What do you wanna see in the new cities skylines?

What do you wanna see in the new cities skylines?

  1. 3 weeks ago
    Anonymous

    15 minute walkable decolonized sustainable carbon neutral smart cities with diverse communities and luxurious pod depots fit for the fourth industrial revolution

    • 3 weeks ago
      Anonymous

      >fourth industrial revolution
      People meme the fuck out of the 4th industrial revolution, but it's unironically happening, and you're living through it right now.
      It's not that bad.

  2. 3 weeks ago
    Anonymous

    cities, skylines, slopes not being too steep

  3. 3 weeks ago
    Anonymous

    A better artstyle and color palette

    • 3 weeks ago
      Anonymous

      this. I fucking hate that it's made by Europeans so the default art style is post war cubes and brutalist shit in gaudy colors.

  4. 3 weeks ago
    Anonymous

    A game.

  5. 3 weeks ago
    Anonymous

    Multithreading. The current game hardly uses your processor for anything.

    • 3 weeks ago
      Anonymous

      Sorry sir they need da Unitee for the needful sir

  6. 3 weeks ago
    Anonymous

    >A game that doesn't run at sub 30 fps once the city grows large enough, no matter how good your hardware is because everything is bound to a single thread
    >A game that doesn't load EVERY FUCKING MOD AND ASSET in memory so you need 128 GB of ram and wait 10 minutes for your city to load
    >Every feature in the top 10-20 mods that everyone and their mother uses should be in the base game
    >Freedom to move beyond the shitty square grids
    >Truly huge cities of multi million people
    >More variety in buildings without having to autistically manage every single one with modded assets

  7. 3 weeks ago
    Anonymous

    Far better developed transport systems, in particular trains more akin to Transport Fever than the shitshow that was in CS1.
    Modular structures - large factories, shopping malls etc being constructed of different possible configurations of modules, rather than being a single boring ploppable.
    Pipelines and refineries.
    Production chains and economy that actually respects the product.

    To me, CS2 will be competing with games like Workers and Resources. If they don't learn a lesson from how those games moved ahead in incorporating transport, production and logistic systems, I'm no longer all that interested in CS anymore. I like city-builders where form flows from function, and for that, you need an actual set of developed chained mechanics. Not just fucking land painting.

  8. 3 weeks ago
    Anonymous

    I want to pay more for worse performance and less features than were in the previous game in it's end state.

  9. 3 weeks ago
    Anonymous

    A large selection of buildings, transport options and city builder tools included in the base game rather than being spread out over a dozen pieces of overpriced DLC.

    I'm not getting my hopes up.

  10. 3 weeks ago
    Anonymous

    Actual soul instead of the extremely bland shit we have now.
    I don't know what is it with this game's playerbase and their absolute obsession with transport/logistics, clearly their bigger audience is Paradox fans rather than Maxis.

  11. 3 weeks ago
    Anonymous

    something other than american zoning systems

    • 3 weeks ago
      Anonymous

      I know that >thing, Japan is a meme but Japanese zoning would be much more interesting to play with

    • 3 weeks ago
      Anonymous

      I don't know why they thought this zogbot concrete jungle aesthetic would be a good show for a trailer, their tagline is also "the most realistic city builder ever". This all just makes me miss the better times and how we just took them for granted.

  12. 3 weeks ago
    Anonymous

    a good game that doesn't turn into a gay traffic simulator and dlc fest

  13. 3 weeks ago
    Anonymous

    Better transportation system

  14. 3 weeks ago
    Anonymous

    Fun gameplay

  15. 3 weeks ago
    Anonymous

    A complete game without hundreds of dollars of dlc

  16. 3 weeks ago
    Anonymous

    more parking garages

  17. 3 weeks ago
    Anonymous

    Draw-distance that doesn’t suck ass

  18. 3 weeks ago
    Anonymous

    A random event where if one of your cops kills a black half your city gets burnt down

  19. 3 weeks ago
    Anonymous

    optimization

  20. 3 weeks ago
    Anonymous

    Transrights.

    • 3 weeks ago
      Anonymous

      DENIED

  21. 3 weeks ago
    Anonymous

    No US Style Zoning.
    Realistic traffic that doesn't just disappear.
    Challenging Campaign.

  22. 3 weeks ago
    Anonymous

    Big juicy titties

    • 3 weeks ago
      Anonymous

      Woops wrong pic

  23. 3 weeks ago
    Anonymous

    better details and more realistic building like we had in SimCity 4

  24. 3 weeks ago
    Anonymous

    boost the sim limit

  25. 3 weeks ago
    Anonymous

    An optional rapist that is unleashed in your city once you hit 10k population
    Also serial killers and porn studios
    I want to make a seedy 1970’s grimy New York taxi driver city

  26. 3 weeks ago
    Anonymous

    With the disappointment of them announcing that they're still using Unity for this, it's only the question of if they're also still sticking to their "individual agent" system. Such a mechanic may be novel but it results in the game chugging when you have a dense population. If they are still doing that then they truly have not learned in the 8 years they had since the release of the first game.

  27. 3 weeks ago
    Anonymous

    >Three types of industrial zones, Source (Generates raw assets), Refined (Creates refined assets) and End-Product (Creates products off the refined assets).
    >Mixed use buildings, which is unlocked after reaching a certain population milestone.
    >Special buildings are modular, especially the higher tier of special/service buildings. Large Hospitals/Fire/Police/Education must be assembled together in parts.
    >Buildings can now take more than 4x4 of space.
    >Low Commercial no longer has "mall-like" buildings. It will include warehouse-like buildings, industrial-like buildings and anything less than 2 stories tall along with having a large footprint.
    >Major Transport hubs can be customized with options to create more platforms and underground platforms for any type of transport.
    >Parking Garages
    >Expanded cargo networking, with modular cargo facilities and cargo-only/shared roads/tracks.

  28. 3 weeks ago
    Anonymous

    Just thought I'd share what I've seen/read so far about it - mixture of details spotted from the trailer, the leaked achievements lists, official Paradox statement and what little has been given away by those who played the Alpha build back 2 years ago.
    >Engine is Unity, again.
    >Four "Main" types of zones. We don't known what the fourth one is yet. May be offices, may be agriculture separated from the rest of industry, may be mixed, we don't know.
    >Dynamic seasons
    >Natural disasters are part of the base game.
    >Transport lines now include both passenger and cargo, suggesting the industrial logistics are getting some kind of overhaul.
    >Scale seems to be the biggest and most important element of their marketing buzzlanguage, so it is likely that the game is going to projected heavily on accomodating much larger cities than the first game. Leaked achievements mention 150 buildable tiles, but we don't know what the size of an individual tile is.

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