Love how responsive the UI is and how much the QoL has improved. Definitely will need a LUT mod to get the fullest potential out of this game but thats nothing new
@@lmao4982 basically a mod that replaces the data values the game uses for lighting/colors, which changes how everything looks. like his previous cities on this channel all have a LUT mod from default
actually some mods for CS1 were even made by paradox employees. shows how much commitment they have. some of the stuff was probably meant for the base game but didnt make it into the game in benefit of better performance for low end PCs.
@noneofyourbusiness6210 Give it some time, pretty much all games have bugs. Tell me a game that was bug free in the last 20 years? Feedback is necessary for building a good game, look at No Mans Sky for example. This beta test being sent around will hopefully give the developers an insight on those said bugs. It isn't the early 2000s anymore, we have to accept that. The game isn't even released yet. As for it being the same as the original, its similar yes but I see many difference after playing CS for many years. Someone like me, will buy this game because one money isn't an issue and it also seems like an interesting upgrade.
Sweet, it looks like they've brought in the SimCity game mechanic of upgrading a building and adding things to it. Game definitely looks promising and more of an upgrade than 1.
With how many players they seemed to have given early access, it'd be cool if they gave early access to prominent modders in the community so they could start working on them and have some day 1 mods but I doubt it. I'm just really excited to see how mods will change this game.
I've not heard anything from the company about modding yet. I haven't watched all of the developer diaries but none of the videos released on Mondays have mentioned modding. I really hope that they keep the ability to mod in the game because that's the main reason their game has been so successful. Can you imagine everyone still playing if it was just Vanilla mode with no Content Creator Packs?
That's what I love about such releases. New game comes out to content-creators and immediately, 4 different Tubers show their approach, input, thoughts and ideas.
I've discovered so many new Cities Skylines content creators with their exclusive access to the beta of CS2! So great to see so many people excited about the game!
why would that happens KSP 2 was doomed to failure like the original one is still buggy and not finished and they decided to make the new one and ask for a ridiculous amount Paradox as a lot of issue but they dont tend on ruining new release since if they make a bad game how are they gonna explain the 2-4 dlc a years
The fundamental difference between the fates of these two projects lies in the adaptability of game engines to sequential development. "Cities Skylines 2" has an excellent engine, which no one has been able to surpass since the days of "Cities in motion 2", and the developers have tried to improve it. I hope that the technical part of the Cities Skylines game engine is as streamlined and adaptive as it is in plain sight of the players. That is, I hope that the addition of new features for CS2 did not create chaos "under the hood" of the game engine, because this is important for the further evolution of this engine. A sad example is the Kerbal Space Program engine, because its engine has not stood the test of time.
@@WhyDoesMyNameChangedTo_userwell said. I too hope that the performance and graphics are better in cs2. It was a mess in cs1. Bad graphics card usage, no fps, bad aliasing etc
@@apptreeline Maybe you didn't understand me, because I didn't associate the concept of "mess in game engine" with graphics. The highlight of the Cities Skylines engine is not in the graphics - but in the system functions of the gameplay: how many CS1 competitors had it possible to manually configure the tracing of each passage at the auto junction, pave a street with custom transverse planning, implement the construction of buildings not on "square platforms" - but on their own individual meshes. Not to mention mods in which it is possible to move or remove objects on the go, and when a road removed - each car on this road won't disappear but individually go to the nearest street. How many city-building simulators allow you to create procedurally generated virtual infrastructure but not only pre-made things? And in Cities in motion 2 - just think, tram rails could be applied to any traffic lane of your choice, or a tram line and a metro line could share one metro track with each other (but tram stops were not available on subway rails so it was only for transit). That's what I'm talking about, the gameplay, not the graphics. For me such games are not about top tier graphics but something like mind-bending puzzles, so I appreciate the opportunities to think and create in such games.
Some nice improvements, but I see that turn lanes are still not created, and zoning is still locked to a square grid. They took some good ideas from modders, SC5 and Cities XL, which is good.
I don't like how big most of the buildings are, it gives an urban sprawl feel and it seems it'll be harder to fit the assets into more well-designed, compact cities. Getting rid of the massive amount of parking in front of the graveyard for example would help. I just hope they add more styled buildings soon
the game has European styled buildings already, you can see he unlocks them in this video. American cities & towns are extremely reliant on cars and thus have a ton of wasted space used for parking lots. European styled buildings in this game will probably be more compact and not have so much parking space
They're more realistically sized in CS2, especially city services like the train depot, that's massive. Also, pocket cars don't exist anymore, so every car actually needs a space to park. I would love to see some more size variations on stuff like the graveyard though. The one in-game is good for like a city fixture, especially because the mausoleum turns it into a place that also acts as a tourist attraction, but it would be nice to have some smaller ones that would feel more at home in small towns/rural areas. Maybe with different upgrades/additions that have different effects compared to the large one. But that's something that we won't see in the base game.
@@NoeHernandezPe767 the big problem it had was the lack of innovation they made 5 times the same game whit different map so when city skyline came out it was crushed but this game look a lot like a mix of Cities Unlimited and simcity 5 whit the upgradable building
You can definitely see where they took some of the positives from Simcity 2013 and incorporated it. Looks like a great game though. We’ll definitely be playing!
Demand bars seem to function just like CS1. CS1 they immediately shifted with a prediction of how much demand that zoning would fulfill. It was often a bit off though. Especially if you just zoned in an area of high enough quality to jump straight to max level. It often fulfilled much more demand than predicted.
Now this is what "part 2" of a game should look like. It looks better, it works better and they actually included things that we wanted in CS1. It's nice to see a company listening to their players, unlike EA, for example.
I admit I was rather surprised to see you among the content creators previewing CS:2. Not because you didn't deserve it - you are one of the best builders out there - but more that CS:2 is unbuilt at this stage. For dedicated modelers making heavy use of Procedural Objects, CS:1 is still going to be the go-to until the mods and assets catch up with CS:2. The new version Citiers Skylines is very, VERY heavily tilted away from modeling and toward simulation / game play at this point. You can't even place rocks and props like you could in vanilla CS:1! Not that I don't enjoy a good game of city building, but my heart is in modeling. When and if PO ends up ported to CS:2, I'm going to celebrate.
To all of the critics complaining about, especially about the graphics, this is not the final version of the game. As was explained in the video, and in other videos, this is a developers release. That means it's a copy that the developers work on. Developers run a lot of stuff on their computers. Exactly what depends on what development they are doing. They could be creating graphics, generating the sounds or music, or doing the programming. All of those apps require plenty of resources. The last thing they need to is to be testing the game that takes up a lot of resources with high quality graphics if they want to check something in the gameplay has been fixed or a graphic or sound is used at the right time. The company has shown over ten videos, one every Monday for the last couple of months, with real game play and the graphics have been what they promised. Again, the videos that have come out in the past day or so are not early releases of the final, or close to final, game. We don't know when they videos were made, but probably in the summer rather than in the past couple of days, and they were allowed to release the videos yesterday. Stop assuming that this video shows what the final game is going to look like and play.
Question: Do trams still have to go through loops to reverse direction, or can they switch directions like CS1's trains and metro (and some real life trams/light rail like Melbourne or Sydney)?
Interesting, in the video it's clearly visible all doors on the both sides of the tram. But the tram line has been paved only on right side of bidirectioned car road, so there is no possible way to simply change head in the tram and go to backward rail without traffic accidents. I think that even if there won't be this feature in stock game on release - the mods will be soon.
@@WhyDoesMyNameChangedTo_user Yeah, this was something I've learnt the hard way in CS1. I was trying to figure out how to conventionally switch direction, when I was setting routes, only to realise I can't.
Great video. On the trams, you don't have to build a loop. you can just extend out a short dead end road with a stop and the tram will automatically turn around.
Can you check in the settings/difficulty if there is any option to make road construction take time? Like the growable buildings, so a road does not appear immediately. There were rumours with the cinematic trailer, because of the shown bridge construction, that road constructions might be an added realism/difficulty option.
The tessellation of the shoreline reminds me of the horrible blocky mess that Transport Fever’s shorelines can turn into. CS1 always had smooth transitions into water, hopefully they can fix that.
Not in my experience. The terrain in Cs1 seems to follow a grid, so any terraforming along the grid looks fine but if you terraform diagonally to the grid you get a horrible blocky mess
The graphics are not much better than CS1 with a good LUT, but I am really hyped for all the nice changes! The design of the buildings is way better though I must say.
It's funny. Most sequels nowadays are just the exact same game with updated graphics, but with CSII there are so many new mechanics/features and all the buildings have new models while the graphics are about the same. And I'd definitely rather have all the new stuff than a graphics update.
with this game, this guy can truly make his realistic historical city like before. because the aura, atmosphere, is realistic and dark. unlike cities skylines 1 that so bright..
Quick question re: trams; I was under the impression that they would now operate in "shuttle" mode in CS2 thus eliminating the need for the turnarounds. Can you confirm if this is true or not?
Starting with small square Connected with highway and railway Checking for wind and water spots Deos this starting reminds you with other game from other series🤔
I see they haven't fixed the ridiculous feature that when you build a tram depot or a bus depot all of the trams and buses leave the depot and tailgate one another for the rest of eternity
I don't know how to feel about CS2. It's as if they took the most famous mods from CS1 and created a game that costs three times more than the first one. Is it really worth it? There are some extra features that are genuinely interesting, but I can't help but think that if you give some time to modders, they will add something similar to CS1. That's my opinion. Akruas is amazing as always, but when I see what he has accomplished with his series, it makes me think about what we can already do with CS1. Edit: grammar
I would like to ask something. In Cities skylines 1, if you dodnt build in grid the service buildings had much less radius coverage. Is this also happening in II?
In cities skylines 1 you did an old to modern Eastern European themed city. I feel this game is best suited to building American styled cities. So could you do a similar series but American themed? Or just an American styled series? It would be super interesting to see your style in that theme.
26:38 The district tool is one of the main reasons I stopped playing Cities: Skylines, the other was roads. It was messing with my OCD when two districts would "snap" together. Cities: Skylines 2 looks much better.
Are we getting bidirectional Trams in CS2 as well or are we still forced to create a loop for each? I get there are still many places that don't have Trams with driver cabins on each end, but I find it annoying that I can't create Tram Networks like in Budapest and Melbourne where every Tram can run in reverse without the need of a space wasting loop.
You are not forced to create a loop. Check the workshop for a thing called "reversible tram tracks", it gives you a road with tracks on which trams can pull into reverse without needing any kind of additional loops. It changed the tram-mechanics for me for the better! Unless you are on console in which case I am sorry for wasting your time with reading this.
🤔 I have that feeling that the map has some gigantic mountains around it like they're showing for high you can do things now but is it realistically accurate? idk something seems off, when you zoom out there's much more mountains than a vast amount of land, on Cites Skylines 1 you could feel like a full map is very big, not much but you had that feeling of distances, but on this map, there's a feeling that everything is very cramped, and perhaps whoever created the map exaggerated the size of the mountains too much to show that you can do higher mountains, another thing that reminds me is that again, again a game like this can't do the snow well in the game, it looks like paint fell on the top of the mountain, normally you notice the snow and the layers, but again it will just be white paint... another detail I noticed was the map, apparently there is nothing interesting on the ground on the maps, everything is grass, when it's mountains there are no rock formations and nothing interesting on the map, but in the game's Teaser when it showed a map full of life, how did it get like that? It's 2023, I expected much more, there were so many ideas already made in the community, things that would be important at the beginning of the game instead of milk it with DLCs, and from the looks of it, once again a company runs over the fans and does things the way they wished.... when I think about the new City Builder, I think that with each new game one must surpass the other, we saw this with Sim City, then with Cities Skylines, and with the sequel after many years, they will deliver this to us, and the next upcoming years, Modders will have to work day and night to fix the game that the developers made... I thought I had to wait 8 years, but that will double, I'm getting old for this kind of thing. Now I hope that the competition doesn't leave it like that, and we get surprised with something, just like it was with the period of Sim City and the arrival of Cities Skylines, one day a new title will hit this generation, which is already necessary, and I'm more confident to wait for that to happen 😂 I hope the PC version proves me wrong, I want to eat my words dry...but right now I will have to be skeptical 🤔
Don't know if I've ever commented on a youtube video.. I might never play this game, I don't love this obvious showcase video. But I love everything you have done in CS 1 so much, your thoughtful commentary on city building and engineering, and just the entertainment value of all you do. I hope the studio pay you top money forever for just making videos for all of us!! Can't wait for what you will do for us in the future!! Hopefully none of it will contain the phrase "channel my inner American" xD
Hello Akruas, little question for you: The only thing about CS2 I don't like is the road surface texture, especially how the traffic lanes are visible on roundabouts or big intersections. They seems so shiny to me. Will it be possible to change that texture?
8:25 It is honestly pretty unrealistic to seperate the residential demand into 3 different densities in the way C:S2 appears to do it. As that's just not how residential demand works in real life. People don't look for specific densities when looking for a home. They prioritise different aspects of a home, and different densities are better suited for satisfying those aspects. This means there is some notable overlap between the demand for different densities. Which does not appear to be the case with the in-game demand bars. I haven't seen any zoning type lower more than one bar at a time. (Apart from the _singular_ mixed use zone. Which fills two completely seperate types of demand at once.) As far as I can tell, the 3 different types of residential demand in C:S2, are completely seperated from each other. I however, haven't played the game myself. So I might be wrong about how exactly the demand bars respond to new zoning.
I hope Paradox gave early access to the authors of "Move It!", "TM:PE", "Node Controller Revisited", and "Intersection Marking Tool". The first three are ESSENTIAL to me
Ah, the beauty of indie games: You make a game. They make a bunch of mods for it. You make the second game implementing all the best mods. You get the best game ever. conclusion: ☺
Part 2 is here! ua-cam.com/video/_49NTxLdGbs/v-deo.html
We love how you jump right in haha
Bro couldn’t wait at all
YOOOOOOOOOO CITIES SKYLINES YES
Man, I can't wait what you will cook up in the next 5-10 years
first 5 years of just learning the game eh? xD
actually with such powerful tools, it won't took that long this time i guess!!
Probably a Japanese City or Remaking another city
A Japanese city would be so cool
10 years? bro what?
Love how responsive the UI is and how much the QoL has improved. Definitely will need a LUT mod to get the fullest potential out of this game but thats nothing new
I agree, the game looks very dull. So a LUT and some improve tilesets will be insane for the game!
What is a LUT
@@lmao4982 basically a mod that replaces the data values the game uses for lighting/colors, which changes how everything looks. like his previous cities on this channel all have a LUT mod from default
@@ComradeCovert ah interesting
Just at the start i can already tell they might have hired modders.
Definitely I can relate some features in here to mods, for example parallel road
This is what a company looks like when they listen to their community.
actually some mods for CS1 were even made by paradox employees. shows how much commitment they have. some of the stuff was probably meant for the base game but didnt make it into the game in benefit of better performance for low end PCs.
So these modders are now devs, which means we now can dunk on them for being lame and not as cool as modders who always do devs' job for them.
@noneofyourbusiness6210
Give it some time, pretty much all games have bugs. Tell me a game that was bug free in the last 20 years?
Feedback is necessary for building a good game, look at No Mans Sky for example. This beta test being sent around will hopefully give the developers an insight on those said bugs. It isn't the early 2000s anymore, we have to accept that.
The game isn't even released yet.
As for it being the same as the original, its similar yes but I see many difference after playing CS for many years.
Someone like me, will buy this game because one money isn't an issue and it also seems like an interesting upgrade.
Cant believe we are getting CS2 twice this year, what a time to be alive
@@I_Ventedhuh?
@@I_Vented CS2 is still beta. only problem is the launch date delay
I really wanted to see you play the game 😀, glad they gave you early access!
Sweet, it looks like they've brought in the SimCity game mechanic of upgrading a building and adding things to it.
Game definitely looks promising and more of an upgrade than 1.
Paradox: the video need to have less than 30 minutes.
Akruas: got it!
really excited for the modding power in CS2
With how many players they seemed to have given early access, it'd be cool if they gave early access to prominent modders in the community so they could start working on them and have some day 1 mods but I doubt it. I'm just really excited to see how mods will change this game.
@@Clayfacer To be honest, I think that modding game in the early access has risks of poor optimization of mods with the release version.
I've not heard anything from the company about modding yet. I haven't watched all of the developer diaries but none of the videos released on Mondays have mentioned modding. I really hope that they keep the ability to mod in the game because that's the main reason their game has been so successful. Can you imagine everyone still playing if it was just Vanilla mode with no Content Creator Packs?
I cannot wait for an Altengrad-like city but in Cities Skylines 2. If you could build so good in CS1, I wonder how beautiful will it be in 2
That's what I love about such releases. New game comes out to content-creators and immediately, 4 different Tubers show their approach, input, thoughts and ideas.
Who else got the game? Timeister was pretty boring.
@@Charles_Anthonytwo dollars twenty
You and two dollars twenty, the best ones. I really love how you both played the game and now I'm so excited to play for myself!
Paradox are giving early access to smaller UA-camrs. I love that!
The tram tracks texture is a disaster. BTW great review!
I've discovered so many new Cities Skylines content creators with their exclusive access to the beta of CS2! So great to see so many people excited about the game!
spent so much time last night with ugly on/off ramps, already SO pumped for these upgrades!!!
For an second I though this game might end up like KSP 2 on launch. However (and thankfully) It did not and the game looks utterly fantastic.
why would that happens KSP 2 was doomed to failure like the original one is still buggy and not finished and they decided to make the new one and ask for a ridiculous amount Paradox as a lot of issue but they dont tend on ruining new release since if they make a bad game how are they gonna explain the 2-4 dlc a years
same
The fundamental difference between the fates of these two projects lies in the adaptability of game engines to sequential development. "Cities Skylines 2" has an excellent engine, which no one has been able to surpass since the days of "Cities in motion 2", and the developers have tried to improve it. I hope that the technical part of the Cities Skylines game engine is as streamlined and adaptive as it is in plain sight of the players. That is, I hope that the addition of new features for CS2 did not create chaos "under the hood" of the game engine, because this is important for the further evolution of this engine. A sad example is the Kerbal Space Program engine, because its engine has not stood the test of time.
@@WhyDoesMyNameChangedTo_userwell said. I too hope that the performance and graphics are better in cs2. It was a mess in cs1. Bad graphics card usage, no fps, bad aliasing etc
@@apptreeline
Maybe you didn't understand me, because I didn't associate the concept of "mess in game engine" with graphics. The highlight of the Cities Skylines engine is not in the graphics - but in the system functions of the gameplay: how many CS1 competitors had it possible to manually configure the tracing of each passage at the auto junction, pave a street with custom transverse planning, implement the construction of buildings not on "square platforms" - but on their own individual meshes. Not to mention mods in which it is possible to move or remove objects on the go, and when a road removed - each car on this road won't disappear but individually go to the nearest street. How many city-building simulators allow you to create procedurally generated virtual infrastructure but not only pre-made things? And in Cities in motion 2 - just think, tram rails could be applied to any traffic lane of your choice, or a tram line and a metro line could share one metro track with each other (but tram stops were not available on subway rails so it was only for transit). That's what I'm talking about, the gameplay, not the graphics. For me such games are not about top tier graphics but something like mind-bending puzzles, so I appreciate the opportunities to think and create in such games.
Some nice improvements, but I see that turn lanes are still not created, and zoning is still locked to a square grid. They took some good ideas from modders, SC5 and Cities XL, which is good.
11:49 a Karen allready wants to talk to the manager
I don't like how big most of the buildings are, it gives an urban sprawl feel and it seems it'll be harder to fit the assets into more well-designed, compact cities. Getting rid of the massive amount of parking in front of the graveyard for example would help. I just hope they add more styled buildings soon
I would also like a less fancy graveyard, since most graveyards in my country are just: a shed+massive area of dirt tracks and gravestones.
the game has European styled buildings already, you can see he unlocks them in this video. American cities & towns are extremely reliant on cars and thus have a ton of wasted space used for parking lots. European styled buildings in this game will probably be more compact and not have so much parking space
They're more realistically sized in CS2, especially city services like the train depot, that's massive. Also, pocket cars don't exist anymore, so every car actually needs a space to park. I would love to see some more size variations on stuff like the graveyard though. The one in-game is good for like a city fixture, especially because the mausoleum turns it into a place that also acts as a tourist attraction, but it would be nice to have some smaller ones that would feel more at home in small towns/rural areas. Maybe with different upgrades/additions that have different effects compared to the large one. But that's something that we won't see in the base game.
I'm really getting a strong feeling of "CitiesXL", an older city builder.
Me too! It brings back memories, I loved that game but definitely it lacked flavor and was painfully laggy
But without all the bad parts of it.
@@NoeHernandezPe767 the big problem it had was the lack of innovation they made 5 times the same game whit different map so when city skyline came out it was crushed but this game look a lot like a mix of Cities Unlimited and simcity 5 whit the upgradable building
You can definitely see where they took some of the positives from Simcity 2013 and incorporated it. Looks like a great game though. We’ll definitely be playing!
Now we have CS2 for Cities: Skylines 2 and Counter Strike 2. I'm sure this will never lead to any confusion. :'D
This has incorporated many of the mechanisms from Sim City which I’m LOVING!!!! This is gonna be soo lit
Demand bars seem to function just like CS1. CS1 they immediately shifted with a prediction of how much demand that zoning would fulfill. It was often a bit off though. Especially if you just zoned in an area of high enough quality to jump straight to max level. It often fulfilled much more demand than predicted.
Wow, that tram stuff is so much easier than in CS1. That's awesome.
Now this is what "part 2" of a game should look like. It looks better, it works better and they actually included things that we wanted in CS1. It's nice to see a company listening to their players, unlike EA, for example.
I admit I was rather surprised to see you among the content creators previewing CS:2. Not because you didn't deserve it - you are one of the best builders out there - but more that CS:2 is unbuilt at this stage. For dedicated modelers making heavy use of Procedural Objects, CS:1 is still going to be the go-to until the mods and assets catch up with CS:2. The new version Citiers Skylines is very, VERY heavily tilted away from modeling and toward simulation / game play at this point. You can't even place rocks and props like you could in vanilla CS:1!
Not that I don't enjoy a good game of city building, but my heart is in modeling. When and if PO ends up ported to CS:2, I'm going to celebrate.
I already know my first mod will be to get rid of those white lines in the roads
Akruas has epic cities with CS1.. cant wait till mods come out for CS2 and see what you can surprise us with!!!
I love this so much. You are my favorite CS youtuber by far!
Finally getting around to more CS2 videos! Thank you for showing off so many different aspects of the game. Looking forward to the next one!
Great job of producing a concise video showing what can be done in cs2
great video love your quick concise showcase on new and old features
To all of the critics complaining about, especially about the graphics, this is not the final version of the game. As was explained in the video, and in other videos, this is a developers release. That means it's a copy that the developers work on. Developers run a lot of stuff on their computers. Exactly what depends on what development they are doing. They could be creating graphics, generating the sounds or music, or doing the programming. All of those apps require plenty of resources.
The last thing they need to is to be testing the game that takes up a lot of resources with high quality graphics if they want to check something in the gameplay has been fixed or a graphic or sound is used at the right time. The company has shown over ten videos, one every Monday for the last couple of months, with real game play and the graphics have been what they promised.
Again, the videos that have come out in the past day or so are not early releases of the final, or close to final, game. We don't know when they videos were made, but probably in the summer rather than in the past couple of days, and they were allowed to release the videos yesterday. Stop assuming that this video shows what the final game is going to look like and play.
The bright light bug should be a feature that you can turn on and off. It might look cool to see if you can zoom really far out.
Love to see SC2 and get it explained from you, Thank You!
Question: Do trams still have to go through loops to reverse direction, or can they switch directions like CS1's trains and metro (and some real life trams/light rail like Melbourne or Sydney)?
Take a close look at the doors, are they on both sides of the tram in the video ?
Interesting, in the video it's clearly visible all doors on the both sides of the tram. But the tram line has been paved only on right side of bidirectioned car road, so there is no possible way to simply change head in the tram and go to backward rail without traffic accidents.
I think that even if there won't be this feature in stock game on release - the mods will be soon.
@@WhyDoesMyNameChangedTo_user Yeah, this was something I've learnt the hard way in CS1. I was trying to figure out how to conventionally switch direction, when I was setting routes, only to realise I can't.
Great video. On the trams, you don't have to build a loop. you can just extend out a short dead end road with a stop and the tram will automatically turn around.
Can you check in the settings/difficulty if there is any option to make road construction take time? Like the growable buildings, so a road does not appear immediately. There were rumours with the cinematic trailer, because of the shown bridge construction, that road constructions might be an added realism/difficulty option.
That will be Workers and Resources Soviet Republic... Best city Sim, things don't grow from nothing
wow this is so fun. suddenly all the major city skylines youtubers uplaod a cs2 playthrough at the same exact time!! WHOHOOO!
The tessellation of the shoreline reminds me of the horrible blocky mess that Transport Fever’s shorelines can turn into. CS1 always had smooth transitions into water, hopefully they can fix that.
Not in my experience. The terrain in Cs1 seems to follow a grid, so any terraforming along the grid looks fine but if you terraform diagonally to the grid you get a horrible blocky mess
What a great first look video! Thanks ❤
its really cool that time is more realistic now, it was so weird that the date would move fast but the day/night cycle was slow
i cant believe the public transport line design tools actually make sense now, putting the stops first then connecting them was a great decision
27:15 I remember stock farms do not require fertile land, putting them on fertile land occupies the spaces for vegetable farms.
I'm so happy I stumbled upon your channel, this video has got me so hyped for CS2. I wish it was out now!
I hope for universities the reputation system / meet prerequisites for happy students. I still struggle with this in CS1
The graphics are not much better than CS1 with a good LUT, but I am really hyped for all the nice changes! The design of the buildings is way better though I must say.
Dont worry, we got the community XD
It's funny. Most sequels nowadays are just the exact same game with updated graphics, but with CSII there are so many new mechanics/features and all the buildings have new models while the graphics are about the same.
And I'd definitely rather have all the new stuff than a graphics update.
I am happy that the land is flattened when something is being contructed.
No more vertical buildings!
Does the wind direction ever change? Where I live it comes mainly from the west, but on occasion it comes from north east and south.
The cranes on every construction site actually kinda annoys me because I've never seen a crane used to build a single family home.
It would be nice to see community gardens in Cities 2, placed like industrial or landfill areas.
with this game, this guy can truly make his realistic historical city like before.
because the aura, atmosphere, is realistic and dark. unlike cities skylines 1 that so bright..
I really love the look of this base map!
Quick question re: trams; I was under the impression that they would now operate in "shuttle" mode in CS2 thus eliminating the need for the turnarounds. Can you confirm if this is true or not?
Villagey McVillageFace, good name.
Starting with small square
Connected with highway and railway
Checking for wind and water spots
Deos this starting reminds you with other game from other series🤔
Is it possible to use the roundabout to loop the tram track?
I see they haven't fixed the ridiculous feature that when you build a tram depot or a bus depot all of the trams and buses leave the depot and tailgate one another for the rest of eternity
I don't know how to feel about CS2. It's as if they took the most famous mods from CS1 and created a game that costs three times more than the first one. Is it really worth it? There are some extra features that are genuinely interesting, but I can't help but think that if you give some time to modders, they will add something similar to CS1. That's my opinion. Akruas is amazing as always, but when I see what he has accomplished with his series, it makes me think about what we can already do with CS1.
Edit: grammar
I would like to ask something. In Cities skylines 1, if you dodnt build in grid the service buildings had much less radius coverage. Is this also happening in II?
I love how all these mod tools are just in the base game now.
Does the livestock farm need to be place on fertile land as you suggest? I'm no farmer but I don't think chickens and cows grow from soil.
smartest move in their career to give this game to you bro
I can't wait for this game !!!!!!!!!!!!!!!!! They truly fixed almost every thing wrong with CS 1 and made it 10x better.
Not to keen on the graphics and asset designs anymore, but the tax adjustments at the end to keep the zoning demand down is beautiful.
In cities skylines 1 you did an old to modern Eastern European themed city. I feel this game is best suited to building American styled cities. So could you do a similar series but American themed? Or just an American styled series? It would be super interesting to see your style in that theme.
Can you tell us what is the best pc specs? for the game to run smoothly
broooooooooooooo seen you grow little by little now this!!! congrats and explain everything!!!!!!!!!!
I want to see you build Altengrad
How big are the zoning tiles?
WOOOOOW, road tools looks amazing, feels like I'm in a dream that is impressive omg...
First mod will be a Chirper remover, just like in CS1
Does wind direction change?
26:38 The district tool is one of the main reasons I stopped playing Cities: Skylines, the other was roads. It was messing with my OCD when two districts would "snap" together. Cities: Skylines 2 looks much better.
Are we getting bidirectional Trams in CS2 as well or are we still forced to create a loop for each?
I get there are still many places that don't have Trams with driver cabins on each end,
but I find it annoying that I can't create Tram Networks like in Budapest and Melbourne where every Tram can run in reverse without the need of a space wasting loop.
You are not forced to create a loop. Check the workshop for a thing called "reversible tram tracks", it gives you a road with tracks on which trams can pull into reverse without needing any kind of additional loops. It changed the tram-mechanics for me for the better! Unless you are on console in which case I am sorry for wasting your time with reading this.
@@vencel-patrikkiss7016 I am not asking for mods in CS1, I am asking how it is in SC2 Vanilla.
Mods that fix the first game are irrelevant here.
IRL, you don't want gravel roads and wood bridges where you'll have heavy trucks and massive farm equipment commonly traveling
🤔 I have that feeling that the map has some gigantic mountains around it like they're showing for high you can do things now but is it realistically accurate? idk something seems off, when you zoom out there's much more mountains than a vast amount of land, on Cites Skylines 1 you could feel like a full map is very big, not much but you had that feeling of distances, but on this map, there's a feeling that everything is very cramped, and perhaps whoever created the map exaggerated the size of the mountains too much to show that you can do higher mountains, another thing that reminds me is that again, again a game like this can't do the snow well in the game, it looks like paint fell on the top of the mountain, normally you notice the snow and the layers, but again it will just be white paint... another detail I noticed was the map, apparently there is nothing interesting on the ground on the maps, everything is grass, when it's mountains there are no rock formations and nothing interesting on the map, but in the game's Teaser when it showed a map full of life, how did it get like that? It's 2023, I expected much more, there were so many ideas already made in the community, things that would be important at the beginning of the game instead of milk it with DLCs, and from the looks of it, once again a company runs over the fans and does things the way they wished.... when I think about the new City Builder, I think that with each new game one must surpass the other, we saw this with Sim City, then with Cities Skylines, and with the sequel after many years, they will deliver this to us, and the next upcoming years, Modders will have to work day and night to fix the game that the developers made... I thought I had to wait 8 years, but that will double, I'm getting old for this kind of thing. Now I hope that the competition doesn't leave it like that, and we get surprised with something, just like it was with the period of Sim City and the arrival of Cities Skylines, one day a new title will hit this generation, which is already necessary, and I'm more confident to wait for that to happen 😂
I hope the PC version proves me wrong, I want to eat my words dry...but right now I will have to be skeptical 🤔
Nicely presented Akruas
Don't know if I've ever commented on a youtube video.. I might never play this game, I don't love this obvious showcase video. But I love everything you have done in CS 1 so much, your thoughtful commentary on city building and engineering, and just the entertainment value of all you do. I hope the studio pay you top money forever for just making videos for all of us!! Can't wait for what you will do for us in the future!! Hopefully none of it will contain the phrase "channel my inner American" xD
Thumbs up for mentioning the starting tile is actually 9 tiles :) because no one else did :))
YESSSS finally Cities Skylines 2 gameplay.
Commercial and mixed zoning shouldve included main street type buildings 🫠
The most important question: is the map smaller or larger than 81 tiles from CS1?
it is smaller
I heard that the scaling might be more realistic though, so maybe it's more space effectively. Might need to ask Akruas for that
This picture explains it ua-cam.com/channels/8WAaaW2FnctRI9coYJoUdA.htmlcommunity?lb=UgkxLGZ-98uBXLMIRdGyJ_aMi4qbF-YR1V46
Man I am loving this game already
Crazy month, we get CS2 and C:S2
This game has improved so much noicee
Hello Akruas, little question for you: The only thing about CS2 I don't like is the road surface texture, especially how the traffic lanes are visible on roundabouts or big intersections. They seems so shiny to me. Will it be possible to change that texture?
That's not a question for me, I'm not the developer.
Is there any kind of built-in move-it?
This is by far the best gameplay.
Thanks for that great video. I like your pace 👍
8:25 It is honestly pretty unrealistic to seperate the residential demand into 3 different densities in the way C:S2 appears to do it. As that's just not how residential demand works in real life.
People don't look for specific densities when looking for a home. They prioritise different aspects of a home, and different densities are better suited for satisfying those aspects.
This means there is some notable overlap between the demand for different densities. Which does not appear to be the case with the in-game demand bars. I haven't seen any zoning type lower more than one bar at a time. (Apart from the _singular_ mixed use zone. Which fills two completely seperate types of demand at once.)
As far as I can tell, the 3 different types of residential demand in C:S2, are completely seperated from each other. I however, haven't played the game myself. So I might be wrong about how exactly the demand bars respond to new zoning.
Damn , making a custom landfill . My city will only have 2 or smth 😂 so freakin nice
Love the beta night lights looking like the core of a nuclear explosion lol
I hope Paradox gave early access to the authors of "Move It!", "TM:PE", "Node Controller Revisited", and "Intersection Marking Tool". The first three are ESSENTIAL to me
If the waste/water pipes are part of the roads, what happens if you build a road then connect a sewage outlet then delete the road?
Ah, the beauty of indie games:
You make a game.
They make a bunch of mods for it.
You make the second game implementing all the best mods.
You get the best game ever.
conclusion: ☺
do you have a link to your development highlights video?