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
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.
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.
No learn, only seize
Edit: guys I was making a joke. If you’re going to seize anything, please learn how it works first.
Sounds like Topico.
It’s communist, not socialist, but there is the fantastic Workers and Resources: Soviet Republic game made by slovakians as a criticism of the time under the soviet union.
Colossal Order is Finnish though, so I have reasonable confidence they know socialism != communism. It’s more of an interesting twist that they let you try the orphan-crushing option.
The distinction between socialism and communism gets a little silly imo. Some people claim that communism is a stateless society, and that countries like the Soviet Union practiced socialism, which is just a stepping stone towards communism. You seem to be implying the opposite. Either way, there’s like a million different things you could call these ideologies (state-socialism, market socialism, democratic-socialism, communism, anarcho-communism, Stalinism, etc)
Ultimately, I just want workers to own the means of production in my city, whatever you want to call that.
Fair enough, I was just consciously avoiding “communist” because, I don’t even know. Anything is socialist in American terms and I’m just confused, it seemed like “yur commie” would be slightly too on the nose. Not that I care too much when the context is someone’s spamming game threads.
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.
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.
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.
That’s literally what they’re doing with CS2.
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.
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.
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.
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.
Please, no more subscriptions. Let me own the content I purchase, as much as anyone ever owns digital content at least.
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.
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.
Maybe gamifying our social ills will lead to better ways to manage them.
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.
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.
All the problems we have in current cities are problems we choose to have.
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.
Game is $1 but the dlc is like $2K a piece.
This is Paradox we’re talking about. There will be 2,000 pieces of DLC for $10 a piece.
I wonder if building realistic cities is possible. Not being able to do it was turn off for me in the first game
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?
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.jpgirl 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
Ohhh, I hadn’t thought about it like that. I do really like the idea of having more granular mixed-use zoning control.
“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.
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
I know one thing it didn’t simulate was parking
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.
I really enjoyed the first, though I was terrible at managing traffic.
Now I can be terrible at managing traffic AND homeless!
Yea, my cities’ bottleneck was always getting the traffic to be able to have the hearses do their job. Somehow that’s what causes a city to stop growing, compared to other factors like the economy.
Corpse throughput, yay!
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.