial offices. Zone E…. And so on. This is a ton of complexity to boil down into a game, let alone AI but it would allow a ton of customization to build the city the way people want. Add city streets like japan (super thin, no side walks, very very limited car traffic), add vehicle licensing restrictions (to encourage smaller cars), underground parking, etc. and you could really create any city you would want.
Thank you for allowing me to buy the game from Russia. Here your fans love you very much and are grateful to you. And thank you for adding Russian to the game. I'm really looking forward to Cities: Skylines II
There is TOO MUCH TO LOVE!!! Okay so first off, I love the multi zoning tool, a lot more residential options. Though I’m wondering if they added a high end residential zone for sleek looking skyscrapers in the downtown area for the rich citizens? I know there is low and medium apartments but what about high-end skyscrapers similar to Toronto or New York? Would that be Signature buildings? What about road construction and upgrades? I actually would love if certain lanes or roads were closed and you see orange traffic cones and concrete barriers. Why? - Upgrading roads to bigger sizes to add more lanes, would take a couple months (or however long for realism) - Decrease happiness due to construction - Once completed would add a big bonus to happiness for few months maybe? - Roads deteriorated, and have accumulated potholes and cracks thus having to either close down the whole road or certain lanes to fix it, which would take a few weeks or something of that nature. Now I understand this might not be wanted, but it would really add a certain sense of realism to the game. Car accidents make the roads worse and have to be repaired. I’m not sure if this will be seen by Paradox but would love it if road construction could be added. It would honestly add more immersion into the game and creates more challenges for the player. Managing traffic and your roads. Building bridges will take longer. But anyways, I’m not sure if this is even possible but would be a really neat idea. I know everyone is used to roads being plopped down instantly, maybe have it as an option to go more realistic or not. Leave it up to the player. Or make roads still ploppable like how it is but adding more lanes or upgrading roads, would have a construction timer per se and take time to complete. The citizens will have to adapt and find different routes to their destinations, based on road closures and construction. I absolutely love that they added accidents to the game and I’m looking forward to seeing what else they could add to make it more of a realistic game! Last thing, imagine seeing police chases! Car accidents and seeing ambulances and fire trucks dealing with it. Tow trucks? Okay I’ll stop now haha 😅 Thank you for creating such an amazing game and I honestly can’t wait for this to release!! I would love it if there was a beta of some sort that could give early access in a month or two. 😅😁 Keep these videos coming!!! Much love
Tell us more about zoning. Will CS2 have more types of zone for industry area? Kinda wonder how they are going to interact with commercial buildings. Plus, I'm so excited about mixed zone. This will make the game more realistic!
I'm am so excited for this game to come out! These dev insight videos are giving me so much hope that the 2nd game is going to be a god tier experience!
I know we’re all excited for mixed use zoning, but I’m even more excited for the medium density zoning. The low-rent housing is also a very pleasant surprise!
It'd be nice to be able to have a low density mixed use. Like those common two-story buildings in older american city centers, which have one level of commercial and one level of apartments above. Also very excited to see what the next city styles will be. CS1 never went beyond American and European!
I would really like to see the ability to set a district policy, or some type of restriction, to limit industrial zones to either be warehouses or manufacturing. Or even make them two separate industrial zone types. There would be places that you would absolutely want warehouses/storage/distribution near residential/commercial but also where you absolutely would not want manufacturing/polluting industry to move in.
Keep up the great work guys!! So very excited for this game as well as the future of this game. CS1 satisfied my obsession of city building, but CS2 is going to be next level, and only something I have ever dreamed of!!
The cranes are cool. Can’t wait to see what construction looks like as it progresses. I was surprised the residential house had a crane haha but I’d rather have cranes then none 🤓
If a roof on a house uses trusses, there's generally a small(very small) crane that is used. Certainly not a tower crane. However, with a stick built (by hand) roof, no cranes are needed.
I was hoping for warehouses as in CS1 industries DLC, because they bring a lot of traffic and may require special transport networks. So i would want more control over their location.
Please add more types of mixed zoning before release, the one you have is great, but there are many other types. Retail + Office, office + residential, parking + retail... So happy to see options for more than just the disaster of sprawling towns (which in the real world most can't financially support themselves), and are starting to include mixed use and more realistic transport combinations and planning with more realistic cities (which financially support sprawling towns' existence)
Super excited! Will buy the full package, bikes or not. Sure they appear in the future. What definitely should be added is mixed zones for office/commercial too. Super common in any city center!
Seeing all the footages.... UGH.. I can't wait to see more.... And here's hoping that there's gonna be a more variations with the MIXED ZONINGs like... OFFICE below / RESIDENTIAL top, RESIDENTIAL below / OFFICE top, COMMERCIAL below / OFFICE top....
I hope HDR support is confirmed or added at some point, thats crucial for the games long term life. I want to play this for years like CS1, but having it be dim on my display would be a shame. CS1 at least worked with auto-HDR but proper support is always ideal.
Depending on how the new zone works, it might be possible to mod in smaller buildings in the existing zone (something like what you can do with the Realistic Population mod for CS1). Then you would designate one-by-one to two-by-two areas separated by other zones to get those smaller buildings. It's not _ideal_ , but it's at least a solution.
Definitely excited for mixed zoning...HOWEVER, I'd love to see mixed commerical-office to complement the mixed commercial-res. I'm also curious as to what types of high-density commercial there are...are the high-rises hotels for a functional tourism system? Clubs, theaters, galleries, museums, etc. for mid-rise commercial? Cities don't just stack 10 or 20 stories high of basic shops. Larger buildings - even if they have big commercial bases - either hold hotel rooms, residential apartments, or offices, and it looks like only one of those mixed used is specifically addressed. Am excited for the varied demand options. It was always weird trying to decide if I should zone 50 million offices or 10 blocks of factories
This twice-a-week dose of C:S 2 hype is really doing a toll on my productivity! Maybe I need to work on adapting a "city-wide" specialization of my own...
I don't use those often, but yeah... sometimes useful. Not sure what the use case for the square-by-square zoning tool is, since the rectangular zoning tool already covers that case perfectly well.
I hated zoning in Skylines 1. Whenever I created new zones to meet the demand of one type of zone, the demand for the other types of zones would rise. You never reached a perfect balance where your city could just "be". The zone demand meters were always telling you that something was wrong that you have to fix ALWAYS.
Two styles at release; I like the sound of that. Given the huge content of the base game, I'd look forward to DLC focusing on new building styles, especially international.
@@aboxoftentacles1395 Most of the public interest for CS1 is from Europe, ever since CO's official announcement. Europeans have been the game's biggest financial contributors for obvious reasons. The US pales by comparison. I've noticed that you constantly confront and condescend on people who have preferences that are different from your unoriginal ideals and biases. You alienate them from being interested in the game, which limits the community's growth. If CO simply focused on their existing fanbase by locality, then the US would be low on their list. But they aren't like you. You're biting your own tail by being a detriment to the market's expansion, all for the sake of your self-blinding self-entitlement. But of course, you have difficulty restraining yourself, because you're habitually irresponsible and immature.
the first impression I think there is a little lack of "life" in these market zones, especially in the mixed zones, but let's wait for the game to be available to see 😊
I still never understood why there are 5 levels of residential and 3 levels for other types of zoning. Keeping it all at 3 levels, like it was simcity, becomes more comprehensive when working land value. Also because of asset economy, many level 4 houses looked already fancy enough like a 5, and many 2 level looked poor enough like a 1, so just group up those assets on 3 groups for any kind of zoning - low, medium and high income. Also glad you are introducing medium density this time, like some other game I mentioned did it in 2003.
honestly, I don't get why people are complaining about the game, it already has so much stuff we were wishing for to be in the base game. I get that bikes are important and I personally would love to have bikes in the game, but it is what it is 🤷♂️ anyways I'm pretty sure they'll be added sooner or later (just hopefully not as a dlc)
Mixed zoning is so cool! Thank you!! O hope we'll get a road-house density mixed zoning too. Ground floor for commercial use, first and second floor for one or two families. The lack of this, bike lanes and channels makes me think we might get a Dutch-style expansion pack, possibly with high density farming and an eco university with a skill tree, based on Wageningen, a Dutch-style signalised intersection and roundabout in ploppable intersections, which focus on separating bikes and giving them a safe crossing. And of course some adorable old car-luw roads and bridges.
idea: mountain stuff like ski lanes, ski resorts, cabins, snow fans, skiing routes, and stuff like that. it would be cool, even if it was a dlc like “winter mountain dlc” or something
The fact that the American / European styles will affect not only buildings but also cars, signs and road markings is amazing. Looking forward to country style DLCs or mods in an easy and manageable way.
2:52 makes me think of granaries and warehouses in Caesar III, another beloved citybuilder.
Год назад
I really like the new Zones you have added! But one thing! Please make overwriting Zones optional. Im used to first Zone some Residential Zones and after that take the Commercial Zones and just use the Rectangular Zoning tool and fill in the rest of the open Lots with Commercial Zones. If you now overwrite the Zones that way, Zoning gets more difficult now!
We're so excited to see how excited YOU are for Mixed Zoning. Any business you'd want to live on-top of?
A gym. I'll have no excuse to skip workout anymore 💪😅
Flats above offices and shops under offices? :) Maybe offices above warehouses as well?
A se- I mean corner store. Yeah, corner store.
Anything 'cause I'm currently above a bowling alley below another bowling alley!!
What about offices in the middle and residential on the top idk 10-15 floors, so 3 zones mixed zoning
This is such a cool way to promote a game, just showing how good it is instead of generating hype through cinematic trailer after cinematic trailer
Like starfield
Yea and the release date is not too far way which makes it better.
@@jdd_yt is it bad that I spent 120 dollars for the full pack?
@@theofficiaIsteveno but expect bugs
@@jedipotater1388 Literally two different types of games. Starfield had a 15 minute gameplay trailer and a 45 minute deep dive. Anymore and you would also spoiling the point of a Bethesda game which is to explore on your own.
I'm really happy that they added cranes to the building under construction.
🏗️🏗️🏗️
I can finally make my game cities look like the one where I live, with cranes *everywhere*
@@azahel542 Bro lives in Mönchengladbach
Yes, the crane animations are a nice touch. Really like it.
@@CitiesSkylinescan you clarify please it looked like it was just a crane next to a grey patch is this just an pre-release bug or something?
So amazing to see the devs take the time to really understand the players and improve the game in these ways. I think they did a great job of incorporating features from the previous game's DLCs, must-have mods, and new features into the base game. Excited to get my hands on this.
The City Skyline 2 map was too small and I was disappointed. I don't want to pre-order.😢
@@陈嗣勇then don’t
@@陈嗣勇 159 square kilometres. That's 4.5 times larger than the biggest map you can use in CS1, and by far the biggest map of any game of this type.
Eventually, we'll get to 100 km x 100 km maps (large enough to build Metro Tokyo), perhaps in CS3, but current CPUs cannot handle that.
@@benoitblanchard1576 I wasnt even aware of the size jump, nice
It really looks like all they did was pay attention to what add-ons were popular and integrate them. I’m not seeing anything revolutionary with this game. It just seems like a big expansion and a refresh. Doesn’t justify v2 number.
The fact that land value and city balancing has been reworked to no longer focus on level 5-ing buildings is actually a key change that made me hyped more than ever, same with signature buildings finally being RICO instead of uniques. Though I wish ploppable RICO is a vanilla thing, and looking forward to more themes like Japanese and futuristic themes
Being able to keep low-income residential zones, without neglecting basic services and until wealth grows organically (instead of depending on how many parks you build in the surroundings) would, indeed, be a big improvement.
Considering that *level 2* mixed-used building at 2:24 houses *90 households*, the incentive not to grow too quickly becomes more pronounced.
@@dbclass4075 I wonder if it's actualy going to work like real life, where the wealthier the area/building the fewer units there are.
Yes! Unique buildings having RICO properties rather than being tourist attractions is a huge change. Even in CS1 I had to use mods so people could actually live in the sky scrapers from the content creators pack.
@@MarkHewitt1978 same - I remember seeing Modern Japan CCP immediately having RICO mods by the same creator after it went live
Mixed zoning is one of the coolest new features!
Ugh, I can’t wait for this game! Every time I drive, I look at the roads and think about how I could improve them in CS2 😭
We do too!
@@CitiesSkylinesey CS Team🏙
Quick question can you build Elevated-Subway Tracks on Streets like the Monorails in CS1? 🚝
I REALLY Love how you can change The Streetsign style to European!
No Miles, Kilometres!😂❤
@@CitiesSkylinesWe need more mixed use development and mixed zoning
office shop and residence in the same building
Yeah, it took city building games some 40 years to get there but it’s finally happening!
This year has so many exciting games coming out but CS2 is somehow managing to be my most hyped game of this year.
Manor Lords and Cities Skylines 2.
Starfield as well but I am ready for lots of bugs over there 😅
@@gurrierpl starfield seems really cool, but i have so little faith in bethesda. I'm just hoping that the mods are good 🙃
@@phosphatepodi always have faith in the modders
This and Manor Lords and American Revolution.
I'm just hoping that mixed housing isn't the only mixed zoning we can do, there should also be mixed office space as that's a pretty usual zoning type in city centres as well.
Yeah, one of the earlier videos talked about 'high density commercial' [correction: just 'commercial'] and showed large towers [correction: buildings; they were at or less than ten stories] while talking about it, which seems questionable from a civil development standpoint. The most 'high density commercial' place I've ever seen was a five story building mostly populated with medical professionals. Now, I live in a city that's not particularly compact or vertically inclined; so other people might have better examples. But still, offices and commercial make sense together.
I would hope that even if we don't get that on release the underlying engine supporting commerical+residental means commerical+office could be in an update or DLC
@MarkHewitt1978 yes, seeing as the functionality is there already, this is what I'm going as well
My favorite thing out of any of this is THE FARM LANDS
Instead of having to put thousands of plants down in a field or use props that don't work with anything that isn't square they already have a laid out farmland texture that seems to end as soon as it reaches the fencing! I live near miles an miles of pure farmland so seeing stuff like this really makes me happy.
I really do hope we will get mixed-used office buildings, as they are also very prevalent all over the globe!
I would say office over shops is even more common than residential.
Office/residential and commercial/office are needed. I also hope that commercial and office get more density options to match the variety of options available in residential.
I was also hoping to see industrial divided into more zones based on pollution production, with light, medium, and heavy industrial zones. Light would be restricted to very little air, ground, and noise pollution (your safety shops, warehouses, and industrial support companies). Medium would be low air and ground pollution, and moderate noise (vegetable processing, landscapers, and low polluting manufacturing). Heavy industrial would be the high air, ground, and noise polluters. Splitting it out would really allow us to create industrial zones that aren’t required to be as far from residential, and could help with traffic congestion and health in our industrial zones (light and medium wouldn’t produce as many trucks). Excited to see how their changes to the supply line allows for this sort of industrial development.
Low income housing isn’t always a huge tower block. It would do better as a theme almost so we could apply it to any of the other densities. I love creating small towns and like having areas that are designed as low income housing and senior apartments/homes, and having the ability to have these designated low income housing would be really cool, but if it just applies to high density, I will have to wait for the modders to create the assets I’m interested in having.
Do you have plans to have more varieties of mixed zoning? Quite common to see shops first floor and offices on top as well in city centres for example
I WOULD LIKE IT TOO
The good thing is, even if they don't, the ground work is there and it can be modded in
@@Skibidy_rizzler_don't think if it's most, but many
Lmao are you delusional. No most people play on PC dude. Get real. 🙄
@@Skibidy_rizzler_ most people play on PC, but i think that this is an option easy to be solved
I'm hoping that some Mod can be created to fill in the gaps/triangles between zoning and roads. Maybe the Devs have an idea for future DLCs. Perhaps a Mod where we click on the road and it automatically populates the unzoned area with trees, bushes around residential zoning, and stockpiles, boxes, and trash around industrial zoning.
Maybe we got a tool like the farm field creation one, we select the empty area and the mod fills it with some procedural system
@@MrPinguves agree. it's seems suitable. The Landfill also do this trick (same tool with farming), perhaps parks too?
Agreed. Surface Painter would be a great idea to fill gaps and should be a vanilla thing.
Agreed! Similar to the “free zoning tool”. After you “filled” the gap you can choose between a few themes to match the area, park fill, plaza fill, natural style with just bushes and shit, industrial, maybe some back alley fill for city centers with trash cans, pallets and maybe some homeless people.
it's the one thing I miss from CitiesXL (if I remember the name correctly) - it allowed you to fill in areas between buildings and roads with various types of parks and plazas and was always my favourite feature of the game
I really hope the unique buildings dont have the weird unlock requirements that force you into making bad choices for your city like in CS1. Things like 'have a high Crime rate' were such stupid requirements and i just never unlocked those buildings in 500+ hours of playing.
The requirements should be goals, or have desirable outcomes for your city, or even assist in teaching you how to play the game.
@@joninslo5759did you understand that Signature buildings are actually unique buildings in Cities Skylines? You have seemingly forgotten that.
i disagree, its fun doing odd things to get special buildings.
Omg you’re so right. I didn’t even remember that, but now that I think about it, the unique building requirements were SO dumb, they were like: “have 100 abandoned buildings in your city and maintain it for 30 weeks”…. Like why would I wanna do that? 😭😭😭like what is the purpose of doing that.
That’s why I played creative mode but most unique buildings are too “extravagant” …CS2 new version is better and fits with the cities aesthetics
Has anyone else here made the great sacrifice for the Lazaret plaza?
I want to say congratulations, this is the first game I've really been hyped for since 2014.
I hope that the new zoning grid will work better with curves and any angle that isn't 90 degrees than in the first game.
Nah, as you can see from the quick glimpses, it's the same as cs1
It does work better. Still a grid, but it does not scatter into tiny 1x1/1x2 parts that easily
This game is looking absolutely amazing and the quantity of gameplay improvements is huge!!
Thank you so much, Colossal Order team! 😊 The effort and passion put in this sequel is really palpable.
Glad you are enjoying what we've been able to show so far!
Palpable? Don’t you mean … PLOPPABLE?
@@CitiesSkylines yes I have!! 😁
One of the few things I think could have an improvement as well is the ground textures, it's noticeable some of them are still very low-resolution, making them stand out from the rest.
I also think that the windows of buildings that are lit during the night could be more randomised, and with some turning on and off during the night (or even the day), and the quantity of them changing more often (and so not looking like only half of the building has people in there).
The visible interiors of some the rooms in buildings now are a great touch, but they could definitely have a larger variety too.
Please tell more about the rivers. Can you finally make small ones, like between houses for example? Like a waterditch. And also: will a surface painter be available that is not fixed on a particular direction?
Be patient and wait for video #6
I would love this as nearly every road where I live (very rural) has farms on either side and those ditches act as water sources for farmers to water the crops.
I'm expecting a better map editor to allow better rivers placement
One thing I'd really like is the ability to place infrastructure blueprints for free and later upgrade them into the real thing. For example, to be able to place down all of my rail lines or some roading and motorways in a planning mode which then reserves the space and prevents anything else from being built over it. This way you can plan ahead for growth without having to completely destroy parts of your city to create a rail corridor.
Dang so happy to see the cranes as an actual visual. They really didn’t need to include it but I’m glad they are adding little details to take the game to another level
Am I ever going to want to stop playing this? No! You actually listened to your community! I love it!
Oh! Since you can vary themes by district, it would be fantastic to have historical themes, older decades or even centuries. This would allow for cities that feel like they have real history. Definitely DLC material, but it would be really exciting!
you can do it with a mod in cs1, theme manager or sth. It's definitely gonna be on cs2 too
These showcases and diaries are how games should be promoted, as it shows confidence by the developers in their product and allows us to see the changes from a previous iteration. Great job! 👏🏽
I'm loving everything about this, especially the videos. I think it'd be cool if the developer insights went into more technical detail about some of these new changes (as they are the devs lol)
That low-rent housing explanation cut a bit deeper to the heart than expected.
I can't wait for the other features to come out now, these videos are becoming the highlight of my day!
there could be a zoning tool that would make the buildings consume all the space of a block that is not a grid, because there is always a lack of space and it gets ugly.
It's crazy how much I am looking forward to this! My most anticipated game of the year.
Honestly, I was hoping for much more. It just looks like a bunch a little quality of life changes and integrating add-ons that are popular. The graphics seem OK but not that great, I don’t see any ray tracing are super modern, rendering techniques, happening with shadows, etc.. I would say from what I’ve seen this is the biggest disappointment and a sequel for a game that I’ve seen in quite some time.
@@Eric_In_SF Nobody forces you to buy the game
@@Eric_In_SFmateeeee just stay with your cats and bore off Jesus, seen a few trailers and think you have it all worked out - skylines one has grown over the years so just relax & keep you negative comment on your own page - I can’t believe you
@@Eric_In_SFWhy would u want all that it needs to be optimized for all pc players
Regarding what you say at 2:20 about mixed use zoning (that the commercial tenant beneath pays rent to subsidize the residents above,) that is not how mixed use works. The commercial tenant pays the full market rate of rent and so do the residential tenants. No one is getting any discounts.
Thanks for being open about what's in the game
This is marketing done right. Let your customers know what they are buying. For me, it's a nobrainer. Other studios and publisher can learn from it. This is what the industry needs. No wannabe manager thinking they know everything. You listened and you learned from C:S1 and now delivering. Everyone have a great weekend.
Only zoning i was getting before was friendzone, now this is a good step up!
😂❤
Bruh 🤣
This is the best produced dev insight before a game release that I've seen in awhile, hats off!
Feature Request: Ability to Import streets from Google Maps. Would be amazing if you could easily import the town/city you live in and try to build it better
Depending on the api maybe it becomes moddable
Sounds more like a potential mod
I like this idea, but OpenStreetMaps would work better because their API is free
Thank you C:O! Apart from various of other game studios I think you've done the absolute best during pre-game releases. I love these Dev Insights and Feature Highlights you guys post every week. It keeps the hype up and we slowly get to unravel what to expect during the release. I look forward to the release! (And I cannot wait for the Climate/Seasons highlight!) So far you have done a really good job! Excited for what's to come!
I hope this game will hit a massive success, the way it turned out, it is already looking superb
Mixed use zoning is something I’ve wanted for a long time! Lack of it irl in the US is my big frustration with life here! Super excited.
One thing I’m hoping for in a DLC (with Asian style buildings perhaps?) is an option to follow Japan’s zoning system: a progressive checklist. Though that would be way more complex to implement and support.
The idea being rather than “medium density mixed use” you have Zone A, Zone B, Zone C, each allowing a mix of use cases based that get (mostly) more permissive.
So Zone A would allow homes, small apartment buildings, townhouses, and small businesses attached to homes (work on the first floor live on the second).
Zone B allows for larger homes, apartments, connected stores, and basic needs stores, small restaurants, small offices, schools etc.
Zone C allows for the same thing as Zone B minus schools and allows for low pollution (light/sound/environmental) pollution industry
Zone D cuts off support to small housing and stores but allows for even larger buildings and commercial offices.
Zone E…. And so on.
This is a ton of complexity to boil down into a game, let alone AI but it would allow a ton of customization to build the city the way people want.
Add city streets like japan (super thin, no side walks, very very limited car traffic), add vehicle licensing restrictions (to encourage smaller cars), underground parking, etc. and you could really create any city you would want.
Thank you for allowing me to buy the game from Russia. Here your fans love you very much and are grateful to you. And thank you for adding Russian to the game. I'm really looking forward to Cities: Skylines II
No hate here :)
What our countries' "leaders" decide to do things, it's usually without any regard for the people.
There is TOO MUCH TO LOVE!!!
Okay so first off, I love the multi zoning tool, a lot more residential options. Though I’m wondering if they added a high end residential zone for sleek looking skyscrapers in the downtown area for the rich citizens? I know there is low and medium apartments but what about high-end skyscrapers similar to Toronto or New York? Would that be Signature buildings?
What about road construction and upgrades? I actually would love if certain lanes or roads were closed and you see orange traffic cones and concrete barriers. Why?
- Upgrading roads to bigger sizes to add more lanes, would take a couple months (or however long for realism)
- Decrease happiness due to construction
- Once completed would add a big bonus to happiness for few months maybe?
- Roads deteriorated, and have accumulated potholes and cracks thus having to either close down the whole road or certain lanes to fix it, which would take a few weeks or something of that nature.
Now I understand this might not be wanted, but it would really add a certain sense of realism to the game. Car accidents make the roads worse and have to be repaired.
I’m not sure if this will be seen by Paradox but would love it if road construction could be added. It would honestly add more immersion into the game and creates more challenges for the player. Managing traffic and your roads. Building bridges will take longer. But anyways, I’m not sure if this is even possible but would be a really neat idea.
I know everyone is used to roads being plopped down instantly, maybe have it as an option to go more realistic or not. Leave it up to the player. Or make roads still ploppable like how it is but adding more lanes or upgrading roads, would have a construction timer per se and take time to complete. The citizens will have to adapt and find different routes to their destinations, based on road closures and construction.
I absolutely love that they added accidents to the game and I’m looking forward to seeing what else they could add to make it more of a realistic game!
Last thing, imagine seeing police chases! Car accidents and seeing ambulances and fire trucks dealing with it. Tow trucks? Okay I’ll stop now haha 😅
Thank you for creating such an amazing game and I honestly can’t wait for this to release!! I would love it if there was a beta of some sort that could give early access in a month or two. 😅😁
Keep these videos coming!!! Much love
I would like to see the big bush tool for zoning come back, or maybe adjustable size bush?
Zones that work better with curved roads please.
3:30 the concept of businesses clustering makes it even more interesting 🙂
Tell us more about zoning. Will CS2 have more types of zone for industry area? Kinda wonder how they are going to interact with commercial buildings. Plus, I'm so excited about mixed zone. This will make the game more realistic!
I'm am so excited for this game to come out! These dev insight videos are giving me so much hope that the 2nd game is going to be a god tier experience!
I know we’re all excited for mixed use zoning, but I’m even more excited for the medium density zoning. The low-rent housing is also a very pleasant surprise!
It'd be nice to be able to have a low density mixed use. Like those common two-story buildings in older american city centers, which have one level of commercial and one level of apartments above. Also very excited to see what the next city styles will be. CS1 never went beyond American and European!
The mixed one is really needed. There a lot of mixed buildings in my city and previously I can't replicate that behavior in game.
Each of these videos is getting my more and more excited for the release! This game will consume my free time for years to come!
I would really like to see the ability to set a district policy, or some type of restriction, to limit industrial zones to either be warehouses or manufacturing. Or even make them two separate industrial zone types. There would be places that you would absolutely want warehouses/storage/distribution near residential/commercial but also where you absolutely would not want manufacturing/polluting industry to move in.
Keep up the great work guys!! So very excited for this game as well as the future of this game. CS1 satisfied my obsession of city building, but CS2 is going to be next level, and only something I have ever dreamed of!!
The cranes are cool. Can’t wait to see what construction looks like as it progresses. I was surprised the residential house had a crane haha but I’d rather have cranes then none 🤓
If a roof on a house uses trusses, there's generally a small(very small) crane that is used. Certainly not a tower crane. However, with a stick built (by hand) roof, no cranes are needed.
I am loving these small vids, so often.. just about everyday you're telling me something new about CS2, that makes me want to buy
I was hoping for warehouses as in CS1 industries DLC, because they bring a lot of traffic and may require special transport networks. So i would want more control over their location.
Please add more types of mixed zoning before release, the one you have is great, but there are many other types.
Retail + Office, office + residential, parking + retail... So happy to see options for more than just the disaster of sprawling towns (which in the real world most can't financially support themselves), and are starting to include mixed use and more realistic transport combinations and planning with more realistic cities (which financially support sprawling towns' existence)
Will we be getting different assortments of mixed use in the future? Like for example, shops and offices in the same building?
Super excited! Will buy the full package, bikes or not. Sure they appear in the future. What definitely should be added is mixed zones for office/commercial too. Super common in any city center!
I'll probably faint when I will launch cs2 for the first time in october
You and me both
Seeing all the footages.... UGH.. I can't wait to see more....
And here's hoping that there's gonna be a more variations with the MIXED ZONINGs like... OFFICE below / RESIDENTIAL top, RESIDENTIAL below / OFFICE top, COMMERCIAL below / OFFICE top....
Residential plus office and commercial plus office mixed medium density buildings please.
Accidentally zoning over stuff is going to really suck and I hope there’s a way to disable that lol
Love the new land value system!
I hope HDR support is confirmed or added at some point, thats crucial for the games long term life. I want to play this for years like CS1, but having it be dim on my display would be a shame. CS1 at least worked with auto-HDR but proper support is always ideal.
I think that can have a lowdensity mixed-zones too. Shops on the front and a house in the back, its very commom
Depending on how the new zone works, it might be possible to mod in smaller buildings in the existing zone (something like what you can do with the Realistic Population mod for CS1). Then you would designate one-by-one to two-by-two areas separated by other zones to get those smaller buildings.
It's not _ideal_ , but it's at least a solution.
Definitely excited for mixed zoning...HOWEVER, I'd love to see mixed commerical-office to complement the mixed commercial-res. I'm also curious as to what types of high-density commercial there are...are the high-rises hotels for a functional tourism system? Clubs, theaters, galleries, museums, etc. for mid-rise commercial? Cities don't just stack 10 or 20 stories high of basic shops. Larger buildings - even if they have big commercial bases - either hold hotel rooms, residential apartments, or offices, and it looks like only one of those mixed used is specifically addressed. Am excited for the varied demand options. It was always weird trying to decide if I should zone 50 million offices or 10 blocks of factories
This will be a wonderful explanation of the zone, and I hope to see a new disaster coming up. 😁
This twice-a-week dose of C:S 2 hype is really doing a toll on my productivity! Maybe I need to work on adapting a "city-wide" specialization of my own...
I'm a bit sad that it seems like the big brush zoning tool is gone. That is the one I am using the most in Cities Skylines 1.
I don't use those often, but yeah... sometimes useful. Not sure what the use case for the square-by-square zoning tool is, since the rectangular zoning tool already covers that case perfectly well.
I hated zoning in Skylines 1.
Whenever I created new zones to meet the demand of one type of zone, the demand for the other types of zones would rise.
You never reached a perfect balance where your city could just "be".
The zone demand meters were always telling you that something was wrong that you have to fix ALWAYS.
I'm curious how many times I'll be starting a new city once I go bankrupt! 🤭
Two styles at release; I like the sound of that. Given the huge content of the base game, I'd look forward to DLC focusing on new building styles, especially international.
I would like to see South American maps and styles
@@aboxoftentacles1395 I'm in the US I just like the architecture from there
@@aboxoftentacles1395 Most of the public interest for CS1 is from Europe, ever since CO's official announcement. Europeans have been the game's biggest financial contributors for obvious reasons. The US pales by comparison. I've noticed that you constantly confront and condescend on people who have preferences that are different from your unoriginal ideals and biases. You alienate them from being interested in the game, which limits the community's growth. If CO simply focused on their existing fanbase by locality, then the US would be low on their list. But they aren't like you. You're biting your own tail by being a detriment to the market's expansion, all for the sake of your self-blinding self-entitlement.
But of course, you have difficulty restraining yourself, because you're habitually irresponsible and immature.
3:03 prop almost outside the building) Interesting idea!
Plop!
PLOP!
dont you love when devs truly listen to their communities, so many basic features yet necessary
the first impression I think there is a little lack of "life" in these market zones, especially in the mixed zones, but let's wait for the game to be available to see 😊
What happens to the white steam coming out of the chimney in the background at 2:52? 😤
Can you guys just... release it now? I don't want to wait until october to play this masterpiece!
Haha
Nah, rather give them time to fix the obvious bugs and make some more variation for the people and cars
I still never understood why there are 5 levels of residential and 3 levels for other types of zoning. Keeping it all at 3 levels, like it was simcity, becomes more comprehensive when working land value. Also because of asset economy, many level 4 houses looked already fancy enough like a 5, and many 2 level looked poor enough like a 1, so just group up those assets on 3 groups for any kind of zoning - low, medium and high income. Also glad you are introducing medium density this time, like some other game I mentioned did it in 2003.
Please also add Asian architectual styles
I love the unique buildings and how they will have a large impact on your city, and create recognizable areas!
Commie Blocks anyone?
beautiful, smooth, outstanding, brilliant, complete, this game is exactly what we need.
no bikes, no buy
go to bed, and cry.
honestly, I don't get why people are complaining about the game, it already has so much stuff we were wishing for to be in the base game. I get that bikes are important and I personally would love to have bikes in the game, but it is what it is 🤷♂️ anyways I'm pretty sure they'll be added sooner or later (just hopefully not as a dlc)
Dude, just play bike simulator then, and comeback later. LoL
Ready to play this! Enjoyed the first one, and this one has all the right improvements!
Mixed zoning is so cool! Thank you!!
O hope we'll get a road-house density mixed zoning too. Ground floor for commercial use, first and second floor for one or two families. The lack of this, bike lanes and channels makes me think we might get a Dutch-style expansion pack, possibly with high density farming and an eco university with a skill tree, based on Wageningen, a Dutch-style signalised intersection and roundabout in ploppable intersections, which focus on separating bikes and giving them a safe crossing. And of course some adorable old car-luw roads and bridges.
That police car at 3:07 lmao 😂
Can't wait to play CS2!
Really hope we get mixed commerical/office buildings. It doesn't make a whole lotta sense to me building 100-floor nightclubs, afterall!
I love getting these frequent update videos. Very exciting!
idea: mountain stuff like ski lanes, ski resorts, cabins, snow fans, skiing routes, and stuff like that. it would be cool, even if it was a dlc like “winter mountain dlc” or something
Will there be new emergency vehicles instead of just having 1 for each service ir will we just stuck with one for each service
Looks great! Will there be a "Utopia" mode to build ultimate designs NOT reliant on starting small and expanding out?
The fact that the American / European styles will affect not only buildings but also cars, signs and road markings is amazing. Looking forward to country style DLCs or mods in an easy and manageable way.
the utilities on the roofs are very beautiful and realistic! I love the mixed housing. Very excited for the game to come out.
2:52 makes me think of granaries and warehouses in Caesar III, another beloved citybuilder.
I really like the new Zones you have added! But one thing! Please make overwriting Zones optional. Im used to first Zone some Residential Zones and after that take the Commercial Zones and just use the Rectangular Zoning tool and fill in the rest of the open Lots with Commercial Zones. If you now overwrite the Zones that way, Zoning gets more difficult now!
@4:20 is that a quay wall with integrated tram tacks?
@@Skibidy_rizzler_ Then what is it?
The mixed housing feature brings the game near to reality. Thanks a ton.❤.
October can’t come quick enough. Great videos sharing Dev’s insights.
Right mouse deponering was already there ;)
I love the map options at 1:06. Blink and you'll miss it. Those maps look awesome!
It would be great if low rent housing was low to medium density as well, same for mixed use buildings.