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Development Diary #8: Climate & Seasons

Hello everyone and welcome to today’s development diary for Cities: Skylines II! Last time we introduced Maps and Themes and now we will continue with two new and exciting map features: Climate and Seasons. For a quick overview check out the video below


In Cities: Skylines maps had different themes that changed the visual atmosphere and environment to represent different climates, but maps using the same theme would work the same meaning two boreal cities would experience the same climate or length of day. In Cities: Skylines II we have replaced that system with a whole new feature in the form of Climates! It brings changing seasons to the game and makes each map a unique gaming experience with its own Climate that is based on real-world locations, ranging from the Finnish countryside in the North to Brisbane in the South. Climate controls the changing seasons, length of the day, and weather patterns so they match the seasons and latitude of the map.

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Enjoy the unique atmosphere of each map and their climates


CLIMATE & WEATHER
The game features different types of climates with various characteristics unique to each map. Climates are based on latitude and longitude resulting in differences in the length of day and amount of sunlight as well as other elements such as temperature range, amount of cloud coverage, and precipitation. Those parameters mean all maps will introduce different Climates with four distinct seasons.

Climates can be ground into three basic Climate types that act as a foundation for each map’s unique characteristics. Maps based on the Temperate Climate have distinct seasonal changes, moderate precipitation, and a wide temperature range, while maps with the Continental Climate type introduce significant annual variations in temperature. Lastly, we have the Polar regions which feature a short and cold summer and a long-lasting cold winter. You may recognize which category a map falls into based on its displayed temperature range, but as Climates are customized for each map, you will experience significant differences between maps that fall into the Continental group.

Fun fact: Many maps’ Climates are based on real-world locations. For example, River Delta is based on Shanghai, and Lakeland on the Finnish city of Savonlinna.

Weather is closely tied to the climate and represents the climate’s seasonal changes. Each map features unique weather which changes with the simulation. You can encounter various intensities of rainy weather, different cloud coverage, temperature changes, etc.

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Citizens prefer to stay indoors on cold or rainy days and enjoy outdoor activities more during sunny days

The weather has gameplay effects, for example, temperature and the amount of rain or sun affect citizens’ behavior when they are deciding if they want to use a park or indoor leisure activities. Citizens prefer indoor activities when the temperature is low or it is raining. Temperature also realistically affects the city’s energy consumption with hot weather increasing the energy consumption as the city needs air conditioning to keep cool. In cold weather, the city needs heating causing energy consumption to increase again.


TIME & SEASONS
With both a day and night cycle and seasons at release, Cities: Skylines II handles time differently than its predecessor. One cycle through day and night equals one month and each season lasts about three months, with one year in the game taking twelve in-game days. The length of the day-night cycle is based on the map’s climate and current season with nights being longer during the winter. As the sun sets the building lights and street lights come on, lighting the way for citizens.

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Experience rush hours as the day comes to an end and settles into a calm night

Seasons affect more than just the amount of sunlight in a day though. Depending on the Climate, temperature changes over the course of the whole year, as does the chance of rain and cloud coverage. During cold months snow falls and covers the ground of maps with Climates that include cold seasons. When there is snow, the Road Maintenance building’s snowplows take care of excess snow on the roads, keeping up the road condition to reduce the risk of accidents. The map’s location plays an important role when it comes to seasons as cities located in the southern hemisphere experience the seasons at opposite times of the year compared to the northern hemisphere.

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Keep your citizens warm and your roads clear as snow blankets the city

Like in Cities: Skylines the game speed is adjustable with three speed options to choose from, as well as the option to pause the game at any time. When the game is playing at normal speed the in-game day is a bit over an hour in real life. At the highest speed, the in-game day is one-third of the normal speed in real-life.


NATURAL DISASTERS
Beyond the normal weather phenomenons, Cities: Skylines II includes natural disasters adding random events and challenging gameplay. Disasters can be switched on and off when starting a new game or loading an existing save. Disasters can affect your city in many ways, and while you can prepare for possible natural disasters with disaster control systems, they can’t be avoided completely. On the mild end of the spectrum, disasters might cause traffic accidents that lead to traffic jams, which can further affect your services’ ability to respond to the disaster. They cause damage to buildings and citizens directly hit by the disaster, which burdens healthcare, deathcare, and rescue services and causes disruptions to the companies or services housed in the affected buildings.

Natural disasters are logged into the Event Journal which can be found in the right side panel of the main UI. The journal includes past events in chronological order and information about what happened, when it happened, and what outcome the event had.

FOREST FIRE
Forest fires can happen in all climates though the risk of a forest fire happening is affected by precipitation level and temperature, for example, dry weather has a higher risk of forest fires breaking out. A forest fire near buildings can spread to them causing building fires and wreaking havoc in the city. It is important to take care of forest fires to prevent harm to the city.

You can prepare for forest fires by placing Firewatch Towers on the map. They decrease forest fire probability and firefighters' response time within their range, limiting the fallout if a forest fire should happen. Fire trucks can extinguish a fire when it reaches the road network but placing a Firefighting Helicopter Depot in your city helps to put out the fire in places where fire trucks have no access.

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Make sure your firefighting helicopters are ready for the dry season and increased risk of forest fires

HAIL STORM
When the weather is cold, but not freezing, there is a possibility of a Hail storm occurring. Hail storms cause physical damage to buildings but do not destroy them. The damaged buildings need to be repaired after the storm and the money and resources for those repairs come from the residents taking away from means that would usually go to building upkeep and leveling. A Hail storm can also cause traffic accidents, which of course interrupts the traffic flow. The citizens don’t need to evacuate but they prefer staying indoors during a Hail storm.

TORNADO
The Tornado is the most extreme natural disaster included in Cities: Skylines II. It affects citizens, vehicles, and buildings and can cause serious damage to them as it moves through the city. The buildings can get damaged or even destroyed by the Tornado, citizens can get injured or die, and a lot of traffic accidents tend to happen in the area the Tornado hits.

The best way to prepare for extreme natural disasters is by placing Small and Large Emergency Shelters in your city so that they are easily reachable for citizens. The Early Disaster Warning System can spot approaching natural disasters and informs citizens earlier to go to the shelters in time to avoid the disaster. The citizens will run to the shelters and the large emergency shelters feature evacuation buses that are deployed at the same time as the evacuation order. The evacuation buses will plan their path based on population density, prioritizing schools, medical clinics, and hospitals.

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Emergency Shelters keep your citizens safe while a tornado sweeps through the city

That concludes our development diary and we hope you enjoyed this look at the weather and seasons! With or without disasters enabled, weather affects your city and its inhabitants, and the map you choose to build your city brings different challenges for you to handle. Which of these features are you most excited about? We’d love to hear your thoughts! Next week we dive into the nitty-gritty details of your city’s Economy & Production.


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Love that weather and temperature affects cims, this game just keeps looking better and better!

One thing I would really like to see added would be variable weather, though. Like periods of extreme precipitation that caused flooding, or blizzards that isolated cims in their homes and forced snow plows to work overtime to keep the roads open. Also periods of abnormally cold or hot weather, like when Texas experienced that incredibly cold winter some time ago. Natural disasters are well and good (although I don't think I'll play with them much), but I'm hoping for more minor severe weather events.

Then again, I'd love to see landslides and avalanches. They wouldn't even have to modify the terrain, they could work the same way as water sources, so you'd essentially have a very small and very temporary source spawning a mass of mud or snow, which closed roads, damaged buildings and vehicles, and injured or killed cims they came in contact with.
 
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Yeah, the lack of dry/desert and tropical climates is disappointing. There are five basic climate types, and we're conspicuously getting only three, and losing Tropical from CS1.

As pointed out by City Planner Plays over on YouTube, 49% of the world's population lives in dry and tropical climates, and that's not including subtropical / Mediterranean climates, which would bring it up to a definite majority of the world by population. We'll see how the latitude / longitude selection figures into this, but it doesn't look like we should really expect desert or tropical assets or foliage.

As CPP points out though, these are patently obvious candidates for DLC. Not sure how I feel about losing a feature from CS1 so it can be sold to me as a DLC for the sequel...
I'm disappointed by the lack of a tropical climate setting, too, but to be fair, they're not chopping anything out so much as building a new game from scratch, a similar process to having built a house from the ground up and then setting out to build another. There were really only two climate settings in Cities Skylines --snowy and not snowy, and no seasons. Playing on a boreal map was exactly like playing on a tropical map, the only difference was colour filter and vegetation.

With CS2, climate actually matters, we've got seasons, and weather actually affects gameplay a lot more. The tropics will be added eventually, hopefully as part of a patch. In the meantime, we can be disappointed the tropics aren't in the game on day one, but let's not pretend its a downgrade.
 
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Love the variation in the length of day & night; that's another thing I'm not sure I've seen this genre do before! And I'm really looking forward to seeing how a dynamic world affects our cities.

Some thoughts on climate:
  • [More Climate Types] - Is this only a partial list of climate types? I'd love to fill out the remainder of the five main climate types with Tropical (little seasonal variation, hot, rainy) and Dry/Desert (little seasonal variation, hot by day, cold by night, little rain) (minding that deserts often do have seasonal variation... but also that's not usually how folk think of them) [PARTIAL RESPONSE- Tropical will not be included at release. No mention of Dry/Desert ❌]
  • [Custom Climates] - Can we define our own climate parameters? So we could define for a new city our own custom seasonal temperatures, precipitation, day/night lengths, length of each season, etc? And I'd love if we could also adjust the randomness for each parameter (where a low randomness might allow for pretty dependable seasonal variation ... and a high randomness might consist of Game of Thrones-esque swings in length & severity of seasons)
  • [Forecast] - I'd often ignore weather forecasts in the news tickers of other games in the genre, but these could be particularly useful in CS2! Especially if seasonal weather isn't always dependably consistent. Forecasts might also warn of disaster risks, with certain buildings perhaps allowing better advanced warning such as a Meteorology Center, Seismic Center, etc. (these might be upgrades to universities? or standalone buildings?)
  • [Variability] - How much will weather vary from day-to-day, season-to-season? Could you have a city with mild winters such that you really don't need to invest much in a winter maintenance service, but then get walloped unexpectedly by a major blizzard? Because I'd love that, provided there are options to deal with it... like a one-time expensive contract with external cities to send in their winter crews.
  • [Wind] - How much will wind be affected by terrain? I'm thinking hilltops, mountain gaps, open plans/water, and perhaps even gaps formed by buildings. And will wind change depending on weather and season?
  • [Causality / Climate Change] - Can a player's activities affect climate & disaster occurrence? Heavy reliance on polluting activities might gradually nudge the climate to be more extreme. Or resource extraction might lead to increased earthquakes. Slack building policies might increase risk of fires, collapse, etc.
  • [Day-of-Week] - Will there be any "months off" to give some weekend gameplay? Maybe May, August, and December become the off-months where vastly fewer people go to work & instead focus on personal activities? (how I ended up on those months: 2/7 days = 29%, so you'd be looking at 3 or 4 months as an equivalent. I went with August and December because they're often major vacation months IRL, and May because with a number of holidays in that month around the world it seemed a good springtime "weekend", though for that same reason March could also be a strong contender) (also seeing good comments about making it every 3rd month, so March, June, September, December)
  • [Graphics] - Graphics have so far been a bit underwhelming, particularly when it comes to the environment. Would love to see rain visually pool up (and perhaps also flood), snow accumulate if left unattended, and fires seem to be puny-looking individual entities that could benefit from graphically merging with adjacent fires. It's been 8 years and graphics look not too much improved from CS1. Maybe it's a bit of dreaming, but a part of me was hoping for CS2 to offer graphics that might be more in the ballpark of something like GTA V.
And some thoughts on disasters:
  • [Gameplay] - Disasters need to bring some compelling gameplay beyond "Things got destroyed. Enjoy!" Some might just bring destruction (tornados, earthquakes), some might bring a degree of tactical/micro-management (fires, riots), some will put strain your services (blizzards), some might demand attention to your terrain to avoid (flooding), and all of these might have a mixture of pros/cons for your industries. Construction industries might boom after a disaster, bioscience might boom during a pandemic while retail retreats, etc. I'd love each scenario to have more depth than we saw in CS1.
  • [Occurrence] - Can Natural Disaster frequency be directly changed in-game? In past games it's sometimes felt like the RNG decides I need a daily tornado, as if my mountainous alpine city is in the middle of Kansas. I'd love if I could tailor environmental frequencies by each disaster type, or perhaps frequencies could be built into each Map. [RESPONSE - Disasters are only either on or off. ❌]
  • [Map Layers] - It'd be helpful to have map layers that can highlight risks posed by disasters, such as maps for fire risk or different levels of floodplains.
  • [Forest Fires] - What do we do if we don't have an airborne fire service & there isn't road access to an area? Can we insta-build roads or insta-bulldoze firewalls, or does it take time to do those things? If we can instantly do those things (which is how I think CS2 intends?) then Forest Fires might be a trivial nuisance that might not be particularly fun; you just quickly build/bulldoze & that's it. Personally I'd love if building took some time, and forest fires risk becoming A Big Problem, and I'd need to really plan & focus on response. Toggles might adjust fire spread for folk who prefer easier fires.
  • [Hail Storm] - Hail storms aren't a cold weather occurrence. Quite the opposite! I love the inclusion of Hail Storms & would love to see it retained as a hot weather event, but suggest Blizzards for a cold weather event (which are surely already included?).
And ideas for more disaster types for what I expect will be an inevitable DLC! (some of which may already be in the game?):
  • NATURAL
    • [Extreme Heat/Cold] - Higher energy use, operating costs, emergency medical calls. Surging demand for some affiliated services, such as Pools & Beaches for Heat, Saunas for Cold. Reduced demand for parks, retail. Advance warning provided by Meteorological Centers.
    • [Lightning] - Sparks little fires that are likely to be soon doused by rain, or perhaps triggering ambulance needs if in a populated area. Policies might require lightning protection in building design to reduce risk in developed areas. Dry Thunderstorms might spawn lightning without the rain to put out fires.
    • [Fire] - Already in the game, but could be knitted with Crime by having Arsonists start fires in high-crime areas even if fire risk is otherwise low.
    • [Deluge] - If rainfall can lead to flooding, then a Deluge is where heavy rains continue for days (hello monsoons), or perhaps a shorter storm strikes that dumps a whole lot of water really fast (aka 100 yr storms, which these days we seem to see every few years). And then you're left to deal with the localized (or widespread) flooding that results. Advance warning provided by Meteorological Centers.
    • [Drought] - When those many days of sunny weather start turning into a disaster: rivers recede beyond the reach of pumps, water supplies run low, aquifers shrink from a lack of recharge, and fire risk increases massively. Do you ride the storm with restrictions, or spend for expensive imports, or do you double-down on extraction from your already taxed resources? Advance warning provided by Meteorological Centers.
    • [Sinkholes] - Terrain depresses & buildings nearby become extremely likely to collapse. Might be triggered by some extraction industries, including oil/gas extraction and water pumping. Advance warning provided by Seismic Centers.
    • [Dangerous Animal] - Until the animal is caught: people will avoid parks & rural areas within a certain zone around the disaster area. Triggered in undeveloped areas, within parks, or within zoos.
    • [Volcanic Rift] - An upwelling of lava atop a moderate or strong geothermal source. (hello geothermal map layer?) Flows outward a relatively short distance. Advance warning provided by Seismic Centers & Geothermal Plants.
    • [Meteor] - Rare event that can replicate the effects of a large sinkhole (but still relatively localized in a large city), altering the terrain & causing building collapses, while also adding potential mineral resources. Advance warning provided by Observatories or a nascent space industry. Launching space missions may stop the threat.
  • HUMAN-CAUSED
    • [Building Collapse] - Localized disaster from underperforming or long-vacant properties; may trigger a fire. Building Code policies might reduce risk but can be costly.
    • [Water Main Break] - Temporarily severs a water line & road. A minor disaster especially prevalent if maintenance is underfunded.
    • [Explosion] - Several buildings may collapse & ignite fires. Occurs either in underperforming buildings, with underfunded maintenance, or incidental to other disasters such as spreading fires. Building Code policies might reduce risk but can be costly.
    • [Toxic Spill] - A brief surge of extremely high ground+water pollution, or air pollution, which can potentially kill those within its effected area. Can be triggered by industries or incidental to other events.
    • [Train Crash] - Can require substantial fire/medical response, collapse nearby buildings, and trigger a Toxic Spill, all depending on the type of train that has crashed. Rare unless rails are underfunded.
    • [Plane Crash] - Can require substantial fire/medical response, collapse buildings, and trigger a minor toxic spill. Rare unless airports are underfunded.
    • [Rocket Misfires] - Causes an Explosion and a possible Toxic Spill. Can trigger only if you have a military base or a space launch pad.
  • SOCIAL
    • [Recession] - A weakened economy drops demand for all land use types. Advance warning provided by Financial sector.
    • [Depression] - A severe Recession. Advance warning provided by Financial sector.
    • [Lending Crisis] - A Recession or Depression triggered by a weak Financial sector. Advance warning provided by Financial sector.
    • [Bubble] - Land values rapidly increase (which can be a tax boon initially but also harm those unable to afford it), followed by a Recession for a specific land use (which may ripple into other impacts). Advance warning provided by Financial sector.
    • [Service Strike] - Underfunded services may cause Tension, and raising funding can reduce Tension. Higher tension increases risk of strike. Advance warning provided by Chirper.
    • [Baby Boom] - Families start having kids en masse. Surge in population will bring varying challenges as they persist & age. Beginning with demand for baby services, then education, then jobs, then retirement services. May follow a Catastrophic-level disaster.
    • [Epidemic] - A relatively minor increase in Sickness. If Sickness doesn't already keep people home: then also a reduction in Retail & Recreational use. Low to moderate risk of spread. Can be addressed with a strong medical system and policies such as Lockdowns, Quarantining Masking, Free Vaccines, and Telework, all with impacts to expenses, productivity, and happiness. Advance warning provided by Hospitals & Medical Research Labs.
    • [Drug Crisis] - Triggered by high crime or a strong Vice industry, and causes a feedback loop of higher crime & medical needs. Can be responded to by improving happiness & welfare, increased police, and medical upgrades such as Addiction Clinics. Advance warning provided by Police Department and Medical services.
    • [Crime Wave] - One or more types of crimes occur at a higher rate. Crime suppression is less effective, so more police are needed to provided the same level of service. Triggered by already-high crime rates. Eventually subsides on its own. Advance warning provided by Police Department.
    • [Firebrand] - A visiting Firebrand travels to some venue, such as a concert hall, sports stadium, or university. Their visit temporarily reduces happiness with a certain random demographic, which will gradually recover over time.
    • [Riot] - Causes road blockages, fires, medical needs, and shuts down all nearby businesses. Generally triggered by widespread low happiness, but might also trigger near sports stadiums. Advance warning provided by Police Department.
    • [Terrorism] - Triggers the effects of an Explosion. Caused by a Criminal who, if not caught, may travel to multiple locations & repeat the event. A rare event triggered by widespread unhappiness within a specific demographic, or may also occur at very large companies.

  • CATASTROPHIC
    • [Blizzard] - A severe & debilitating snowstorm. Advance warning provided by Meteorological Centers. Can hire external winter maintenance crews to help clear the snow.
    • [Earthquakes] - Triggers widespread building collapses, fires, water main breaks. Advance warning provided by Seismic Centers. Seismic Code policies might substantially reduce risk to buildings & services.
    • [Fire Storm] - Triggered by Drought conditions, where fire risk increases massively & even a single fire can rapidly spread. (SC2k's Oakland scenario was wild) Advance warning provided by Fire Services. Policies might including a "Preventative Clearing" policy which can be very expensive but can gradually & substantially reduce fire spread risk even in drought conditions.
    • [Hurricane / Typhoon] - A risk for coastal cities: a Deluge, strong winds, high risk of tornados, and the big behemoth: storm surges up the coast & pushing upriver. (remembering SC2k's Charleston scenario) With its hydro models: Cities Skylines is so perfectly positioned to really nail the Hurricane disaster. Advance warning provided by Meteorological Centers.
    • [Tsunami] - A coastal surge that causes the ocean to temporarily rise up. Advance warning provided by Seismic Centers.
    • [Meltdown] - Effectively no risk for a well-functioning Nuclear Plant, but risk builds if the plant is on a shoestring budget, or if it loses its water supply or power connectivity. Nuclear Plant upgrades might include Emergency Stops (reduces risk of sudden events but slightly lowers capacity), on-site water storage (up-front cost to reduce risk of water shortages), and on-site batteries (up-front cost to reduce risk if the grid is over-capacity, or if the plant is inoperative & doesn't have power). Advance warning provided by Energy Department if there's a risk due to maintenance or spotty water/power connectivity, or if there's a disaster striking in its vicinity.
    • [Pandemic] - A severe increase in Sickness & Death. If Sickness doesn't already keep people home: then also a massive reduction in Retail & Recreational use, as well as people skipping commutes to Work & Education and the resulting loss in productivity. Massive risk of spread. Can be addressed with a strong medical system and policies such as Lockdowns, Quarantining, Masking, Free Vaccines, and Telework, all with impacts to expenses, productivity, and happiness. Advance warning provided by Hospitals & Medical Research Labs.
    • [War] - Explosions occur more frequently and will tend to target very dense areas, major industries, military bases, and airports. (SimCity Classic's Hamburg 1944 scenario remains lodged in my memory)
    • [Volcanic Eruption] - An explosive eruption atop a very strong geothermal source, especially high if that source is located within a high mountain. Trigger a massive explosion, earthquake, blocks sunlight for several days, releases lots of air pollution, and a large outflow of lava. Advance warning provided by Seismic Centers.
    • [Comet] - Extremely rare event that can produce a humongous city-altering explosion, which can also introduce new mineral resources. The player is always alerted in advance, and a prompt may allow an International response that can divert/eliminate the threat (for those who don't want their city/map largely obliterated), or a city with an advanced space industry can potentially launch its own mission to try & stop it, with awards for a successful mission such as monuments, international funding, boosted happiness, etc.

  • SCI-FI
    • [Zombies] - Chance of triggering if there's an advanced medical research lab present.
    • [Alien Attack] - Chance of triggering if there's an advanced space industry or military base present.
    • [Abductions] - Higher chance of triggering in small towns; lower in major cities. Abductees may return, perhaps with a unique Profession and behavior.
    • [Escaped Dinosaur] - An Escaped Animal event at a Zoo upgraded into a Dinosaur Park which keeps everything within its vicinity locked down & shuttered until the dinosaur is caught. Dinosaur may cause building collapses & medical needs.
    • [Machine Revolution] - Chance of triggering with an advanced tech/robotics industry.
Thanks!! :)
 
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Oh, somebody before me made a really good point: 1 day = 1 month does not allow to simulate a different behavior for workdays and weekends. What a pity, with all the details that CS2 has about weather and seasons that seems to be quite a miss-out. With 3 days per month, you could have 2 workdays and 1 weekend. This would add so many great variation possibilities to the simulation.
Well, if we conveniently divide the 12 months into 4 seasons, we get 3 days per season... Nothing stopping devs from making 2 months of each season a weekday, and one month a weekend.
That way you could keep 1 day = 1 month, and have a weekly cycle contained within each season. And it would make each December a weekend, something people working for/with Paradox might find somewhat familiar. :p
 
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obvious candidates for DLC. Not sure how I feel about losing a feature from CS1 so it can be sold to me as a DLC for the sequel...


CO really needs to give some clues as to what will come in free updates. Everything not in the game is assumed to be DLC which is very off-putting.

Potentially no bikes and no beaches without extra purchases but if you can dream it you can build it, etc. etc.
 
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Well, if we conveniently divide the 12 months into 4 seasons, we get 3 days per season... Nothing stopping devs from making 2 months of each season a weekday, and one month a weekend.
That way you could keep 1 day = 1 month, and have a weekly cycle contained within each season.
Hmm, then always March, July, September, December would be weekends, that would feel a bit weird. I'd much prefer to have one weekday/weekend cycle per month. But, if your suggestion would be the only way CO could fit in a weekday/weekend cycle with noticeable impact on simulation behavior of cims, then I'd probably indeed go with your suggestion vs. not having a weekday/weekend cycle at all.
 
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Climates are based on latitude and longitude [..]
Does this mean that I could input any latitude and longitude and get an approximate climate pattern from that area?
E.g. 40N 70W will give me New York / Atlantic east coast weather, but 40N 14E will give Naples/Mediterranean, 41N 70E will give Tashkent / Central Asia (which are quite different, even though its the same latitude). Also, the setting is not visible in the Maps diary (#7), just some general information about the climate, so this appears to be a setting from the editor?
Is the route of the sun simulated accordingly? (e.g. no sun in the zenith outside of the tropics)

I'm a bit surprised about the selection of disasters. Forest fires are fine, but mostly a nuisance - i.e. something that would be expected normally. Hailstorms are fine as well, though the lack of lightning strikes / thunderstorms is then more obvious. Similarly, if there is snow, why not blizzards/snow storms? Or hurricanes/typhoons?
The only "proper" disaster wet get is the tornado? A type, that geographically is quite restricted, rarely happening outside of the Great Plains.. This is one I'd want to turn off explicitly, while I still want to have the others.
We do not get floods (can happen everywhere, either caused by rainfall or by tides+storm), tsunamis (though this should not be on all maps), meteors or earthquakes (not on every map either)?

Well, if we conveniently divide the 12 months into 4 seasons, we get 3 days per season... Nothing stopping devs from making 2 months of each season a weekday, and one month a weekend.
Sounds good to me. Though I wonder, if the reason for the lack of weekends simply is that the cims do not yet have such a complex life. It would be interesting, if cims were forced to do other activities on the weekend, basically all flocking to leisure, which would be comparatively empty during the week?
 
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Hmm, then always March, July, September, December would be weekends, that would feel a bit weird. I'd much prefer to have one weekday/weekend cycle per month. But, if your suggestion would be the only way CO could fit in a weekday/weekend cycle with noticeable impact on simulation behavior of cims, then I'd probably indeed go with your suggestion vs. not having a weekday/weekend cycle at all.
I agree that it's a bit weird, but I strongly doubt that the month even matters in the first place, with each probably being the same as all others in CS2. (That's of course just my prediction). At best I would say they might do something for December, but I honestly doubt it.
 
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I hope there will be snow on the trees in the release version, because it looks ugly. And there is no snow on the roads. It's weird. I hope it will be better in the release.
 
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At the same time, moving cars should not have snow on them. Either should be adjusted.
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I was too lazy to look for the shot on YouTube. Yeah.

Although I agree that the way cars look in winter is not realistic and nasty. I hope the situation will be better at the release. Because the tires covered with snow in a gradient are certainly strong. There should be snow on them, but obviously not in the way the developers have implemented it. In general, according to the diaries, the developers did not pay much attention to graphical details. Although this seems to be part of the immersion in the game. And it helps to make the city "real"
 
FOREST FIRE
Forest fires can happen in all climates though the risk of a forest fire happening is affected by precipitation level and temperature, for example, dry weather has a higher risk of forest fires breaking out. A forest fire near buildings can spread to them causing building fires and wreaking havoc in the city. It is important to take care of forest fires to prevent harm to the city.

You can prepare for forest fires by placing Firewatch Towers on the map. They decrease forest fire probability and firefighters' response time within their range, limiting the fallout if a forest fire should happen. Fire trucks can extinguish a fire when it reaches the road network but placing a Firefighting Helicopter Depot in your city helps to put out the fire in places where fire trucks have no access.
Forest fire looks kinda underwhelming, the fire is too small. I hope that's just a placeholder because Cities Skylines 1 had more realistic looking burning trees.

The the only *disaster" were receiving are tornadoes?

We don't get impactful disasters like tsunamis or earthquakes?
I don't mind disasters and even earthquakes are managable but tsunamis in C:S1 were such an overkill they definitely shouldn't bring them back. Almost every tsunami ended up with razing the whole city to the ground, especially if the map was mostly flat.
 
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I'd like to see more extreme weather, not sure if it's just not mentioned but, like blizzards, thunderstorms, I see there was a mention of rain intensity but I hope that's quite significant.
 
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Tornadoes are scarce but "rarely seen outside the great plains" is, if not wrong, at least outdated - they've been moving to the rest of North America for a good decade, and Ottawa (very not the Great plains) has had three (plus two more in adjacent villages) in the past month alone.
 
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The disasters in SC1 that were most interesting were ones that affected the terrain. It let you build memories into a city with chasms in the ground from a massive earthquake, or a park or museum monument in a crater from a meteor strike. It's disappointing that there are only fires hail and tornados. It's like they're just annoyances meant to disrupt your city, not to let you forge ahead with their aftermath.
 
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I'm focusing on the big picture. By simply having these mechanics built into the game, it will allow for further enhancements, refinements, and expansions (paid or otherwise).

I don't think it is fair to think everything from the CS1 with ALL the expansions (free and paid) will be here. You can add more disasters...but you really couldn't expect to add disaster later in a way that was meaningful and baked deep into the game mechanics.

With this, I am very glad to see how wide a range of 'things' the game has for launch, even if they are not super deep at this point. What a lot of us disliked in CS1 is many of the expansions were just a module sitting on top of the game...they often didn't deeply integrate with the core of the game itself.
 
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However I think 1 day = 1 month is a bit off as this leads to weekends being never a factor on the simulation while they are of course in real life. Offices and schools usually shut down on weekends so families visit parks or go shopping.

With 3 days per month, you could have 2 workdays and 1 weekend. This would add so many great variation possibilities to the simulation.

[Day-of-Week] - Will there be any "months off" to give some weekend gameplay? Maybe May, August, and December become the off-months where vastly fewer people go to work & instead focus on personal activities?
Excellent suggestions! However, if weekdays and weekends were to be implemented, personally I would prefer maintaining a 7-day week cycle instead of having a few designated "off-month". The three months in the same season isn't necessarily the same- for example, in Shanghai (where River Delta map is based), July can be about 3~10 degrees Celcius hotter than June, while June is significantly more likely to rain than August. A fixed "weekend month" would mean that we are missing out this potential vairablility of months' impact on workdays and weekends. If we maintain 1 week = 7 days however, we could ensure that every month will eventually experience every weekday for every 7 years, since 7 and 12 are coprime numbers. It feels more natural and realistic to me. (Work 2 day and then rest 1 day just isn't my life! nor most people's life, I believe.)
(Of course, the downside of this is that there will be three seasons within the same week- but that seems like more fun!)