Cities: Skylines II - title

One of the biggest criticisms of Cities Skylines II since its release last fall, has been the lack of expressive options for the player to customize the look and feel of your city. The sequel lacks a lot of the content that was in the first game. But considering that the first game had a 10-year life span, during which it received around a dozen expansions, numerous other content packs, and uncountable mods, it's understandable that the sequel would feel a little lacking in this regard at release. We can't expect a brand new game to have all of the content of such a massively expanded and modded predecessor. That being said, I do think that there are ways that Colossal Order could modify its rules and mechanics in Cities: Skylines II in order to restore some of this expressiveness.

I already published a video and blog outlining my suggestion for a modification to the building upgrade and industry area mechanics in order to make them a lot more flexible and to allow greater freedom for the player to tailor how these assets look and behave. While I was working on that project, I had another idea for how Colossal Order could give players a bit more expressive control over their cities. I had originally planned on briefly sharing this other idea in that first video and blog, but decided to break it out into its own post. I'm not going to transcribe the whole video here on the blog. Instead, I will summarize the main points of the video, and refer you to the full video if you want to see specific examples and more detailed explanation.

Full video outlining my suggestion for adding specialized zoning.

As I mentioned in my previous feature suggestion video for Cities: Skylines II, I have posted a poll on Patreon asking if Patrons would be interested in seeing a "Farewell Tour" video of my Cities: Skylines cities before I uninstall that game for good, and those cities disappear into the ether forever. This poll will close at the end of April. If I get enough interest in such a video, I will plan to begin work on it during the summer.

Patreon

Remember, my channel is not monetized, and so all of my financial support comes from viewers like you via Patreon. Patreon pledges go towards offsetting the cost of the licenses for the software that I use to create video content like this, as well as the cost of maintaining the blog website at www.MegaBearsFan.net. Patrons receive previews of upcoming content, early access to select content, and voting power in polls of what content I will make next. I would like to take this moment to thank all of my Patrons, past, present, and future. Your support really means a lot.

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Cities: Skylines II - title

One of the biggest criticisms of Cities Skylines II is that it is lacking content or feels "incomplete". I don't necessarily disagree, but I feel like saying that the game feels "incomplete" might be doing it a bit of a disservice. It is lacking a lot of content from the original game, sure, but that original game had over a dozen expansions and countless content packs and mod assets released over its decade-long life cycle. So of course there's going to be things that the original, expanded game had, which the new game doesn't have.

But the sequel also has (and does) a lot of things that the original didn't do. It has a much more complicated economy, in which all industries generate specific types of raw materials or goods, and all commercial stores sell specific types of goods or resources. Basically, the core idea of the Industries expansion supply lines and logistics was expanded out to the entire game, rather than just those few specialized industries.

In fact, the sequel includes content or ideas from almost all of the original game's expansions. In addition to the industrial aforementioned seasonal cycle and industrial supply lines, we also have a few natural disasters, some eco-friendly upgrades to various polluting infrastructure, pedestrian roads, road-building tools that put Mass Transit to shame, and some customizable, modular buildings.

Unfortunately, some of these mechanics imported from the original game (and its expansions) do not quite live up to my hopes and expectations. I made a video describing how the modular buildings and industry areas of Cities Skylines II do not live up to the expressiveness and creativity of the Parklife and Industries areas from the first game. I'm not going to transcribe the entire video here. Instead, I will summarize the main points and ideas, and refer you to the full video if you want more detail and examples.

Full video outlining my suggestion for improving building upgrades and industry areas.

Also, I would like to remind my readers and viewers that video and blog content like this is supported by viewers like you through Patreon. So if you like this content, and would like to see more like it, please consider becoming a Patreon for just a dollar or 2 a month. Your patronage helps to offset the cost of maintaining this website, as well as the software licenses I use to create the video content.

Patreon

Patrons also get previews of and early access to upcoming content, and Patrons at higher tiers have voting power in polls of upcoming projects. I've been working on a massive project about Star Trek video games over the past few months. There are currently a couple previews available on Patreon, and I plan on releasing the entire project early to Patrons when it's finished, while publishing the episodes one at a time to the general public. So if you'd like to see that project early, then consider becoming a Patron. I'd like to take this opportunity to thank all my Patrons, past, present, and future. Your support really means a lot.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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