First the bad aspects:
- At first I had technical problems, but after a few patches and a driver update the graphics card it runs much more stable now.
- The AI is improved. Overtaking buses and (still) more clever pathfinding of residents would be cool.
- Each intersection has a traffic light. It's frustrating. Some of the town is so lifeless as simple of way would be quite sufficient, instead of controlling all about traffic lights.
- Compared to its predecessor, the cities have become anonymous and characterless. No more stations (natural pass greed volume) and, ultimately, the cities have become American in look. (According to the manufacturer that was so wanted and coming through the dynamic city enhancements.)
- Slightly as economic simulation to. When the hang of, it's too easy to make money. In the beginning you take a large loan on (not to be shock of the specified interest, because referring to years, but you pay back for weeks and you earn the interest play) and is built on a small network, it misses by itself. (stand only one line with the starting balance, avoid debt and "hope" is not a sustainable business model.)
- Most missing a planning mode. Each building process is productive immediately and can not be undone.
Positive:
- The game is cheap to buy and even if you then all additional content purchases more (as of today), it is just before "full-price level." Judging by the hours, then you messed things that is very favorable.
- The developer responds to feedback and talking in the forum to help us.
- The simulated inhabitants are no stupid agents, but do basically what SimCity has once promised. (The price is the Hardwarhunger.)
- Finally, there are timetables, you can specify a clock, which makes you forget the ugly chain formation from the predecessor.
- The cities are growing dynamically (even if the logic, according to the new building, in particular the public, will be built, nor could be optimized) and you can also change the public transport except the complete transport infrastructure / build (streets, namely a two- three-four lanes with / without bus lanes - as one-way streets or with median strip for trams, highways, footpaths)
- Despite the somewhat brittle presentation (it could be quiet wuseliger, less sterile) I'm tempted itself to optimize least important line extensions and stops. Immerse incredible a time forgotten, and for me that is the most important game experience.
- With patience and spit you can with the provided editors create cool stuff (for me, this is nothing, but if you take screenshots on the forums look at ...). In addition, you can change the rules of the game world in a limited but sufficient itself. (Inhabitants / density, traffic density, ratios of vehicles, depots, ...)
It is ultimately still a game, you should be realistic with expectations. Certain simulation approaches (especially commuter traffic in the morning and late afternoon, it would have to the people once in 15 hours to work and back create) access is not one hundred percent. Seasons problems such as faulty air conditioning or brake the developer has not given, I like that. That's enough for me already in real life.
(And to all those who complain because their buses get stuck in traffic jams at some point: This is part of the task to build it so that this does not happen ...)