Cities Skylines 2 PC performance does not reach internal benchmarks, but Paradox will still release CS2 on time, as we also learn about Cities Skylines 2 mods.
I hate how city skylines dominates this genre. I want something that’s more about the challenges of making a real breathing city with lots of options versus a traffic management simulator.
That was kinds doable in cs1 with mass transit, atleast private cars would see little use with lots of public transportation, did some island without a bridge and it worked fine. I believe you can give Industries train access now so i am hopefull
I’m hoping transmodal transport will work better, my industries all had long single-file lines of trucks waiting their turn to enter the freight station.
Sadly one of the development diaries specifically said that train cargo stations will have a lot of traffic, so sadly I doubt it will be that different.
I’ll see how it is next week when it comes out. Since I think I will have management of the cargo train fleet rather than random trains deciding to pop in or out, I could potentially establish better supply lines.
The TMPE mod (to remove unwanted parking spaces, and ban car traffic on some roads) and bike lane roads made this possible for me. And some additional DLC that has the trams.
My busiest area has a tram arrive every 5-10 seconds (normal game speed), and they’re so busy that I’ve had to rebuild the ‘terminating’ train station stop a few times, learning new things along the way. Most recently relocated it and switched to a multiplatform metro station to shuffle cims to various parts of the map faster
A really neat city builder where you’re basically trying to survive as a civilization of beavers fighting the seasons and growing larger and larger.
There’s very little focus on traffic, 100% focus on managing literally everything about your civilization though… and it’s a voxel style game so you can come up with some really cool setups.
So, not a lot of detail as this is a shit post account, but I mocked up a vector based system to use rather than grids which allows a city builder to run smoother and lighter on ram instead of basically being a giant spread sheet. Each path was a single vector and a data tree ties all the information to a single point on an infinitely divisible grid. It allowed a game to be more complex, and allowed for better road and other building elements.
I gave it away for free, hoping someone, anyone with more time on their hands would use it. Paradox now owns the rights to that system, they aren’t using it, but they are likely making sure noone else does.
What’s so bad about dropping grids and right angles, why can’t a building be a shape other than square? Because it’s cheaper to do and easier to mod.
If I ever have the time I’ll whip something up in unreal as a demonstration. The original was unfortunately built in unity. The whole point was to allow buildings to follow curved roads.
I hate how city skylines dominates this genre. I want something that’s more about the challenges of making a real breathing city with lots of options versus a traffic management simulator.
I thought the whole point of the sequel was to be an actual game this time.
I just wanna build the kind of city I want to live in, which would mostly be car-free.
That was kinds doable in cs1 with mass transit, atleast private cars would see little use with lots of public transportation, did some island without a bridge and it worked fine. I believe you can give Industries train access now so i am hopefull
I’m hoping transmodal transport will work better, my industries all had long single-file lines of trucks waiting their turn to enter the freight station.
Sadly one of the development diaries specifically said that train cargo stations will have a lot of traffic, so sadly I doubt it will be that different.
I’ll see how it is next week when it comes out. Since I think I will have management of the cargo train fleet rather than random trains deciding to pop in or out, I could potentially establish better supply lines.
The TMPE mod (to remove unwanted parking spaces, and ban car traffic on some roads) and bike lane roads made this possible for me. And some additional DLC that has the trams.
My busiest area has a tram arrive every 5-10 seconds (normal game speed), and they’re so busy that I’ve had to rebuild the ‘terminating’ train station stop a few times, learning new things along the way. Most recently relocated it and switched to a multiplatform metro station to shuffle cims to various parts of the map faster
Well they did release the Plazas and Promenades DLC
Have you tried timberborn?
No! What is it?
Im pretty sure thats the city builder but youre a beaver
https://store.steampowered.com/app/1062090/Timberborn/
A really neat city builder where you’re basically trying to survive as a civilization of beavers fighting the seasons and growing larger and larger.
There’s very little focus on traffic, 100% focus on managing literally everything about your civilization though… and it’s a voxel style game so you can come up with some really cool setups.
So, not a lot of detail as this is a shit post account, but I mocked up a vector based system to use rather than grids which allows a city builder to run smoother and lighter on ram instead of basically being a giant spread sheet. Each path was a single vector and a data tree ties all the information to a single point on an infinitely divisible grid. It allowed a game to be more complex, and allowed for better road and other building elements.
I gave it away for free, hoping someone, anyone with more time on their hands would use it. Paradox now owns the rights to that system, they aren’t using it, but they are likely making sure noone else does.
What’s so bad about dropping grids and right angles, why can’t a building be a shape other than square? Because it’s cheaper to do and easier to mod.
If I ever have the time I’ll whip something up in unreal as a demonstration. The original was unfortunately built in unity. The whole point was to allow buildings to follow curved roads.