this post was submitted on 24 Oct 2023
90 points (100.0% liked)
games
20523 readers
126 users here now
Tabletop, DnD, board games, and minecraft. Also Animal Crossing.
-
3rd International Volunteer Brigade (Hexbear gaming discord)
Rules
- No racism, sexism, ableism, homophobia, or transphobia. Don't care if it's ironic don't post comments or content like that here.
- Mark spoilers
- No bad mouthing sonic games here :no-copyright:
- No gamers allowed :soviet-huff:
- No squabbling or petty arguments here. Remember to disengage and respect others choice to do so when an argument gets too much
founded 4 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Can someone explain what the promise of CS2 was? I only caught glimpses of it, but it seemed mostly the same except some parking simulation, streamlining stuff like power/water, and a dlc reset.
What was the killer feature?
CS1 never fully integrated expansion packs, so there were three different ways to zone the industry, and a long disorganized list of ad-hoc zoning policies. CS2 had a chance to start with more of this more coherently designed.
Plus CS2 made road editing much more precise and flexible. You can add and remove lanes instead of having separate road types for 150 different lane configurations.
The fabled "One More Lane, Bro, C'mon" button.
More control over economy, better zoning, basically a lot of stuff mods did was baked into the game but it also looked like a lot of unnecessary stuff was added
Oh, that's nice if they baked in the base mods. It was always a pain to be adding the basic stuff.