Welcome back, glad you are doing okay, even if you need to recover a bit more :) Yes, you were mostly right with those predictions while I was not that much haha BUT there is a chance for me to keep up whenever they gonna release updates and DLCs ;) From a gameplay perspective I guess one has to really see C:S2 as being a new game, not a follow up title of something. It surely has many aspects in common with C:S1 but (from what I saw as I didn't have hab early access) it really is something they started from scratch. I guess most people were annoyed by two things by now: 1. performance which really needs some refactoring/cleanup/optimization because the gam shall not be that GPU hungry, 2. lack of prop placement (which was also the case in C:S1 at start - that was the reason for the "More Beautification" mod by BloodyPenguin to drop which is no longer available on Steam Workshop. From my point of view the new iteration of the franchise fit's my playstyle better than C:S1 - in fact I modded it to be way more realistic and C:S2 looks like something I wanted my C:S1 to be (considering I desaturated all colors, made everything slower, used "Node Controller" to make smooth intersections, used TM:PE to modify traffic rules, made crowds more diverse, used some real population mod in combination with "Rush Hour" and even adjusted building spawn points). Anyway, that's subjective ofc. When it comes down to what's lacking for me I already made a list and some posts on Paradox Forums from what I saw - especially it's about small bugs and details like lacking animations for services and other things (fire/police/medical staff for example, playgrounds with kids playing, crowds on rooftops...), airplanes not being pushed back anymore, early spring trees looking like in fall... but also about more significant things like the lack of disabled persons/persons with special needs within the crowds (as they talked they wanted to have these more diverse this time). Anyway I'm sure CO will make this a really good title with some hotfixes coming the next weeks to cover performance first and expanding on this later :)
I definitely agree- I think it will be understood better if seen as its own game. I think for me the progression is the biggest change in how I understand and play the game, and of course the economy too. I have a feeling they'll likely be able to wrangle the optimization quickly post release but that has definitely been a back and forth issue with the different updates they were pushing in early access.
Thanks for the prediction recap, it was fun! I'm passing on CS2 until bikes are released. That was an absolute deal killer. Hopefully by then, performance will be optimized cause I know it will kill my 6 year old pc at 4K res.
9:00 That is not quite true. You can set a building next to a road, then move the road back via upgrade tool, that makes it so the building access road stretch to the new position. I made a wish list... you can call it prediction. I got sort of 9 clear and 2 half. Some of the one i nailed was seasons and day of time, one that i got half right is that season and day of time would effect power production and consumption. The issue i got with the implementation is that the solar goes down to 75% when its heavy over cast (compare to 10-20% in real life) as well as the wind power really never changing at all. Also i did have a import export in the game on my list, but i was thinking that the price would depend on time of day and weather. I also wished for modular building and more realistic building size, and larger blocks. Streets with water and electricity, Transformers and a few other stuff. Also a somewhat realistic day/night cycle time. I called it "GTA 3 time". and that is pretty much what we got. What i wished for that have not come true what so ever was the removal of the cell and having plots that confirm to the area they was put in, so you could have curved roads (I still think this will be implemented eventually) and fully modular zoned buildings. There is some molecularity with the game where people can have pools tubs, antennas washlines and so on, and i do welcome that. What i´m missing is buildings that can stretch and adopt. For example a building that can is 4 cell wide that can compress or expand to 3 or 5 cells, and that also can have a non 90 degree edge wall. As well as a building with variable number of floors. Say where they did a bottom and a top floor, and there can be a number of set floors between. For the row hoses they kind of have that with the garden expanding and contracting depending on how deep the block is...The problem here is that those are all hardcoded. One more thing that we didn´t got was progression in years. yes, sure we have the year ticking up. But even back in Sim City 1 you started in year 1900 and got unlocks over time. This i think is really missing. I hope it will get as a DLC or.. several. I would like to see a 3 main time period with some changes inside of them. The issue here is that the year progression is way to slow. For this to work you would probobly need to progress at least 10 years, if not 20 for every full year of rotation (or.. well why not 12, one year per month, this would fit schools quite nice). That would also solve the problem with a 5 year old with a collage degree working in a office .. that is how it works today. This would still give 100 hours of gameplay for the 20 century. That is really quite a lot.
I will have to try what you're saying w the road position! Thanks for catching that 😊 I didnt know that about solar power while overcast... I wonder if they decided to not go too realistic there so that it was a more viable energy source? It would have been so cool to get more flexible rowhouse gardens 😱 Thanks for taking the time to write all of this!!! Super interesting
@@chonkikage "I wonder if they decided to not go too realistic there so that it was a more viable energy source?" Yes that is proboble, i still think they made it WAY to unrealistic. I get they didn´t want to take it to 10% but they could have get it to 30 or 40%, 75% is barley even a change. The windpower is even worse. Its just at a constant speed. We have a real problem with them over here, because typically when it get very cold, or very hot, the wind stops, and that is when we need the power the most. "It would have been so cool to get more flexible rowhouse gardens " Exactly, and i do think the level 1 rowhouses is WAAAY to posh. Here in Sweden we have loads of 2 floor flat roof concrete row houses, they are cheap but... well not very nice. Also if they made the building modular they could make them semi submerged houses. Over here that is very common. That is a house that is say 2 floors on one side, and 1 floor+ cellar on the other side. Apart from that having houses modular would allow them to be expanded. I can see 2 floor rowhouse being expanded to 2½ floor, and then to 2 3/4 floor. Or a back yard expansion even a 2 floor backyard expansion. Then they could mix and match them for L1-L5. If they made all the houses of a specific base they could mix and match gardens with houses and with roofs and expansion. Then it would be way more varried with out making more assets
She lost me on the first two. Buildings are much more bland and terrain is worse than CS1. I respect her experience and opinion but wow. This is a dumpster fire of a game. Also glad you are feeling better.
I appreciate the difference in opinion. Hopefully when they release those content creator assets soon that will give enough diversity to the buildings to hopefully make it a better experience for you! And of course hoping for more optimization asap! (also for the future, I use they/them pronouns 😉)
Are y'all excited for Cities Skylines 2?
no. cause it looks frigging horrible
😢 not sure anymore, I'm more concerned than hyped, I feel like I got slapped in the face.
Welcome back, glad you are doing okay, even if you need to recover a bit more :)
Yes, you were mostly right with those predictions while I was not that much haha BUT there is a chance for me to keep up whenever they gonna release updates and DLCs ;)
From a gameplay perspective I guess one has to really see C:S2 as being a new game, not a follow up title of something. It surely has many aspects in common with C:S1 but (from what I saw as I didn't have hab early access) it really is something they started from scratch.
I guess most people were annoyed by two things by now: 1. performance which really needs some refactoring/cleanup/optimization because the gam shall not be that GPU hungry, 2. lack of prop placement (which was also the case in C:S1 at start - that was the reason for the "More Beautification" mod by BloodyPenguin to drop which is no longer available on Steam Workshop.
From my point of view the new iteration of the franchise fit's my playstyle better than C:S1 - in fact I modded it to be way more realistic and C:S2 looks like something I wanted my C:S1 to be (considering I desaturated all colors, made everything slower, used "Node Controller" to make smooth intersections, used TM:PE to modify traffic rules, made crowds more diverse, used some real population mod in combination with "Rush Hour" and even adjusted building spawn points). Anyway, that's subjective ofc.
When it comes down to what's lacking for me I already made a list and some posts on Paradox Forums from what I saw - especially it's about small bugs and details like lacking animations for services and other things (fire/police/medical staff for example, playgrounds with kids playing, crowds on rooftops...), airplanes not being pushed back anymore, early spring trees looking like in fall... but also about more significant things like the lack of disabled persons/persons with special needs within the crowds (as they talked they wanted to have these more diverse this time).
Anyway I'm sure CO will make this a really good title with some hotfixes coming the next weeks to cover performance first and expanding on this later :)
I definitely agree- I think it will be understood better if seen as its own game. I think for me the progression is the biggest change in how I understand and play the game, and of course the economy too.
I have a feeling they'll likely be able to wrangle the optimization quickly post release but that has definitely been a back and forth issue with the different updates they were pushing in early access.
Although I said it a few days ago to you on Twitter, good to see you’re back making videos!
Welcome back! Also: hair looks so good!! I wanna do this orange!
yay! chonki videos, glad to see you back. hope you recover to 1000%
Thanks Dakkiii 🤗
OBSESSED with your plushes and squishmallows and such omfg
LOLL I had some time since my last video to decorate 😌✨
Good to hear your health is on the mend, pretty good predictions :)
Thank you Spuds! 😊
Amazing videos as always chonki! thanks for the incredible content, is always good to take a moment for ourselves, stay healthy.
Thank you so much, so glad you enjoyed it! 😊 Hope you've been well too 🫶
@@chonkikage thank you I appreciate ♡
Thanks for the prediction recap, it was fun! I'm passing on CS2 until bikes are released. That was an absolute deal killer. Hopefully by then, performance will be optimized cause I know it will kill my 6 year old pc at 4K res.
9:00 That is not quite true. You can set a building next to a road, then move the road back via upgrade tool, that makes it so the building access road stretch to the new position.
I made a wish list... you can call it prediction. I got sort of 9 clear and 2 half. Some of the one i nailed was seasons and day of time, one that i got half right is that season and day of time would effect power production and consumption. The issue i got with the implementation is that the solar goes down to 75% when its heavy over cast (compare to 10-20% in real life) as well as the wind power really never changing at all. Also i did have a import export in the game on my list, but i was thinking that the price would depend on time of day and weather.
I also wished for modular building and more realistic building size, and larger blocks. Streets with water and electricity, Transformers and a few other stuff. Also a somewhat realistic day/night cycle time. I called it "GTA 3 time". and that is pretty much what we got.
What i wished for that have not come true what so ever was the removal of the cell and having plots that confirm to the area they was put in, so you could have curved roads (I still think this will be implemented eventually) and fully modular zoned buildings. There is some molecularity with the game where people can have pools tubs, antennas washlines and so on, and i do welcome that.
What i´m missing is buildings that can stretch and adopt. For example a building that can is 4 cell wide that can compress or expand to 3 or 5 cells, and that also can have a non 90 degree edge wall. As well as a building with variable number of floors. Say where they did a bottom and a top floor, and there can be a number of set floors between.
For the row hoses they kind of have that with the garden expanding and contracting depending on how deep the block is...The problem here is that those are all hardcoded.
One more thing that we didn´t got was progression in years. yes, sure we have the year ticking up. But even back in Sim City 1 you started in year 1900 and got unlocks over time. This i think is really missing. I hope it will get as a DLC or.. several. I would like to see a 3 main time period with some changes inside of them.
The issue here is that the year progression is way to slow. For this to work you would probobly need to progress at least 10 years, if not 20 for every full year of rotation (or.. well why not 12, one year per month, this would fit schools quite nice). That would also solve the problem with a 5 year old with a collage degree working in a office .. that is how it works today.
This would still give 100 hours of gameplay for the 20 century. That is really quite a lot.
I will have to try what you're saying w the road position! Thanks for catching that 😊
I didnt know that about solar power while overcast... I wonder if they decided to not go too realistic there so that it was a more viable energy source?
It would have been so cool to get more flexible rowhouse gardens 😱
Thanks for taking the time to write all of this!!! Super interesting
@@chonkikage
"I wonder if they decided to not go too realistic there so that it was a more viable energy source?"
Yes that is proboble, i still think they made it WAY to unrealistic. I get they didn´t want to take it to 10% but they could have get it to 30 or 40%, 75% is barley even a change.
The windpower is even worse. Its just at a constant speed. We have a real problem with them over here, because typically when it get very cold, or very hot, the wind stops, and that is when we need the power the most.
"It would have been so cool to get more flexible rowhouse gardens "
Exactly, and i do think the level 1 rowhouses is WAAAY to posh. Here in Sweden we have loads of 2 floor flat roof concrete row houses, they are cheap but... well not very nice.
Also if they made the building modular they could make them semi submerged houses. Over here that is very common. That is a house that is say 2 floors on one side, and 1 floor+ cellar on the other side.
Apart from that having houses modular would allow them to be expanded. I can see 2 floor rowhouse being expanded to 2½ floor, and then to 2 3/4 floor. Or a back yard expansion even a 2 floor backyard expansion.
Then they could mix and match them for L1-L5.
If they made all the houses of a specific base they could mix and match gardens with houses and with roofs and expansion. Then it would be way more varried with out making more assets
YAAAAAAY WELCOME BACK BB
Where are you?
Is this animal crossing music I hear? Love it!
It is!! 😊
You're a genius
maybe they should have used unreal engine instead of the crap they are using now, the Graphics are not better
She lost me on the first two. Buildings are much more bland and terrain is worse than CS1. I respect her experience and opinion but wow. This is a dumpster fire of a game.
Also glad you are feeling better.
I appreciate the difference in opinion. Hopefully when they release those content creator assets soon that will give enough diversity to the buildings to hopefully make it a better experience for you! And of course hoping for more optimization asap!
(also for the future, I use they/them pronouns 😉)
@@chonkikage
Dammit,…. My bad.