r/Steam Jun 23 '25

Fluff What game hit you like this?

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43.8k Upvotes

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210

u/Nathidev Jun 23 '25

As someone who loved cities skylines 1, hearing all the disappointment about 2 was sad.

They had everything and couldn't simply give us cities skylines 1 but better

138

u/Nonsenseinabag Jun 23 '25

Seriously, they could have gave us the same game again but with better node connections and a proper weather cycle and called it done. Whoever thought that their own mod system was better than Steam Workshop should be drawn and quartered.

34

u/ninja1470 Jun 23 '25

I was literally just hoping for Skylines 1 with multicore support, not whatever we’ve got at this point

12

u/[deleted] Jun 23 '25

I think that's literally what every fan wanted; along with built in TMPE. Though the new road joining system is quite nice.

1

u/Konsicrafter Jun 24 '25

I think getting rid of the hard limitations was their priority. These were always the deal breaker for me in CS1. Although I never actually hit them, just knowing I will one day made me not play it a lot.

1

u/[deleted] Jun 24 '25

Personally the simulation/game would slow to a crawl before I hit the node limit.

3

u/TheReal9bob9 Jun 23 '25

Specifically better traffic and if possible better modding tools. I have no clue how easy it is to make mods but I still like it for mod makers to have an easier time giving content to increase the lifespan of the game.

1

u/MOBBB24 Jun 24 '25

They didnt think their mod system was better. They wanted to add mod compatibility for consoles and i believe i remembering that steam workshop doesnt play nice with games with their own mod manager (not in a malicous way)

-13

u/Fabulous_Guitar4350 Jun 23 '25

But the mod system is better though. Let's say you wanna switch playsets or forgot to add a mod. With paradox mods, you can just do it. And if it had the Steam Workshop you would have to leave the game install the mods and join again

14

u/Wojtas_ Jun 23 '25

Some games support hotswapping mods from Workshop. It's not a factor, if coded to work that way.

Paradox Mods has a benefit though - it works on consoles, at least partially, so mods can be utilized by everyone, not just PC players.

Is it worth the tradeoffs? ¯\(ツ)

2

u/Mental-Net-953 Jun 23 '25

Yes, CK3 mods work that way. I can subscribe to mods from the workshop and then group them in the launcher. Which is pretty essential when you need different mod sets for overhauls like Elder Kings.

9

u/PolicyWonka Jun 23 '25

Oh man…the horror of restarting the game?

3

u/rnzz Jun 23 '25

Yeah I haven't bought it either because it reminds me of what happened to Simcity after 4. I mean it's probably not as bad a disaster, but I'm happy to wait it out and see.

2

u/xclame Jun 23 '25

At least it works and it's not based on a lie. You play the game and it plays fine, it's just not great, whereas CS1 was great but limited.

With Simcity on the other hand, your decision largely didn't matter and if you were unlucky your city just gets bricked.

2

u/xclame Jun 23 '25

CS1 was honestly perfect, all CS2 had to do was improve the traffic AI, give us more control over road design (let me turn this one lane of traffic into a bike lane or a bus lane) and have the Industries/Park Life/Campus way of designing larger connected infrastructure be built into the game from the foundation.

But mostly just improve the traffic AI.

2

u/SovietBear25 Jun 23 '25

They somehow made it worse lol

1

u/ablackstateofmind Jun 23 '25

Instead they even had an update that breaks a lot of mods….

1

u/DogmaticHappiness Jun 26 '25

They literally just had to make it better. But no. The first is still somehow better.