This week, Colossal Order finally formally announced the anticipated Cities: Skylines 2 and released an official announcement trailer. Unfortunately, the trailer does not have any actual gameplay footage, nor are there any actual in-game screenshots available (that I know of). However, I do want to take some time to go through what is shown in the trailer and make some inferences about what may or may not be in the actual game. Even though the trailer is a pre-rendered cinematic, instead of actual gameplay, we can assume that what is shown in the trailer is intended to represent the actual content of the game -- at least on an abstract level.
First and foremost, here is the trailer itself, in its entirety. I recommend you watch it before reading on.
Cities: Skylines 2 has been formally announced by this trailer.
I will be breaking the trailer down based on 3 criteria. The first is what the narration says, which may provide some hints as to how the game will play. The second is what is actually shown in the trailer. The final category is things that are not included or implied by the trailer.
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Tags:Cities: Skylines, Cities: Skylines 2, Colossal Order, Paradox Interactive, city management, trailer, urban decay, waterfront, seasons, parks, traffic, beach, parking, homelessness

Here we are in December, and Colossal Order has yet to announce a second expansion for Cities Skylines since releasing the Campus expansion back in May. This will be the first year since the game's release that Colossal Order will only be releasing a single expansion. They have released some mini content packs, so there has been some new Skylines content -- just not a full-blown expansion.
| Expansion title | Original release |
 | After Dark | 24 September 2015 |
 | Snowfall | 18 February 2016 |
 | Match Day* | 9 June 2016 |
 | Natural Disasters | 29 November 2016 |
 | Mass Transit | 18 May 2017 |
 | Concerts* | 17 August 2017 |
 | Green Cities | 19 October 2017 |
 | Parklife | 24 May 2018 |
 | Industries | 23 October 2018 |
 | Campus | 19 May 2019 |
* denotes a mini content pack, rather than full expansion. |
But that doesn't mean that Colossal Order has abandoned the game. In fact, they've been very active on Twitter asking for people's opinions on what kind of new content we'd like to see. Most recently, they posted a tweet asking if we'd like to see buildings with seasonal holiday decorations (such as Christmas and Halloween). Earlier in the year, they also asked if we'd like to see mechanics for car wrecks or urban decay (among other propositions). Even though these ideas seem to have been positively received on Twitter, and lots of follow-up ideas were presented by commenters (including myself), no new expansion has been announced.
Colossal Order's Twitter account has apparently been fishing for new content ideas.
Though I wouldn't be surprised if Colossal Order announces an expansion before I'm able to finish writing and publish this blog post...
Personally, I've liked all the ideas that they've suggested, in principle. As you may know, I have some gripes with how Colossal Order has handled its expansions for Cities Skylines, so I would hope that any possible future expansion would try to resolve those lingering issues. So let's go through the ideas that Colossal Order has pitched on Twitter and see if they would be worthy of an expansion pack!
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Tags:Cities: Skylines, Colossal Order, Twitter, expansion, city management, holiday, seasons, winter, summer, beach, ski resort, water park, air conditioning, desert

In between games of Madden 17, I need something to tide me over until the release of Civilization VI consumes my life at the end of October. As such, I did what I usually do in these situations, and I dove into my Steam backlog to look for something that's been sitting around, unplayed, for a couple years. Usually, I try to find some short games like This War of Mine or Papers, Please. I try to avoid the bigger games because they can end up consuming more of my time than I want them to, and if I jump to something else, then I may not go back to such a game to give it a fair chance. Sorry, Master of Orion, Endless Legend, and Endless Space 2, you'll all have to wait until after my upcoming Civ VI bender before I can give any of you a fair chance. That being said, I decided to take a risk and try out a city-builder that I've had sitting around for awhile. I love city-builders, and so this could easily have dragged on for weeks or months, but I hoped that the narrow scope of this game would mean that it wouldn't take as long to get my fill of it.
Banished is a game that offers unforgiving tough love. I feel like this game is the "Oregon Trail" of city-builders, and it's enjoyable as a challenging game of resource management. Unfortunately, it isn't exactly the best at explaining itself, and so it requires a lot of trial and error in order to get going. There's a lot of cycles of cascading success or failure, so you'll likely be restarting your games multiple times before you get anything remotely close to a sizable village. I would also advise that you try to keep multiple save states for your early cities so that if you make a small mistake that starts to spiral into catastrophe, you can reload and fix it without having to restart the entire game.
The tutorial explains a lot of the basic functionality of the buildings, but it never really addresses how to get the most out of these buildings. This results in an unnecessarily high learning curve and bar of entry as you try to stumble upon the optimal placements and uses of buildings. I kept making little mistakes that had big repercussions that forced me into restarting my very first game multiple times - even going so far as to save the random map seed so that I could restart in the same map and try different approaches to some things.
I had to iterate through some sub-optimal building placements before stumbling upon a viable city.
An example of a small misstep that crippled a game was that I built a farm that overlapped slightly with a single tree in one corner. Normally, farms are created as soon as you finish zoning them, and you simply have to select which crop to plant and assign workers to work it. But if there are any rocks or trees, then you must first remove them in order for the farm field to be built (like with any other building). So while I waited for some laborers to come chop down the trees (uncertain why nobody was bothering to cut down that one fracking tree!) spring passed and the window for planting closed. So the farm went un-used for the rest of the year, I had no crops saved up, and several adults and children died, leaving my village under-staffed for the following year. So I restarted and placed my farm entirely in an open field, planted during the first spring, and collected a healthy reserve of wheat to keep all my villagers fed through the winter... [More]
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Tags:Banished, Shining Rock Software, Steam, indie gaming, city simulation, simulation, strategy, survival, medieval, renaissance, agriculture, farming, resource management, food, minerals, roads, seasons, winter, Oregon Trail

I've been playing the somewhat-underwhelming After Dark expansion for Cities: Skylines. I love Skylines, but there are a lot of elements of the game that I wish would change, and a few things that I would like to see added. I hope (and expect) that Colossal Order will continue to support the game for many years to come with new DLC and expansions, and this blog will outline some of the features, mechanics, and items that I would like to see changed or added to the game.
It should go without saying that, since this is a PC game (with a built-in asset creator), many (if not all) of the following suggestions might already be implemented in one or more mods. I haven't played much with mods in this game yet, so I don't know what might be available. In any case, there's no reason why ideas already implemented in mods can't also be turned into formal game systems by the developers.
Table of Contents
The one thing I miss from SimCity (2013): Modular buildings
As much as I love Cities: Skylines, and as much as I think it blows the SimCity reboot out of the water, there is one mechanic of SimCity that I absolutely love, and that occasionally makes me want to go back to SimCity: building upgrades. It's a bit ironic that SimCity, with its ridiculously limited city size, is the game that allows you to add additional components to existing buildings that makes them take up more physical space; yet, Skylines, with its expandable city plots, uses only prefab buildings of set sizes. So the game that puts a premium on real estate availability encourages you to leave empty space around certain buildings. I guess it makes sense. SimCity's limited size means you can't afford to build whole new buildings and must make due with what you have. Skylines allows you much more space to just keep copy-pasting the same schools and garbage dumps every few blocks.
Having to build new schools every four or five blocks can become tedious in Skylines, especially when the city starts to cross into being a metropolis. I like that the game requires that you build more infrastructure in order to keep up with population growth, but I wish that you could push the existing buildings a bit further before having to build whole new ones... [More]
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Tags:Cities: Skylines, Cities: Skylines: After Dark, Paradox Interactive, Colossal Order Ltd., PC, SimCity, city simulation, day, night, seasons, climate, tourism, leisure, beach, government, parking, cul de sac, solar
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