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by BlakeSimpson 1107 days ago
I just hope they intergrate QOL features so you aren't forced to use a ton of mods to be able to build out cities efficiently.
3 comments

I'm not sure what more game designers could ask for than a rich modding community for a previous title that gives you the best user research you could ask for. They've already done the hard work discovering what players want. Take the best ideas, refine them, plug them into the next game, give a hat tip to the modders and community.
If I recall correctly, macsergey, the developer behind many of the top traffic-centric mods including Node Controller, Intersection Marking Tool, and a few vehicle spawning and mass transit stop mods, was hired by Colossal Order. The road and traffic management tools seen so far seem vastly improved from this trailer so fingers crossed CO saw the QoL fixes the community needed and tried to include at least some of them.
It's a paradox game, expect it to be missing a ton of content only available post-launch in 20+ expensive DLCs. Get a better business model Paradox, please consider condensing your DLCs into the base game eventually.
It looks like this is all of CS1 rolled into one base game with an engine upgrade plus QoL improvements, for only $50 I might add. I saw numerous features added by DLC in this trailer. Examples include: day/night cycle (After dark), industrial zoning (Industries), mixed transit hubs (Mass Transit), dynamic seasons (building on Snowfall), college campuses (Campus). I’m sure I missed some other details as well.
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