Cities Skylines 2: Can I Create the Ultimate Nightmare City?

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  • Опубликовано: 2 окт 2024
  • In this episode of Cities Skylines 2, we continue our journey into intentionally creating the most dysfunctional city ever built. Welcome back to Hope, where our goal is simple: keep happiness as low as possible while maintaining some semblance of growth. Today, we’re exploring new ways to push our citizens to their limits while keeping the city from completely collapsing. The challenge is real as we balance misery with just enough success to keep the population from dropping to zero.
    The population in our "worst city" is in freefall, and we’re not sure if it’s because everyone is drinking polluted water, or if it’s just a lack of hospitals. Either way, we’re determined to see how far we can push this broken Cities Skylines 2 city before it crumbles entirely. We’re making some adjustments, like removing lawns from backyards, but it’s clear that maintaining misery is harder than you’d think. As citizens move out and back in, the battle against green grass wages on.
    Traffic management is another major focus today. We’re using new tools to control the flow of vehicles, but the goal isn’t to make things better. It’s all about finding the sweet spot where traffic is just bad enough to make people unhappy, but not so bad that it kills city growth. There’s a delicate balance between chaos and functionality, and we’re determined to keep the city teetering on the edge of disaster.
    The happiness of our residents is creeping up, which is unacceptable for a city designed to be miserable. We’re looking into cutting back on leisure activities and reducing the quality of life wherever we can. Parks are being removed, and spacious homes are being demolished in favor of high-density, cramped living conditions. The aim is to keep everyone as uncomfortable as possible while still growing the population.
    As we push forward, we’re also experimenting with de-zoning low-density residential areas. The question is whether people will choose to move into high-density housing or simply leave the city altogether. The results are mixed, but it’s interesting to see how far we can go before the city hits a breaking point. This isn’t about creating a thriving metropolis; it’s about making the worst city in Cities Skylines 2, and we’re getting closer to perfecting that.
    The traffic situation remains chaotic, but that’s exactly what we want. We’ve made some adjustments to key intersections, but only to prevent complete gridlock. The goal is to keep things moving just enough to avoid a total collapse while ensuring that the roads remain a nightmare to navigate. It’s all part of our strategy to keep Hope at the bottom of the happiness charts.
    Ground pollution is becoming a real issue, and we’re not looking to fix it. In fact, we’re embracing it as another tool in our mission to create the most miserable city possible. The river has dried up, and we’re exploring what impact this will have on the city. Spoiler: it’s not going to be good, but that’s exactly what we’re aiming for. The more we can make our citizens suffer, the closer we get to our goal.
    We’re seeing a slow and steady population growth, despite our best efforts to keep people out. The key to maintaining this growth is to carefully balance misery with just enough functionality to keep the city alive. It’s a tricky line to walk, but we’re determined to see how far we can push this experiment in bad city design. The question is, can we keep things growing while maintaining the lowest happiness possible?
    As the population grows, we’re also dealing with more sick citizens. But instead of fixing the healthcare system, we’re looking for ways to make it worse. Lower budgets and reduced coverage are the name of the game, all in the name of pushing that happiness meter as low as it can go. It’s a strategy that’s risky, but it’s all part of the plan to create the worst city possible.
    In this episode, we’re also diving into noise pollution as a new tactic. By placing offices and industrial buildings near residential areas, we’re hoping to introduce yet another layer of discomfort for our residents. The more we can do to make living in Hope unbearable, the better. It’s all about finding new ways to make the city worse while still keeping it running, even if just barely.
    As we wrap up this session, we’re taking stock of the situation. The city is still growing, but it’s a slow and painful process. Our de-zoning efforts seem to be working, with more people being forced into cramped living conditions. The balance between misery and growth is delicate, but we’re committed to finding the perfect formula for creating a truly awful city.
    #CitiesSkylines2 #WorstCity #BadCityDesign #BrokenCitiesSkylines2City #SimulationGaming #UrbanPlanningGoneWrong

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