Even though the engine is a bit older its longevity is pretty impressive. It’s up there with Skyrim and a few others for replays and modding to keep it fresh.
great outro, CO really did wonderful job, existed in such a great cohabitation with modders and made this game much more then it was ever planned to be!
warning it spawns 3 times the traffic veicles and it can chugg natural resources FAST! farming or forrestry is decent though as it is renewable. Other than that I would use basic industry zoning. Oil and ore can bite you hard. Fishing industry from another dlc is decent though
I'm already creating a mod that lowers ground pollution produced by buildings based on their level, with the highest level producing none at all. Stay patient, CPP! I got your back!
Its surprising to me from a UI standpoint that the toggle zoning tool still has the 3 horizontal lines on each side of the road icon even when it is showing no zoning on said side. I feel that if there is no zoning on that side the icon shouldn't show the horizontal lines either. The icon is so small that when people are going quickly i feel that having those lines there will lead to confusion. Obviously this is a small fix but i love working with tiny details of UI/UX and seeing how things can be improved.
I think those are still there as a visual measuring tool.. Since you don't have cells it allows you to easily draw a road of a given length if there is no zoning on either side.
As someone who loves the lvl 1 and 2 Heart of Korea LDR for a medium looking density, the toggle zoning will be amazing to ensure the dang things line up!
You know what we need? A city with an above ground metro. Japan is all about it, obviously Chicago does a lot of it, and even most of the NYC metro is above ground save for some very strategic and expensive parts. It's far more common than the underground metro that the game makes very cheap, and above ground metro forms the soul and story of a lot of cities. An above ground metro for one of the CPP cities, or even a quick city with that as the theme and using this new DLC, would be a good cap to everything on the channel before CS2 finally arrives and takes over the zone.
The issue I have with CS is that the DLC is so expensive. It's over $200 AUD to collect everything and have a complete game. I have over-utilised the Steam Workshop, but those can break with any update and aren't really as satisfying as building a "vanilla" city.
Yeah I haven't bought any DLC since Sunset Harbour. I've found I don't use much of the assets from the DLCs I do have when I play, either, the Steam Workshop seems to better suit my playing needs.
@@jonleibow3604 I'd happily pay a little extra for the original game if the developers included 5 or 6 "free" DLC, and discounted any others (apart from creator packs). I love the Steam Workshop community and it's passionate creators, but sometimes there's nothing like some good Developer content to add to the game. I'm really looking forward to CS2
I tried to tell you where you can get the game and all its DLC at an extreeeeemely heavy discount, but Phil has his automoderation set to delete comments that include anything close to the phrase that can point you in the right direction (likely because he doesn't partner with the company). Suffice it to say that there is a very popular site where I managed to get almost all of the DLC at somewhere approaching 70% off, and they're still that cheap. I know at least one other beloved CS RUclipsr partnered with them back when P&P released, as that's when I got the deals. Wish I could tell you more, but just keep digging. Good luck, and happy building.
@@MortimerSugarloaf If it's one of those sites that sells keys from suss steam accounts or W/ever I'm not 100% certain those are legit, nor even supported by the developers. If I were to spend the money, I'd like it to go the people that earnt it rather than a third party that has potentially involved itself in some dodgy practices
@@Shifty319 I was pretty dubious about it as well because the price was ridiculous. I risked 3 bucks on faith in the other creator (who I love, but am reluctant to mention, in case things went sour with their partnership) and it turned out OK. Grabbed a bunch more of the DLC from them and it's been smooth sailing. Maybe I'm lucky? To be clear, the only reason I was OK with it was because they had an external link to PayPal.
Maybe it's just because I've been playing Tears of the Kingdom, where the developers implemented a lot of the changes people wanted in Breath of the Wild, but I'm really optimistic that CO has been listening to CS players and will implement a lot of mechanical and QoL changes that may just have been too much work with the old engine in CS2. Especially since a lot of the free updates in this final update seem to say "we're listening, we hear you" like finally adding a zoning toggle.
I really wish they would have added in more roads for trolleybuses (transport combo roads especially), and more combo trolleybus hubs. Particularly trolleybus and monorail combos for both.
You should mention the new trolleybuses and the buffs to the trolleybuses like they're less expensive to maintain and they don't generate any noise, they also can intersect tram tracks and they can share the pedestrian bus road with buses as they now have trolleybus wires. Regardless of that, I completely agree with the top 5 in this video. For your next Verde Beach build, you could start a trolleybus system, it would look fantastic, wouldn't it Phil?
I really don't know if I should be excited that we get a new C:S or sad that an era is coming to an end. C:S has been one hell of a game. The continuous support, content updates and all the modding really were more than we could've asked for. It's just beyond belief that in todays times such a piece of art is still created when all around us we see the outfalls of the likes of Overwatch etc. But I'm actually concerned that the expectations the current C:S has built up are just too damn high for a successor to meet. People will definitely be upset when the new game launches, I bet. There's always these folks who can't be pleased... I just hope that the majority of people will again see the potential in the game and won't trash-talk it into the ground, just because some features are missing etc. And I really, really, really (!) hope that the devs won't be pressured into releasing an unfinished game with desastrous bugs and flaws. Please, just keep on doing like you used to with C:S. Please, I still have hopes, unlike for any new Forza Horizon game for the near future 😅😅
just lost my main city build, but with all these new dlc I am ready to start another city. I'm excited. i started my old one when i started watching you and you always help me with new ideas and creativity. good job. edit: also excited for the brooklyn dlc i always used mods to get that vibe.
@@WeAreThePeople1690 having lived through the sims 1, 2 and 3 before finally learning my lesson I'd be astonished if any of this is in the base game. We'll be drip fed everything again via DLCs.
I LOVE that the updates are rolling out this late in the game's lifecycle- especially KNOWING CS2 is coming. MOST studios would just drop development for all but the most critical bugs, much less small fixes for comfort- and NEVER think about NEW content. Kudos to Paradox and CO for this. This is amazing- and they've won a repeat customer in me for this. This is the sort of goodwill and respect for their customers/users/players that EVERY company should be showing as a standard.
Regarding themes vs specialisations - it's been a while since I installed it, but the old building themes mod allowed multiple themes to be active... so it doesn't matter if one theme only contains HD residential, because you could always add a second theme that provided commercial or office. Not vanilla, obviously, but a more elegant solution than carving out little micro-districts, or using specialisations that couldn't be combined...
I do agree that district style should honestly be listed with the districts so you can mix and match multiple district themes related to their zone rather than having to pick one even though it doesn't affect other zoning. I would have understood the idea of district styles if they'd apply to all types of zoning, but they do not so it doesn't make much sense.
I went ahead and got the bundle to cover all the latest ones that i was missing and have to mention one thing I absolutely love and that's how the graphics seem clear, and the detail work is awesome. It almost feels like a new game. I have noticed my Japanese train stations are not working right but i will do some research into that. Love your content and videos I always watch them before considering buying and thanks to many of your suggestions I have yet to be disappointed.
You know what else could be intersting mechanic to have and manage: 1. Electricity consumption and distribution - much like water, but with power transformators to make end users consume suitable type of electricity and not strightforward industrial power. 2. Pet care - with domestic animals health and keep control services
Thanks for you honest appraisal. I am on the fence as to whether to buy any more content for Cities Skylines 1, knowing full well that in a few months a whole new version will be released and if it is good, I am unlikely to every go back to this first version. You are absolutely spot on about the financial centres. Another observation is the garish use of bright unrealistic colours . Never liked this so I do hope the newer version will be more realistic!
idk why or what happened but concerts dlc never came to consoles i wouldve love to have a concert party somewhere in my console city. I know we have the radio station but its not the same without the actually thing
5:31 Those two buildings full of glass walls actually look like they could be small schools, with the eating area outside (perfect for tropical maps), convert them to school using mods/asset/creator, plop a tiny playground on the side and it could be a school with 1 class for each grade 1 to 6, with a capacity of 150 students, perfect for a rural place or right when you start out a city.
I keep saying what i want CS2 to have on release is good bones. I want you to be able to feel the potential, but not just vaguely like i feel when i play a new game i like in general. I want to be able to feel the potential relating to solving problems/improving things CS1 had. I want to be able to think oh all these things that we got in CS one would fit well here, can't wait to see them!
I am optimistic on what they will accomplish. These creators have known about CS2 for awhile and I'm sure they've worked with them at more depth just based off what I see and how they work with the community and modders. Its refreshing to know that they may have had "help" or better, "opinions" from the people that play the game. That is valuable and id say I'm somewhat confident that they will deliver something pretty cool. Could always be wrong
@sololeveling7390 I can't disagree with that. I hope this isn't the case. At least if it is, cs1 is good enough to buy them a little time to get cs2 on the right track I think.
Ooh, the arts and crafts stalls plaza/park is really cute. I do agree though that the water in the parks looks like it's completely static, which does hinder the aesthetics a bit. I think the button matching the camera would have been a lot more work when the highlight method is far easier to implement and not hard to understand, as otherwise that button would need to dynamically shift if you rotated the camera, which frankly just feels unnecessary. And to be fair, the tool likely is a lot more useful when first placing roads and planning out your zoning in advance, and is only particularly finnicky when trying to adjust zoning to an established city you've been working on for a while already.
the idea isn't shifting the orientation of the button, which wouldn't fix the issue cpp has with it in the first place, but to orient the zoning blockers relative to the camera rather than the road's directionality basically, when the button shows zoning on the left, then the road should have zoning blocked towards the camera's right, rather than the road's right
@@hi-i-am-atan Then you're missing the point of what I'm saying. The camera isn't static. The zoning button is meant to represent the four zoning modes: both sides, left side, right side, neither side. If the icon is showing based on the camera, if you set the road zoning to one side, and then rotate the camera 180 degree, either the button is now wrong or the game has to calculate what counts as left/right per click rather than being preset. And what if the road you're looking at and upgrading is oriented horizontally so that the road is more top/bottom from the camera perspective? I suppose it'd be rare for it to be completely flat relative to the camera, but then you run into the same issue of thinking one side of the road is left when actually with the camera position is the other way. So frankly, from a programming standpoint, keying it off of how the road is placed is significantly easier, and the important side is highlighted, so it just asks the player to pay attention and not expect the programmers to preemptively perform every matter of convenience for them ahead of time. You don't mindlessly place roads, CPP often zones specific plot sizes instead of just paint fill, so why is it so much of a hassle to pay attention to a highlighted zone?
@@justinsinke2088 i unno, why do games use reversed controls as a way to increase difficulty when all you have to do is pay attention to the fact that pressing left now moves you right instead?
The old industrial vanilla assets are looking really date at this point. This gives me hope for the industrial buildings in CS2. I am not a big fan of the population mechanic either - so I just turn it off in Game Anarchy.
With the new zoning tool, maybe you can add zones to highway roads in the vanilla game? Edit: I watched further into the video and dang, you can't get zoning on highway even with the tool. That sucks
I just need to play vanilla with the industrial update buildings to make realistic looking industrial areas! Why it took this long who knows! But wow looking forward to getting all of these, not because I need them but because I support people who finally listened to the genre and built a wonderful game! Looking forward to CS2! And supporting the content creators!
Great video, though I would like to clarify or at least try to clarify the ferry capacities. Where I live (Denmark) it is the Danish Maritime Authority that set the passenger capacity based on a number of factors that goes under SOLAS, the convention of Safety Of Life At Sea. The ferry that sail to where I live, it is way bigger than the ferry you showed us, we have a capacity of 34 cars and 248 passengers in the summer, and 34 cars and 150 passengers in the winter, that is all based on the size of the ferry, the crew, 4 in the winter and 6-7 in the summer, and the waters it sail in alongside the safety equipment. The ferries in the game all seem to be strictly passenger ferries, so only walking people and no cars, and they normally have a smaller crew and less capacity, but are only used in "safer" waters, and for that the capacity can go up a bit. I do not hope that I confused you with that info? I agree in the end that the ferries in game are to low capacity.
I'm actually surprised by the last year activity with City Skylines and so many new content dlcs when CS2 is due out so soon and really frustrated to buy or not to buy this dlcs.. I seems interesting, but when CS2 appears, I'm not shure that I'll keep playing Vanilla 1.
With the industrial revolution CCP, the assets would really help develop communities based around industry (Take Bournville in Birmingham, home to the Cadburys Chocolate factory). Honestly, I might clear all of my modded assets and just use my favourite QoL mods, and some vehicles (mostly lore friendly Emergency Services as they are the only thing not quite fleshed out)
If I need to decide between Diablo 4 VS CS:DLCs... I will still go for CS. Thanks for the honest review! Placing a comment under your video, right where it belongs. #forthesakeofengagement
Great review, I think you should start a whole new vanilla series with ALL the assets that we have now, or will have soon for us Vanilla noobs and one last city before cities skylines 2 comes out (Wil keep us busy till is comes out.). Great content keep up the good work!
Re: Zoning tool... I mean, if you spin your camera around so that you're looking from the other direction the icon will seem "correct" ;) So, I don't think there is an easy way for the tool to reflect anything like what you're saying, since it entirely depends which way your camera is looking. I think the way they DID implement it - with the blue rectangle showing which side will get zoning - is probably the best that can be done... Bottom line: I am loving that this is built-in now! (But I may still keep Zoning Adjuster around, as to me it's slightly easier than finding the appropriate road and then upgrading)
I am *soooo* sick of using fences/paths to de-zone roads, so your number one is my number one. Although I'm currently playing on PS5 which still hasn't got the 4x2 highway... (although it really should be a motorway, and 3x3 with hard shoulder... Because... Space saving...? Okay okay, it's cos I'm English...) Also, your gripe about not having zoning on highways is (to my knowledge) a specifically American thing, throughout Europe, and most places in the ROW that I'm aware of, maximum speed roads are purely for transit. If you want to put a fuel station and rest area you add a service area to your highway. I've done this a couple of times with full size maps just for 'realism'. Although it won't let me replicate the 'unrestricted' chaos that we call country lanes where you have to wait til the next town/village for the next refill point... After having played the PS4 and PS5 versions, the lesser console versions have been holding CS back considerably, hopefully CS2 and the current console generation will allow Colossal Order to spread their wings...!
All of the new packs are amazing. I particularly like the industrial pack. Honestly, the industrial building (or something similar) should have been the base game's original industry assets. After all these years, it is finally possible to have an industrial area that doesn't look ridiculous. The NYC buildings are nice too, and there are also some great assets on the railroads pack. The hotels all look great too, but as a developer expansion, it might be a bit thin. I play still on a PS4, so I recognize the limitations of my hardware, but I will say, with these updates, CS has finally reached the limits of the PS4's power. Textures when zoomed in close load poorly. Ut that is ok, I'm suprised the game ran as well as it did for as long as it did on the PS4.
My fingers are crossed that they take ALOT of these things and just implement them day 1 in CS 2. Mid density growables and the more "realistic" looking factories, for example.
I’ve been stuck playing snowrunner for a few weeks now. Got kind of burned out on cities. Maybe I’ll give it a try again tonight and download some new dlc
Even though the engine is a bit older its longevity is pretty impressive. It’s up there with Skyrim and a few others for replays and modding to keep it fresh.
As a Skyrim fan and a Cities Skylines fan I approve of this message
@William Mullaney It's already eight years old?...
Van Buren’s Downtown would look AMAZING with the beautiful new Brooklyn & Queens residential buildings. Hope to see them
Completely agree! Perfect size, too!
@@CityPlannerPlays that's what she said 😆
@@55Tonythetigar 🤨📸
@@55Tonythetigar 🤨📸
@@notarotomwithhair5637 🤨📷
I'm so excited for Brooklyn and Queens. As a lifelong resident of the northeast US, you can't do a northeast city without those buildings.
Or even Rust Belt and Midwest.
great outro, CO really did wonderful job, existed in such a great cohabitation with modders and made this game much more then it was ever planned to be!
Those new trains from Railroads of Japan look awesome!!
It's absolutely fantastic!
Lots of great little features in these packs! Thanks for the breakdown!
Some wonderful additions again for Cities Skylines, I will definitely pick up the Hotels and Retreats asap and get the Industrial dlc soon too
warning it spawns 3 times the traffic veicles and it can chugg natural resources FAST! farming or forrestry is decent though as it is renewable. Other than that I would use basic industry zoning. Oil and ore can bite you hard. Fishing industry from another dlc is decent though
I'm already creating a mod that lowers ground pollution produced by buildings based on their level, with the highest level producing none at all. Stay patient, CPP! I got your back!
Looking forward to it!!
@@CityPlannerPlays Problem is that right now it’s either pollution, or none at all, but I’m trying to find a way.
Can't wait to do a whole new tourist district with lots of hotels!!
The fact that Colossal listened to their player base makes them far superior to what Sim City could ever give.
Thanks for an awesome overview!
Bit sad the boat hotel is not called the `Boatel`.
Its surprising to me from a UI standpoint that the toggle zoning tool still has the 3 horizontal lines on each side of the road icon even when it is showing no zoning on said side. I feel that if there is no zoning on that side the icon shouldn't show the horizontal lines either. The icon is so small that when people are going quickly i feel that having those lines there will lead to confusion. Obviously this is a small fix but i love working with tiny details of UI/UX and seeing how things can be improved.
I think those are still there as a visual measuring tool.. Since you don't have cells it allows you to easily draw a road of a given length if there is no zoning on either side.
@@drworm73 yes, but OP means on the icon. Those guidelines are useless on the icon.
I didn't even notice the lines till watching this video
What a lovely deep dive! I'm really happy to continue playing this game for many years. I'm always learning and always being inspired.
It is crazy that the toggle zoning took this long to be implemented!
You got me hooked on Cities Skylines and now I can't stop... 😅
Love your work! It's outstanding how mutch thought went to every detail. You are doing good!
Thank you so much, Oliver!
As someone who loves the lvl 1 and 2 Heart of Korea LDR for a medium looking density, the toggle zoning will be amazing to ensure the dang things line up!
You know what we need? A city with an above ground metro. Japan is all about it, obviously Chicago does a lot of it, and even most of the NYC metro is above ground save for some very strategic and expensive parts. It's far more common than the underground metro that the game makes very cheap, and above ground metro forms the soul and story of a lot of cities. An above ground metro for one of the CPP cities, or even a quick city with that as the theme and using this new DLC, would be a good cap to everything on the channel before CS2 finally arrives and takes over the zone.
The game has evolved so much. Incredible. Such a fantastic support and overall amazing game. Thank you for coverage.
As a Denver boy who moved to NYC 5 years ago, at the age of 30. I'm excited for the NYC features. Cant wait to go home and play!
The issue I have with CS is that the DLC is so expensive. It's over $200 AUD to collect everything and have a complete game. I have over-utilised the Steam Workshop, but those can break with any update and aren't really as satisfying as building a "vanilla" city.
Yeah I haven't bought any DLC since Sunset Harbour. I've found I don't use much of the assets from the DLCs I do have when I play, either, the Steam Workshop seems to better suit my playing needs.
@@jonleibow3604 I'd happily pay a little extra for the original game if the developers included 5 or 6 "free" DLC, and discounted any others (apart from creator packs).
I love the Steam Workshop community and it's passionate creators, but sometimes there's nothing like some good Developer content to add to the game.
I'm really looking forward to CS2
I tried to tell you where you can get the game and all its DLC at an extreeeeemely heavy discount, but Phil has his automoderation set to delete comments that include anything close to the phrase that can point you in the right direction (likely because he doesn't partner with the company).
Suffice it to say that there is a very popular site where I managed to get almost all of the DLC at somewhere approaching 70% off, and they're still that cheap. I know at least one other beloved CS RUclipsr partnered with them back when P&P released, as that's when I got the deals. Wish I could tell you more, but just keep digging. Good luck, and happy building.
@@MortimerSugarloaf If it's one of those sites that sells keys from suss steam accounts or W/ever I'm not 100% certain those are legit, nor even supported by the developers. If I were to spend the money, I'd like it to go the people that earnt it rather than a third party that has potentially involved itself in some dodgy practices
@@Shifty319 I was pretty dubious about it as well because the price was ridiculous. I risked 3 bucks on faith in the other creator (who I love, but am reluctant to mention, in case things went sour with their partnership) and it turned out OK. Grabbed a bunch more of the DLC from them and it's been smooth sailing. Maybe I'm lucky?
To be clear, the only reason I was OK with it was because they had an external link to PayPal.
Maybe it's just because I've been playing Tears of the Kingdom, where the developers implemented a lot of the changes people wanted in Breath of the Wild, but I'm really optimistic that CO has been listening to CS players and will implement a lot of mechanical and QoL changes that may just have been too much work with the old engine in CS2. Especially since a lot of the free updates in this final update seem to say "we're listening, we hear you" like finally adding a zoning toggle.
I really wish they would have added in more roads for trolleybuses (transport combo roads especially), and more combo trolleybus hubs. Particularly trolleybus and monorail combos for both.
You should mention the new trolleybuses and the buffs to the trolleybuses like they're less expensive to maintain and they don't generate any noise, they also can intersect tram tracks and they can share the pedestrian bus road with buses as they now have trolleybus wires. Regardless of that, I completely agree with the top 5 in this video. For your next Verde Beach build, you could start a trolleybus system, it would look fantastic, wouldn't it Phil?
5:48 me to I can also see me using these buildings everywhere. Thanks for showing them btw so that I’m prepared for what I’m gonna buy
I really don't know if I should be excited that we get a new C:S or sad that an era is coming to an end.
C:S has been one hell of a game. The continuous support, content updates and all the modding really were more than we could've asked for.
It's just beyond belief that in todays times such a piece of art is still created when all around us we see the outfalls of the likes of Overwatch etc.
But I'm actually concerned that the expectations the current C:S has built up are just too damn high for a successor to meet.
People will definitely be upset when the new game launches, I bet. There's always these folks who can't be pleased...
I just hope that the majority of people will again see the potential in the game and won't trash-talk it into the ground, just because some features are missing etc.
And I really, really, really (!) hope that the devs won't be pressured into releasing an unfinished game with desastrous bugs and flaws.
Please, just keep on doing like you used to with C:S.
Please, I still have hopes, unlike for any new Forza Horizon game for the near future 😅😅
just lost my main city build, but with all these new dlc I am ready to start another city. I'm excited. i started my old one when i started watching you and you always help me with new ideas and creativity. good job. edit: also excited for the brooklyn dlc i always used mods to get that vibe.
Considering a new edition of the game is coming out I'm impressed and surprised they are releasing so much content. Good job to CO
Its not Overwatch XD
Its paid
Im not, they are milking the last out of us before they release CS2... with all this stuff in the base game. Don't buy this stuff twice!
@@valentin8965
@@WeAreThePeople1690 having lived through the sims 1, 2 and 3 before finally learning my lesson I'd be astonished if any of this is in the base game. We'll be drip fed everything again via DLCs.
"In rural areas you'll find uses right off the [two lane] highways..." Dollar Generals,. He means Dollar Generals will be built there.
The only complaint with the themes that I have is it’d be nice to apply multiple themes… but that’s what mods are for.
My complaint with the themes is that I wish the Editor Menu had an option to create new themes or modify the Default Theme.
The Building Themes mod let's you pick a few themes per district.
I LOVE that the updates are rolling out this late in the game's lifecycle- especially KNOWING CS2 is coming. MOST studios would just drop development for all but the most critical bugs, much less small fixes for comfort- and NEVER think about NEW content.
Kudos to Paradox and CO for this.
This is amazing- and they've won a repeat customer in me for this. This is the sort of goodwill and respect for their customers/users/players that EVERY company should be showing as a standard.
Regarding themes vs specialisations - it's been a while since I installed it, but the old building themes mod allowed multiple themes to be active... so it doesn't matter if one theme only contains HD residential, because you could always add a second theme that provided commercial or office. Not vanilla, obviously, but a more elegant solution than carving out little micro-districts, or using specialisations that couldn't be combined...
I do agree that district style should honestly be listed with the districts so you can mix and match multiple district themes related to their zone rather than having to pick one even though it doesn't affect other zoning. I would have understood the idea of district styles if they'd apply to all types of zoning, but they do not so it doesn't make much sense.
Thanks for your honest assessment, Phil 👍🏻
11:10 Though I see they still insist on making you start your city off of a system interchange.
The tiny parks are the best thing in these updates. I use them constantly.
I went ahead and got the bundle to cover all the latest ones that i was missing and have to mention one thing I absolutely love and that's how the graphics seem clear, and the detail work is awesome. It almost feels like a new game. I have noticed my Japanese train stations are not working right but i will do some research into that. Love your content and videos I always watch them before considering buying and thanks to many of your suggestions I have yet to be disappointed.
You know what else could be intersting mechanic to have and manage:
1. Electricity consumption and distribution - much like water, but with power transformators to make end users consume suitable type of electricity and not strightforward industrial power.
2. Pet care - with domestic animals health and keep control services
I can’t believe you didn’t mention the new Coal Plant for Green cities looks loads better then any fossil fuel power plants
Thanks for you honest appraisal. I am on the fence as to whether to buy any more content for Cities Skylines 1, knowing full well that in a few months a whole new version will be released and if it is good, I am unlikely to every go back to this first version. You are absolutely spot on about the financial centres. Another observation is the garish use of bright unrealistic colours . Never liked this so I do hope the newer version will be more realistic!
idk why or what happened but concerts dlc never came to consoles i wouldve love to have a concert party somewhere in my console city. I know we have the radio station but its not the same without the actually thing
Really excited about these options. Dont love the tourism specialization hotels so hoping this dlc fits my needs better
Biggest hope I have for C:S2 for zoning.. can do 5x5 or even up to 10x12
It'll be fun to use the new train stations though!
Lovely finish to this game, can't wait for CS2!
Agree about the smokestacks. Hopefully we can BOB ‘em away.
"not without reservations" I see what you did there😁
5:31 Those two buildings full of glass walls actually look like they could be small schools, with the eating area outside (perfect for tropical maps), convert them to school using mods/asset/creator, plop a tiny playground on the side and it could be a school with 1 class for each grade 1 to 6, with a capacity of 150 students, perfect for a rural place or right when you start out a city.
I keep saying what i want CS2 to have on release is good bones. I want you to be able to feel the potential, but not just vaguely like i feel when i play a new game i like in general. I want to be able to feel the potential relating to solving problems/improving things CS1 had. I want to be able to think oh all these things that we got in CS one would fit well here, can't wait to see them!
I am optimistic on what they will accomplish. These creators have known about CS2 for awhile and I'm sure they've worked with them at more depth just based off what I see and how they work with the community and modders. Its refreshing to know that they may have had "help" or better, "opinions" from the people that play the game. That is valuable and id say I'm somewhat confident that they will deliver something pretty cool. Could always be wrong
@@IndianaBones24 I'm confident too, which is also why i am scared of my anticipations and hopes beeing crushed down even more😅
@sololeveling7390 I can't disagree with that. I hope this isn't the case. At least if it is, cs1 is good enough to buy them a little time to get cs2 on the right track I think.
Ooh, the arts and crafts stalls plaza/park is really cute. I do agree though that the water in the parks looks like it's completely static, which does hinder the aesthetics a bit.
I think the button matching the camera would have been a lot more work when the highlight method is far easier to implement and not hard to understand, as otherwise that button would need to dynamically shift if you rotated the camera, which frankly just feels unnecessary. And to be fair, the tool likely is a lot more useful when first placing roads and planning out your zoning in advance, and is only particularly finnicky when trying to adjust zoning to an established city you've been working on for a while already.
the idea isn't shifting the orientation of the button, which wouldn't fix the issue cpp has with it in the first place, but to orient the zoning blockers relative to the camera rather than the road's directionality
basically, when the button shows zoning on the left, then the road should have zoning blocked towards the camera's right, rather than the road's right
@@hi-i-am-atan Then you're missing the point of what I'm saying. The camera isn't static. The zoning button is meant to represent the four zoning modes: both sides, left side, right side, neither side. If the icon is showing based on the camera, if you set the road zoning to one side, and then rotate the camera 180 degree, either the button is now wrong or the game has to calculate what counts as left/right per click rather than being preset. And what if the road you're looking at and upgrading is oriented horizontally so that the road is more top/bottom from the camera perspective? I suppose it'd be rare for it to be completely flat relative to the camera, but then you run into the same issue of thinking one side of the road is left when actually with the camera position is the other way.
So frankly, from a programming standpoint, keying it off of how the road is placed is significantly easier, and the important side is highlighted, so it just asks the player to pay attention and not expect the programmers to preemptively perform every matter of convenience for them ahead of time. You don't mindlessly place roads, CPP often zones specific plot sizes instead of just paint fill, so why is it so much of a hassle to pay attention to a highlighted zone?
@@justinsinke2088 i unno, why do games use reversed controls as a way to increase difficulty when all you have to do is pay attention to the fact that pressing left now moves you right instead?
The ponds are SO COOL really loving those, now i dont gotta make them by hand haha
I think Verde Beach needs an old timey factory district.
The small parks like the basketball court would be great for schools with limited space
Anyone know if the parking assets work like parking spots or are they more decorative like the current parking lots/garages?
This update is a nice last hurrah for CS:1! What an amazing 8 year journey this game has. HERE COMES CS:2!
I love your videos. The chill music and the quality goes really well together!
Colossal Order has seen me playing the hell out of ToTK and decided to try and reel me back in for the last hurrah
The old industrial vanilla assets are looking really date at this point. This gives me hope for the industrial buildings in CS2. I am not a big fan of the population mechanic either - so I just turn it off in Game Anarchy.
Seems like updates since 2 months ago when CS2 was announced are WAY better than all updates since 2015 stacked together
having that indicator is a huge plus for the zoning. it not resetting is a bit annoying but it just takes it from a 10/10 to a 9/10.
Zoning technically requires a pedestrian lane(sidewalk) so can't be applied to highways without a technical reworking.
With the new zoning tool, maybe you can add zones to highway roads in the vanilla game?
Edit: I watched further into the video and dang, you can't get zoning on highway even with the tool. That sucks
nah, easily works with mods without anything being coded for it. Zoning requires roads, but not pedestrian connection.
@@user-wq9mw2xz3j ahh something must of changed or something. Thanks
@@MaebhsUrbanity nothing has changed, been like it forever.
Does anyone actually want to see "live chat" instead of the regular comments? I just don't understand who this change is for.
Great video as usual 👍
Sweet! Thank you for reviewing this.
I love what we got, but i still think we need an industrial harbor kind of DLC
1:37 we need those kind of pedestrian over pass as an individual asset.
So excited for this!
The best order to buy the packs, is at the same time
I just need to play vanilla with the industrial update buildings to make realistic looking industrial areas! Why it took this long who knows! But wow looking forward to getting all of these, not because I need them but because I support people who finally listened to the genre and built a wonderful game! Looking forward to CS2! And supporting the content creators!
Verde Beach and the island from nicoler bay are going to be fire!!! With the new hotels
I have been having hard time choosing content creator packs. I still have a lot of these in on my wishlist on steam.
I would love to see your take on a European City. Preferably a mid- or north European one. Lots of public transport and trains
Great video, though I would like to clarify or at least try to clarify the ferry capacities.
Where I live (Denmark) it is the Danish Maritime Authority that set the passenger capacity based on a number of factors that goes under SOLAS, the convention of Safety Of Life At Sea. The ferry that sail to where I live, it is way bigger than the ferry you showed us, we have a capacity of 34 cars and 248 passengers in the summer, and 34 cars and 150 passengers in the winter, that is all based on the size of the ferry, the crew, 4 in the winter and 6-7 in the summer, and the waters it sail in alongside the safety equipment.
The ferries in the game all seem to be strictly passenger ferries, so only walking people and no cars, and they normally have a smaller crew and less capacity, but are only used in "safer" waters, and for that the capacity can go up a bit.
I do not hope that I confused you with that info?
I agree in the end that the ferries in game are to low capacity.
I'm actually surprised by the last year activity with City Skylines and so many new content dlcs when CS2 is due out so soon and really frustrated to buy or not to buy this dlcs.. I seems interesting, but when CS2 appears, I'm not shure that I'll keep playing Vanilla 1.
I'm pumped...Japanese train signal props!
At 17:10 you say you'd buy the hotels dlc, but not without reservations.
I see what you did there. Very funny.
With the industrial revolution CCP, the assets would really help develop communities based around industry (Take Bournville in Birmingham, home to the Cadburys Chocolate factory). Honestly, I might clear all of my modded assets and just use my favourite QoL mods, and some vehicles (mostly lore friendly Emergency Services as they are the only thing not quite fleshed out)
This is so cool! Great overview of the new DLCs
Will the hotels DLC replace the need for tourism districts? It seems that mostly hotels spawn in tourism districts.
I wonder if I can now create a Las Vegas style area? Hotels, restraunts and the tourism district?
I'm going to try!
@@CityPlannerPlays Finally a use for the statue of liberty :P
If I need to decide between Diablo 4 VS CS:DLCs... I will still go for CS. Thanks for the honest review!
Placing a comment under your video, right where it belongs. #forthesakeofengagement
Great review, I think you should start a whole new vanilla series with ALL the assets that we have now, or will have soon for us Vanilla noobs and one last city before cities skylines 2 comes out (Wil keep us busy till is comes out.). Great content keep up the good work!
Хоть я тебя и не понимаю на все сто, но я продолжаю тебя смотреть, бро. ❤
Very informative. Thank you!
Would like to see on the district tab you can select themes for each type of zoning level separately.
I wish I had a good enough computer to play because this is the ultimate city building game of all time.
Re: Zoning tool...
I mean, if you spin your camera around so that you're looking from the other direction the icon will seem "correct" ;)
So, I don't think there is an easy way for the tool to reflect anything like what you're saying, since it entirely depends which way your camera is looking.
I think the way they DID implement it - with the blue rectangle showing which side will get zoning - is probably the best that can be done...
Bottom line: I am loving that this is built-in now! (But I may still keep Zoning Adjuster around, as to me it's slightly easier than finding the appropriate road and then upgrading)
In less than one hour the update and the dlcs are releasing in the netherlands and i’m hyped!
I am *soooo* sick of using fences/paths to de-zone roads, so your number one is my number one. Although I'm currently playing on PS5 which still hasn't got the 4x2 highway... (although it really should be a motorway, and 3x3 with hard shoulder... Because... Space saving...? Okay okay, it's cos I'm English...)
Also, your gripe about not having zoning on highways is (to my knowledge) a specifically American thing, throughout Europe, and most places in the ROW that I'm aware of, maximum speed roads are purely for transit. If you want to put a fuel station and rest area you add a service area to your highway. I've done this a couple of times with full size maps just for 'realism'. Although it won't let me replicate the 'unrestricted' chaos that we call country lanes where you have to wait til the next town/village for the next refill point...
After having played the PS4 and PS5 versions, the lesser console versions have been holding CS back considerably, hopefully CS2 and the current console generation will allow Colossal Order to spread their wings...!
0:52 thought you'd just slip a little Wisco-themed music past us, eh? Sneaky sneaky....
i love your content :) thanks
wow those industrial buildings are so much better than vanilla
I own the industries dlc and the warehouse with tracks is so cool!
love that south park reference.
It's sad to see cities skylines go but at the same time I'm excited for CS 2
I am looking forward to the Industrial CCP the most, but will buy them all.
All of the new packs are amazing. I particularly like the industrial pack. Honestly, the industrial building (or something similar) should have been the base game's original industry assets. After all these years, it is finally possible to have an industrial area that doesn't look ridiculous.
The NYC buildings are nice too, and there are also some great assets on the railroads pack. The hotels all look great too, but as a developer expansion, it might be a bit thin.
I play still on a PS4, so I recognize the limitations of my hardware, but I will say, with these updates, CS has finally reached the limits of the PS4's power. Textures when zoomed in close load poorly. Ut that is ok, I'm suprised the game ran as well as it did for as long as it did on the PS4.
13:40 which dlc are those red skyscrapers from?
That's from hotels - the City Hotel, but I made my chain have a red theme!
@@CityPlannerPlays Ah gotcha thanks i didn’t remember all the hotel assets
My fingers are crossed that they take ALOT of these things and just implement them day 1 in CS 2.
Mid density growables and the more "realistic" looking factories, for example.
“Not without reservations.” heh heh heh… I saw what you did there. 🤣
I’ve been stuck playing snowrunner for a few weeks now. Got kind of burned out on cities. Maybe I’ll give it a try again tonight and download some new dlc
"Purchase the Hotels DLC first without reservations" - Pun intended?