Mixed zoning. My dream of buildings that have commercial services on the first floor and residential on upper floors. You seen this in cities across the world.
Adaptive zoning, the houses adapt to their environment like eg connecting to a neighboring one wall to wall (like in cities), or adapting its shape to the shape of the road or space around it, eg backyards of family homes procedurally connecting with one another (so no ugly space in between)
I knooow, thats one of my biggest gribes about CS1 was no mixed use.. now all they need is amazing bike infrastructure, but we will have to wait for DLC to do that ):
They felt large to me. The ones in CS1 are huge compared to the ones you find in my real life city of 400,000. I think the tallest building here is like 20 floors. You only see such huge skyscrapers in cities with lover like a million population.
Ignoring the above negative comment; I also think it allows for there to be some categorization cleanliness for molders when they create RCI plop-able buildings that would replace the RCI mods that CS1 needed
We absolutely need buildings that procedurally fit into non rectangular zoning shapes or follow road curves. They could bei their own district style type to separate them from the current implementation
THE INDUSTRIES DLC IS BUILT IN YOU CAN PAINT AGRICULTURAL LAND INSTEAD OF JUST PLOPPING RECTANGLES DOWN THERE'S A REALISTIC PROPORTION BETWEEN FARM SIZE AND WORKERS This is huge. I think the first city I'm building will be a farm town at this rate!
i click these feature highlights videos and just smile at my screen the entire duration. i hope the team is proud of themselves, this game is gonna be great
Since curved zoning of buildings is an ureasonable/unrealistic idea, I would like to see a smart fill feature, where curved areas between zones get filled with something appropriate to the zone type. Bare map gaps are a little jarring. This could be a toggle since sometimes people might want to fill/decorate themselves, but alley/concrete/outdoor spaces together with props, fences/trees etc auto/smart filling curve gaps would be a neat feature I think.
Yeah, with how advanced their spline-based meshes are for transport networks, I feel like an area fill shouldn't be an unrealistic addition. Heck, I wouldn't even mind if you had to manually draw the area you wanted it. Just something to fix the gaps.
it's "interior mapping" , a funky way to distort a texture to make it look like there is geometry behind the 'window'. super cool! SC2013 had it way back then
If I may give some feedback, i think it might be smarter to make mixed residential and commercial its own tab to allow for different sizes of mixed zoning. In New York there's a bunch of highrise with commercial on the bottom, but here in Europe it usually is only two three floors with the bottom being commercial and above being residential. For example in my neighborhood we have a small shopping mall with a bunch of two story apartments placed on top of the mall.
Loving it. Only thing I want to see fixed are the rather mushy ground, grass and asphalt textures. The night shot at the end with the lights and reflections on water looks fantastic.
hey biffa, can you tell them to build buildings suitable for sloping corners and make a move to prevent ships from going one after another like road traffic? Because they don't listen to us. But, I think they will listen to you
THANK YOU!!!! not only for listening to the community and adding things such as mixed zoning (OMG YES MIXED ZONING), but for making mondays THIS MUCH ENJOYABLE
As an Asset Creator, I love the refined zoning with those signature buildings. It's pretty much RICO mod fused into unique buildings, hands down FANTASTIC!!
There's a LOT of X mod fused into with C:S II. Great to see, I hope there's even more tooling provided to help such great work. C:S is alright without the workshop ... unless you've experienced the workshop, so much awesomeness really made C:S so fantastic (and I'm sure Samsung and Micron were happy to have sold a bunch of RAM to folks just for our "never enough" asset libraries 🤣)
Not seeing ANYWHERE near enough talk about the signature buildings. The fact that they still fulfill uses and theoretically won't cost hundreds/thousands a month in upkeep is a gamechanger. You had to be super judicious with unique buildings in CS:I unless playing with unlimited money cause for instance most of the DLC skyscrapers cost over 1k/mo each without generating hardly any value. Makes several Content Creator Packs pretty much worthless if you are at all trying to balance a budget.
That adjustable farm zone is exactly what I wanted! And the various Residential types are going to be fantastic for customizing the city. Also, the joke about ploppables is greatly appreciated. Love seeing nods to the players in these videos!
2:38 The custom nature resource / farm area that can be manually defined with snapping properties is awesome. Zoning tools should have something similar so we have better buildings/houses on corners or round roads.
@@alyendragon4209 the buildings can be the same as we have, just make the boundaries looser, there is a computer technique which can achieve the look, it's called voronoi tessellation.
@@alyendragon4209 But that's a choice that they could've changed. It's too late now, but they could've made buildings somewhat procedural, letting them fit in or fill any shape plot. For an example, look at _The Architect: Paris_ (don't buy it though, it's bad). Don't get me wrong, this game is looking great, but it's a little sad that all my buildings will still be square.
Stg if they'd made a sequel without delivering on farms I would have been bummed. Cities XL managed this aaaages ago. Hoping for some nice rural-looking countryside someday!
@@ddr8993 You know.. it was a bit of a shame. A lot of great ideas in the game.. but with the extreme performance issues. Cars working like in Sim City 1 and the Cities XXL debacle it just wasn't meant to be.
@@bematoshi7492 Yup. Our road signs and road markings are different from America and Europe. I will probably go with European theme for the roads, and then American theme for the buildings.
This is so much better than other City Simulators now that one can build residential buildings with shops beneath. Please continue to expand on Non-euclidean zoning options, so we can design true mixed-use cities and towns, streetcar suburbs, buildings with retail, commercial, and residential spaces, walkable cities, and small multi-residential developments (duplexes, triplexes, etc.). I won't be truly happy until I can recreate Amsterdam in-game. This is a huge step forward for the genre.
@@auliamateIt's the same with some games that have energy in them a lot, and you're only producing a few megawatts from a Dyson swarm or several coal fired power stations.
@@auliamate with million of people you will need a couple of high end server processors to at least launch the save. It is impossible to create this sort of optimization so you can comfortably play the game with millions of residents
With every single Feature Highlights video this game climbs up more and more in my wishlist. Defnitily looking forward to it as much as Starcitizen and the Cyberpunk DLC
yes, the game looks amazing, but can we also give some props to the marketing team for these videos that are not only informative but also full of character and a pleasure to watch? good job!
@@necrisro city skylines has more dlc than the vast majority of AAA games lol or even AA or indies actually just the vast majority of games proably not the greatest example
Unfortunately I think we live in a generation when it's much harder, next to impossible, to develop and shape cities. On one hand, building a new city from the ground up is unviable because over so many centuries, the most suitable geographical locations (next to a body of water, good relief, proximity to natural resources etc.) have been picked and built on already, so you can't realistically pick a spot to implement the best urbanistic practices AND have lots of people wanting to move there. On the other hand, redeveloping existing infrastructure takes a lot of political will and some disconfort over the years, and the results will be seen far into the future and possibly be suboptimal. Sprawling suburbs with tons of single-family homes are unfixable in terms of car dependency, and new neighbourhoods built with streets that are not wide enough for public transportation and no space left for parks and amenities (there are many of those in my country) are also unfixable.
Oh yeah! Medium density and mixed zoning is huge!! Name a city center (at least not built from scratch in suburban America during the age of the automobile) that doesn’t have it!
Yeah mixed zoning is amazing. That's pretty much the most prevelant i've seen here in germany in bigger cities. And also the option to have medium zoning as a specfic option between low and high density is amazing. One of the bigger problems in cs1: Moving from the edge of the city to the inner city .... single family homes -> road -> BÄM skycrapers. The inbetween was always missing a bit
yeah i love it to and wonder if their only mixed zone's between housing and shops or also between housing and offices. I only ask because i'm living here in a house where in the ground floor are offices of the company who own's the building and the three floors above are appartments. So real world szenario is here.
I can't believe you manage to make me more and more hyped about the game with every video or blog post you share. It looks like I'll spend far more tjme playing it than CS1 and I'm here for it!
What made CSL1 special was the workshop and the contribution from all the community creators. While CSL2 has integrated many of the most popular mods, I am 100% convinced, the biggest upside for CSL2 will still be the workshop and the community's contributions.
When I first heard about cities skylines 2, I was worried it would just be the first game with some UI changes and better graphics with a few of the dlcs from the first game. But man, I couldn't have been more wrong! If everything plays as it does in these videos, this is going to be an amazing sequel. Not to mention, slowly releasing these videos about different aspects of the game is ingenious, i mean, what a great way to build hype! Cant wait to get my hands on this game and props to the devs for the great work they're doing! I still can't believe there's parking lots now!
They are not reinventing the wheel, they are taking what worked in the first and expanding upon it with 8 years of user feedback, mods, and experience gained (plus money to develop) by the devs. This is exactly what I want from this game, to take a game I loved and just make it better.
@Swarm509 i think you misunderstood what im saying. Initially, i thought they were going to add barely any new features and really only change the ui and integrate a few of the cities skylines 1 mods to make it feel new/different when in fact its the exact same game with a different paint job. Instead though, after watching videos, reading, and becoming more informed, i came to realize that was not the case. Instead, they're expanding on what worked in cities skylines 1 and changing what didn't to create a new product that still feels like cities skylines.
Amazing I can not wait for this! The team is doing such a great job, and every video they release, is so appreciated and exciting! They are doing this right! More companies really should be taking notes on the transparency and community engagement.
This is insane! The amount of improvements are baffling to me! The districts painting looks so much better and I love the farm land that shows as the ground inside industry districts! And the new house types are something I’m very excited to mess with!
MIXED ZONING! Oh my... I was on holiday recently and talking to my partner about how good it would be to have shop fronts on the bottom with residential above! This video was the best timing!
I think it's the first time, and I stress the FIRST time, that the sequel to a saga integrates everything that every player has ever dreamed of playing the first chapter. In four videos you managed to make the new Cities Skylines II already special. I literally feel projected into the next gen, it's beautiful. Similar presentations at a hypothetical E3 a few years ago would have inflamed the crowd.
I expected this one to be kind of dull -- it's about zoning. But once again, CO has taken their game up a level! This one is just as exciting as the last 3 features vids. Can't wait for Thursday now!
As a casual CS1 player, you guys already shown everything I was hoping for: - Better roads tools/options and parking. - Better traffic ai, using two lanes, etc. - Mixed zoning, office below, residential above. Those were my main gripes and reasons why I couldn't 'really' simulate a city. The rest is just gravy (for me)! Great job, can't wait! And also great job at generating the correct amount of hype by showing, and not telling. If the game is not completely broken on launch day, you guys are doing a better job then 90% of the current AAA industry!
Most things i had somewhat expected from previous trailers (def not to understate how great they are tho) but the editing of the wheat field makes me really excited for industrial zoning as that was my favorite part of CS 1
Are we not going to talk about that farm land at 2:28? And the way they dragged the zoning vertex to adjust the shape... But that was like full on Cities XL farm zoning! With a proper farm yard! 😁😁😁
It's amazing how beautiful the game is. The detail of the glass buildings with the light on, different from each other. The lighting of the game. Anxious.
I love it! Mixed use buildings is amazing! 2:28 I love how farming has changed where before you plopped several fields and now you can fine tune the shape to fit any type of road layout. It will be so much easier to make large fields that spans over a large area. That view at 2:43 or so is amazing and would be so hard to do in CS 1 without spamming tons of fields and each field would increase traffic in the area by a lot.
by far the best feature about this video is the freeform zoning. This was probably the best feature about Cities XL and i'm so happy it's here now. I hope it works the same with parks.
THIS video is the one that solidified it for me that CS:2 is going to be the best city builder we've ever had. There are a lot of aspects shown here that affect that decision, but the biggest thing I was looking for, large custom farmlands, that's what really did it. Thank you!
I love that too! I'm sure someone here will complain about flags, but I love it. I'm from the U.S. moving to Finland this year. Rakastan Suomea (I love Finland).
European buildings! They said it! And it will be better than last time! And mixed use zoning! This is what I’ve been waiting for, this just sealed the deal for me, I will buy it!
Im not exaggerating when I say, MY JAW DROPPED when i saw those farm fields snap to fill the shape of the roads surrounding it. Absolutely amazing and im so excited to get my hands on this game come October
THIS LOOKS SO COOL! I can't wait for this game to release! It's WONDERFUL to see the love the devs poured into the game and the attention they gave to community grievances and ideas! This is amazing!
VERY NICE to see the differences in residential zones and mixed zoning. Nice to see the more odd shaped industrial zones for farms etc, really fills things up right up to streets, no more just blocks and having to fill it up with fake stuff.
@@HeruEviscerated Office building built, 30 years later the economy of the neighbourhood changes and the building sits empty. Building is converted to studio apartments (marketed and priced as luxury condos)! Same building, but new use. I don't think I've seen that in any city builder game (so far).
I can see how not only did Cities skylines took inspiration from Transport fever 2 for the rails but also in how the menu layout is and honestly this makes the game so much better in terms of quality.
YES! I've been hoping and asking for mixed housing for ages now and it's great to see these new zoning options include it! Very excited now to try out my green, affordable, walkable city of tomorrow!
the styles look so much better than in CS1, I really hope CS2 allows for easier modding for city-styles instead of having to add in hundreds of assets by hand. We want to build more diverse!!
Stadiums and sports should be fixed in CS2 and made a built in feature. I wish there could be Olympics which required you to handle hotel capacity, traffic, transit, crime, stadiums, parks, airports, etc, and please let us customize team names and allow them to be displayed on Chirper tweets
Make the Olympics the hard mode by having to spend far too much money on the stadiums and infrastructure, then struggle to find use for the fancy new buildings, just like real life!
Sounds like a great mod idea. Hopefully they allow far more extensive mods this time around (not like the old game didn't have some crazy mods though!)
It'd be an interesting hard mode. Your city goes into massive debt building the infrastructure needed and dealing with traffic increases and road closures in the hopes they make up some of the difference in commercial tax. But then has to contend with leftover stadiums and other infra that the city can't afford to maintain when the games are over.
This looks fantastic - well done! A small suggestion if I may: I noticed that there are commercial billboards on buildings. Maybe we can make their contents dynamic, possibly linked to a city policy or certain products to promote, and change over time. That would add a nice little touch to the realism of the city.
The architecture seen in the previous trailers is a step up from Cities Skylines 1 but i am concern about the low density models still looking unrealistic/cartoony Simcity 5 had trailer homes and strip malls for low levels then early to mid century architecture styles to modern glass. I do hope to see better assets used in this update also lacking 60-90 degree buildings is another worry i have plus copy paste assets seem to be vary common i would like to see more diversity when it comes to low to mid level assets. Also being able to see cranes build skyscrapers would be a really cool feature seen in the CGI trailers I do hope land values are more realistic, image ignoring a area for so long garbage starts to pile up and buildings and roads start to decay with higher chance of crime and house fires happening more frequently in low income areas. I just wanna build a ghetto if ima be honest.
This is just the base game, give it two weeks from release and you'll have enough great models in the workshop to last you until the next Cities Skylines. That's excluding patches and the many DLCs.
@@mephInc After seeing the video it seems to be better but the trailer homes look to modern and lacking diversity same with the commercial kind of a let down but i am happy to see crane animations and larger buildings
The missing middle housing, midrise wall-to-wall zoning, low-rent housing, and freeform farmland and other industrial extraction are things we knew we wanted, but didn't necessarily expect. Great to see them!
They just don’t know how to let me breath. My neck is being stepped on constantly with this game and they are not letting up! Please CS Team if you’re reading this I can’t handle the excitement, I need to be productive!
I was so excited to see more options for residential zoning, especially since it will make for a more natural transition from city centers to exurban areas. The mixed-use is even more than I had hoped for. So excited!
I have a feeling that "signature buildings" might be the ability to design your own buildings (or at least modify/customize existing ones), then place them anywhere in your city.
I would love to see the ability to use different themes (European, American) within the same city and have the residential zoning tools change based on the selected theme. This way, we can have more than just the six showcased zoning types in the same city🤩 As for Signature Buildings, it would be fantastic if they could appear in zoned areas only when specific yet undefined conditions are met, functioning more like 'growables' than 'ploppables'. In other words, they would bring a smile to our faces by appearing when the necessary conditions are met, not necessarily when we want them to.😊
Taking some of my holiday the week this releases. I know already that I won't be able to stop playing. If this game is anything like what they show in the feature highlights and what they are teasing, then I might just explode when I get my hands on it.
What do you want to see from Zoning, and what do you think "Signature Buildings" are?
Mixed zoning. My dream of buildings that have commercial services on the first floor and residential on upper floors. You seen this in cities across the world.
maybe the Signature Buildings are better versions of the unique buildings?
Adaptive zoning, the houses adapt to their environment like eg connecting to a neighboring one wall to wall (like in cities), or adapting its shape to the shape of the road or space around it, eg backyards of family homes procedurally connecting with one another (so no ugly space in between)
Moin meister
@@trashtuber6021 hope this exists in CS2
Drawable farming fields - the most exciting feature yet!
Ok for real, I got so excited when that clip came up
Now the farming in Solitude can be even more realistic!
The short view of the mining industry looked the same way, the highlighted patch around the (enormous!) excavator was irregular.
YESS!
Horse Economy: Stable Market
Mixed use housing above shops is an instant sell. Good job Cities Skylines 2 team
I knooow, thats one of my biggest gribes about CS1 was no mixed use.. now all they need is amazing bike infrastructure, but we will have to wait for DLC to do that ):
Wonder if you can mix commercial at the bottom and offices at the top etc.
@@JosuaKrauseThe only mixed use zoning shown was residential above commercial.
@@JoshGerhards Yes, that's why I'm wondering if other combinations exist. Would be pretty lacking if not.
@@JosuaKrause if not they might be pretty easy to get via mods now that they have residential above commercial
I love how the high rises FEEL like high rises. In cities 1 they all felt pretty small
I think it's because in cities 1 even the tallest buildings were built in an area of 4x4, whereas here they are 6x6. Makes a huge difference!
They felt large to me. The ones in CS1 are huge compared to the ones you find in my real life city of 400,000. I think the tallest building here is like 20 floors. You only see such huge skyscrapers in cities with lover like a million population.
@@rachelcookie321there are like 12 people per sky scraper I’m pretty sure that 400,000 population is equivalent to millions
@@koel66 and there’s also like 50 people in a regular house. CS1 is not good at understanding population.
@@rachelcookie321 tbh I’ve never seen that I thought that the population was just very downscaled, also you get megalopolis at 80,000 population
Unique buildings being functional? Couldn't be more ready for this to come out!
All I see here is people praising features that should've been in the original game long time ago
Ignoring the above negative comment; I also think it allows for there to be some categorization cleanliness for molders when they create RCI plop-able buildings that would replace the RCI mods that CS1 needed
@@christophermorales6680because god forbid people can have opinions other than mine.
@@christophermorales6680 You wouldn't know what you need without CS1 and it's lack of features.
@@Stasiek_Zabojcareal
This game is looking so promising, truly looking like the next innovation in the modern city building genre
Zones that work with curves please!
@@ImAPotato.hi potato I’m Preston Garvey. Do you wanna help out with a settlement?
Great
@@ImAPotato. never played fallout huh? Well that’s sad
Looks like your wish came true!
We absolutely need buildings that procedurally fit into non rectangular zoning shapes or follow road curves. They could bei their own district style type to separate them from the current implementation
CS II is shaping up to be my new favorite game.
It's You Bren
I like the loading screen
It already is mine lmao
@@sandeegrey5977nga it’s a cities skylines game what do you expect?!? GTA 10?????
Game trailers*
THE INDUSTRIES DLC IS BUILT IN
YOU CAN PAINT AGRICULTURAL LAND INSTEAD OF JUST PLOPPING RECTANGLES DOWN
THERE'S A REALISTIC PROPORTION BETWEEN FARM SIZE AND WORKERS
This is huge. I think the first city I'm building will be a farm town at this rate!
From the short industrial view it seems mining also has the same drawn zoning for industry and I bet oil has the same
I'm definitely going to build a region with multiple small towns, farms, and maybe one medium city with a few skyscrapers.
There is a option to open natural disasters or not too!
Well if they can have us paint Agriculture, i have to imagine painting in parking would be possible too.
Still no way to fill in empty space between grids tho 😥
i click these feature highlights videos and just smile at my screen the entire duration. i hope the team is proud of themselves, this game is gonna be great
same! I'm foaming at the mouth for release!
Man, this game just keeps getting better!
Also, notice that zoned buildings are no longer limited to a 4×4 area.
Since curved zoning of buildings is an ureasonable/unrealistic idea, I would like to see a smart fill feature, where curved areas between zones get filled with something appropriate to the zone type. Bare map gaps are a little jarring. This could be a toggle since sometimes people might want to fill/decorate themselves, but alley/concrete/outdoor spaces together with props, fences/trees etc auto/smart filling curve gaps would be a neat feature I think.
Yep, in the video their small industrial zone is screaming out for a tarmac / concrete fill between the car parks / buildings
Cities XL had that fill feature long time ago so it definitely should be possible
Hopefully they add a tarmac road or let you be able to change terrain to concrete
Yeah, with how advanced their spline-based meshes are for transport networks, I feel like an area fill shouldn't be an unrealistic addition. Heck, I wouldn't even mind if you had to manually draw the area you wanted it. Just something to fix the gaps.
@@LiLBitsDK doesn't make buildings curved and you can place straight buildings side by side on a curved road.
Has anybody noticed the parallax interior effects? Small detail but adds so much atmosphere!
I know, reminds me of the matrix demo.
Yes!!! It’s a similar technique to the one they use in the new Spiderman games
Looks fly
the interior lighting of the high-rise needs to be tweaked a bit its too bright inside even if the sun hits at that face of the building
it's "interior mapping" , a funky way to distort a texture to make it look like there is geometry behind the 'window'. super cool!
SC2013 had it way back then
0:02 that size difference between helicopter and the building clearly shows how realistic the scaling is compared to CS1
Can't wait for next Monday 😊
OH MY GOSH YOURE RIGHT
The game is coming out next Monday? Crap. I have to beef up my PC.
@@ZeigyNo, it comes out in October. Monday is when they release videos like this
honestly cannot wait what the modding community has in store for this game. They already did so well in the first game.
If I may give some feedback, i think it might be smarter to make mixed residential and commercial its own tab to allow for different sizes of mixed zoning. In New York there's a bunch of highrise with commercial on the bottom, but here in Europe it usually is only two three floors with the bottom being commercial and above being residential.
For example in my neighborhood we have a small shopping mall with a bunch of two story apartments placed on top of the mall.
Mixed use zoning and those farms!!! ❤😀
Oh yes!
Loving it.
Only thing I want to see fixed are the rather mushy ground, grass and asphalt textures.
The night shot at the end with the lights and reflections on water looks fantastic.
hey biffa, can you tell them to build buildings suitable for sloping corners and make a move to prevent ships from going one after another like road traffic? Because they don't listen to us. But, I think they will listen to you
@@uzaydaisemekisteyenadam4543 haven't they already fixed the ship thing?
@@ryan_765 Nope. they haven't done
THANK YOU!!!! not only for listening to the community and adding things such as mixed zoning (OMG YES MIXED ZONING), but for making mondays THIS MUCH ENJOYABLE
Seriously, mixed zoning. I have been hyped for CS2 since I saw the announcment, but now. My hype is through the roof.
As an Asset Creator, I love the refined zoning with those signature buildings.
It's pretty much RICO mod fused into unique buildings, hands down FANTASTIC!!
There's a LOT of X mod fused into with C:S II. Great to see, I hope there's even more tooling provided to help such great work. C:S is alright without the workshop ... unless you've experienced the workshop, so much awesomeness really made C:S so fantastic (and I'm sure Samsung and Micron were happy to have sold a bunch of RAM to folks just for our "never enough" asset libraries 🤣)
Not seeing ANYWHERE near enough talk about the signature buildings. The fact that they still fulfill uses and theoretically won't cost hundreds/thousands a month in upkeep is a gamechanger.
You had to be super judicious with unique buildings in CS:I unless playing with unlimited money cause for instance most of the DLC skyscrapers cost over 1k/mo each without generating hardly any value. Makes several Content Creator Packs pretty much worthless if you are at all trying to balance a budget.
Even with X mod fusion, you should take asset creation to a newer advanced level in CS2. Cannot wait!
I know we're still pre-release but it looks like you've literally improved everything.
This is how to do a sequel, very impressed with what we've seen
That adjustable farm zone is exactly what I wanted! And the various Residential types are going to be fantastic for customizing the city.
Also, the joke about ploppables is greatly appreciated. Love seeing nods to the players in these videos!
2:38 The custom nature resource / farm area that can be manually defined with snapping properties is awesome. Zoning tools should have something similar so we have better buildings/houses on corners or round roads.
I was dreaming of this. Farms were sooo underrated even after dirt roads, but this has made them almost perfect.
That would be tricky as the buildings are assets, and so need to be pre made.
@@alyendragon4209 the buildings can be the same as we have, just make the boundaries looser, there is a computer technique which can achieve the look, it's called voronoi tessellation.
@@alyendragon4209 But that's a choice that they could've changed. It's too late now, but they could've made buildings somewhat procedural, letting them fit in or fill any shape plot. For an example, look at _The Architect: Paris_ (don't buy it though, it's bad).
Don't get me wrong, this game is looking great, but it's a little sad that all my buildings will still be square.
Never been more excited for Mondays 🤣🤣 Can’t believe we’re already approaching week #4.
We've singlehandedly changed everyones perception of what the "worst" day of the week it is. 👑
@@CitiesSkylines
definitely lol
@@CitiesSkylines You folks sure did 🤣🤣🤣🤣
Before you know it the year's gonna be over
emotionally confused
I love how the fields work! Having you just draw them in whatever shape was the one good thing about Cities XL. Glad to see it here.
Stg if they'd made a sequel without delivering on farms I would have been bummed. Cities XL managed this aaaages ago. Hoping for some nice rural-looking countryside someday!
Cities XL.. Bitter sweet memories.. I still remember the time when Philippe Da Silva posted the first concept for Cities Unlimited
@@ddr8993 You know.. it was a bit of a shame. A lot of great ideas in the game.. but with the extreme performance issues. Cars working like in Sim City 1 and the Cities XXL debacle it just wasn't meant to be.
I’m surprised this is my first time hearing about cities XL. It’s an older game now but is it good?
@@rachelcookie321 It is not, unfortunately.
I love the fact that you can set your preffered theme on every map. I always felt the European themes got the best maps in CSL1
Where are asian theme 😢
@@bematoshi7492 It will come. I doubt if there will ever be a South African theme
@@Hannodb1961 ho i didnt knew about African theme
@@bematoshi7492 Yup. Our road signs and road markings are different from America and Europe. I will probably go with European theme for the roads, and then American theme for the buildings.
@@Hannodb1961 oh okay but in my opinion, i really want asian theme lmao
This is so much better than other City Simulators now that one can build residential buildings with shops beneath. Please continue to expand on Non-euclidean zoning options, so we can design true mixed-use cities and towns, streetcar suburbs, buildings with retail, commercial, and residential spaces, walkable cities, and small multi-residential developments (duplexes, triplexes, etc.). I won't be truly happy until I can recreate Amsterdam in-game.
This is a huge step forward for the genre.
The wheat field was MASSIVE! And mixed zones! I’m too hyped. Need now
@@LiLBitsDK I wonder if it’s for all agriculture types
@@stcarlits for every type
I love the new scale the game has. So much more realistic. High rises actually seem high now
Yes! I just hope the population figures are scaled too, since a 30 story high rise in CS only had like 100 people
@@ejfour15 me as well. some giant cities i saw only had like, 70-80k residents when realistically, they should be home to a million people.
@@auliamate but they need 20 crematories like my whole country
@@auliamateIt's the same with some games that have energy in them a lot, and you're only producing a few megawatts from a Dyson swarm or several coal fired power stations.
@@auliamate with million of people you will need a couple of high end server processors to at least launch the save. It is impossible to create this sort of optimization so you can comfortably play the game with millions of residents
With every single Feature Highlights video this game climbs up more and more in my wishlist. Defnitily looking forward to it as much as Starcitizen and the Cyberpunk DLC
yes, the game looks amazing, but can we also give some props to the marketing team for these videos that are not only informative but also full of character and a pleasure to watch? good job!
It’s the rise of games like this that make me excited for the next generations take on building and running cities in the future.
1 to 1 real time simulation of real world cities
this is it
Smaller studios rule when all the big ones make just microtransaction hell games, even the single player ones bleah
@@necrisro city skylines has more dlc than the vast majority of AAA games lol or even AA or indies actually just the vast majority of games proably not the greatest example
Unfortunately I think we live in a generation when it's much harder, next to impossible, to develop and shape cities. On one hand, building a new city from the ground up is unviable because over so many centuries, the most suitable geographical locations (next to a body of water, good relief, proximity to natural resources etc.) have been picked and built on already, so you can't realistically pick a spot to implement the best urbanistic practices AND have lots of people wanting to move there.
On the other hand, redeveloping existing infrastructure takes a lot of political will and some disconfort over the years, and the results will be seen far into the future and possibly be suboptimal. Sprawling suburbs with tons of single-family homes are unfixable in terms of car dependency, and new neighbourhoods built with streets that are not wide enough for public transportation and no space left for parks and amenities (there are many of those in my country) are also unfixable.
I love the mixed zoning and different medium density types, very cool looking forward to this
Glad you like it!
Oh yeah! Medium density and mixed zoning is huge!! Name a city center (at least not built from scratch in suburban America during the age of the automobile) that doesn’t have it!
Yeah mixed zoning is amazing. That's pretty much the most prevelant i've seen here in germany in bigger cities. And also the option to have medium zoning as a specfic option between low and high density is amazing. One of the bigger problems in cs1: Moving from the edge of the city to the inner city .... single family homes -> road -> BÄM skycrapers.
The inbetween was always missing a bit
yeah i love it to and wonder if their only mixed zone's between housing and shops or also between housing and offices. I only ask because i'm living here in a house where in the ground floor are offices of the company who own's the building and the three floors above are appartments. So real world szenario is here.
@@Beleggrodion you're right in some regard. I think commercial office like the other guy mentioned maybe would be a better fit though.
The fact that you can select a map viewing the entire map helps a lot. In C:SL it was always difficult before hand to see what it is you're getting
I can't believe you manage to make me more and more hyped about the game with every video or blog post you share. It looks like I'll spend far more tjme playing it than CS1 and I'm here for it!
CS2 is enabling many people to use their imagination and this is the main thing that makes it so much special than any other City builder games
What made CSL1 special was the workshop and the contribution from all the community creators.
While CSL2 has integrated many of the most popular mods, I am 100% convinced, the biggest upside for CSL2 will still be the workshop and the community's contributions.
@@mikelytou yeah 100% true
I thank all the CSL creators and team for their hard work and for building an excellent game, and it’s amazing community
When I first heard about cities skylines 2, I was worried it would just be the first game with some UI changes and better graphics with a few of the dlcs from the first game. But man, I couldn't have been more wrong! If everything plays as it does in these videos, this is going to be an amazing sequel. Not to mention, slowly releasing these videos about different aspects of the game is ingenious, i mean, what a great way to build hype! Cant wait to get my hands on this game and props to the devs for the great work they're doing! I still can't believe there's parking lots now!
They are not reinventing the wheel, they are taking what worked in the first and expanding upon it with 8 years of user feedback, mods, and experience gained (plus money to develop) by the devs. This is exactly what I want from this game, to take a game I loved and just make it better.
@Swarm509 i think you misunderstood what im saying. Initially, i thought they were going to add barely any new features and really only change the ui and integrate a few of the cities skylines 1 mods to make it feel new/different when in fact its the exact same game with a different paint job. Instead though, after watching videos, reading, and becoming more informed, i came to realize that was not the case. Instead, they're expanding on what worked in cities skylines 1 and changing what didn't to create a new product that still feels like cities skylines.
There could just be a little more politics just like there is in CityState II
Petition to have a setting to make Plop the actual sound of placing signature buildings ingame
Sign me up... if it's not official I can guarantee it'll be a mod within a week
definetely has to be a feature
fr her "plop" is so cute if it's not a setting I'm cutting the audio straight from this vid and making it a mod
Yes please!
@@someweeb3650 I knew someone would mod it xD
That "plop" was simply beyond adorable.
Amazing I can not wait for this! The team is doing such a great job, and every video they release, is so appreciated and exciting! They are doing this right! More companies really should be taking notes on the transparency and community engagement.
I hope things like shopping centres and hotel signature buildings will actually serve a purpose
well now they will
I hope they don't try sell it as some overpriced add on
See the dev diary on 14 Aug.
they literally said that in the video
@@Max200012 this guy commented before the video got released
This is insane! The amount of improvements are baffling to me! The districts painting looks so much better and I love the farm land that shows as the ground inside industry districts! And the new house types are something I’m very excited to mess with!
2:45 the sun set looks so awesome with the shadows.
MIXED ZONING! Oh my... I was on holiday recently and talking to my partner about how good it would be to have shop fronts on the bottom with residential above! This video was the best timing!
I think it's the first time, and I stress the FIRST time, that the sequel to a saga integrates everything that every player has ever dreamed of playing the first chapter. In four videos you managed to make the new Cities Skylines II already special. I literally feel projected into the next gen, it's beautiful. Similar presentations at a hypothetical E3 a few years ago would have inflamed the crowd.
Finally mixed zoning! So glad to be able to mix shops and apartments and create that variety that my city reminds me of
I expected this one to be kind of dull -- it's about zoning. But once again, CO has taken their game up a level! This one is just as exciting as the last 3 features vids. Can't wait for Thursday now!
The dynamic farm looked phenomenal! I also cant wait to bring some actual downtown streets to live!
1:25 Even the compressor fans are working.... that's some next level detail😍😍
As a casual CS1 player, you guys already shown everything I was hoping for:
- Better roads tools/options and parking.
- Better traffic ai, using two lanes, etc.
- Mixed zoning, office below, residential above.
Those were my main gripes and reasons why I couldn't 'really' simulate a city.
The rest is just gravy (for me)! Great job, can't wait!
And also great job at generating the correct amount of hype by showing, and not telling.
If the game is not completely broken on launch day, you guys are doing a better job then 90% of the current AAA industry!
Most things i had somewhat expected from previous trailers (def not to understate how great they are tho) but the editing of the wheat field makes me really excited for industrial zoning as that was my favorite part of CS 1
Mixed zoning? That completes the trifecta.
I am now officially _extremely_ hyped for this game.
What were the other two features you wanted?
Are we not going to talk about that farm land at 2:28? And the way they dragged the zoning vertex to adjust the shape... But that was like full on Cities XL farm zoning! With a proper farm yard! 😁😁😁
It's amazing how beautiful the game is.
The detail of the glass buildings with the light on, different from each other. The lighting of the game.
Anxious.
Mixed housing? Hell yes, you guys made a lot of people very happy there!
I love it!
Mixed use buildings is amazing!
2:28 I love how farming has changed where before you plopped several fields and now you can fine tune the shape to fit any type of road layout. It will be so much easier to make large fields that spans over a large area. That view at 2:43 or so is amazing and would be so hard to do in CS 1 without spamming tons of fields and each field would increase traffic in the area by a lot.
Mixed use zoning finally! I don't know how many times my favorite C:S UA-camrs have brought it up, but I'm happy now that they'll be happy 😁
by far the best feature about this video is the freeform zoning. This was probably the best feature about Cities XL and i'm so happy it's here now. I hope it works the same with parks.
But CS1 has freeform zoning already?
@@go-away-5555Building on squares near roads is not free-form
@@go-away-5555no
THIS video is the one that solidified it for me that CS:2 is going to be the best city builder we've ever had. There are a lot of aspects shown here that affect that decision, but the biggest thing I was looking for, large custom farmlands, that's what really did it. Thank you!
Finally mixed commercial residential buildings!!!!!! It never felt quite right without this!!!
Loving all the Suomi flags -- go Finland!! 🙂
Finland is gr8, just close your borders. It might be UK 2.0 with their migrants, no jobs, high crime and leeches on wlefare.
I love that too! I'm sure someone here will complain about flags, but I love it. I'm from the U.S. moving to Finland this year. Rakastan Suomea (I love Finland).
Fram, fram, vårt ädla, trotsiga standar!
Omkring dig än din trogna finska vakt du har.
(love from the brother to the west)
@@drewsteps So jealous... I've never had a chance to go to Finland, but I hope to some day. Have a great time there!
I love how you guys and gals always put in teasers for future Feature Highlights, like Maps & Themes this time.
European buildings! They said it! And it will be better than last time! And mixed use zoning! This is what I’ve been waiting for, this just sealed the deal for me, I will buy it!
Im not exaggerating when I say, MY JAW DROPPED when i saw those farm fields snap to fill the shape of the roads surrounding it. Absolutely amazing and im so excited to get my hands on this game come October
i looove the houses above shops! id love to see zoning that works better with curves.
Having rural areas looks soo much easier and nicer by the looks of it! I love the smaller density office types as well.
Love to see more crowded places( lots of people) like Time Square, piccadilly etc.
The main menu tease is gonna give me a heart attack. it's sooooo clean and beautiful
THIS LOOKS SO COOL!
I can't wait for this game to release! It's WONDERFUL to see the love the devs poured into the game and the attention they gave to community grievances and ideas! This is amazing!
Did an audible "heck yes!" When I saw that mixed residential/commercial zoning.
VERY NICE to see the differences in residential zones and mixed zoning.
Nice to see the more odd shaped industrial zones for farms etc, really fills things up right up to streets, no more just blocks and having to fill it up with fake stuff.
I’m loving the mixed zones and the functional use of unique buildings!
This is absolutely mental the new industrial zoning options are crazy!!
I would love to see a mixed use zone! Like in real life!
This comment actually slaps. Would indeed love to see how shops potentially go bankrupt and someone builds housing instead
@@HeruEviscerated Office building built, 30 years later the economy of the neighbourhood changes and the building sits empty. Building is converted to studio apartments (marketed and priced as luxury condos)! Same building, but new use. I don't think I've seen that in any city builder game (so far).
Omg they did it
they did it
It's literally in this video
I can see how not only did Cities skylines took inspiration from Transport fever 2 for the rails but also in how the menu layout is and honestly this makes the game so much better in terms of quality.
YES! I've been hoping and asking for mixed housing for ages now and it's great to see these new zoning options include it! Very excited now to try out my green, affordable, walkable city of tomorrow!
Plup!
the styles look so much better than in CS1, I really hope CS2 allows for easier modding for city-styles instead of having to add in hundreds of assets by hand. We want to build more diverse!!
It gets better and better with each video they release! Cannot wait for this game to come out.
😮🎉😊
Stadiums and sports should be fixed in CS2 and made a built in feature.
I wish there could be Olympics which required you to handle hotel capacity, traffic, transit, crime, stadiums, parks, airports, etc, and please let us customize team names and allow them to be displayed on Chirper tweets
I mean the Olympics are next year, if we were to ever get any Olympic content, it would probably be in the form of a dlc around that time.
Make the Olympics the hard mode by having to spend far too much money on the stadiums and infrastructure, then struggle to find use for the fancy new buildings, just like real life!
Sounds like a great mod idea. Hopefully they allow far more extensive mods this time around (not like the old game didn't have some crazy mods though!)
It'd be an interesting hard mode. Your city goes into massive debt building the infrastructure needed and dealing with traffic increases and road closures in the hopes they make up some of the difference in commercial tax.
But then has to contend with leftover stadiums and other infra that the city can't afford to maintain when the games are over.
This looks fantastic - well done! A small suggestion if I may: I noticed that there are commercial billboards on buildings. Maybe we can make their contents dynamic, possibly linked to a city policy or certain products to promote, and change over time. That would add a nice little touch to the realism of the city.
Mixed-use zoning FINALLY made it into Cities: Skylines 2! GREAT JOB!!! I'm gonna LOVE it!!!
This is amazing. LOVEEE the voice actor and how entertaining these feature highlights are.
The architecture seen in the previous trailers is a step up from Cities Skylines 1 but i am concern about the low density models still looking unrealistic/cartoony Simcity 5 had trailer homes and strip malls for low levels then early to mid century architecture styles to modern glass. I do hope to see better assets used in this update also lacking 60-90 degree buildings is another worry i have plus copy paste assets seem to be vary common i would like to see more diversity when it comes to low to mid level assets. Also being able to see cranes build skyscrapers would be a really cool feature seen in the CGI trailers
I do hope land values are more realistic, image ignoring a area for so long garbage starts to pile up and buildings and roads start to decay with higher chance of crime and house fires happening more frequently in low income areas. I just wanna build a ghetto if ima be honest.
This is just the base game, give it two weeks from release and you'll have enough great models in the workshop to last you until the next Cities Skylines. That's excluding patches and the many DLCs.
Lol I'm right with ya. Every time I've tried to make slums, they still look nice and pretty
@@mephInc After seeing the video it seems to be better but the trailer homes look to modern and lacking diversity same with the commercial kind of a let down but i am happy to see crane animations and larger buildings
I'm in tears. Never before did I think mixed-use zoning and farms would cause me such joy.
Yeah, daaamn. I am so excited for mixed zoning and also holy shit that farm looked sooo good and realistic.
The missing middle housing, midrise wall-to-wall zoning, low-rent housing, and freeform farmland and other industrial extraction are things we knew we wanted, but didn't necessarily expect. Great to see them!
MIXED ZONING!!!! I'm crying, thank you fpr listening 🥺
I’m not sure if I’m mistaken, but I find that every city I’ve seen so far has very little to no traffic.
When its been simulated based on actual world. it will solve most of the traffic problem, since the citizens optimizes all possible solution
If you look at some of the content of the guy that made the city, but utilizes other forms of transportation very well.
They just don’t know how to let me breath. My neck is being stepped on constantly with this game and they are not letting up! Please CS Team if you’re reading this I can’t handle the excitement, I need to be productive!
Here's a website that'll help; howtotouchgrass.com/ 😘
@@CitiesSkylinesThis website helped me so much. Thank you (:
I hope they will show if the buildings will have a construction simulation or not
They have various cranes, but other than that I can't tell if simulates construction phases.
I heard it's still being worked on at the moment.
@@archimetropolisI hope the really work hard on that haha
No "cluck" for you!
So exited for the natural disaster option I seen in the video at 0:48!
I was so excited to see more options for residential zoning, especially since it will make for a more natural transition from city centers to exurban areas. The mixed-use is even more than I had hoped for. So excited!
I hope you still change the value for the billboards on buildings.
It's really not nice that so many are still displayed.
2:05
Yes please! Also they are placed at odd parts of the buildings.
Yea kinda ugly :(
I have a feeling that "signature buildings" might be the ability to design your own buildings (or at least modify/customize existing ones), then place them anywhere in your city.
I really hope there’s an option to remove billboards from buildings because there’s too many sometimes
Really love that I didn't see any real-life buildings in the "Signature Buildings", these video's have been awesome so far
I'm just excited to hear that the special buildings will be used like normal buildings, instead of being empty shells for tourists.
Really interested in this topic, the maximum building size seems to me to be 6x6 instead of 4x4 and the service buildings are now gigantic.
0:43 Tampere! Torille!
Suomalainen peli
I would love to see the ability to use different themes (European, American) within the same city and have the residential zoning tools change based on the selected theme. This way, we can have more than just the six showcased zoning types in the same city🤩
As for Signature Buildings, it would be fantastic if they could appear in zoned areas only when specific yet undefined conditions are met, functioning more like 'growables' than 'ploppables'. In other words, they would bring a smile to our faces by appearing when the necessary conditions are met, not necessarily when we want them to.😊
👀
@@CitiesSkylines Will it be possible for modders to create styles other than European and N. American?
Trust me, I am a city planner! 🤓😂
👏👏👏
@@PeSTimE01 definitly. was possible in CS1 too so why not here
Taking some of my holiday the week this releases. I know already that I won't be able to stop playing. If this game is anything like what they show in the feature highlights and what they are teasing, then I might just explode when I get my hands on it.
the cinematics of this video are so on point. such a visual improvement over the first game!