seconding this, colossal order confirmed on their twitter it's using unity. I won't post a link since it might get filtered but it's on the wikipedia page
@@bemanicat6779 When and where exactly did they say that? Seems impossible, to be able to work with such huge maps in unity, with deep rooted simulations 🤔
I read a theory and think ist very logical: Hexagon Tiles - Its much better for a natural city growth (And also would be a good explanation for the C:S 2 logo). It was always looked unnatural for a city when you came to a border with a European non pattern style forced back to a pattern.
I second that possibility. I think it could extend further and be used as the road grids as well. Its more flexible for curves and corners. And the random hexagons could be programmed to fill with trees and benches, or garbage or a plaza as an extension of the building.
@@mbrackeva Exactly. I have seen youtubers analysing the trailer like if it was actual gameplay (even with the trailer stating otherwise). Do people really believe we are gonna see individual snowflakes or rain drops? for god sake. People are seeing unicorns.
@@shyzardar So many other UA-camrs do so much non-evidence supported speculation that it creates unrealistic expectations in the community. Like the game engine being in IU5 while CO already stated that it will be on Unity. Others do so many predictions almost as if they had a crystal ball to see the future. Do not take me wrong. predictions and speculation is a fun exercise, but it becomes toxic when it becomes too much and too misleading. I have already seen whole communities from other games getting completely frustrated because of overspeculation created about certain features of a game.
FIrst and foremost 150 tiles! but we have to see how big of a tile is in Cities Skylines 2 and also we have to consider performance (considering the graphics, density etc) and game limits especially when modding starts of this game
I think you are getting bit confused here. The 2009 demo CEO talks about was their first game Cities in Motion. Cities Skylines development started in 2014 and was completed in 2015 as I remember she mentioned they completed the game in 1.5 years.
Si if what you're saying is true and they did Cities Skylines in 1.5 years, I can't imagine what they'll do with at least 4 years (since first alphas were in 2019)
Yep, with the source being Colossal Order tweeting a response to someone that "Cities: Skylines II is Unity based" at 6 03a ET on Mar 7 (I'd post the link, but it'd likely get flagged)
To directly answer the last question, yes the trailer may have been made using the Unreal engine (not sure why), but the game is confirmed that it will be in Unity, not Unreal. A Twitter user asked the question, and someone at Colossal Order or Paradox replied to them and said it was confirmed to be in Unity. And I think that Mariina also confirmed it herself but don't quote me.
And 3 years later with DLCs and custom assets CS2 will chew it all up anyways haha. My RAM purchases were all dictated by Cities Skylines since 2015...
@@erKrieger1 I do, but I’m tryin to get a realistic 15-20 million population city. Me being from a big city, I want to properly replicate the life I’ve seen. Can’t call it Cities Skylines when cities with 1 million inhabitants barely have skylines 🙄
I would point out that the tiles achievements could be cumulative over multiple different saves. So that doesn't necessarily mean all those tiles will be available on a single map.
Actually she talked about Cities in Motion when she mentioned 2009, that game released in 2011. They used much from the Cities in Motion games to build Cities Skylines tho.
i wish cities skylines had more creative game modes that would elongate police and offer other incentives like boosting education and mental health services
@Trxln It's Paradox, their business model is based around DLCs so no one will get a discount. The most your can hope for is a returning player gift like some sort of unique building.
It makes ZERO sense at all to release a larger world map for this game without COMPLETELY fixing traffic and pedestrian AI... Or finding a way to make it completely irrelevant to the game entirely. Service vehicles, especially taxis, are terrible. Although I want them in the game, they just don't function well and the loading time for passengers is kind of ridiculous with all transit. Especially once the city gets a little larger. RAM is a big big deal for this game. The base game doesn't have enough of what it should be to be fun or playable with all the stuff missing from it. So the base specs are a complete joke because the game wouldn't have survived the first 3 years without the resource heavy mods to help it along. Biffa's video earlier today isn't official info from C/O or paradox but since he's under an NDA he has to have some ideas about what is in the game, NOWHERE, AND NOBODY has even talked about traffic AI for the sequel or fixing C/S1 before they abandon it. At least some hint to people about that, the #1 issue with the game, should have dropped by now. I'm not asking for them to make promises they can't deliver on. But the silence about that is kind of disappointing. So either they are saving a big big surprise with traffic for us, which I personally doubt because of the attitude and neglect of employee/modders for the last few years, or it's something they don't even want to talk about. BIFFA made it sound like, they were basically going to repeat the same failed model with C/S1 and continue to pump out a half baked game with MODDERS EXPECTED to create the tools that should be in the game to fill the holes... GREAT,, ANOTHER 8 YEARS OF BROKEN GAMEPLAY MONTH AFTER MONTH, BEING USED AS UNOFFICIAL AND UNPAID TESTERS FOR THEM TO CREATE YET ANOTHER HALF BAKED SEQUEL, 8 YEARS FROM NOW. LOL Pretty much everyone wants C/S1 to be what was promised but failed and hopes for C/S2 to deliver something better... I would love to spend my money on a proper successor,,, but so far it seems like they have the exact same model and plan in store for us. Giving us a stripped down version of the game to deceive us about the specs and hardware you'll need to run it and only after buying it finding out without the necessary workshop mods that tax your pc to the max. Hell, even some of the mods that are created won't run properly if you try offline mode without logging into steam first.... I really want a C/S2 successor. But I don't want a polished version of the same game with a fresh coat of paint to hide the problems and repeat another 8 years of broken gameplay. And using REAL ENGINE to make the trailer but building it on unity, is a pretty deceptive kind of maneuver. That is EXACTLY the kind of gimmick that makes me not trust them to deliver anything better.
unfortunately CS2 wont be using the Unreal engine, itll be using the unity engine again (City planner came out last night to correct his comment after the devs informed him of it)
@@davidko6478 As a game developer Unity sucks.. Performance is weak. its not a great base for a games but thats my opinion. I use UE4/5 and its more stable than unity. I can understand why the developers choose Unity. since they are using a modified version of unity. It is possible to fully port the game to UE only it has to be properly optimized. and to port something to another enigne can also cause things to break. In my opinion the developer should have rebuilt everything but in UE4/5 because it is a lot more stable.
@@davidko6478 really situational. I'm a dev who is using unity, so i prefer that, but unreal 5 has it's strengths, like out of the box lighting that is prettier, and an on the fly LOD generator. But unity is way friendlier for modders, due to c#. And usually runs better when it comes to pure simulation power, especially with the release of their GPU based "DOTS" entity component system. Also unreal is notorious for tanking the performance, an empty unity project runs at 4k fps on my 2060S while an empty unreal5 project runs at around 300. On the path of visuals, which is a bit out of your question, both can look equally good, just look up either the Matrix demo for unreal5, or the Enemies demo for unity, or just Sons of the forest for unity
Colossal Order confirmed the game will use the Unity engine.
seconding this, colossal order confirmed on their twitter it's using unity. I won't post a link since it might get filtered but it's on the wikipedia page
@@bemanicat6779 When and where exactly did they say that? Seems impossible, to be able to work with such huge maps in unity, with deep rooted simulations 🤔
@@Tech-zb2tq twitter replying to someone under their announcement tweet
Yep
@@Tech-zb2tq its probs the latest version of UNITY
I read a theory and think ist very logical: Hexagon Tiles - Its much better for a natural city growth (And also would be a good explanation for the C:S 2 logo).
It was always looked unnatural for a city when you came to a border with a European non pattern style forced back to a pattern.
I read that as well! Would make sense concerning the otherwise useless logo and also bring some fresh air into the city building genre!
And 150 tiles dont make a square
I second that possibility. I think it could extend further and be used as the road grids as well. Its more flexible for curves and corners. And the random hexagons could be programmed to fill with trees and benches, or garbage or a plaza as an extension of the building.
Thank you for a video without toxic speculation!
Really? I heard a lot of speculation. Basing things on the contents of a marketing trailer is speculation.
@@mbrackeva Exactly. I have seen youtubers analysing the trailer like if it was actual gameplay (even with the trailer stating otherwise). Do people really believe we are gonna see individual snowflakes or rain drops? for god sake. People are seeing unicorns.
@@shyzardar So many other UA-camrs do so much non-evidence supported speculation that it creates unrealistic expectations in the community. Like the game engine being in IU5 while CO already stated that it will be on Unity. Others do so many predictions almost as if they had a crystal ball to see the future. Do not take me wrong. predictions and speculation is a fun exercise, but it becomes toxic when it becomes too much and too misleading. I have already seen whole communities from other games getting completely frustrated because of overspeculation created about certain features of a game.
@@shyzardar my initial comment is not about the game engine. Period.
@@shyzardar UE5 is the future? You're only looking at graphics.
FIrst and foremost 150 tiles! but we have to see how big of a tile is in Cities Skylines 2 and also we have to consider performance (considering the graphics, density etc) and game limits especially when modding starts of this game
@BalticManti yess...
I'm sure as the original game is over 8 years old, the current game will surely have improvements and better performance than the last one.
My guess is a tile will be 1x1 kilometer. It might be completely wrong prediction. :P
@@Orinslayer so it more small space?
@@usmansm well depending on the graphics and ither factors we can't say anything until the game is realeased
C:S1 almost forced you to use grids. Let's see if C:S2 changes that
Kinda realistic. Grids are efficient.
I think you are getting bit confused here. The 2009 demo CEO talks about was their first game Cities in Motion. Cities Skylines development started in 2014 and was completed in 2015 as I remember she mentioned they completed the game in 1.5 years.
Si if what you're saying is true and they did Cities Skylines in 1.5 years, I can't imagine what they'll do with at least 4 years (since first alphas were in 2019)
@@diecicatorce6259 that's true. Can't wait to see what's in store for us.
Oh my bad, yeah I misunderstood Mariina there.
We do know what the game engine is, Unity.
Yep, with the source being Colossal Order tweeting a response to someone that "Cities: Skylines II is Unity based" at 6 03a ET on Mar 7 (I'd post the link, but it'd likely get flagged)
Excellent video
Concise and to the point without any BS.
To directly answer the last question, yes the trailer may have been made using the Unreal engine (not sure why), but the game is confirmed that it will be in Unity, not Unreal. A Twitter user asked the question, and someone at Colossal Order or Paradox replied to them and said it was confirmed to be in Unity. And I think that Mariina also confirmed it herself but don't quote me.
i think we do know the game is on unity im pretty sure they said so on twitter
I hope we get mixed use zoning. So tired of splitting it up
I just wanna know how many terrabytes of RAM I'm going to need, so I can plan my purchases.
And 3 years later with DLCs and custom assets CS2 will chew it all up anyways haha. My RAM purchases were all dictated by Cities Skylines since 2015...
All I want is NO BUILDING LIMIT on ANYTHING.
If my computer can hold 30 million people, let it.
Don’t stifle my city growth with limits.
So true! At least nowadays there are mods to increase the limits a bit. Do you use them?
@@erKrieger1 I do, but I’m tryin to get a realistic 15-20 million population city.
Me being from a big city, I want to properly replicate the life I’ve seen.
Can’t call it Cities Skylines when cities with 1 million inhabitants barely have skylines 🙄
So there is still some speculation in the video but much better than I've seen on other hype channels
I would point out that the tiles achievements could be cumulative over multiple different saves. So that doesn't necessarily mean all those tiles will be available on a single map.
Actually she talked about Cities in Motion when she mentioned 2009, that game released in 2011. They used much from the Cities in Motion games to build Cities Skylines tho.
The Only thing im woried about is the lag, I have an Xbox Series x but I feel like you would need a supercomputer to handle this.
Agreed
The remastered edition makes my xbox series s super loud for some reason
The most exciting part for me is the services for specific district IMO
So useful in larger cities! There are already mods that add this feature in CS1 but they all had little issues or are no longer being updated.
Hopefully they won't make the game too easy like some city building games where the game just progresses by itself
Another video mentioned that there was a tweet from CO, confirming Unity as the engine for this game.
But since I don't have twitter, I can't confirm,
i wish cities skylines had more creative game modes that would elongate police and offer other incentives like boosting education and mental health services
I wouldn't be surprised if it were made in ue5, I don't really see how they scale the new game up this much in unity
If those chieves are correct, theres no Tsunami or Meteors.... what a blessing for disaster rebuild buffs!
Hyper realistic skins are only good in modding. Without mindblowing simulation, it won't sell that much as a base game.
RIP Monte Cristo and CitiesXL.
Colossal has confirmed CS2 will be using the Unity engine, not Unreal.
i cant wait to buy all the dlcs again 👍
@Trxln one can but hope.... I really don't want to sink another 250 their way in game +dlc.
Why would you do that?
@Trxln It's Paradox, their business model is based around DLCs so no one will get a discount. The most your can hope for is a returning player gift like some sort of unique building.
It makes ZERO sense at all to release a larger world map for this game without COMPLETELY fixing traffic and pedestrian AI... Or finding a way to make it completely irrelevant to the game entirely.
Service vehicles, especially taxis, are terrible. Although I want them in the game, they just don't function well and the loading time for passengers is kind of ridiculous with all transit. Especially once the city gets a little larger. RAM is a big big deal for this game. The base game doesn't have enough of what it should be to be fun or playable with all the stuff missing from it. So the base specs are a complete joke because the game wouldn't have survived the first 3 years without the resource heavy mods to help it along.
Biffa's video earlier today isn't official info from C/O or paradox but since he's under an NDA he has to have some ideas about what is in the game, NOWHERE, AND NOBODY has even talked about traffic AI for the sequel or fixing C/S1 before they abandon it. At least some hint to people about that, the #1 issue with the game, should have dropped by now. I'm not asking for them to make promises they can't deliver on. But the silence about that is kind of disappointing.
So either they are saving a big big surprise with traffic for us, which I personally doubt because of the attitude and neglect of employee/modders for the last few years, or it's something they don't even want to talk about.
BIFFA made it sound like, they were basically going to repeat the same failed model with C/S1 and continue to pump out a half baked game with MODDERS EXPECTED to create the tools that should be in the game to fill the holes... GREAT,, ANOTHER 8 YEARS OF BROKEN GAMEPLAY MONTH AFTER MONTH, BEING USED AS UNOFFICIAL AND UNPAID TESTERS FOR THEM TO CREATE YET ANOTHER HALF BAKED SEQUEL, 8 YEARS FROM NOW. LOL
Pretty much everyone wants C/S1 to be what was promised but failed and hopes for C/S2 to deliver something better... I would love to spend my money on a proper successor,,, but so far it seems like they have the exact same model and plan in store for us. Giving us a stripped down version of the game to deceive us about the specs and hardware you'll need to run it and only after buying it finding out without the necessary workshop mods that tax your pc to the max. Hell, even some of the mods that are created won't run properly if you try offline mode without logging into steam first....
I really want a C/S2 successor. But I don't want a polished version of the same game with a fresh coat of paint to hide the problems and repeat another 8 years of broken gameplay. And using REAL ENGINE to make the trailer but building it on unity, is a pretty deceptive kind of maneuver. That is EXACTLY the kind of gimmick that makes me not trust them to deliver anything better.
unfortunately CS2 wont be using the Unreal engine, itll be using the unity engine again (City planner came out last night to correct his comment after the devs informed him of it)
Ummm one simple Google and it says they switched to unreal 5
They actually confirmed that they are sticking with Unity
Strange that you claim this, especially considering the official announcement that it will use Unity. Do better
@@bitsbytes123 Do you know if unreal 5 is better or unity? Which one would run smoother?
@@davidko6478 As a game developer Unity sucks.. Performance is weak. its not a great base for a games but thats my opinion. I use UE4/5 and its more stable than unity. I can understand why the developers choose Unity. since they are using a modified version of unity. It is possible to fully port the game to UE only it has to be properly optimized. and to port something to another enigne can also cause things to break.
In my opinion the developer should have rebuilt everything but in UE4/5 because it is a lot more stable.
@@davidko6478 really situational. I'm a dev who is using unity, so i prefer that, but unreal 5 has it's strengths, like out of the box lighting that is prettier, and an on the fly LOD generator. But unity is way friendlier for modders, due to c#. And usually runs better when it comes to pure simulation power, especially with the release of their GPU based "DOTS" entity component system. Also unreal is notorious for tanking the performance, an empty unity project runs at 4k fps on my 2060S while an empty unreal5 project runs at around 300.
On the path of visuals, which is a bit out of your question, both can look equally good, just look up either the Matrix demo for unreal5, or the Enemies demo for unity, or just Sons of the forest for unity