The game also features a robust transportation system based on Colossal Order's previous Cities in Motion, allowing the player to plan out effective public transportation for the city in order to reduce traffic congestion and generate transit revenue.[1] Roads can be built straight or free-form, and the grid used for zoning adapts to the shape of the adjacent roads; cities need not follow a square grid plan. Roads of varying widths (up to major freeways) accommodate different traffic volumes, and variant road types (for example, avenues lined with trees or highways with sound barriers) offer reduced noise pollution or increased property values in the surrounding area at an increased cost to the player.[5] The road system can be augmented with various forms of public transportation such as buses, taxis, trams, trains, ferries, and metro systems.

Finnish developer Colossal Order, a thirteen-person studio at the time Cities: Skylines was released,[7] had established its reputation with the Cities in Motion series, which primarily dealt with constructing transportation systems in pre-defined cities. They wanted to move from this into a larger city simulation like the SimCity franchise, and in preparation, developed Cities in Motion 2 using the Unity game engine to assure they had the capability to develop this larger effort.[8] They pitched their ideas to their publisher, Paradox Interactive, but these initial pitches were focused on a political angle of managing a city rather than planning of it; the player would have been mayor of the city and set edicts and regulations to help their city grow. Paradox felt that these ideas did not present a strong enough case as to go up against the well-established SimCity, and had Colossal Order revise their approach.[8]


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I was troubled. Eggtown's industry had expanded to a second island, and its regular bus service should have meant people got around fine. Everything that could be free was free, and happiness very high, which prior cities had demonstrated was enough. A train station was the natural solution. I placed one down haphazardly on the far side of the industrial district, and didn't expect much to come of it considering nobody seemed to want to join us.

I wouldn't call myself an avid gamer. I dabble in platformers, roguelikes and co-operative games. I'll indulge an RPG to let its story sweep me off my feet. But I hold fast to a gaming PC for one reason, and one reason only: to play the epic urban planning simulator Cities: Skylines. 46 hours into the new sequel, I've founded no fewer than twelve cities, terribly mismanaged roads, and spawned utter industrial pollution. But I've loved every minute of it.

Grid mode makes it quick to design infrastructure not unlike Manhattan's, while new roundabouts can simulate the diagonal quadrant system like that of Washington DC's. Much to my frustration, my attempts to allow roads to sprawl toward a city center more organically like a western European city ended up with less space and some awkward gaps between buildings. Despite being developed by Finnish developer Colossal Order, the game's mechanics push you towards North American block-style cities.

I've started small cities on each map of the ten new maps, only growing the population to about 10,000. If you're anything like me, I tend to create cities over and over until I'm satisfied with a starting layout and its growth potential. There are seemingly boundless options in C:SII with vastly increased playable space.

Each map has different terrain, but they're all maddening. The initial area is smaller than in the first game, but you can start purchasing more tiles as soon as you earn the money. I'm particularly invested in the Archipelago Haven and the Mountain Village cities, mostly because I've spent time on real-world islands and dream about mountain life. The archipelago has been especially exciting to build because you can eventually connect isolated islands to each other as you buy non-adjacent tiles.

As with any sequel, Cities: Skylines 2 comes with a load of new tools for players to use when building their cities. These include new editing tools, deeper zoning tools, and theming options. However, few of these new tools are as helpful to the player as the replace tool.

Now, buildings can be upgraded to affect a larger area. Since these upgrades will need to occur naturally as the city begins to expand, players now have more space to add more fun things to their cities instead of having to worry about the welfare of every citizen. 2351a5e196

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