this post was submitted on 15 Aug 2023
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Expected to arrive at the end of the year, Cities Skylines 2 increasingly shows what is his goal: after some promotional trailers, the game seems to aim for

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[–] Andjhostet@kbin.social 16 points 1 year ago (3 children)

I hope it isn't locked into a liberalism ideology too much. If I want to make food and housing a human right, workers employed by the state, and/or democratically owned workplaces do I have the option for that?

My utopian city has no landlords or bourgeoisie and I hope I can make that happen.

[–] amio@kbin.social 7 points 1 year ago (2 children)

Why don't you go make a socialist city builder game, then? The means of production are right there for the seizing, my friend, go learn game dev right now.

[–] eltimablo@kbin.social 4 points 1 year ago* (last edited 1 year ago)

No learn, only seize

Edit: guys I was making a joke. If you're going to seize anything, please learn how it works first.

[–] Voli@lemmy.ml 1 points 1 year ago

You mean “workers and resources” ?

[–] lemann@lemmy.one 3 points 1 year ago (1 children)

Paradox has been very welcoming of modders in CS1, I see no reason why someone wouldn't be able to make a mod for a socialist-inspired ideology in CS2, although that would be a biggg undertaking

[–] Andjhostet@kbin.social 1 points 1 year ago

Eh, there's probably some easy workarounds to be "good enough". Subsidized public housing (which I think will be in base game) to ensure zero homelessness, rent control measures, being able to tax the shit out of high income earners and provide subsidies to low income earners, and free/publicly funded public services like healthcare, education, transit (which should be in the base game) and I'll be mostly happy.

Guillotine for billionaires would certainly be fun, but I'll live without it. Having an economy 100% controlled by the state would be a bit too much micromanagement for me so I'm fine with business creation being driven by market needs.

[–] traveler@lemdro.id 0 points 1 year ago (1 children)

It’s a city building game, stop trying to throw ideology to it.

[–] Andjhostet@kbin.social 5 points 1 year ago

Do... do you not understand that city design and political and economic ideology are inextricably linked?

[–] technologicalcaveman@kbin.social 10 points 1 year ago (3 children)

I'm interested, just don't want to eventually spend 2k on dlc. To get the entirety of the first it's 377$ with a 9% discount. Which is a bit insane.

[–] ampersandrew@kbin.social 6 points 1 year ago (1 children)

What if you only bought the expansions that speak to you though? I don't need the content creator pack or the K pop radio station, but I did want Green Cities and Mass Transit, for instance.

[–] technologicalcaveman@kbin.social 10 points 1 year ago (2 children)

I'd rather that basics be part of the game from the start. Mass transit should have been there to begin with. Looking at a lot of these dlc it seems like they should've been there by default.

[–] Shalakushka@kbin.social 6 points 1 year ago

That's literally what they're doing with CS2.

[–] ampersandrew@kbin.social 1 points 1 year ago (1 children)

So then what if you waited until it had all of the features that you consider necessary and then buy those on a sale? You're a far cry from $2k spent in either case.

[–] technologicalcaveman@kbin.social 5 points 1 year ago (1 children)

I shouldn't have to spend anything extra for basics. It should be there already. So I'll just not pay anything and pirate it if their monetization scheme is going to be this fucked.

[–] ampersandrew@kbin.social 4 points 1 year ago

Who determines what's a basic and what's expanded content then? You know what's in it when it comes out, and you can buy it at that price or not. If they do extra work, it makes sense to sell it as an add-on. If you were happy with it before they added night clubs or weather features, were they really that essential to be included in the base package? If you weren't happy with it before they added those things, wait until they add those things. They sell a good product at a fair price, and they're forthcoming about what's in it. They don't try to keep you hooked with weird psychological tricks or gambling mechanics. Nothing about this is fucked.

[–] Veraxus@kbin.social 5 points 1 year ago (1 children)

I used to be perfectly happy with Paradox's "slew of DLC" business model... until they raised their prices.

Before that, I would buy everything as soon as it dropped. No biggie. Now I only buy DLC when it eventually gets those deep discount sales. I'm open to their experimental "subscription" & "seasonal bundle" models, though... so long as they include everything and they don't get cute with exclusions.

[–] emmanuel_car@kbin.social 4 points 1 year ago

Please, no more subscriptions. Let me own the content I purchase, as much as anyone ever owns digital content at least.

[–] gerryflap@feddit.nl 2 points 1 year ago

Just because the DLC exists doesn't mean you need it. I bought the original Cities Skylines, haven't bought any DLC, but still had a great time. It looks like this time around they'll also include more features from DLC into the base game. Evaluate the game based on what it is. Is it worth the money? Then buy it. Is it not worth the money, then don't.

[–] BiggestBulb@kbin.social 9 points 1 year ago

I'm hoping (more than likely in vain) that we can have the opportunity to do some of the wackier stuff seen in SimCity: Societies. By that, I mean I would love to craft an authoritarian police state, a beautiful pagoda-filled village or a Disney-esque paradise town.

SimCity: Societies was very bad in a lot of aspects (game froze all the time, roads were awful and it was massively unbalanced) but I'd be lying if I said I didn't miss it at all when it comes to city building. I just wanna make clown schools and have a bunch of free-roaming clowns, damnit.

[–] TwilightVulpine@kbin.social 9 points 1 year ago (5 children)

Seems like it's going to be a pretty difficult game, if we are supposed to solve problems that aren't even being solved in real life.

[–] ivanafterall@kbin.social 14 points 1 year ago (1 children)

But the real-life problems aren't unsolved because there are not solutions. It's just that the meaningful player base is wildly toxic and spends the entire time griefing rather than trying to build or progress.

[–] AnarchistArtificer@slrpnk.net 7 points 1 year ago (1 children)

Yeah, the lack of transparency in the Pay-to-win game mechanics is annoying as heck. It's frustrating to be lectured on F2P deck building strategies by someone who is P2P and pretending to be F2P (And that's ignoring the contradictory advice of "Break out of the meta and do something new" and "Don't spend your resources frivolously and don't do anything too outlandish, stick with the established strategies").

The P2P playerbase are functionally playing an entirely different game, and whilst I am fairly sure that game is still grindy and difficult in its own ways (I've noticed that P2P players are often so OP that they only engage with the co-op mechanics superficially, if at all. That makes me sad because the only reason I've stuck playing this game is how incredible the co-op multiplayer is and as salty as I am about P2P advantages being OP, I want everyone to experience the parts of this game that I have truly loved).

This is why solving the real life problems stalls so much, because "progress" literally means something different across different chunks of players. It's why griefers sometimes say "I don't know why you're getting angry, I'm literally just playing the game". That used to make me rage, but I've realised they're not lying, they're just playing a different game. Now I'm just sad that I have to spend so much energy trying to keep them out of my game if I want to make any progress

[–] AlternateHuman02@kbin.social 3 points 1 year ago

RealLife is leaking again... And I like it

[–] FreeBooteR69@kbin.social 9 points 1 year ago

Maybe gamifying our social ills will lead to better ways to manage them.

[–] UnhappyCamper@kbin.social 3 points 1 year ago (2 children)

That's a big reason a could never get into City Skylines, I have 0 interest in managing roadways, and I feel like that's 90% of what that game is. Now they're going to throw even more micromanaging on top of that, I don't think I'll be looking to get this one.

[–] Swedneck@discuss.tchncs.de 1 points 1 year ago (1 children)

And many people feel the precise opposite, the whole point of the game is to micromanage

To me this new game makes the first one feel like a prototype, i'm so much more interested now that there's actual sensible simulation of things and people don't pull a car out of their ass or merrily walk 30km to work

[–] UnhappyCamper@kbin.social 2 points 1 year ago

Oh for sure, a lot of people love the game obviously, it's a great game. Just not for me unfortunately.

[–] lemann@lemmy.one 1 points 1 year ago

For me, CS1 shows how difficult it is to build effective roads. I solved traffic on my map with an extensive, fast and direct public transit network, and well-connected bike paths along the same alignment for those who don't want to pay. For roads specifically, timed&sensor traffic lights (TMPE mod) and one way systems in built up areas work well too from what I've seen.

I am a little scared of the extra management they've popped in to CS2 but I'm hopeful they'll get the balance right

[–] SuiXi3D@kbin.social 3 points 1 year ago

But the thing is, we know how to fix them. It’s just that our governments refuse to in order to funnel taxpayer money to giant corporations.

[–] Andjhostet@kbin.social 2 points 1 year ago

All the problems we have in current cities are problems we choose to have.

[–] Echo71Niner@kbin.social 7 points 1 year ago (1 children)

Game is $1 but the dlc is like $2K a piece.

[–] Veraxus@kbin.social 13 points 1 year ago (1 children)

This is Paradox we're talking about. There will be 2,000 pieces of DLC for $10 a piece.

[–] bipmi 1 points 1 year ago

Some of those 2000 dlc will actually be like $20-30 just to add insult to injury

[–] CorrodedCranium@leminal.space 6 points 1 year ago

I kind of hope they add dystopian elements. It would be an extra thing on top of my message of my sewage canals

[–] Gordon_Freeman@kbin.social 3 points 1 year ago (1 children)

I wonder if building realistic cities is possible. Not being able to do it was turn off for me in the first game

[–] Veraxus@kbin.social 4 points 1 year ago (2 children)

What do you mean? I thought the first one was one of the most "grounded" city builders ever made. Do you mean specific mechanics or maybe visual styles?

[–] Gordon_Freeman@kbin.social 4 points 1 year ago* (last edited 1 year ago) (3 children)

I mean how cities are made/planned in real life

In Cities Skylines you have residencial, commercial, industrial and office zones, right? That is not how you make a city irl. Photographic proof

https://iloftmalaga.com/wp-content/uploads/2015/08/23.jpg
https://media-cdn.tripadvisor.com/media/vr-splice-j/06/2c/0c/ee.jpg
https://i.pinimg.com/originals/e8/3c/19/e83c19a673784c08e68b45cf58a937e2.jpg
https://www.65ymas.com/uploads/s1/77/34/5/calle-mateos-gago-de-sevilla-una-de-las-ma-s-emblematicas-de-la-ciudad.jpeg
https://www.madrid.es/UnidadesDescentralizadas/UDCMedios/noticias/2010/01Enero/21Jueves/NotasPrensa/TioPepe/ficheros/Edificio%20tio%20pepe.jpg

irl when you make an apartment building the ground floor is used for commercial purposes (you can have banks, restaurants, clothes stores, butchers, surpermarkets, whatever...) as you can see in the photos I linked.

Even more, you can buy (or rent) an appartment and make it an office for your business, so, appart from industrial zones, everything is mixed irl

The developer is European idk why the game focuses only in american style city planning that are highly inefficient and car-centric. You barelly need a car when you have access to all kind of services at 10 or 15 minutes walking

The ingame "High density residential zones" should include some type of commercial activity in the city to be more realistic

[–] Veraxus@kbin.social 2 points 1 year ago (1 children)

Ohhh, I hadn't thought about it like that. I do really like the idea of having more granular mixed-use zoning control.

[–] lemann@lemmy.one 1 points 1 year ago

IIRC this exists in CS2, believe it was mentioned in a teaser video on their YT

[–] jonne@infosec.pub 2 points 1 year ago

Mixed zoning and mixed use buildings are a thing in this version, yeah.

[–] Andjhostet@kbin.social 1 points 1 year ago (1 children)

"That is not how you make a city irl."

Have you ever been to the US? Because unfortunately, it's actually like that irl. It's a large reason why our cities are completely broken.

[–] Gordon_Freeman@kbin.social 1 points 1 year ago

Well, yeah, I wrote about it in the same comment

The developer is European idk why the game focuses only in american style city planning

[–] phi1997@kbin.social 3 points 1 year ago (1 children)

I know one thing it didn't simulate was parking

[–] ampersandrew@kbin.social 2 points 1 year ago* (last edited 1 year ago)

They've got that this time, and it is modeled, at least a little bit, off of real world things like people deciding to go somewhere based on parking availability and such.

[–] guyrocket@kbin.social 1 points 1 year ago

I remember years ago playing SimCity for the 1st time at my cousin's house. Started playing in the evening and stopped when the birds came out and the sun came up...much to my surprise.

I got Cities-Skylines about a year ago and I think I put less than 5 hours into it.