• Really hope this updates and improves the core issues with the first game’s design, namely the traffic modeling, the car focus, and the lack mechanical diversity between systems (parks, industry, etc are all just copied and pasted version of the same mechanics)

    • My traffic management was horrific in the original. I’m not sure if there was just too many cars or if it was all my fault.

      Also, that CS logo at the end is new right? I spent like 15 seconds just looking at it figuring it out. But it’s good.

      • The game actually culls cars by default, and instead of parking they put their cars into their void pockets. There’s mods that can disable both of those aspects, but that would mean you’d have to do some real traffic engineering. But then again, the game just lacks proper alternatives, especially decent bike lanes or walkable / car free neighorhoods, like mixed zoning or pedestrian zones, since everything needs to be separated and tied to a proper road. Would be cool if the game itself would feature a road designer where you can add different type of lanes, trams, greenery, parking spots etc. all by yourself and use that as a template instead of the predefined road types.

    • Personally, I’d like to see improvements to how the game engine handles modern street design with car removal policies. There’s no way to make a car-free street in the first game, and the way it models cyclists is very tacked-on and not given the attention it deserves. The last game, and SimCity games before it, also intentionally don’t model parking realistically, and it would be nice to have as an option. The reason they don’t do so is because parking is decidedly ugly and takes up an unbelievable amount of square mileage in a real city. However, parking has major implications on all sorts of things, and it would be nice to see it available in the simulation.