Master Your Zoning With the Zoning Toolkit Mod | Cities Skylines 2 Mods

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  • Опубликовано: 1 июн 2024
  • The Paradox Mod Store is officially released for Cities Skylines 2 as of a few weeks ago (in Beta, mind you). Every week I'm going to try to highlight some of the mods I've been using lately so you can decide if they are right for you as well. Happy modding!
    Don't forget to like and subscribe for more content!
    CHAPTERS
    Intro - 0:00
    My Mod List - 0:41
    Asset Mods in the Mod Store! (very limited and VERY beta) - 2:03
    Zoning Toolkit Mod Overview - 2:48
    My Thoughts on the State of Cities Skylines 2 - 9:24
    Outro - 10:37
    HASHTAGS
    #citiesskylines2 #citiesskylines2gameplay #citiesskylines2mods
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Комментарии • 2

  • @SineN0mine3
    @SineN0mine3 18 дней назад +1

    I've been waiting for this mod! I think it was a mistake to release the game without this functionality, especially since the only just added it to C:S1 last year and it was a huge hit.
    It's been one of the most annoying things about the sequel for me. We got used to working around it in the first game, and it was made a lot easier when they added fences.
    You could use footpaths to make zones go where you wanted, but they'd break the zone grid any time they added a crossing and it doesn't always look the best.
    Modders might actually save this game! I hope they do, because I agree that there's a good foundation for a better city sim here.
    It's hard not to give in to the crowds of people hating the game but if I'm able to put the performance issues to one side I was really hanging out for the better road tools and a better traffic simulation.
    As much criticism as the AI and traffic systems have gotten, I can't see them as anything other than a massive step in the right direction. Yes, there's clipping and strangeness and sometimes cars just disappear, but I think people don't really understand how difficult it is to simulate these things without a bit of fudging.
    Overall the traffic seems much more reflective of the design choices you make, and the peak hour system and csr accidents add an extra layer of complexity that makes sense for the way people mostly played C:S1, which was either as a traffic management sim or a city painter.
    I don't really get why people are saying it's all fake and nothing matters, it's like they didn't play the first one at all.
    Literally everything you do in the first game makes you money. The sequel is pretty easy, but the problems that eventually arise seem like they make sense to me (discounting the bugs that have mostly been solved).

    • @projectmanagerplays
      @projectmanagerplays  18 дней назад

      Thanks for the insightful comment. I completely agree that modders might save this game. I think they ultimately will, but there may be some additional frustration with the beta issues that are popping up for some right now. I'm hopeful that in another couple of months all of the modding kits will be fully live and out of beta status. Either way, for those willing to experiment there's a lot more fun to be had with C:S2 right now!