you are so damn amazing!! i am so invest in what u will do with this game! i also cant wait to get my hands on this game! u play this game just like how i play!
Setting up routes for something like a tram seems like a lot more steps than in CS1, but after seeing it in action and not just described, it seems fairly intuitive. That and the addition of waypoints seems like it makes setting up public transport routes so much easier. It is interesting how you set up the stops first, then the routes, that way you can set up an even distribution of stops first, along with key sites and landmarks, and then work our which ones are going to belong to which route.
@@MayankSharma01 Well actually they based many of their features in later games after train fever which is the OG to the Transport fever series. Nice try though.
@@OutermostGold Well many of their features takes inspiration from Transport Fever 2, but some of them are actually takes inspiration from Cities: Skylines and Cities in Motion series. Many people seems to forget about Cities in Motion series, or even think that Cities: Skylines was their first and only game.
I cannot wait to get my hands on this game, I am simultaneously insanely jealous of your access to it, and grateful that I get an opportunity to watch one of my favorite YT city builders dig into it while I wait to get it.
Get ready for a game stripped down the dlc's from cities skylines so you have to spend more than 100 dollars/euro's to play the same mechanics like you did in original cities skylines
@@sercankuralay9989This has more features out of the box than the "original cities skylines". I played with no DLC for a long time and only bought a few key ones in a sale bundle. CS2 is acceptably close to feature parity to what I have now with a more polished and updated overall gameplay experience. Am I allowed to be excited for this game, oh hypemaster?
@@sercankuralay9989 I'm willing lol, they've updated systems, plus there's more content than there was when CS1 launched. I don't even care if I have to spend the money again.
@@DoughBoyNickYeah we can all see the amazing new content of CS2, and the integration of many mods and DLCs right out of the box. All Im hearing here is a poor dude trying to rationalize not being able to buy the new one.
I hate how so many of the assets come with massive parking lots. You can already build them where ever and they look stupid as hell in pedestrianized areas.
I really like the idea of the assets coming with absolutely no parking and then putting the parking lots where ever you want. More choice that way.@@Jank42O
It really hit me during this episode how important the storytelling has become to me. Don’t get me wrong, I’m excited to see how the new game functions. But I’m not as engaged with this build as I am with the CS1 builds. That element is what truly sets this channel apart.
@@sparklefluff I've seen some content in CS:2 that actually does provide some storytelling of growth and seeing development over time which is really cool. I think the template for this series is what might make the op and myself not as grabbed by this specific build series. Trying to achieve a specific planned city layout is somewhat interesting but not as gripping. Seeing dynamic growth or creating a story is what can set apart a build. I remember a build I am planning on re-doing in Cities Skylines 2 that I was working on in Cities: Skylines 1. I never got to finish it due to technical reasons and many glitches I encountered with mods and PC hardware resource allocation but ultimately my plan was to create a contemporary Floridian styled American gated community suburb on a few key islands, complete with huge parking lots, a Walmart, a gas station and a Publix. My plan was to create a small ungated community with normal detached homes, a community nearby on the same main island called "Glades Reef" which was more bougie but also was a sort of mid-tier gated community. Then, at the end of the long central stroad "Hibiscus Parkway" you'd have this large sprawling island based bougie gated community known as Cove. Nearby on a longer barrier island just down the causeway/freeway I had a plan for a beachside community along the highway that is progressive, walkable, and for the most part car-free aside from the freeway exits that funnel cars to the public parking lots at the entrance to the city. In my brand new planned build in Cities Skylines 2 my plan is to build something similar, though have a tale of two cities. One, where urbanist plans are currently underway, where construction is underway to tear down urban freeways and create new public transit infrastructure while also creating a very NIMBY-esque area that won't capitulate to human-centric design.
It's definitely because they can only post 30 minutes thats why everything is so crammed into 30 minutes of "content" =] just wait till release all the content creators for this will go back to their normal way of making videos.
i agree with the story being important! i find that when i watch city planner i want to play cs2, but i realize the story that he builds is as important if not more to the enjoyment of the game
Feels like the end was rushed. Love how this is going, I can’t wait until all restrictions on you are lifted and you can just create wonderful content for us.
@@CityPlannerPlays Ahah Besides this little point, I think that Cities skyline two is looking amazing! And I loved this episode and how you are building the city so far! Also speaking of the telecommunications, I really like to see the upgrade mechanic in practices! I hope you will use it more often. For example when you placed down the new clinic, I was wondering if that was really necessary, or you could have simply upgraded the already existing one 🤔
CONTOUR LINES!!!! My heart sank when they said in the stream that the game was going to launch without them. I am so glad they decided to add them instead, considering how important a feature they were in Cities Skylines 1
What were the contour lines good for in CS1? And why is it so bad without them? And did they add them now or not? Because you're writing at the end "I am so glad they decided to add them instead"
@@Softload3r Contour lines made it so much easier to build without completely wrecking your topography; they could also be used to incorporate the topography into the build much more realistically because oftentimes it was difficult to see the landscape without them. To answer your last question, yes, they decided to add them to CS2; the reason I wrote "instead" was because in an official stream, they said that the game was going to launch without them.
@@marsl8603Oh, so they changed it now. At least they did, I read a lot of people that were disappointed that it wouldn't be in the game, but even better if it will be in now :) Thanks for explaining!
@@marsl8603 Isn't it funny though, that this video starts with "RESPECT THE TOPOGRAPHY" in big bold letters... and then Phil just flattens everything to expand and build. He literally did the opposite of respecting the topography. He made the topography respect HIM.
I am completly amazed by the development that the game had from the first video to this one. It's simply amazing how much more polished it seems! Could you share which version of the game you are currently? This really made me consider buying it on pre-sale!
How transit works reminds me a lot of Transport Fever 2 - in a good way! That you place stops independently of forming routes and that tram lines are an addition to a road (rather than their own road type). Here's hoping that is also the mechanic for adding trolley wires, bus lanes, bike lanes, etc.
Every video gets me more hyped. I had all these ideas for CS1, that were never possible but with passive XP and the discontected sqaures, I can finally do all of them. All hail the contour lines.
Your city in winter looks so much like Bullworth from Bully. The placement of the college also creates that ambience. I think you should name the college Bullworth lol
I do want to ask.....How is population growth realism. I will be honest, I only play Cities Skylines I with the realistic population mod. Is that something I have to wait to look forward too?
Just looking at it here, it still seems wonky. An area that size would have a much larger population. The game just mishandles medium and high density (imo).
@@SH-kz4fl I recall a pretty standard medium density residential building having 45 households. It's slightly less than the comparable apartment building I live in for example, but much more realistic compared to the original game.
Not a deal breaker by any means but I am concerned about the lack of winterization on most (all?) of the assets. No snow on the roads, buildings, sidewalks, yards and the deciduous trees all have their leaves and those leaves haven't even changed colour. It's kind of off putting. Hopefully this is something they'll address before release but like I said, not a deal breaker if not.
I’d also like to see communications cables as an alternative to towers, though this would be much harder to do in a mod. I like big comms towers, but given the game is pretty clearly going for a contemporary look they are a very odd fit.
@@michaelwoods2672The gameplay is mobile internet so I get that. Given a European layout can be used, we only have small masts here, not those big ones. So I hope to see those :)
I don't understand why they didn't expand the free-zoning mechanics from agriculture and landfill to parks. It would be such a nice improvement to have parks that we can shape freely instead of the rigorous rectangular plopable parks we have right now. If you're reading this Paradox: FIX IT PLEASE!
Has mail service been changed to actually be required? I recall in CS1 a lot of people didn't use it since it just added more traffic. Very cool to see internet added as a mechanic
Man this game looks awesome. There are so many things that be a colossal headache to build in CS1 that you just kinda plop down in a few minutes. Can’t wait to tinker around with this when it launches!
I’ve actually never played cities skylines (a random RU-vid recommendation abt a month ago started my recent fixation) but you’re videos have really driven up my excitement for the game and motivated me to preorder it. Now I use your videos to help me manage my excitement as I count down the days till launch 😂😂
To me city skylines 2 seems like paradox learned alot from what Skylines 1 needed refining in as well as listening to the community at large to make the sequel better. As you said in the final moments of the video its familiar but new at the same time and to me thats what a sequel should be, not just the same game reskinned but with a heftier price tag, which I feel like alot of AAA game makers are doing these days.
For gamers who are unsure whether your rig can handle the new specs (like me), I understand that Microsoft Game Pass will offer CS2. Currently, you can get it for $1 for 14 day trial period; certainly long enough to test the game on your rig. Cancel on day 13 to prevent $10/month subscription. You won't have to pay full price ($50) and you're not limited to Steam's two-hour test window. I'll wait until to ensure the game is offered before I sign-up.
I've been wondering... Say a cim is at a bus stop trying to go somewhere. If there are multiple bus routes that go to their destination, will the cim take the one that arrives at their bus stop first, or it predetermined like in CS1? Assuming they do, if another bus arriving soon is on a different route that may reach their destination quicker than the first one, will the cim consider taking the other bus instead? I'm already very satisfied with the new pathfinding from what's been shown, this will be a nice little bonus if true :^)
I watched a lot of the first round of CS2 videos and it was a noticeable complaint from many of the experienced CS players. Probably mostly due to the surprise that it wasn't included.
Been waiting for this episode and it did not disappoint. It really is great to see the improvements that have been made to the game. Can't wait to see you build more cities 😁 Keep up the great work 👍😁
i don't like the fact you're talking like speedy gonzales because you can't make the video's duration of your choice. all my videos are 50 minutes lenght and if someone asks me to change my format, i would never accept.
who cares? this kinda deal is reserved to the most admirators channels, not medias@@ahhlewis right to critic comes always after, once everyone pre order or purchased. this is not a legit way to make business, rich uncle.
10:01 pause, is there ANY way to disable the white street lane highlights that are on EVERY road? It looks so unnatural and weird, like a placeholder to help the devs gauge where the game calculates lanes. If anything, it should be slightly darker due to the rubber deposited, not lighter.
That was amazing! I like how you make the middle road between the buildings like a narrow park, kinda reminds me of a narrow park we have in our area, I love, love, love it!!
I don't know why you're so obsessed with flattening the land for roads in all your builds. I live in one of the flattest countries in the world (no 4 I think), and yet we have cities with roads as steep as up to 25%. In fact, 300 meters from where I live, there's a 21-22% steep road, in the middle of my city, with 2-3 storeys private houses. Does the US really build as flat, as you do in your builds?!
So far every CS2 cityon YT has looked washed out and samey. IDK why but no amount of detailing, roadway planning, or zoning choice sets any of these YT cities apart. Very bland game.
Nice episode! I wonder why they didn't make simple parks like they did farm fields where you can change the shape of the border, would be perfect for filling in awkward holes in the grid! Considering the scale of Cities skylines 2, the trumpet interchange's curves and ramps seem a bit excessively large, don't you think? I feel like it takes so much land for such a simple interchange.
A great video as always I can’t wait until you don’t have restrictions anymore. I’m pretty hyped and sad because the console versions are delayed (my old computer won’t run this nicely and apparently Series X version will be identical). All new elements and new ways for doing transit or upgrading are amazing but there’s one thing I’m not sure I like and is the separation of the different housing demand. If I want to do a more European kind of city for example your wouldn’t end building many low density housing at all… except for some small areas for wealthy people around big parks. I understand that you start making a small town but after some time I’d like to focus on mixed buildings and medium and high density only and not having to waste great lengths of space on unifamiliar houses like your typical suburban landscapes from North America. If you have to fill all kinds of residential demands you’ll be forced to make the city the way the game wants, not yours. The better way would be an option to unification of residential demand and you decide what kind of buildings you want to make…
Are there zoning adjustment tools in CS2? That is one of the most useful update in CS1. Is there a way to make the tram lane dedicated instead of shared with private vehicles? It is pretty difficult to see the city boundary in snowy weathers. The white dotted lines blend in too well with the snow coverage. The school coverage is way more realistic than CS1. No longer need to spam elementaries.
Having any type of major public transportation outside of busses in a city of 6,000 that isn't a suburb of a major city always seems strange to me. But that's one of those weird quirks of City Skylines that makes it more interesting.
Disappointed with parks. Was hoping they might adjust their size and snap to fit the block shape instead of only being a set size. Not fully like the Parks DLC having to customize each park, but something in between. Parks are never the same size and shape.
every video i see of this game looks really good, but leaves me with one concern, that traffic is just non existent. The biggest challenge to solve in the first game just seems like its never even a consideration for CS2. Maybe the new game is just more sandbox-y than the first one was? can't wait to play it and i hope the non issue of traffic is just because the people I watch make well designed road networks and my trash will still need fixing.
game looks amazing but the never ending demand for low density residential will make every city look like a giant suburbia, that's very different from cs1 where i never placed low density, and also different from real life... here where I live (italy) there are literally no single households homes
We got the radio masts with Disasters in CS1, and just by default I'd placethose and make sure there was radio coverage. Cool to see that that's actually just a standard city service now instead of a Disasters only one.
Seems to me, many of the zoned assets do not have many trees and greenery built into them. This makes the neighbors a bit stark and grey. Are the trees there, but just not grown in yet? That's my hope at least
Been watching a lot of CS2 content the last few days. Phil, you are far and away the most realistic and entertaining, which is the type of builds I really like to see. Thanks!
I am not pre ordering because I don't like supporting that idea as much and because it's a paradox game it's going to have a thousand dollars of DLC so I'll wait till the game is a bit cheaper so I can afford some of the inevitable DLCs. But I gotta say I am ridiculously excited, this looks pretty good and it's awesome to hear them listening to feedback
@@tl2402 Collosal Orders publisher is Paradox Interactive. Paradox tests, markets, sells, distributes, and owns the intellectual property of all games by Colossal Order. Technically you are right but effectively colossal order is the cities skylines division of paradox
I’ve been here probably since the beginning of Clearwater county and how far CPP has came since then is insane. The editing is very well put together, and it was great in the first place but it just improved, and the following that’s grown with it is also crazy. Congrats to how far you’ve come, CPP!
i would like to recreate my own neighbor in the game, but without a proper maps tools, it's amazingly complicated. that was my main concern for this sequel.
12:43 The winter view from far away is stunning! But then you zoomed in and I noticed green trees, no snow on roads or buildings. It is really sad how they poorly implemented weather and seasons. Especially if this was one of the main selling feature.
Wow. Major props to CO for adding this tool based on the community. There's honestly not a lot of developers out there that would respond in that way. Getting me even more excited about this game.
I always like the mass transit aspect in Cities Skylines, so I am pleased that there is a lot of good changes in Cities Skylines 2. Now I'm pretty excited to play it.
Great video! I know you are probably speeding through these videos for a reason, but I do prefer the "old" style of videos, they seem much more immersive.
As soon as my time length restriction is lifted, the pace will return to normal. Unfortunately with these, I have a normal video in there, then need to slice and dice it to fit into 30 minutes.
3:30 And this is actually pretty realistic; wireless emergency alerts are transmitted by cell towers. The radio warning you hear would be transmitted by a different tower, though.
First, GOPACKGO!!! And second, yeah the roundabouts....truckers hate them. Not because they are roundabouts, but because the 4 wheelers don't know how to use them WITH truckers lol