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Showing results for tags 'cities skylines 2'.
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I would really like to thank @justforfun @albireo38 @raynev1 @JulioC for their kind comments 1. Hello everyone ! This is another city entry for my Agrophilia V2.0 city journal. This time I will show you an expansion over the city of Grecana in order to accommodate the Old harbour of the city. The Old Harbour of Grecana has nearly mythical origins, as it was built by the first Grekani colonists in the area. The harbour ceased to be the main port for the city after the 1970s, and it is only partially used for specific boats to feed with tap water the city of Grecana. You can see my part 1 build step-by-step video here: For those in a hurry, the short: Location of the harbour in Grecana: 2. 3. The early design of the harbour 4. The extended & final version The Old harbour is consisted of both modern and traditional buildings. At the centre , the old main building of the Harbourmaster offices are now dorms for the School of Maritime Economics. The same with the old admiralty building, which is now the building that is housing the student association. 5. An overview of the final area 6. The Campus Map 7. The modern buildings of the university are connected via a bridge and housing modern student and teaching facilities. 8. In proximity, you can find the maritime museum of the city and of course the promenade and the alleys, which are known for the restaurants. 10. The view from the hill. You can see the Coastal Fortress at the right 11. The Old Harbour at sunset. What a view ! 12. Does it feel organic ? I hope you enjoyed the first part of The Old Harbour series! Please let me know your thoughts on specific elements that you liked or disliked !
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Porphyri islet is a mini project that makes our area to get that med vibe. The how to build tutorial is available on youtube and you are more than welcome to have a look of the process: A slender strip of land separates Argento village from Porphyri Island. 1. 2. 3. Porphyri, considered one of the most beautiful islets in the region, is home to the ancient Temple of Neptune and lush orchards. Just a short walk from Argento’s cafés lies a stunning pebble beach with crystal-clear waters. 4. 5.6. Nearby, the old fishing harbor now stands abandoned, adding a touch of history to the landscape. The breathtaking views make the journey truly rewarding for visitors. 7. 8.9.10.11.12.13.14. I hope you enjoyed another Agrophilia V2.0 entry !
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A Year In, Cities Skylines 2 Is Still Just Bad - What I Don't Like
Badfish301 posted a topic in Cities: Skylines General Discussion
Hi Everybody, Sorry to have a "downer" thread here, but I think it's important to identify what has gone wrong with Cities Skylines 2, so the same mistakes aren't made 10 years down the road when we get our next new city builder game. I am kind of upset at CO for making this game, as they have again dominated a small niche market, so nobody else is going to try to make a similar game anytime soon in the city builder market. Cities Skylines 2 started off its run a bit more than a year ago with a trailer showing the game. The trailer was a total lie as we know now. Everyone was pretty excited, but people were upset about small detail things like the airplane's reflection in the window not being correct etc (turns out that's not even a thing and there are no reflections in windows etc..). So, CO pulled a huge bait-and-switch, showing us a game created in Unreal Engine 5, when they knew full well the game was going to be built in Unity and look essentially the same as its predecessor. Why did they do that? I mean, isn't that a bit deceptive? The trailer showed puddles in the streets with reflections, beautiful skyscraper designs, great building designs and a nice "city center effect" to the cities. The trailer also showed incremental skyscrapers growing floor by floor to completion with scaffolding and a tower crane.. In fact, the images of the skyscrapers growing incrementally were almost the showcase feature of the trailer, to the point of flying through a skyscraper under construction as it is growing floor by floor. Why feature something in a trailer that literally does not exist in the game? Instead, we get a game built in Unity, where a tower crane shows up, and a building just appears magically. Low effort. Tower cranes are also used to build small houses, instead of a framing animation or something.. come on guys. So, they lied, got everybody excited about a promo shown in Unreal Engine 5, then we got a game made in Unity that looks like trash. That wasn't the end of it. The game is Unity was so poorly created that a year later 1. There is no way to import custom buildings 2. The map editor is basically broken 3. It was so poorly coded it hardly could run on anybody's computer because of things like literal teeth being modeled and grinds to a halt over 100k residents. Maps aren't huge either. There are no regions to create larger maps. Graphically, while attempting to be a bit more realistic than the original, which was horrible as well, the style is quite ugly, and kind of dark/grey feeling, but still graphically not good. At certain zoom levels (zoomed out where the game is usually played) the graphics look kind of jagged/rigid and don't appear clear or smooth. The graphics in SimCity 2013 were better in my opinion. The graphics are D+. The road laying is the best feature of CS2, and mostly good (however the UI is bad and weird it is kind of hard to just make a simple grid even with the grid tool) but they stuck with the very bad "boxes" next to a road mechanic for zoning. I hate the boxes. We all know the next City Building game shouldn't have these small boxes, and should instead use vectors like SimCity 2013 and Manor Lords did. Which brings me on to vectors- Why did they stick with such a rigid zone placement mechanic, when they knew there would be curved roads and other shapes like corner lots and triangular lots where the square zone mechanic simply does not work? Was it too hard to figure out how to implement vector based zones? Manor Lords was able to do it, with a very small team. Instead of zones that were 4 squares deep, we got zones that were now 6 deep, but that really didn't help things much, as a much larger number of building models were then needed to be used in order for things to not look "repetitive" when zoning- forcing players to zone some tiles deeper than other in order to force variety. The city growth mechanic is very poor. There doesn't seem to be a "city center effect" like games even such as "New City" were able to achieve. There doesn't seem to really be a challenge to growing a city, as very tall high-rises just kind of pop up right at the beginning of the game. The buildings that do grow appear to have very strange datasets attached to them, where huge tall residential skyscrapers have very few people in them and industries and office buildings as well. The scale of the game is also bad. There doesn't appear to be any real standard block sizes to build in, as many of the civic buildings and parks are way too huge to fit into a regular sized block (oops). In order to get your city to "level up" signature buildings must be placed, and they are again way too large and out of scale, and when everyone has to place them in every city they build- every city just kind of starts looking like every other city with the same exact tallest skyscrapers (not fun). In SimCity 4, at least there was some excitement about growing your tallest buildings and seeing what they would end up being, but not in CS2 - Instead the tallest buildings that grow are ugly generic buildings with hardly any design time put into them, and the only buildings that are slightly attractive you have to plop. I was complaining about the reliance on this plop mechanic for the tallest skyscrapers before the game was even released and everyone told me to shut up about it, it would be fine, but it isn't fine, it's very annoying, and takes most of the fun out of this game. The tallest buildings should grow, not be placed. There is an obsession with death, deathcare and minutia etc. in CS2- at least they got rid of emptying landfills and cemeteries, but still.. You have to build an enormous cemetery (shouldn't a cemetery be zoned?) that is way of scale with everything else you build and is enormous. This cemetery only gets larger as you add strange wings to it. again, it's way out of scale, and absolutely has to be built or your city just fills up with the dead. You need a huge number of elementary schools and other buildings for a small city to function.. There is an obsession with cremating people in this game as well, which I find bizarre to say the least, as cremation is a private business, is a weird part of deathcare I have no interest in and find depressing which cities' mayors really have nothing to do with. (cemeteries are also private, so wouldn't mind if they would just grow under the right conditions, and would like them to be zoned personally.). More things should be zoned than be plopped: for example, in the original SimCity hospitals would just grow. I think hospitals should grow in a city builder as well, but I get that people want to place them.. Again, hospitals are private, not run by the public- I would personally prefer to zone "healthcare" and hospitals can grow there. This isn't my hill to die on though. I would also like to see Seaport areas grow- like they did in SimCity 2000, and perhaps better division of Industrial zoning into light, heavy, and warehouse. Agricultural zoning should be separate. There is little "shipping" or logistics in this game, and boats are kind of an afterthought and lifeless. There are no ferries. Ships do not have a disturbed water trail following them in the water (anno 1800 was able to do this, and a lot of other games do it, but CO couldn't figure that detail out).. which would have been fun. The water looks bad and waves are too large base game. When a city is small, not all lots should develop until the economic conditions are met and demand is there. A few people have posted images of their cities that look very nice, but it's only because they manually didn't zone some lots, mixed up the density and intentionally zoned at different depths to achieve the look. Realistic city growth patterns shouldn't have to be forced, they should just grow realistically and achieving density should be hard to do, and only under the right conditions- again in a "city center effect." Things like airports could have been handled much better - laying a runway and terminal buildings etc, but instead we have a generic airport. That's not fun. Universities- also not handled well, there should be more flexibility in building placement, smaller buildings, more variety, better building design, and better scale to the buildings. There are no large stadiums - not even one generic baseball, covered arena (which could cover basketball/hockey etc.), or large soccer stadium for your citizens. No arenas/stadiums seems like a pretty huge oversight to me, and appears to just leave room for a paid DLC. Stadiums should have been base game.. (a players should get to chose one type of pro sports stadium to build once a city grows to a certain size, and then get another pro sports team after the city grows more like in the original SimCity, but there are no pro stadiums in CS2 of course) I don't count the chirper football arena as a stadium really, also I find the Chirper in the endzone very annoying personally- CO is like obsessed with themselves and the unoriginal Chirper for whatever reason, and it just isn't that cute. There aren't really very good "government" buildings and there are no options for building say a State Capitol building, or upgrading your government buildings from say a City hall--->State Capital---->National Capital type of things. Government buildings are almost absent from this game, and if they could have been manually added onto with wings and change their colors and add rotunda and stuff, that would have been great, but nope. The building design is horrible to say the least, and in the day of Google Maps and street view, how they couldn't just copy architecture from existing buildings and put it into the game is mind blowing. Instead, really generic looking high-rises and buildings were modeled, many of them using huge amount of Tris in order to create a bland building and the textures are terrible. I cannot understand how they couldn't just look at google Earth and base the models off of that, but they did not. Even basic stuff like the ground textures and water don't look decent in this game unless modded. The park sizes are wonky as well, and don't fit most anything very well. The "Paradox Mods" platform is also horrible, and sometimes just crashes and doesn't work. The load times for the game are poor and general feel of the load screen and user interface are horrible. There should be some procedural generation for buildings going on- not just using vectors for the lots, but also procedural generation for building heights and wealth levels. There aren't any very large yards for very rich people (like we saw in SimCity 3000 and SimCity 4) with large mansions with large yards, pools, and hedgerows. Instead it's just all kind of bland houses, same sized lots mostly no real wealthy areas that take up more space. It just feels lifeless, and the building models are kind of depressing. There doesn't seem to be a purpose to this game. It feels like it was made by very depressed overworked Finnish people or something who just mailed this game in as a cash grab bait-and switch who don't really have a passion for city building games. SimCity 2013's building designs at least had some character to them- the lights would illuminate from inside, the industry felt very dirty, unless it was high-tech etc. The houses had some character, CS2 just feels bland and dull. The sound effects and atmosphere were better also. This game is just so bad on so many levels. I sometimes will look at a city map and get inspired to try and build something similar in CS2 - load it up, start building, placing some roads and then just get bored and it and just a few minutes later just quite because it's just so lifeless and dull. My main complaint is the city simulation though, or lake thereof. There really isn't a city simulation, stuff just kind of grows. There is no real challenge. This is a city painter and city detailer game, and building plopper game, but it just isn't fun and I would give it a D overall (was thinking F, but the road layout saves it from that). I will remember some more stuff I don't like about this game a bit later, but that's a decent start, just need to talk out why I hate this game so much. Thanks for reading, and feel free to disagree of course. -
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Ulisse Wolf - Simtropolis Radio Network The mod was developed to bring SimCity music inside Cities Skylines 2. The mod includes three radio stations SC4Evermore: The entire soundtrack of SimCity 4 and SimCity 4 Rush Hour. Within this radio station has been included as a bonus track West Richland made by Alex LaFollett which you can obtain here: https://alexlafollett.bandcamp.com/track/west-richland SimCity: All the soundtrack from SimCity 2013 and SimCity Cities of Tomorrow. SimCity 3000: All the soundtrack from SimCity 3000 and SimCity 3000 Unlimited SimCity Societies: All the soundtrack from SimCity Societies and SimCity Societies Destination SimCity 2000: All the soundtrack from SimCity (Using Sim-Melody Version) SimCity: All the soundtrack from original SimCity (SNES) The mod was made with the support of Simtropolis and SC4Evermore admins. Thanks to Alex LaFollett for the willingness to authorize the inclusion of the West Richland track. Thanks to Rune for support in finding the SC3K logo. DEPENDENCY This mod depends on the following mods TritonSupreme-ExtendedRadio https://github.com/AlphaGaming7780/ExtendedRadio/releases INSTALLATION To install this radio station just copy the SimtropolisRadio folder inside the folder following this path: AppData\LocalLow\Colossal Order\Cities Skylines II\Mods SUPPORT In case of problems you can use this thread to request support for the mods I develop for Cities Skylines 2 LICENSING: This radio pack is provided as free content to Cities Skylines 2 player, who are free to modify it for their use and for production of derivative for publication. Should the author be absent from SC4Devotion/SC4Evermore and Simtropolis.com for more than a year, site staff or individual users may re-host the file, as long as due credit is given to him, user @Ulisse Wolf. DISCLAIMER: SOUNDTRACKS, SOUNDS, LOGOS, ART AND OTHER MATERIAL FROM SimCity 2000, Streets of SimCity, SimCity 3000, SimCity 4, SimCity 4 Rush Hour, SimCity Societies, SimCity 2013 & SimCity 2013 Cities Of Tomorrow ARE COPYRIGHT (©) ELECTRONIC ARTS. NO INFRINGEMENT IS INTENDED FROM THIS COLLECTION. NO PROFIT IS INTENDED TO BE MADE FROM THIS COLLECTION. NO AFFILIATION WITH EA/MAXIS IS CLAIMED. ALL THIRD PARTIES CREDITED WHERE POSSIBLE. DISCLAIMER: SIMTROPOLIS AND SC4EVERMORE ADMINS HAVE GIVEN CONSENT TO USE THEIR LOGOS IN THE MOD. NO INFRINGEMENT IS INTENDED FROM THIS COLLECTION. NO PROFIT IS INTENDED TO BE MADE FROM THIS COLLECTION. NO AFFILIATION WITH SIMTROPOLIS AND SC4EVERMORE IS CLAIMED. ALL THIRD PARTIES CREDITED WHERE POSSIBLE. DISCLAIMER: WEST RICHARDS IS COPYRIGHT (©) ALEX LAFOLLETT. THE AUTHOR HAS GIVEN CONSENT FOR THE INCLUSION OF THE MUSICAL TRACK IN THE MOD. NO INFRINGEMENT IS INTENDED FROM THIS COLLECTION. NO PROFIT IS INTENDED TO BE MADE FROM THIS COLLECTION. NO AFFILIATION WITH ALEX LAFOLLETT IS CLAIMED. ALL THIRD PARTIES CREDITED WHERE POSSIBLE.- 3 Comments
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Ulisse Wolf Cities Skylines 2 Mod Lab
Ulisse Wolf posted a topic in Cities: Skylines Modding - Open Discussion
A place where I publish and the mods I develop just for Cities Skylines 2. You can also use this space to request support for the mods I develop Mods Currently Published: -
Cities Skylines 2 is finally out! As of today the new city builder created by Colossal Order is finally available to the public and we can't wait to see your creations with the new city builder. You can share here your first impressions, links of your videos and live streaming and pictures and also help in case of technical problems This is the released release trailer
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After the Gamescom streams I am disappointed in CS2.
Leo -- posted a topic in Cities: Skylines General Discussion
Context this is a mostly a copy-pasted post. Let me state my issues: The rain effect, which looked so beautiful in CS1 now looks extremely ugly. The households appear to have the same calculations as they had in CS1. Even though the map is bigger you can't buyout the entire map. The disaster effects (like smoke) also look ugly. The UI is hideously ugly. Chirpier still exists and seems to be more obnoxious. You will need to have uneducated workers to have industry, I don't want to get into politics but that's not how it works. Deathcare still exists. They doubled down on industries style gameplay which I don't like since you are a city not a corporation, and running state owned industry wouldn't be under the responsibility of a city. There's still gaps in the zoning once you curve your roads. The textures are ugly and are lacking detail. There's probably more that haven't come to mind and more disappointments down the road. What a letdown at least we still have CS1. Just an FYI my disappointment doesn't come the quality of the gamescom streams, but with the elements of the of the gameplay.-
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YouTuber Talks About His City Featured in the Cities Skylines 2 Gameplay Trailer
Deever posted a submission in News
In a video he released on his channel, YouTuber two dollars twenty relates his experience creating "New Dollarton," the city featured in the recent Cities Skylines 2 gameplay trailer. The video talks about how he was approached by Paradox Interactive to build the city for the trailer, his experiences building it, and his thoughts about all of it. Although two dollars twenty is understandably rather limited with what he could say about an upcoming game, he does talk about features he did enjoy such as day-and-night cycles and seasons. He also mentioned modular buildings, a feature very similar to the one found in the 2013 SimCity game. two dollars twenty is quite known in the Cities Skylines community for his in-game recreation of the fictional city of Springfield from The Simpsons. Cities Skylines 2 is slated for release on October 24, 2023.-
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The first gameplay video and screenshots from CS2 have arrived. Looks great too. For more information an game-play discussion, visit the forums here at Simtropolis.
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Cities Skylines II Announced - Release Date and Pricing
Samerton posted a topic in Cities: Skylines General Discussion
Updates: Release date announced with second trailer Pricing and first DLC reveal Console release date delayed until Spring 2024 Paradox Interactive have announced their latest title, Cities Skylines II. It is described in the announcement as the most realistic city builder ever. Release dates: - PC: October 24th 2023 - Xbox Series S|X, PlayStation 5: Spring 2024 https://www.paradoxinteractive.com/games/cities-skylines-ii/about

