![]() It's the approach that's killing everything. Just look at reviews for all Paradox game dlcs-half are meh to bad. But that thought misses the larger issue where it's actually not worth it to release content that way-nickeled and dimed for only a couple new features here and there, and it's really only the flash appeal of something new that makes it look like there's more content. In theory, releasing individual dlcs for all new content seems like a win for consumers/gamers: "just buy what you want and don't pay for what you don't," people think. I have played 1000s of hours of Paradox games but the Paradox dlc approach is one of the worst in the industry and a total turn-off for me and anyone I know. In fact, I make this request for all Paradox games. I have one rather straightforward request: Please do not release a stripped-down base version and then 1000 dlcs over 8 years. To me, these are the only issues I would like to see adressed. You can have one road totally gridlocked and another road just next to it, going exactly to the same place, but totally empty. In CS1, they use the fastest way but totally ignore the traffic jams. I wish the Cims would take the traffic jams into account when going somewhere. It should fix the problem.ģ) The traffic management. Based on what I saw in the achievements, you can now assign a service to a district. SC4 did it.Ģ) Sometimes, when building a huge map or a map on islands (not connected to eachother), the game would summon a service vehicle from the other side of the map to collect garbage or dead Cims even though the same service was fully available and just a few hundred meters away. ![]() ![]() It's like if Cims didn't travel there at all. Stations placed there will always be empty. I don't have many major requests for CS2, and at least one of the few I have seems to be implemented, based on the list of achievements (even though that one may be subject to changes):ġ) Public transportation is CS is totally useless in industrial districts. For example, your tourism-oriented city must have more tourist income than an university city, and your city can achieve more achievement to unlock facilities related to tourism in order to have better experience, these benefits are an university city can't have, vice versa. ![]() As what said above, what program will affect the whole region or just one tiny city it depends on game developers then.Īnd yet, there are something you can't achieve if you don't pay. So you don't have to be worried about to play a tourism-oriented city but can't build something advanced, Plus, CSL use district to act like SC5's one single city. In SC5, each city can have its own specialties or just an ordinary city and they are all connected with each other in the same big whole region map, and if you played a city with university specialization and do the research programs to unlock technologies or something related, it affects to the big whole region map like what you've said, these are defined by country and world advancements, regulations. Yes, of course, if a city represent a big whole region map in CSL2, it comes with the problem you've concerned. I see what you mean, my idea is just a concept, I didn't go into too much detail.
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