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The most important thing for the sequel is to have a solid core game: side stuff can be added as DLCs or mods in the years to come.Īs a bonus i think there is one thing that would really fit as DLC for Cities 2, and they were highly requested by the community.ġ- SEASONS: A seasons would be the perfect first DLC we couldn't have for Cities 1. Now I think those features alone are enough to ensure a proper sequel at release, using the common sense we can't expect all the stuff added as DLCs over 5 years magically appear in the base Cities 2. You can allow different themes such as European or Asian, but they should not be mixed togheter randomly like in base Cities Skylines. Simcity and The Sims worked well for 20 years by simply using the classic style as a standard: american suburbs\cities. Large malls and Condos should be up to ten times bigger than a single level 1 home.Īllow for mixed residential\commercial zones.Ħ- QUALITY OF LIFE FROM MODS: I expect stuff like "Move it", "Find it" and many other essential mods to be part of the base game from launch.ħ- MORE FOCUSED ART STYLE: Cities Skylines has weird buildings design. It also opens up gameplay features, such as managing the night life with leisure areas and rush hours during the day.ĥ- BETTER ZONING AND BUILDING SCALE: Allow for larger residential and commercial buildings, way more than 4x4 tiles.
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Parking must be taken in consideration during the gameplay.Ĥ- REAL TIME SCHEDULES: I expect day\night cycle to be present at launch, but most important I think that real schedules should be implemented way less activity at night, shops closed and stuff like that, all for a real city feeling. More deep gameplay, more decisions to make, examples are trading, politics, city events to handle, accidents, deeper budget system, commute time and so on.Ī selection before starting a new game between Sandbox mode (for city painters) and Simulation mode (for tycoon lovers).ģ- PARKING: Parking was a surprisingly underrated aspect of Cities Skylines they are a huge part of every main city and they add challenge and gameplay depth in a natural way since they are easily integrated in every city we can build. From an ahestetic point of view I expect Cities 2 at release to look like at least Cities 1 with all best the visual mods.Ģ- BETTER ECONOMY: Another weak aspect of the game that must be improved on Cities 2 is the management aspect. Not to mention the expected visual upgrade. The core game needs to support thousand of objects in movement, populations up to 2 millions (at least) without reaching limits and consistent performance expecially on powerful hardwares. In this post I want to cover the ESSENTIAL features that the sequel should have at release, which they are not necessarily what i would or would not like, but what it should be from a reasonable point of view.ġ- ENGINE UPGRADE: A new engine is unlikely due to the experience the team has with Unity and the resources needed to create a new engine, but Unity now is 10 times better than Unity they used in 2015, with better support for new hardware and such. Leaks from user with legit leaks history, no SteamDB activity (no more DLCS are being worked) and 5 years game lifespan all lead to a sequel being announced in 2020\21. Have suggestions for the sidebar / topbar? Mail the mods!Īs we know, Cities Skylines 2 may come soon. Monthly Megathread for FAQs, Guides, and Common Issues.Fully comprehensive City Planning guide for C:S players.
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