Mostly the same as we already saw, but they did show the new upgrade tree! And it looks very in depth, and exciting.
I’m mildly torn about placing bus stops before placing your lines. Although, I think I’m leaning towards being happy about it.
It’s been convenient to just click once when creating stops on your line. But, I’m thinking that we’ll end up putting more thought and care into where the stops actually go. That, and if I need to edit the line and I happened to remove a stop, I don’t have to hunt for the exact spot where it was previously.
I saw a suggestion someone had where holding shift would add a bus stop while drawing a route. Say you have 2 routes down a single corridor, you’d only map out the stops on the first route. Without something like this I can see making bus routes becoming extremely tedious
I think it makes more sense this way, as irl you have a bus stop and some bus lines stopping there. And as you say, we’ll certanly put more care where to place them.
I’m still curious about the inter city transportation networks. It looks like there was a city name on the border when they were creating a connection … is there a region mechanic?
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!
Totally missed this (these diaries are too fast ahaha). Bit strange unlocking a city hall as it would be one of the first things in a city, but I’m happy it exists!
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.
Hope to see protests in front of the City Hall, would be a fun thing. Also hope the other buildings give something to the city and aren’t ‘monuments’.
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.
Yes! And I hope they have some impact in the city (maybe strikes in public transportation, cargo and other services like hospital or police strikes). I would love a SC4 feature where if you gave too much money for the police, people would start complaining about it.
I hope so, as they are city development unlockables, they must have some mechanics more than a place to tourists to visit.
I was hoping for a closer look at metros but at least we got a bit of a look at the metro depot (I think, at 3:09). I have to say I’m a little disappointed at the downgrade in airports, I really liked the modularity of the C:S I versions, but hopefully in time we’ll get something more customisable (indeed with not just airports)
Yeah, it’s more limited compared to the Airports DLC of C:S1. But I do like the scale better of them than the vanilla airport we got in C:S1! The devs must know how much we liked the modular systems like Campus and Airports, so I think they’re leaving those for future dlc’s.
I spotted a helicopter, might be a police or ambulance chopper, first I saw of that.
Another interesting thing I noticed is that trains are unlocked before trams or metro. I guess the metro was too OP since CS1.
Doesn’t bother me! My citizens are going to choo choo everywhere.
Another interesting thing I noticed is that trains are unlocked before trams or metro. I guess the metro was too OP since CS1.
It’s also more realistic this way. Most (all?) cities IRL build a train station first, and metros come way later than that.
Yes, I would be glad to unlock the train and build a train station as the firt thing in my city and develop after/around it, seems so more natural. In CS1 it doesn’t work as cims always arrive by car.