The second video will go live TODAY - Sept 27th at 11am CST! Join me in the premiere here - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-g9yESIzeyQ0.html !
Love the videos! Thank you for teaching me that this game can be fun! I have a question, is there somewhere on the internet that I can find city plans to use?
This is Mariemont, Ohio near Cincinnati It was planned by John Nolen, the same city planner as a previous CPP video of Venice (the 100 years old city plan)
yeah. just found it. can see little miami river on the map. that's how I found it. was hoping a vid less than an hour old i wouldn't find any other comments having found it but damn you for watching this half an hour before me.
Love to see the early access gameplay, and so far C:S II is looking great and like a definite upgrade! But i hope that countour lines and zoning disabling will get added as theyre both useful tools even in C:S I, also the reversing of the road direction could probably be more similar to C:S I because dragging across a road could get tedious
The one thing I'm missing out of all of this is the ability to make your custom green areas count as parks for the purposes of citizen pathing and entertainment. They look amazing, but the fact that nobody is using those green areas makes it seem hollow in a way.
Yeah, it really felt like the first game came close to that, except they had to make that kind of zoning commercial. Kind of a bummer, because as a guy who lives in a rural city, you just don't see that kind of thing.
There seem to be kind of a bizarre combination of baffling omissions and brilliant improvements. Can't quite wrap my head around how the game can have such incredible road tools and at the same time no line tool for trees. Still, overall the game looks pretty great and I'm very excited for it!
I actually really like that trees don't require a grassy terrace - in my city it's very uncommon for a grass line but most urban roads are entirely treelined, with large canopies, just in planters
Yup, I've seen quite a bit of sunken tree planters around some bigger Great Lakes cities, so I'm OK with having grass terrace-less urban trees. Would be nice to have a bit of variety; sunken planters with the metal grates on top, maybe two or three types of raised planters. But there will be PLENTY of time for mods of course...
@@VonRibbittto be fair it gives the trees more room for their roots. Green strips (boulevards as they’re often called where I live) are definitely preferable for the trees (and for greater green space) but other methods are certainly better than no trees, and works good in places where it’s too late to put in grass strips without reducing the road because the buildings are right on the sidewalk.
They did soooo many cool things in this new game, which almost makes the exclusion of seemingly basic features (*cough* terrain height) even more bizarre
this is par for the course for a Paradox game. Release a barebones game that improves on the previous basegame in some ways. Then release 20 dollar DLC's for years while rinsing and repeating. I mean EU4 came out in 2014 and they are still giving mission trees to some of the major nations (for a 20 dollar DLC of course)
My girlfriend and I started watching your videos a few months ago. I believe the first video I saw was your abandoned city fix. I fell in love with your content and started binging, so my girlfriend starting sitting with me as I watched. Now we both are addicted to your content, jokes, and personality. We started Clearwater from the beginning and just last week are completely up to date and are now watching other series from your channel. We cant WAIT to watch you play the second game!! I'm personally excited to try CS2, but am suuuuuper excited to see how you play the game. We usually never comment on RU-vid, but wanted to use this opportunity to say thank you for being you, and thank you for continuing to make exceptional content!!! Just promise me in this new game you respect the typography, ensure the water pipes go under the road right where they belong, call plenty of mulligans, forget when you have anarchy on, and lastly use imminent domain when necessary!
Missed the occasional gushing over the network multitool haha. I look forward to watching Phil yearn for the slope tool and wouldn't at all be surprised if we got a memorial service for it 😂
First of all, thanks so much for being here, Nate, and the kind words, good vibes, and the comment! Glad to hear that both you and your girlfriend are liking the videos - I love bringing them to you!! And I promise to keep up to my normal shenanigans in CS2, haha! Thanks again for being here and for the kind words!
I'm actually quite pleased and pleasantly surprised that you can add the grass verge and trees separately and together. Many (most even) streets trees don't have grass beneath them. Although I would like it if trees by themselves had a square dirt decal or planter prop beneath them.
Regarding missing features (terrain height contours, flipping one-way roads, fences): Never forget that CS1 launched without tunnels (and many other things introduced with free updates over time). Those things will come eventually.
@@jasonetherington37 Nothing we know for now (even the already announced DLC) suggest that there won't be any updates improving the gameplay of the base game in the future. Looking at CS1 I fully expect a similar "way of doing things", where paid DLC are accompanied by free feature updates.
@@francescomaestrelli7515 Adding new features through updates later on does not equal patching up a barely working game. Also, you can clearly see in this video that CS2 is working quite well already, so classifying it as "barely working" is just false.
@@francescomaestrelli7515 Difference is; by the looks of it, this is not "barely working", but working fine. It's a huge difference in leaving out features and not promoting them, vs the typical "It has all the features" and 70 % of them either missing or being buggy af.
do you maybe mean increment or lines to symbolize like the with you need to make a better grid i believe there is a grid building tool to drag a whole neighborhood at once
Most importantly the framework of CS2 seems to be very solid. I'm so excited to see how the game will evolve with the modding community, it looks so incredibly promising.
It does remind me of the very early days of CS1. I'm sure mod creators will be going bananas even before it's released. Looking forward to playing when its out
@jg-qj7ts I get they can't include everything in the base game and they did a good job including the things people like but there's a few things missing like node controller that are insanely popular with players that should have been included imho
@Speedster___ 100% agree, I'm sure that's gonna be a feedback from probably all of these advanced testers, hopefully the Devs have it in before the final copy
@@TRichardsBlades I’d almost think 100% since it’s a staple feature of toggle it!, and what’s the point of the new cut-and-fill roads if we don’t know where to properly use them?
I’m excited for this game but will likely wait for mods to catch up before making the full switch over. Terrain and topography views are a must for me, I can’t start a new city without surveying the land and elevations so it sucks that they chose to remove it. Those roads are wonky as hell too
@@keanuwick8485the game looks great what are you talking about? Bro wants graphics that’ll cause a quantum computer to run hot. CS1 has those amazing realistic looking cities and graphics because of mods because 90% of people don’t/can’t run them. The question you should be asking is if the bones are good. And there’s no denying that they’re meaty and mods will send it over the rails.
It's a weird combination of fixing exactly the things you wanted fixed, and removing some real fundamentals. I was so hopeful that there would be a focus on zones and buildings that worked better with natural slopes. This would have been the killer change for me, as it opens up so many prettier options than carving right angles out of hills all the time.
I'm sure the modding community will come up with a contour line mod and a line tool. And creator content pack and more maps will come soon enough. Love the layout, so unique! Can't wait to see how this city grows and develops.
I love that you can rename basically anything, including trees. Some trees are important enough to deserve names! Looking forward to seeing the things that are lacking be updated as we get closer to the release. And looking forward to it coming out on Mac!
Cincinnati native here, that’s Mariemont - a city on US 50 just outside the Cincinnati city limits on the East side. I’ve loved your content for years, and it’s fantastic to see you building something inspired by my neck of the woods!
I wish we could use the 'property line boundary drawing' aspect for those little parks too. So many of those little triangle in my area end up leading into the 'backyard forests' interwoven in some communities.
One thing I'd like to see them add is Low Density Mixed - Commercial and Residential, and have it available from the very beginning of a new city. The kind of thing you see in old town centers of about 100+ years in age in the US. Because that was so common in the early days of towns throughout at least the US, and probably other places as well, where you had a starting main drag of town with shops on the ground floor and the shop's owner and their family lived in the space above. Of course, as time went on, those top spaces got turned into smaller rental units, but the character of the building remains.
It's amazing that there is a content creator that enjoys and is willing to go into such detail about the process of development. Still catching up on older series but this channel puts out the cities skylines content that I want to see. Thanks, CityPlannerPlays, for the great videos over the years.
I'm always loving when you're calling out your road hierarchy! I didn't notice it too much this video. Looking forward to hearing more about that planning aspect to maintain traffic flow!
After watching the whole video I'm seeing quite a few I suppose game mechanics that I like. The scale looks beautiful and more realistic. The pace of it as well is more of real life and not instant. The drawing of the streets made me sigh in awe, such nice connectivity as well as flexibility with the design. And, definitely not least, I loved how the city layout came alive in your hands. Can't wait to find a city I want to use as a base for a city of my own too.
as a CS console edition player (because my laptop is barely powerful enough to run gmod) without access to major mods, im glad to see that a lot of mod-like features have been implemented. it will make things so much easier to build. thank you paradox and colossal order for listening to the community!
There's a lot of things I would like them to improve on. But most of them are quality of life changes, which is amazing because I am sure that they can do it and probably will. One thing that I don't really love is that expansion buildings have to be adjacent as it constrains the way you can shape facilities and it's also not all that realistic especially for medical clinics which tend to be spread around in a block due to prior city development
it is unfortunate to see, that buildings like the cementry really don't conform to the topography, while irl they do much better. And unlike with small houses, this is so much more noticeable, since even small inclinations are really noticeable and need you to terraform, witch I think is a bad solution, having to do that for every big-ish building, witch now are way more common than in sc1. Also still no small road without a parking lane and a wide sidewalk, makes building european style sub-urban areas still look way to open, witch is just emphasizes the problem of buildings not conforming to the terrain.
One thing I saw in another video was that you can add a wide sidewalk to roads the same way you add trees/the grass strip, instead of having specific roads for specific variations. So it should be entirely possible to have European style suburban roads just by adding wide sidewalks to a small road, though I don't know if there's roads that are the right size to look the part.
Gotta keep you waiting! Seriously though, I've been having a ton of fun and can't wait to show you what I came up with and give my impressions of the game!
This looks so much better than CS1 and I’m only 12 minutes into the video. I’m a console player as well so here’s hoping that we have the same flexibility as PC. Good stuff Phil!
10:20 I really enjoy this change, it makes PERFECT sense to me. Some people strongly prefer living in a single family home and want the privacy and sense of ownership/possession that brings. Others prefer living in multi-family housing and want the amenities/lifestyle often associated with apartments, condos, and townhomes. It's awesome that CS2 is bringing that into the game. Rather than just flat "residential demand", I find it much more realistic that you've got demand for lower density single family and possibly smaller 2-4 unit multi family housing like duplexes/triplexes, and then a different demand for medium/high density housing for apartments, larger condos, etc. It also more organically integrates the flow of a city's skyline into the game rather than the player having to decide between having just a sudden sharp line of tall buildings or 'wasting' space on less efficient low density housing at the outskirts of a city so the skyline looks more organic.
Seeing how zoned and plopped buildings handle difficult terrain heights would be great. Some switchbacks and/or a mountain town/resort could give us some insight since the developer videos were almost exclusively oriented around flat terrain.
Looks pretty good. Just a few QoL improvements and the game will be a masterpiece. My thoughts: 1. I would especially like to see the parallel road tool automatically select the correct distance between roads when you are extending an existing parallel road being off by even just 1 meter creates a lot of weirdness. 2. I'm actually ok with having minimum spacing for tree's as I've seen people crush trees up against each other in many builds but really, tree's that close would end up killing each other since they couldn't get all the resources (light and water) they need that close together. But a prop-line tool would go a long way to improving tree placement. 3. love that you can add trees and grass to one side of a road at a time. Would be nice to have the option to do both sides simultaneously though to save time and repetition. 4. really wish they made parks drawn like districts. So you draw the park shape, then place assets in the area to make the park. I also wish cemeteries where the same, draw the cemetery district, then place the grave/mausoleum etc assets. the size and number of grave assets would then determine how many people could be interred. This would allow you to make parks that fit available areas, and allow you to make each one unique.
I love how infrastructural buildings like schools and hospitals now have higher capacity and most importantly their coverage is limited by your actual traffic rather than distance alone. I always found it very annoying to have to build a hospital for every other city district and especially cemetaries/incineration facilities were kind of crazy for tiny ~20k pop cities
20:04 My blind guess as a plumber would be, that sewage pipes must be in specific angle in order to dispose sewage correctly (around 2% slope). To allow for sewage export, another city would probably have to add a special sewage pump. For water it is less of an issue, as it's possible to keep a specific pressure throughout entire installation.
Definitely going to be a bit of jank and growing pains on release, but there's a ton of exciting new stuff too. The QoL stuff will definitely come, either through official release (ideally) or modding.
I have to say that even this first CS2 gameplay shows why CPP is my favourite Cities Skylines RU-vidr. The way everything is planned and makes sense and how everything is logically and nicely shown + how well the video is made puts Phil on a different level compared to others. That's really visible when you watch some other 30min CS2 gameplays and they're nice but then you watch this one and suddenly you're elevated to a whole new level. Keep up a great job, Phil!
I grew up in Cincinnati and recognized that Park structure immediately. I couldn't tell you the specific name of the neighborhood because my grandma is the one who brought me out that way a ton a few decades ago. In a lot of ways from a city planning perspective Cincinnati is a tragedy. If they had continued the trends they were engaged in at the turn of the 20th century through into the 21st century it would be a much more impressive city. In a lot of ways it's improved a ton in the past decade or so but I want to live in the alternative timeline where they kept building the subway and establishing trams and street cars.
I was a little unsure how much of a change Skylines 2 was going to be, if it would be worth buying right away or not, but just this video and what you were able to do has sold me. So many little things that I've always wanted, like the sidewalks and stuff has me so excited.
This is the first time I've ever waited for a video to be released in RU-vid. I love your content and look forward to learning how to play CS2 from your channel!
I know this game isn’t final yet, but I was honestly expecting a bit more. Great design, was going to guess Napoleon OH but others have already confirmed Mariemont.
I'm almost more excited to see what you're gonna do in this game than I am for the game itself lol Slowly catching up on some of your builds and it's really fun AND educational :D
I'm surprised they gave RU-vidrs early access so far ahead from the release date and let them record and stream everything. It shows how confident they have with the new game.
Oh my gosh, I'm buzzing with anticipation. The Monday videos are great, but now we can see this in action!! 👷♂️ 👷♀️ We're all city architects for a short time!
One thing I never considered that’s a bit unrealistic about city skylines is the whole concept of industrial districts, and how when you create one it just makes a dense assortment of buildings with smoke stacks. All industrial facilities I’ve seen in real life tend to be far away from each other, have a lot of space around them, have rail connections directly to them, etc. Only like 20% of people work in industrial jobs, so it’d be nice if demand reflected that real life trend, and that commercial sones accounted for the vast majority of jobs as they do in real life.
You can turn around roads by clicking and dragging in the direction you want them to go, no matter left or right click. So basically u click on one side of the road and drag towards the other (in the direction you want them to go). That way u don’t need to rebuild them.
As someone who grew up playing simcity 1, city simulators have come a long way. Wow, the level of detail is incredible. Skylines 2 went above and beyond anything else I've ever seem. They are really pushing the boundary.
Really surprised they don't have the contour view yet, but I'm sure it'll be added eventually. Overall so excited for this game and to see what you do in it!
I’m excited for this game - I do have a few small gripes though: 1. Everything sort of looks really gray and I hope when the game launches, or with more content drops, there will be some more variety in the color of the architecture while still being grounded in reality (it looks like some of the silly looking buildings from early CS1 are gone). 2. Hoping we get more variety in the mixed use and high density buildings and that not every structure is uniformly rectangular. It would be a bummer for console players to miss out on realistic modern buildings and towers that would only be available for download from workshop because they aren’t in the base game.
Ohio mentioned!! 🎉 thank you for your mindful and fair review of the game so far. It’s what I’ve come to expect from your channel. I’m hopeful that the devs will take your feedback about contour lines, a tree line tool, and the grid tool to heart! I also hope some sort of prop plopping system is introduced before launch… that’s what really puts a finishing touch on a sprawling park/campus.
Yeah, it's a very subtle thing that I have noticed you content creators doing. You can really map out the roads in an area beforehand better than you did before at the start of a new city. I mean in the first game, you would basically make a few roads and maybe a basic grid before you had to start watching your money. Which often led to my cities growing sort of as I go. here, it is so cool seeing the whole starting area pretty much laid out before you even zone anything.
11:00 you can select individual lanes for road upgrades?! This is just such a game changer for building highly detailed interchanges, it'll be so much easier to make them look good!
Was eagerly waiting for this day. Binged your Nicolet Bay series recently and I loved the story-telling of it; hope to see something like it in your CS2 builds eventually.
I have done some research and I believe you are building the town of Mariemont, Ohio. First, I reversed image searched the town layout, got a guy called "Elbert Peets", but couldn't find the exact place. Then I noticed your first section of the video is titled "OHOI!", so I figured it would be in ohio. So I searched "Elbert Peets towns Ohio", and I found a document of the original plan for the city. Took me all of 5 minutes. #Mariemont
I can tell how much of a massive nerd I am; when I saw that you could add sidewalks separately from streets, I audibly said to myself, "Ooooh, sidewalks!" Thank you for making such nerd-friendly content. >_
Im so confused ar to why they didnt do contour lines, especially when wonky heightscaling (especially with the isometric top down view) was and still is the biggest problem in CS1
these youtuber early-release videos are honestly the best advertisement for this game. Just came from Ambiguous Amphibian's video to hear and love both.
I love how almost everything is covered in just 28 minutes and there is also a city tour at the end. But as i also commented in the other video. I hope that they will also create a water mechanic that in Winter the river water will freeze so people can walk also on ice, and the primary source of fresh water now is the underground reservoirs AND in Summer the River water will subside/dry a little bit.
Thanks again for another great video, City Planner Plays. Really looking forward to this game! I too am perplexed by some of the missing. We're less than two months out, so I'm a bit pessimistic that these are because it's beta versus them being design choices. On the top of that list are--no contour view, no units, no reverse road tool (GAH!!!), no line tool (double-GAH!!!). A few of these are absolutely critical for my gameplay, so I do hope they get included. I did notice that the whole time, despite the time of day on the clock, the building lights were on. I'm getting really nervous about that. I also find it strange that you can level up to tiny village with no people in the city. I do hope they add a population requirement as another condition to what they already have at least. Lastly, the fact that the density demand meters are separate kind of bugs me. I feel like that takes away the flexibility to craft cities the way you want--what if I don't want any medium-density housing? Will that stifle my growth? I feel like this requirement is linked to the fact that certain demographics gravitate towards certain density types, but I hope there's no strict limitation on where people will live. Overall, very excited about what this game will become over time. Like you said, we'll probably be playing it for the next 10 years!
@@Bjoern_1897 Talking about the generic in-game units (1u, 2u, 3u) that let you know the length of your roads in number of squares. Made grid planning easier.
Any thoughts on the overall traffic? I remembered you were concerned during the early dev release videos that there was a lot of parked cars and not a lot of flow in the streets, did you notice such things in your gameplay? I don't think I've seen even the shadow of a traffic jam/high volume in this video but that might be because the city is still low pop
The road mechanics are next level but the trees and props took two steps back. Really shocked by it tbh. Probably won’t play it until theres a fix. Love this build and can’t wait to watch you play.
Couldn't believe it when I saw this sequel was coming. The first game is STILL my most played game on PS5. Biggest problem for me was the things that couldn't be fixed via mods since I play on console. Good to see there is similar "anarchy" mod functionality, but I hope there can also be features similar to the "move it" mod and MOST IMPORTANTLY, traffic management. The thing that always ruined my cities is traffic doing things that made sense in an algorithm, but made no real world sense.
cities skylines is an awesome city builder, but MAN it has the ugliest textures. and it looks like theyre even uglier in this one. (plain gray walking paths? really? it looks like the default cube in blender) hopefully, we can somewhat fix it with mods.
Indeed, when I read 90% of the comments here then I'm almost sure that some of these are paid bots "excited to play a game". Games in 2014 had better resolution and more detailed textures then this release lol. How can anyone be excited about graphics here - are you guys blind or what.
@@muridae05 dude, I play on 24'' screen so full HD 1080p is fine for me. I was happy with CS1 textures because it looked pleasant for eyes. CS2 is a slap in the face to players who will pay almost 50 euro for the game with pavements made from grey rectangle, flat green grass and blurry roads. Also remember that there are NO PROPS in game. It was removed. Mobile SimCity has better graphics than PC game in almost 2024 lol.
I am so hyped, i would love to see something like walkable comercial area.... That you can place of walkable areas where food truks and stuff like that pops up
at 26:38 - I like the jack knifing truck and trailer at the bottom of the screen, so realistic... well until the trailer de-materializes and the truck automatically squares itself with the road. Yes, the game has some minor adjustments still needed. The video thumbnail made me think this was going to be Indianapolis (another planned city).
I've noticed it looks more serious/realistic compared to the first one. I was a little disappointed to learn the overall area is a little smaller but I see this is because they've scaled down the size of things in fitting with the realism. I'm guessing this was to allow us to now pack much more in an area while balancing performance since the original game definitely had an upper limit of how big you could grow. This seems to give way more flexibility in design with the trade-off, especially since it's clear they've taken cues from modders and feedback about the first title.
I've never seen anyone build a city like THAT. Keep up they great work! If the president of the United States were to view this he'll give you the responsibility to build a small town with a great budget.
i like the new tree tool, actually. it presents a real issue in planning tree planting in cities. all they need to do is refine the tool, but keep the underlying principle that you cant have 99 trees within 1 inch of each other
Would have never guessed in my life that you’d be building Mariemont! I have family there! I had to do a double take when you showed that google maps photo.
I like how the game changed the size of the houses with respect to the grid and other buildings, in CS a single-family house could measure the same as a building (4x4) and here they opted for something more similar to what it was in SimCity 4, an option more realistic in my opinion.