![](https://lemm.ee/pictrs/image/26aeb7c0-f68d-4591-8bff-e9796cb4b32f.webp)
Indeed! It’s a lot of area to work with and a lot more than cs1 offered (without mods). As long as it runs well, it will be a great sequel :)
Embedded software developer, musician (acoustic guitar), Electrical Engineering student and in LDR
Also on Lemmy.ca
Indeed! It’s a lot of area to work with and a lot more than cs1 offered (without mods). As long as it runs well, it will be a great sequel :)
A bit random question for the people that come across this, but would it be an idea to make a megathread for CS:2 (speculations and otherwise) since we are a relatively small community on here?
It could be an annoying chore at times, yeah. With C:S2, I don’t think it will be too bad with the two separate power networks, as you can probably get some pretty assets that function as transformers. And since the bottleneck mechanic is relatively simple, spamming some transformers probably can solve that without having to wait long. And mods would definitely pick it up quickly after release!
Not that much going on in this one. They quickly showed all popups for the electricity stations, and in general did covered the same stuff as in the other video.
Yeah, dirt roads carrying electricity doesn’t really make sense to me. Perhaps as an upgrade with above ground poles? But I’m sure we either get them officially or with mods!
Is it me or did the game build of this video feel more like a developer build? Bit more rough, but things changed like the motorcycles finally having drivers.
Did you see the underground and automated parking upgrades? And in general the road one was very interesting to see!
There really was! It’s making me even more excited for next week, since they split it from the other city services. And I’m also glad they added splitting services per distract, I want to make some spread out rural towns when I create my first ‘city’ in C:S2
It also looks like in won’t be feasible to make every area have perfect coverage for all the services, as it will become too expensive!
I really like the addition of high and low voltage networks, telecom networks and welfare buildings. It looks like everything is more in depth and more detailed than the previous game!
I mean the one with the radius, instead of just a single tile!
And no zoning brush anymore, but we do get architecture themes straight from the zoning tool! It also looks like the zoning options can change depending on that theme, as the names in the video specifically mention NA. If true that would be great for modding!
Also, the developers are starting their holidays today, until the 7th of August. So they won’t answer questions until then.
I’m sad to see that there isn’t any medium density for offices, commercial and industry, I had hoped for them to be there.
But holy damn, dynamic farmlands? And that huge mine? That is great stuff, basically one of the few things that Cities (x?)XL did super well!
I recently asked them on twitter, and their reply was basically that it’s not a region system like SC4, but something more towards what we already had in C:S1. But since every outside connection is named, I think we have to wait to see what it actually means!
That would be great!
Ooh, a bit like simcity 2013? I completely forgot it was a thing until you mentioned protests!
And indeed, hopefully the special buildings get their own mechanics.
It kinda makes sense, since metro has a smaller footprint and is more flexible. And in a lot of smaller (European) cities you do have train stations, but no metro!
Haha, yeah, there’s a lot of information hiding in plain sight. The city hall is interesting! And the Central bank and Central Intelligence Bureau are a cool addition too.
Definitely wondering the same. We pretty much already knew about all of this week’s topic. But we’ll still get to explore the new mechanics and try to learn the game, when it launches. Just that we already know a lot on a surface level.