Many thanks to ❤City Planner❤ for the review😄. I am the solo developer of Highrise City. A big focus was performance, so that cities of +20 million inhabitants are possible.😇 My largest city was 27 million inhabitants. Therefore 7.5 times bigger than here 34:28 Performance remains good. However, more RAM is required for such large cities. - Something else that could be mentioned in your post is that there are many ways to make farms and industry more efficient so that even the largest populations can be supplied. - There is an extensive research menu with 5 research branches to specialize your city. - Subsidies can be used to specifically promote individual branches of industry. - There are missions that unlock improved building levels. - There are buff buildings that improve the productivity of other buildings or reduce maintenance costs, for example. - Laws can be used to gain additional income or spend money. Why did I develop Highrise City? The latest part of Sim City was released in 2013. This part had disappointed me so much that I decided to develop my own Sim City with complex gameplay, just as I had wanted it for a long time. When Cities Skylines came out it was nice, but didn't offer any complexity (for me). It was more of a sandbox game without deep gameplay mechanics. By the way: There are two additional game modes that significantly increase the complexity of the city-building simulation and are for players who want to be challenged (if that's what you want). To unlock them, you have to build the spaceport with several construction phases and launch a geostationary satellite. One feature activates different groups of workers. Industries then need certain groups of workers. This increases the complexity of large cities. 😆 Maybe I can give some people a new feeling for a citybuilder with this game. stay healthy. 😊
Pinning this for visibility! Check out the demo here - store.steampowered.com/app/1489970/Highrise_City/ Also, I hear that a fix might be in for the flickering soon... will blast a community note when it's out!
damn. working on it since 2013. highly impressive what you've managed to do alone. i wish i could solo dev a game, but coding and modeling is impossible for me. so my project is going glacially slow since i have to fund it with my job instead. hhhhhhh
I played the game in Early Access. The UI already changed at least once since then. And even dramatically. So another big UI change might happen in the future.
Couple of Quick things: - Please be aware that there is flickering at points in this video due to a bug in the game. I tried to minimize it in the edit, but it's still there! - This is not a sponsored video - I purchased the game myself, but did speak with the developer for questions. Shout out to them for quick responses! - If you want to try the demo out or purchase the game, it is available here: store.steampowered.com/app/1489970/Highrise_City/
Nice! Thanks for the recommendation. Take a look at Banished sometime. It plays more in this style but has a colonial aesthetic. The first release version had a transport bug but the game is very polished now. Except for the music it was all done by a single developer.
It is funny that they call the Netherlands sandbox, even though it is probably one of the biggest topography disrespecters in the world. It used to be swamp land, but we slowly transformed it to what it is now, even adding artifical islands (Flevoland) and transforming a sea to a lake (zuiderzee --> IJsselmeer).
Also the location is a bit north of Amsterdam it seems, near the Afsluitdijk, the dam/water infrastructure that changed the sea in the east (not very visible in the game) to a lake by closing it of from the North Sea.
@@IronskullGM we drained it, first with wind mills (that's why we have so many) and later with modern drains. That is the reason a large part of the Netherlands is below sea level.
We did the same here in Florida. Its so funny when you look at a map from the 1850s and compare it with today we basically engineered half the state into existence
I loved my vacation in 2013 to Sandbox, what a lovely city to visit! So glad this unknown paradise was recognized on the global level, much love. I moved there in 2019 and haven't regretted a single day 😊
Professional game designer of nearly 9 years here with experience from indie to AAA, mobile to console/PC. I feel like I need to comment on the idea that releasing DLC soon after a game that still has issues is somehow a bad thing, even with a small team. 1. It’s very likely that the person(s) building the DLC and the person(s) primarily sorting out technical issues are somewhat specialized into their respective disciplines, and having one person just not do work they’re more specialized to handle doesn’t make sense, especially if they are not really familiar with the issues present. 2. It makes no business sense to hold back content that is done just because other issues are present, in all likelihood the DLC is helping keep the lights on while major issues are being worked on. Released 2 months after ship, new DLC for a few bucks is a good way to extend the funding runway while major issues are still being ironed out. 3. Early Access isn’t a magic solution. It adds a lot of additional pressure to a team, especially a small one or an individual. It sounds like this team is very receptive and communicative on Discord so maybe it would have been the way to go for them as they are already doing a lot of the things early access releases tend to require on top of the frequent updates and improvements. I’m sure they have their reasons, though. Hopefully this is helpful perspective! I really love your channel and it has been exciting to rediscover it sometime last year and see how far you’ve come since I first stumbled upon it some years back. I remembered to subscribe this time, at least!
Hey, I get what you are saying, but to the consumer it might seems different. For them there are 2 major implications. 1) They want more money, despite not even finishing what one has originally bought. 2) When there are problems in the main game, therr will propably be problems in the dlc. So they what money for what they know is a broken product. While this is probably not fair to most developers that is the way most people think, so from a marketing point of view it might be smarter to hold payed dlc off until there is no major criticism on the major underlying elements of the game left
@@supersploon4177that’s an understandable perspective as a consumer, for sure, which is why I am adding perspective from the other side of the counter, so to speak. Ultimately consumers can (and should) vote with their dollars. But I hope adding some perspective from the development side of things will help anyone who sees my comment look at things with a broader view.
@@NoBettaFeta Oh yeah absoluetly, I agree with you. Most people have no idea about how complex game development actually is and are way to quick to judge
As a software developer myself of over 20 years, myopic posts like this make us look terrible. The end user doesn't give a shit about the companies workflow. They produced a subpar product that doesnt have the features advertised. Releasing an add on before you've completed the already promised features is a problem. Theyve known for how many cycles now that the game wasnt ready and they still chose to keep resources on the DLC team? That's awful management and the end user has every right to be angry
@@laysdong someone making new buildings or, because it’s unreal engine, likely using the Blueprint system to script new functionality like airports is probably not the same person who is optimizing or fixing other technical bugs. The only one being myopic is you by perpetuating that with your “chose to keep resources on DLC” comment when that’s precisely what I’m talking about. I’m not going to pull someone off of something they specialize in to try and fix issues they don’t have familiarity with, that’s going to lead to more issues. And never did I say consumers can’t be angry. They can feel how they want.
I actually kinda like the way the blocks work & look, it looks very much like very walkable and not car focussed neighborhoods by removing them from the road and having those concrete looking spaces between the houses :)
I actually like the idea of having to add on a haulage company/hauler. I mean, I'm biased since I work in the trucking industry, but it adds a level of realism and interaction between other disparate parts of the game that I think sounds neat. And (at least as far as I can see in the video) at least all you have to do is just place down the building, not actually micromanage the trips or anything like that.
I was thinking of a change that would make it important to have but not something that completely blocks the buildings from functioning: Allow all building to send their own trucks to other buildings, but make it limited: Only point A to point B, single trips. With a hauler, get a lot of efficiency by letting the hauler take cargo from and deliver cargo to multiple locations per trip. Without the hauler, the logging company would send a truck to the furniture company, then return empty. It would send another truck to the construction company and return empty. The furniture manufacturer would send a truck to the stores and return empty. With the hauler, they could grab wood from the logging company, take half of the load to a construction company, then half to a furniture manufacturer. There, they fill up with furniture and deliver it to the stores in the city. (I have no idea if this is something that is actually done in real life, but I feel it would be a nice way to heavily encourage building a hauler without forcing the player to do so 😅)
I like Workers and Resources Soviet Republic for that reason as well. Building a building requires you to have resources as well as to transport them to the building site and assemble them, so you need to build vehicle offices and manage which vehicles they control and which tasks they perform. You can build a construction vehicle office for example with just asphalt layers, rollers, bulldozers, and dump trucks to build roadways, or you can build one with concrete mixers, buses, excavators, and flatbed trucks to deliver materials and transport the construction trucks. Or whatever mix you want!
At 17:07 you can define the radius area of a hauler building, making it's radius area larger or smaller. You can change the hauler building radius with the blue "Reach" slider button in the Haulage pop up screen.
interesting looking game. Feels more like a logistics sim than a citybuilder, much like Workers & Resources, which is a city builder only secondarily as a way to provide workers. Would love to see you take on that game!
Was actually talking about that on stream a bit today. It’s one of the next on my list to try out! Don’t be surprised to see one of these about it soon
@@CityPlannerPlays oh cool! that would be really fun to see your take on it. it's got a very healthy mod community too putting out some utterly fantastic and historically based buildings and vehicles. the land terra forming can throw people off initially so here's a tio,! use a building with a large footprint to quickly level ground for an area you want to build on, and building a construction office with excavators and bulldozers so you can terraform for free, it's an exceptionally costly process of you don't.
@@CityPlannerPlays Watch a couple of tutorial videos first. W&R has a really interesting way of preplanning where you intend to place your buildings that is quite different to anything in the "conventional" city builder style. Great game though.
Also would love to see WRSR on the channel! I like that it very clearly requires buildings to take time and materials to build, which feels a lot more immersive than plopping down a giant university complex with one click. It allows you to insta build though as well, which is great for accessibility to recover from emergencies, (like if you realize everyone is suddenly freezing because you forgot to install a power line).
@@CityPlannerPlays That's the game that came to mind when you showed this one too. Definitely the game I'd like to see you tackle the most out of things you haven't done. Lot of options for how to play in the options, and the logistics are quite a demand if you play on "realistic" settings.
I'm impressed by your patience. I'm in my mid-40s and I have zero patience for games that don't work. For that reason, I like to wait a few years before trying a new game - just started Fallout 4 for the first time! :P
@@RryhhbfrHhgdHhgd356 Playing on console, currently PS5, so I never have that particular issue. Added bonus is that I get most games I want to play included in the subscription, so my total cost of playing games is 135 USD/year :). Cost of the very rare machine purchase is negligible.
I might try to introduce this to my channel as well. Thanks Phil really appreciate your videos!! I have learned a lot from you and Biffa and Diana. I owe my channels success to you!!!
Hey man, whats wrong with only 75 subs? gotta start somewhere. I don't speak for CPP but I am almost certain CPP's fanbase wasnt built in a week. it takes time, effort, skill, improvement, tons of learning, and even more luck 75 today could be 150 tomorrow and 1500 by the end of the year etc, we dont know for certain but the mans taking his shot, let him.
I think you're really good at showcasing a game and not afraid to tell the bad parts as well as as what's good about it. I'd like to see more of this kind of video.
I think this is much more akin to an Anno game in that regard, where you need to balance resources requirements for different population levels and need to use physical resources to build buildings. Some people enjoy those complex chains, but it’s not for everyone!
I think these types of review videos fill a much needed niche, especially from a creator I trust to give a great analysis such as yourself. I would love to see more of these!
Loved this video! Hadn’t heard of this one but became a big Anno fan after you did your play. Going to keep an eye on it to see how it progresses. Would love to see you take on my sims like these! Thanks, Phil! 🎉
one of the things that frustrated me the most with CS1 was that broken grid problem, it's also why I've always played CS1 with ploppable buildings because I could never count on the game grid system, simcity4 didn't have this issue 20 years ago.
@@88balloonsonthewall70 indeed. It's kind of weird criticising the game's grid zoning breaking, but comparing it to a game where you are "forced" to build only grid zoning. Oh well.
Been following the development of this game, the dev is SUPER passionate and I'm really impressed by how they stuck with it despite Cities Skylines. I think this game is worth a play.
I don't play city builders much; I don't care to find out about them right now. However, I enjoy the sound of your voice and the music in the background, working from home. Thank you!
I played this game during the closed beta. It was a blast then and it was just bare bones. I haven't touched it in a long time but seeing this is making me want to come back to it...
I got this game after watching this video and I don't have the flickering problem, so they either fixed it fast, or it depends on your hardware/graphics driver most likely.
Yeah, haulers make perfect sense. Look at City Skylines, where there are trucks everywhere, carrying freight around... but in CS, they assume that all those trucks belong to the businesses they serve. Here, they're obviously private businesses in their own right, operating out of distribution hubs across the city.
This makes me appreciate how difficult it is to develop a game like City Skylines. All the little things like having building's radius according to road distance rather than a simple circle.
Bro it's not even COMPETITION. HRC will litterally murder CS2. CS2 has fake economy. It's not engaging at all and the game can't build pass 30k without slowing down. It's a COMPLETE failure. Even all the channels are dropping it. It's DEAD. HRC is planning to release more features soon. It is the end. HRC is a real true economy builder where you produce to progress & more under the hood. You can in less time build bigger , better and enjoyable city. vs 24/7 pointless zoning on cs2 waiting for FAKE demands.
Despite it's short comings, I am quite happy to see new breath of life on this genre and quite excited to see how much more developed and polished this game gets.
Hey CPP! Ive been a viewer since Verde Beach ep 1. I love that you've gotten more and more comfortable with expanding your content to other games lately! Have you considered playing Manor Lords when it comes out next month? I would LOVE to see the marvelous medieval city you would build in that game! Just a thought! Happy planning!
What's not to understand about the haulage company? I think it's a great mechanic instead of just having planks magically transport to their destination(s). This game actually looks good and I think I'll get it tbh, now that you've shown how to play it anyway. I think I would have been lost without this video.
I tried this game before and was so confused by it for some reason. This video got me to try it again (I actually bought it right after the video) and I'm enjoying it. It's buggy and a little weird (and the roads are horrible) but I think a City Builder with the perspective of Industrial Supply Chains and resources required to zone is a fun idea, and it seems really fleshed out. The unlock system doesn't really tell you that it's going to get as complex as this video shows, that really excited me. I'm liking it! I wish it had more mods.
24:35 Its not actually the density you want from these zones. Each one gets you a different kind of worker. The 1st Suburbia kinda zone is skilled manual labour, the 2nd zone is low-skill employees, then you've got the 3rd tier with high skill and intelligence workers and the 4th is the filthy rich CEOs.
I saw your video on this game and a few more and I bought it and I'm loving it so far. The UI definitely needs improvement, and some balance is needed, but the game is great. Hope you keep doing more videos on it and maybe some comparisions with other games as well.
Oh! I had forgotten all about Trello! I need to use that again. And I think I will get the game on sale while hoping for later improvements. Thanks for the review, CPP! 👍
1:50 Nope that place marker is not the real world location for Amsterdam. It’s in the Wadden sea between the island of Texel and the mainland of North-Holland. Just north of Den Helder. The place marker is about 80-90km north of where Amsterdam actually is.
Well done video, coz your voice and pronunciation is easy for listening. Maybe sometimes speaking a bit slower than in this one would relax the experience a bit. About the content of your video: 1. My main critic would be the stability - and the praised Auto-Save is by my experience by fair chance the main culprit. 2. The complexity is not that shocking (for non-US people 😛) since the logic for all is similar and more variation is added step by step during the grows of the City. 3. That City 'Manhatten Project' was done before Cake had been introduced as a further resource. That's why high end citizen are unhappy in your map and slowly move out. 4. Since the game allows asset creation, assets can be created and are available in the Workshop which smooth a little complication of the feature tree, see e.g. my own map with DLC and custom assets in the game's workshop named "Lead this City to the final Milestones" 5. The main reason for driving in the City up to becoming a larger City is actually coaching you to work on deficits in your production chain - pretty clever implemented help feature. 😇 6. You only get beyond the first square in Normal Mode and harder if you activate gained research points in your Research Centre, which you have to build. Yes, i learned that the hard way 🤣 Summary: If the games Dev would become able to make this game run stable, this game would be an absolute blast!!! 😍 Really Good video, mate. You are truly an excellent Pro.🤗
Excellent points there and thanks so much for the help - particularly pointing out the save. Very interesting to hear why the save was failing, but that makes a ton of sense! I truly hope they are able to sort out the issues and improve the UI, because the game has a ton of potential!
Hey Phil, i have seen you have played anno 1800. But have you ever checked out anno 1404 before? A lot of people say its the best anno game, myself included :)
loving the video and the new games you are trying. Would love to see how you do on things like Workers and Resources Soviet Republic, Transport Fever 2 and games such as furthest frontier and Manor Lords
I would love if Cities Skylines 2 chose that direction in their development. Idea is wonderful, and resources provide a lot of needed depth, but a lot more polish seem to be in place for a game to truly shine.
I can only imagine what this game will be like with a little more polishing. Great time to come into the market with an alternative to Cities Skylines.
🎉🎉🎉Cities XXL Mentioned 🎉🎉🎉 One thing that has been driving me out of my mind is how everyone goes on and on about there being "Nothing besides Ckylines and Sim City" like my boy never existed, and regardless of whether anyone other than me *liked* XL, I am still glad it got a mention at goddamn last. XD Cheers!
This looks absolutely fantastic and very impressive for an indie game! Clearly a labour of love and a passion project. Those tend to get worked on, expanded and improved upon for years and years. Compare early Timberborn to now, or the myriad versions and updates of Dwarf Fortress. It also looks very fun!
Some really good gameplay ideas in there - plus the fun stuff, like the underwater (and subsequently wet) camera - but there's too much jankiness there for me to want to play. Also - and I appreciate that the developers' first language isn't English - stuff like 'House [surname]' rather than '[Surname] household' really bugs me, but I am a writer, so that could easily just be a me thing.
As someone who's spent well over two thousand hours in SimCity 4 alone and owns nearly every Sim game (Including the non-city builders) released prior to it with several hundred hours in each of them, some even more, I have very mixed feelings for this Highrise City game. It could be seen as a strategy game like the others. It presents itself like a city builder, it acts like a city builder, but it is *not* a city builder. It's a resource management simulator. ..which doesn't have to be a bad thing, but trying to act like something you're not is usually not a good thing. It looks to have nice features that belong in city builder games like rotating buildings, building anything anywhere, free placement of props and free angled roads like Cities Skylines, and the like, and going underwater and seeing the city from the car view was also a great touch, however there's many glaring issues with the core design that ruin what could have been a great city builder. Highrise City adds a lot of minor details that are seen as "complexity" but those are, of course, completely unnecessary. The idea of the city builder is to build and manage a city and the structures and zoning and utilities that pertain. Budgets, taxes, crime, trade, disasters, you name it. Any complex resource management would be a secondary feature since it would be directly managed by the entities and utilities rather than the player themseves. The resources the player utilizes was never materials, but money and managing demand. Highrise City puts too much focus on generation, consumption, and general management of material resources as primary gameplay while building and managing the city proper that passively consumes them is explicitly on the back burner. It seems to me like the design philosophy is totally backwards, focusing too hard on making the game complex for the sole sake of complexity without reason rather than adding complexity to benefit the playing experience. From what little you've shown, it seems to me that the entire city building part of the city builder was simplified so exorbitantly because the desired way to play the game was to play with the minor material management features that wouldn't even affect the gameplay experience of a city builder if they were left missing, IE SimCity Classic, SC SNES, 2000, 3000, and even SC4 to some extent. ..Perhaps this game is more like Anno 1800 in that respect. Maybe in Anno, the building part is pushed to the side in favor of managing an economy more like a real time strategy game than a city builder, but alas I wouldn't know, since I haven't played it. If that's the case, then I think it's a matter of presenting the game to correctly convey that kind of gameplay rather than conveying a city builder and leaving the player left feeling mislead, regardless of how intentional or unintentional it may be. In Cities Skylines' case, being said to be a traffic simulator is actually kind of funny to me because it does such a poor job of simulating traffic, I don't know how anyone could even consider that thought as an option. It's more of a theoretical transportation network manager that doesn't take into account how traffic actually functions within it. The transportation grid itself is incredibly detailed, but it's made absolutely useless because vehicle pathing is obnoxiously bad and the fact that they only transfer on road nodes makes that poor implementation so much worse. CS couldn't simulate actual traffic out of a paper bag. I know that generating true realistic traffic for every citizen for even small cities would be incredibly taxing on general consumer hardware, but Cities Skyline's implementation of vehicle entity AI makes it beyond inferior to SimCity 4's effectively virtual traffic simulator, despite being so many years older. The only problem with SC4 was the city corner endless commuter loop bug. Outside of that one design flaw, it was incredibly solid. Using Cities Skyline's road connector system was probably also a poor decision that created such issues like not being able to attach roads to grid or how the grid is aligned to roads causing zone square jumbles rather than just being able to zone areas freely while roads (or pedestrian paths for that matter) simply define how the people within the zone use transportation to go elsewhere. That being said, despite the questionable decisions with mechanical design and UI design, this game is so incredibly detailed across the board and clearly stands on it's own as a prime example of the massive potential in indie games, especially with few, or even one developer. The UI is visually nice and crisp, has a lot of useful information, resource management follows it's own rules and overall it looks like a genuinely amazing game experience on it's own. I am genuinely wowed by the sheer detail of buildings, cars, people, the water, everything. Even the city management is still clearly a very familiar, albeit muddled experience. I think as long as Highrise City figures out what game it's trying to be so it can correctly present itself as that game, it's going to go places. And that's not to say it's not already going places, because despite all my criticisms, I'm very impressed of what I see so far.
My biggest problem with resource management games is actual city planning doesn't matter. It is literally just placing boxes as efficiently as possible. It literally doesn't matter what the theme is: 2000bc, medieval times, 1800s, 2000s cities like this... it is the exact same thing skinned differently. Place [x cube] to create [x resource] needed for the building of [y cube] that creates [y resource] and population / unemployment doesn't matter other than you have enough.
@@RevAnakin Yeah they don't actually focus on the city itself which is the entire point of the genre to begin with. I don't mind if games have building a city taking a back seat, but it should be communicated upfront. Not doing so is just feels misleading at best and manipulative at worst. I would prefer to believe it's not intentional, however.
Lots of things Phil finds wierd are just normal for Germany. 😅 Like private roads (houses not spawning near roads), zoning differences and even the fact that wind isn't a factor for the placement of turbines. 😁
This looks really interesting, not an Anno player more Cities Skylines 1 but I do like the idea of resource management in a city builder and how a lot things are implimented. I don't think I'd want to buy it in the current state but with some polish I could see myself enjoying this. Given it was a solo project to start and has now moved into a team of people it is great what they have made and yeah hopefully they can improve on it.
Maybe not quite like the games you usually play, but I'd love to see you play Foundation. I've been playing a lot and the resource management and customizable estate buildings are really cool. Plus the organic devleopment is extremly unique and fun!
I think if Citys skylines had a mode where you could start from like roman times and build your way up with materials and stuff to like 2030 in time nobody would play a different game anymore
I am loving this game! Everything is just what cs2 was meant to be. Also all the features that cs2 lacks are here on High Rise. The farming is perfect and industrial can be build in close vicinity to your housing developments. Just awesome.
So the name generated was actually specific to the location. Because "Nieuw" is Dutch for "New" So it generated a Dutch name for the city. So it did infact, generate a name specific to that location.
One caveat, you keep mentioning SimCity 4 had the issue where houses would be built in the middle of the block, that was in SimCity 3000 and earlier, but 4 required all residential and commercial blocks have street access (for some reason, industrial still built like in the earlier games, I guess the idea was that trucks drove through narrow alleys between the buildings?), though some assets had multiple buildings as I guess they were designed to be sort of complexes, but all in all, every lot needed street access - it even had lots that recognized that if it was built on a corner and would use them where appropriate.
Many thanks to ❤City Planner❤ for the review😄. I am the solo developer of Highrise City.
A big focus was performance, so that cities of +20 million inhabitants are possible.😇 My largest city was 27 million inhabitants. Therefore 7.5 times bigger than here 34:28 Performance remains good. However, more RAM is required for such large cities.
- Something else that could be mentioned in your post is that there are many ways to make farms and industry more efficient so that even the largest populations can be supplied.
- There is an extensive research menu with 5 research branches to specialize your city.
- Subsidies can be used to specifically promote individual branches of industry.
- There are missions that unlock improved building levels.
- There are buff buildings that improve the productivity of other buildings or reduce maintenance costs, for example.
- Laws can be used to gain additional income or spend money.
Why did I develop Highrise City?
The latest part of Sim City was released in 2013. This part had disappointed me so much that I decided to develop my own Sim City with complex gameplay, just as I had wanted it for a long time. When Cities Skylines came out it was nice, but didn't offer any complexity (for me). It was more of a sandbox game without deep gameplay mechanics.
By the way: There are two additional game modes that significantly increase the complexity of the city-building simulation and are for players who want to be challenged (if that's what you want). To unlock them, you have to build the spaceport with several construction phases and launch a geostationary satellite.
One feature activates different groups of workers. Industries then need certain groups of workers. This increases the complexity of large cities. 😆
Maybe I can give some people a new feeling for a citybuilder with this game. stay healthy. 😊
Pinning this for visibility! Check out the demo here - store.steampowered.com/app/1489970/Highrise_City/
Also, I hear that a fix might be in for the flickering soon... will blast a community note when it's out!
interesting so its a Factorio style city builder, call me intrigued.
Cool!
solo? Impressive!
damn. working on it since 2013. highly impressive what you've managed to do alone. i wish i could solo dev a game, but coding and modeling is impossible for me. so my project is going glacially slow since i have to fund it with my job instead. hhhhhhh
I was just thinking that what my city builders have lacked for my entire life is ability to place a chicken. So glad that need has finally been met!
Hahahaha!
all cities live and die by the quality of their chicken.
lol To think Cities 2 would have had as all by simply adding chicken decal.
@@rachymn7883 🐔
Now, if you click the chicken too many times and the skies darkened with furious poultry, all will be as it should be.
I bet a UI overhaul would do wonders for the sales numbers of this game.
I played the game in Early Access. The UI already changed at least once since then. And even dramatically. So another big UI change might happen in the future.
@@kishirisu1268lmaoo kinda endearing
My thoughts exactly. It looks like SimCity 3000. I haven't seen UI for a more developed city so I don't know how the UI copes with increased options.
Couple of Quick things:
- Please be aware that there is flickering at points in this video due to a bug in the game. I tried to minimize it in the edit, but it's still there!
- This is not a sponsored video - I purchased the game myself, but did speak with the developer for questions. Shout out to them for quick responses!
- If you want to try the demo out or purchase the game, it is available here: store.steampowered.com/app/1489970/Highrise_City/
I think you possibly did a bit too good a job with the minimising - I was pretty confused as to what you were talking about with the flickering!
#ChucklesForGovenor
#ChucklesForGovenor
Nice! Thanks for the recommendation. Take a look at Banished sometime. It plays more in this style but has a colonial aesthetic. The first release version had a transport bug but the game is very polished now. Except for the music it was all done by a single developer.
I actually really like what you have shown. Really not satisfied with city skylines 2 so ill have to have a look
It is funny that they call the Netherlands sandbox, even though it is probably one of the biggest topography disrespecters in the world. It used to be swamp land, but we slowly transformed it to what it is now, even adding artifical islands (Flevoland) and transforming a sea to a lake (zuiderzee --> IJsselmeer).
Also the location is a bit north of Amsterdam it seems, near the Afsluitdijk, the dam/water infrastructure that changed the sea in the east (not very visible in the game) to a lake by closing it of from the North Sea.
where did all the dirt come from?
@@IronskullGM we drained it, first with wind mills (that's why we have so many) and later with modern drains. That is the reason a large part of the Netherlands is below sea level.
@Jimmmmmmmm94 okay I would have thought the land would have been risen as well.
We did the same here in Florida. Its so funny when you look at a map from the 1850s and compare it with today we basically engineered half the state into existence
As a German myself, I was so happy to see this game when it finally released, but there are so many minor things that I don’t like…
Same. I’m hoping they start ticking the minor things off the list
you're german as well?@@CityPlannerPlays interesting :3
@@FabiVoltair i think he meant same to the bugs, cuz hes from like winscosin or smth
I do like seeing you and Biffa branch out to other games. Helps me get a good feel for things I might want when I play similarly to you.
I loved my vacation in 2013 to Sandbox, what a lovely city to visit! So glad this unknown paradise was recognized on the global level, much love. I moved there in 2019 and haven't regretted a single day 😊
Professional game designer of nearly 9 years here with experience from indie to AAA, mobile to console/PC. I feel like I need to comment on the idea that releasing DLC soon after a game that still has issues is somehow a bad thing, even with a small team.
1. It’s very likely that the person(s) building the DLC and the person(s) primarily sorting out technical issues are somewhat specialized into their respective disciplines, and having one person just not do work they’re more specialized to handle doesn’t make sense, especially if they are not really familiar with the issues present.
2. It makes no business sense to hold back content that is done just because other issues are present, in all likelihood the DLC is helping keep the lights on while major issues are being worked on. Released 2 months after ship, new DLC for a few bucks is a good way to extend the funding runway while major issues are still being ironed out.
3. Early Access isn’t a magic solution. It adds a lot of additional pressure to a team, especially a small one or an individual. It sounds like this team is very receptive and communicative on Discord so maybe it would have been the way to go for them as they are already doing a lot of the things early access releases tend to require on top of the frequent updates and improvements. I’m sure they have their reasons, though.
Hopefully this is helpful perspective! I really love your channel and it has been exciting to rediscover it sometime last year and see how far you’ve come since I first stumbled upon it some years back. I remembered to subscribe this time, at least!
Hey, I get what you are
saying, but to the consumer it might seems different. For them there are 2 major implications.
1) They want more money, despite not even finishing what one has originally bought.
2) When there are problems in the main game, therr will propably be problems in the dlc. So they what money for what they know is a broken product.
While this is probably not fair to most developers that is the way most people think, so from a marketing point of view it might be smarter to hold payed dlc off until there is no major criticism on the major underlying elements of the game left
@@supersploon4177that’s an understandable perspective as a consumer, for sure, which is why I am adding perspective from the other side of the counter, so to speak.
Ultimately consumers can (and should) vote with their dollars. But I hope adding some perspective from the development side of things will help anyone who sees my comment look at things with a broader view.
@@NoBettaFeta Oh yeah absoluetly, I agree with you. Most people have no idea about how complex game development actually is and are way to quick to judge
As a software developer myself of over 20 years, myopic posts like this make us look terrible. The end user doesn't give a shit about the companies workflow. They produced a subpar product that doesnt have the features advertised. Releasing an add on before you've completed the already promised features is a problem. Theyve known for how many cycles now that the game wasnt ready and they still chose to keep resources on the DLC team? That's awful management and the end user has every right to be angry
@@laysdong someone making new buildings or, because it’s unreal engine, likely using the Blueprint system to script new functionality like airports is probably not the same person who is optimizing or fixing other technical bugs. The only one being myopic is you by perpetuating that with your “chose to keep resources on DLC” comment when that’s precisely what I’m talking about. I’m not going to pull someone off of something they specialize in to try and fix issues they don’t have familiarity with, that’s going to lead to more issues.
And never did I say consumers can’t be angry. They can feel how they want.
I actually kinda like the way the blocks work & look, it looks very much like very walkable and not car focussed neighborhoods by removing them from the road and having those concrete looking spaces between the houses :)
This is dope, I hope you do more of these indie city builder videos!
I actually like the idea of having to add on a haulage company/hauler. I mean, I'm biased since I work in the trucking industry, but it adds a level of realism and interaction between other disparate parts of the game that I think sounds neat. And (at least as far as I can see in the video) at least all you have to do is just place down the building, not actually micromanage the trips or anything like that.
I was thinking of a change that would make it important to have but not something that completely blocks the buildings from functioning:
Allow all building to send their own trucks to other buildings, but make it limited: Only point A to point B, single trips. With a hauler, get a lot of efficiency by letting the hauler take cargo from and deliver cargo to multiple locations per trip.
Without the hauler, the logging company would send a truck to the furniture company, then return empty. It would send another truck to the construction company and return empty. The furniture manufacturer would send a truck to the stores and return empty.
With the hauler, they could grab wood from the logging company, take half of the load to a construction company, then half to a furniture manufacturer. There, they fill up with furniture and deliver it to the stores in the city.
(I have no idea if this is something that is actually done in real life, but I feel it would be a nice way to heavily encourage building a hauler without forcing the player to do so 😅)
I like Workers and Resources Soviet Republic for that reason as well. Building a building requires you to have resources as well as to transport them to the building site and assemble them, so you need to build vehicle offices and manage which vehicles they control and which tasks they perform. You can build a construction vehicle office for example with just asphalt layers, rollers, bulldozers, and dump trucks to build roadways, or you can build one with concrete mixers, buses, excavators, and flatbed trucks to deliver materials and transport the construction trucks. Or whatever mix you want!
At 17:07 you can define the radius area of a hauler building, making it's radius area larger or smaller. You can change the hauler building radius with the blue "Reach" slider button in the Haulage pop up screen.
interesting looking game. Feels more like a logistics sim than a citybuilder, much like Workers & Resources, which is a city builder only secondarily as a way to provide workers. Would love to see you take on that game!
Was actually talking about that on stream a bit today. It’s one of the next on my list to try out! Don’t be surprised to see one of these about it soon
@@CityPlannerPlays oh cool! that would be really fun to see your take on it. it's got a very healthy mod community too putting out some utterly fantastic and historically based buildings and vehicles. the land terra forming can throw people off initially so here's a tio,! use a building with a large footprint to quickly level ground for an area you want to build on, and building a construction office with excavators and bulldozers so you can terraform for free, it's an exceptionally costly process of you don't.
@@CityPlannerPlays Watch a couple of tutorial videos first. W&R has a really interesting way of preplanning where you intend to place your buildings that is quite different to anything in the "conventional" city builder style. Great game though.
Also would love to see WRSR on the channel! I like that it very clearly requires buildings to take time and materials to build, which feels a lot more immersive than plopping down a giant university complex with one click.
It allows you to insta build though as well, which is great for accessibility to recover from emergencies, (like if you realize everyone is suddenly freezing because you forgot to install a power line).
@@CityPlannerPlays That's the game that came to mind when you showed this one too. Definitely the game I'd like to see you tackle the most out of things you haven't done. Lot of options for how to play in the options, and the logistics are quite a demand if you play on "realistic" settings.
sending love from san diego! thank you for naming ur city after my town to bring awareness to my people
Good to see New Zealand is left off the world map yet again
As is tradition.
New what what?
Malta feels your pain.
I'm impressed by your patience. I'm in my mid-40s and I have zero patience for games that don't work. For that reason, I like to wait a few years before trying a new game - just started Fallout 4 for the first time! :P
Unofficial patch mod, and you’re ready to go!
Best thing about this strategy is you’ll always have the hardware to play the game”latest” game. 😂
@@RryhhbfrHhgdHhgd356 Playing on console, currently PS5, so I never have that particular issue. Added bonus is that I get most games I want to play included in the subscription, so my total cost of playing games is 135 USD/year :). Cost of the very rare machine purchase is negligible.
I might try to introduce this to my channel as well. Thanks Phil really appreciate your videos!! I have learned a lot from you and Biffa and Diana. I owe my channels success to you!!!
75 subscribers
Hey man, whats wrong with only 75 subs? gotta start somewhere. I don't speak for CPP but I am almost certain CPP's fanbase wasnt built in a week. it takes time, effort, skill, improvement, tons of learning, and even more luck
75 today could be 150 tomorrow and 1500 by the end of the year etc, we dont know for certain but the mans taking his shot, let him.
@@theEWDSDS bro.. dont try to put someone down.
@@thatplayathough8101 Thanks so much for those kind words, I truly appreciate it.
I think you're really good at showcasing a game and not afraid to tell the bad parts as well as as what's good about it. I'd like to see more of this kind of video.
Looks interesting, but definitely too complex for me. My fun in city management games definitely drops off sharply as things get more complex.
This is one of those that just keeps getting more and more complex, too
I think this is much more akin to an Anno game in that regard, where you need to balance resources requirements for different population levels and need to use physical resources to build buildings. Some people enjoy those complex chains, but it’s not for everyone!
@@JLogg444 I *want* to enjoy them, the complexity just ends up overwhelming me at a point
coz city management is that complex.
Would be nice if there's game AI that could help manage some of it for u depending on your needs.
I think these types of review videos fill a much needed niche, especially from a creator I trust to give a great analysis such as yourself. I would love to see more of these!
Loved this video! Hadn’t heard of this one but became a big Anno fan after you did your play. Going to keep an eye on it to see how it progresses. Would love to see you take on my sims like these! Thanks, Phil! 🎉
Love the anno approach to a city builder. The dev that has worked on this is awesome. Hope he finds much success.
Man every time you mention SimCity 4 I want to see you do a series in it. Building a region would fit your style of doing whole counties.
This or SimCity 2013
Not to mention the MySim mode that came with Rush Hour to add to the storytelling component.
one of the things that frustrated me the most with CS1 was that broken grid problem, it's also why I've always played CS1 with ploppable buildings because I could never count on the game grid system, simcity4 didn't have this issue 20 years ago.
And it wasn't even _that_ broken in C:S1, try C:S2 xD
Sim City 4's entire system was built around a two axis grid, If you tried building anything diagonally the zoning was a jagged mess.
@@88balloonsonthewall70 indeed. It's kind of weird criticising the game's grid zoning breaking, but comparing it to a game where you are "forced" to build only grid zoning. Oh well.
Been following the development of this game, the dev is SUPER passionate and I'm really impressed by how they stuck with it despite Cities Skylines.
I think this game is worth a play.
I don't play city builders much; I don't care to find out about them right now. However, I enjoy the sound of your voice and the music in the background, working from home. Thank you!
I played this game during the closed beta. It was a blast then and it was just bare bones. I haven't touched it in a long time but seeing this is making me want to come back to it...
Just wondering: How much CS1 will you be playing? I really miss Clearwater County, and Nicolet Bay seems like there is a bit of work to be done.
The driving around is a pretty neat feature thrown in.
I appreciate the effort of the devs. I am sure your feedback will help them refine the game.
As someone who works in logistics, I like that a hauler is required! It's more realistic and I just think it's neat
I love ALL City Planner Plays videos!
The driving is cool
That was a fun feature of SC4
I got this game after watching this video and I don't have the flickering problem, so they either fixed it fast, or it depends on your hardware/graphics driver most likely.
Just got fixed. Thanks for the reminder - I was going to shout that out!
13:00 I think the hauler is essentially the Teamster's office in Tropico. You need teamsters to move goods around. In that sense, it makes sense.
Yeah, haulers make perfect sense. Look at City Skylines, where there are trucks everywhere, carrying freight around... but in CS, they assume that all those trucks belong to the businesses they serve. Here, they're obviously private businesses in their own right, operating out of distribution hubs across the city.
The fact they have Naples (where I'm from) as one of the maps is AMAZING. I'm definitely getting this game
I've been watching this guy videos none-stop for the last few days. I'm hooked! I can't wait to see this guy play Worshippers of Cthulhu.
Great video as always! Would love to see you try “Workers and Resources: Soviet Republic” some time! I think you’d find it interesting.
Love seeing these interesting games! Thank you for looking at this game and sharing it with us.
This makes me appreciate how difficult it is to develop a game like City Skylines. All the little things like having building's radius according to road distance rather than a simple circle.
Right now this game costs just $12 in my location (spring sale 25% off).
This looks conceptually awesome. I kinda wish a larger studio would buy it, add to it, and polish it to make it an actual cities skylines competitor
28:04 What does that little green "Wheel Icon" stand for? Is that the Trucking Business Locations?
Colossal Order sure better get their act together because they're getting some real competition.
Bro it's not even COMPETITION. HRC will litterally murder CS2. CS2 has fake economy. It's not engaging at all and the game can't build pass 30k without slowing down. It's a COMPLETE failure. Even all the channels are dropping it. It's DEAD. HRC is planning to release more features soon. It is the end. HRC is a real true economy builder where you produce to progress & more under the hood. You can in less time build bigger , better and enjoyable city. vs 24/7 pointless zoning on cs2 waiting for FAKE demands.
I will say it's certainly interesting seeing the road naming here, seems to be different every segment
I love the new outro song, much more relaxed and still has a good vibe 😊
Despite it's short comings, I am quite happy to see new breath of life on this genre and quite excited to see how much more developed and polished this game gets.
Hey CPP! Ive been a viewer since Verde Beach ep 1. I love that you've gotten more and more comfortable with expanding your content to other games lately!
Have you considered playing Manor Lords when it comes out next month? I would LOVE to see the marvelous medieval city you would build in that game! Just a thought! Happy planning!
100 percent looking at it! I’m so pumped for that game!!
@@CityPlannerPlays ive been waiting YEARS to finally play lol
What's not to understand about the haulage company? I think it's a great mechanic instead of just having planks magically transport to their destination(s).
This game actually looks good and I think I'll get it tbh, now that you've shown how to play it anyway. I think I would have been lost without this video.
I tried this game before and was so confused by it for some reason. This video got me to try it again (I actually bought it right after the video) and I'm enjoying it. It's buggy and a little weird (and the roads are horrible) but I think a City Builder with the perspective of Industrial Supply Chains and resources required to zone is a fun idea, and it seems really fleshed out. The unlock system doesn't really tell you that it's going to get as complex as this video shows, that really excited me. I'm liking it! I wish it had more mods.
You had me at 'combines Cities Skylines with Anno'.
You got me with Tropico at start of the vid, nice one
I'm liking the smaller scale buildings. Game sure needs a lot of polishing, hope the dev team gets to sort these things out.
24:35 Its not actually the density you want from these zones. Each one gets you a different kind of worker. The 1st Suburbia kinda zone is skilled manual labour, the 2nd zone is low-skill employees, then you've got the 3rd tier with high skill and intelligence workers and the 4th is the filthy rich CEOs.
I saw your video on this game and a few more and I bought it and I'm loving it so far.
The UI definitely needs improvement, and some balance is needed, but the game is great.
Hope you keep doing more videos on it and maybe some comparisions with other games as well.
Oh! I had forgotten all about Trello! I need to use that again. And I think I will get the game on sale while hoping for later improvements. Thanks for the review, CPP! 👍
1:50 Nope that place marker is not the real world location for Amsterdam. It’s in the Wadden sea between the island of Texel and the mainland of North-Holland. Just north of Den Helder. The place marker is about 80-90km north of where Amsterdam actually is.
That's how things work here in the Netherlands. People are not being born, we just spawn as adults on a road.
And no matter where you put a point, people will call it Amsterdam
Anno-esque supply chains and free-form building? Baby this is looking interesting 👀
Perfect for me i like games like Highrise city. Also I'm sipping some coffee from your mug its delightful😌
The car mode was from a sim city 4 add on, you had missions to drive or fly things like Police, ambulances, medic helo's, fire engines etc.
Well done video, coz your voice and pronunciation is easy for listening. Maybe sometimes speaking a bit slower than in this one would relax the experience a bit.
About the content of your video:
1. My main critic would be the stability - and the praised Auto-Save is by my experience by fair chance the main culprit.
2. The complexity is not that shocking (for non-US people 😛) since the logic for all is similar and more variation is added step by step during the grows of the City.
3. That City 'Manhatten Project' was done before Cake had been introduced as a further resource. That's why high end citizen are unhappy in your map and slowly move out.
4. Since the game allows asset creation, assets can be created and are available in the Workshop which smooth a little complication of the feature tree, see e.g. my own map with DLC and custom assets in the game's workshop named "Lead this City to the final Milestones"
5. The main reason for driving in the City up to becoming a larger City is actually coaching you to work on deficits in your production chain - pretty clever implemented help feature. 😇
6. You only get beyond the first square in Normal Mode and harder if you activate gained research points in your Research Centre, which you have to build. Yes, i learned that the hard way 🤣
Summary: If the games Dev would become able to make this game run stable, this game would be an absolute blast!!! 😍
Really Good video, mate. You are truly an excellent Pro.🤗
Excellent points there and thanks so much for the help - particularly pointing out the save. Very interesting to hear why the save was failing, but that makes a ton of sense!
I truly hope they are able to sort out the issues and improve the UI, because the game has a ton of potential!
if u compare to cities skylines 2 with the money they have and the team...this is an AAA game...top of the year
I feel like there's real potential here once, and if the bugs are worked out.
Hey Phil, i have seen you have played anno 1800. But have you ever checked out anno 1404 before? A lot of people say its the best anno game, myself included :)
seeing that planet region screen gives me hope the baltics become a map
Good video. I always like seeing new city builder type games.
UI overhaul and Map editor is a must for this imo
loving the video and the new games you are trying. Would love to see how you do on things like Workers and Resources Soviet Republic, Transport Fever 2 and games such as furthest frontier and Manor Lords
31:00 funny they'd go out of the way to add in water effects on-screen. It might have something to do with the flicker (lol)
I would love if Cities Skylines 2 chose that direction in their development. Idea is wonderful, and resources provide a lot of needed depth, but a lot more polish seem to be in place for a game to truly shine.
I can only imagine what this game will be like with a little more polishing. Great time to come into the market with an alternative to Cities Skylines.
You should try CityState2 its honestly been something under the radar for a while when it doesn't deserve to be
Because of the roads in this game
Thank you, Phil, I watch every video!
🎉🎉🎉Cities XXL Mentioned 🎉🎉🎉
One thing that has been driving me out of my mind is how everyone goes on and on about there being "Nothing besides Ckylines and Sim City" like my boy never existed, and regardless of whether anyone other than me *liked* XL, I am still glad it got a mention at goddamn last. XD
Cheers!
Honestly seeing the quirks in this game makes me appreciate Cities: Skylines way more, 1 and 2.
Vancouver and Hong Kong!? I'm sold!
Please keep up with this game. I enjoyed this video a lot.
This looks absolutely fantastic and very impressive for an indie game! Clearly a labour of love and a passion project. Those tend to get worked on, expanded and improved upon for years and years. Compare early Timberborn to now, or the myriad versions and updates of Dwarf Fortress. It also looks very fun!
Some really good gameplay ideas in there - plus the fun stuff, like the underwater (and subsequently wet) camera - but there's too much jankiness there for me to want to play. Also - and I appreciate that the developers' first language isn't English - stuff like 'House [surname]' rather than '[Surname] household' really bugs me, but I am a writer, so that could easily just be a me thing.
Thank you for letting me know about this game!
Thanks Phil, Very informative video, thank you!
Cool that you're branching out. I didn't think I will get this game. CS2 is already unpolished; I don't need more of that in my life 😂
As someone who's spent well over two thousand hours in SimCity 4 alone and owns nearly every Sim game (Including the non-city builders) released prior to it with several hundred hours in each of them, some even more, I have very mixed feelings for this Highrise City game. It could be seen as a strategy game like the others. It presents itself like a city builder, it acts like a city builder, but it is *not* a city builder. It's a resource management simulator. ..which doesn't have to be a bad thing, but trying to act like something you're not is usually not a good thing. It looks to have nice features that belong in city builder games like rotating buildings, building anything anywhere, free placement of props and free angled roads like Cities Skylines, and the like, and going underwater and seeing the city from the car view was also a great touch, however there's many glaring issues with the core design that ruin what could have been a great city builder.
Highrise City adds a lot of minor details that are seen as "complexity" but those are, of course, completely unnecessary. The idea of the city builder is to build and manage a city and the structures and zoning and utilities that pertain. Budgets, taxes, crime, trade, disasters, you name it. Any complex resource management would be a secondary feature since it would be directly managed by the entities and utilities rather than the player themseves. The resources the player utilizes was never materials, but money and managing demand. Highrise City puts too much focus on generation, consumption, and general management of material resources as primary gameplay while building and managing the city proper that passively consumes them is explicitly on the back burner. It seems to me like the design philosophy is totally backwards, focusing too hard on making the game complex for the sole sake of complexity without reason rather than adding complexity to benefit the playing experience. From what little you've shown, it seems to me that the entire city building part of the city builder was simplified so exorbitantly because the desired way to play the game was to play with the minor material management features that wouldn't even affect the gameplay experience of a city builder if they were left missing, IE SimCity Classic, SC SNES, 2000, 3000, and even SC4 to some extent. ..Perhaps this game is more like Anno 1800 in that respect. Maybe in Anno, the building part is pushed to the side in favor of managing an economy more like a real time strategy game than a city builder, but alas I wouldn't know, since I haven't played it. If that's the case, then I think it's a matter of presenting the game to correctly convey that kind of gameplay rather than conveying a city builder and leaving the player left feeling mislead, regardless of how intentional or unintentional it may be.
In Cities Skylines' case, being said to be a traffic simulator is actually kind of funny to me because it does such a poor job of simulating traffic, I don't know how anyone could even consider that thought as an option. It's more of a theoretical transportation network manager that doesn't take into account how traffic actually functions within it. The transportation grid itself is incredibly detailed, but it's made absolutely useless because vehicle pathing is obnoxiously bad and the fact that they only transfer on road nodes makes that poor implementation so much worse. CS couldn't simulate actual traffic out of a paper bag. I know that generating true realistic traffic for every citizen for even small cities would be incredibly taxing on general consumer hardware, but Cities Skyline's implementation of vehicle entity AI makes it beyond inferior to SimCity 4's effectively virtual traffic simulator, despite being so many years older. The only problem with SC4 was the city corner endless commuter loop bug. Outside of that one design flaw, it was incredibly solid. Using Cities Skyline's road connector system was probably also a poor decision that created such issues like not being able to attach roads to grid or how the grid is aligned to roads causing zone square jumbles rather than just being able to zone areas freely while roads (or pedestrian paths for that matter) simply define how the people within the zone use transportation to go elsewhere.
That being said, despite the questionable decisions with mechanical design and UI design, this game is so incredibly detailed across the board and clearly stands on it's own as a prime example of the massive potential in indie games, especially with few, or even one developer. The UI is visually nice and crisp, has a lot of useful information, resource management follows it's own rules and overall it looks like a genuinely amazing game experience on it's own. I am genuinely wowed by the sheer detail of buildings, cars, people, the water, everything. Even the city management is still clearly a very familiar, albeit muddled experience. I think as long as Highrise City figures out what game it's trying to be so it can correctly present itself as that game, it's going to go places. And that's not to say it's not already going places, because despite all my criticisms, I'm very impressed of what I see so far.
My biggest problem with resource management games is actual city planning doesn't matter. It is literally just placing boxes as efficiently as possible. It literally doesn't matter what the theme is: 2000bc, medieval times, 1800s, 2000s cities like this... it is the exact same thing skinned differently. Place [x cube] to create [x resource] needed for the building of [y cube] that creates [y resource] and population / unemployment doesn't matter other than you have enough.
@@RevAnakin Yeah they don't actually focus on the city itself which is the entire point of the genre to begin with. I don't mind if games have building a city taking a back seat, but it should be communicated upfront. Not doing so is just feels misleading at best and manipulative at worst. I would prefer to believe it's not intentional, however.
Lots of things Phil finds wierd are just normal for Germany. 😅 Like private roads (houses not spawning near roads), zoning differences and even the fact that wind isn't a factor for the placement of turbines. 😁
If you like the economy side of city builders, you should try Workers and Resources. If you really want a challenge, try it in realistic mode.
I'd like to see a combination of Cities Skylines, Highrise City, and Cities in Motion.
Thanks City Planner -- now on my radar and trying out the demo.
This looks really interesting, not an Anno player more Cities Skylines 1 but I do like the idea of resource management in a city builder and how a lot things are implimented. I don't think I'd want to buy it in the current state but with some polish I could see myself enjoying this.
Given it was a solo project to start and has now moved into a team of people it is great what they have made and yeah hopefully they can improve on it.
this somehow makes me reminded of cities life
I still remember when you bought a game and that was it.
It worked and didn't have bugs, updates, dlcs, or any other nonsense.
That big city loooked really nice
Maybe not quite like the games you usually play, but I'd love to see you play Foundation. I've been playing a lot and the resource management and customizable estate buildings are really cool. Plus the organic devleopment is extremly unique and fun!
I think if Citys skylines had a mode where you could start from like roman times and build your way up with materials and stuff to like 2030 in time nobody would play a different game anymore
Well hopefully this game keeps getting better and better it’s got great potential
I am loving this game! Everything is just what cs2 was meant to be. Also all the features that cs2 lacks are here on High Rise. The farming is perfect and industrial can be build in close vicinity to your housing developments. Just awesome.
So the name generated was actually specific to the location. Because "Nieuw" is Dutch for "New" So it generated a Dutch name for the city. So it did infact, generate a name specific to that location.
One caveat, you keep mentioning SimCity 4 had the issue where houses would be built in the middle of the block, that was in SimCity 3000 and earlier, but 4 required all residential and commercial blocks have street access (for some reason, industrial still built like in the earlier games, I guess the idea was that trucks drove through narrow alleys between the buildings?), though some assets had multiple buildings as I guess they were designed to be sort of complexes, but all in all, every lot needed street access - it even had lots that recognized that if it was built on a corner and would use them where appropriate.
Thanks for the look! Honestly this just makes me want to play Anno instead