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This game is complex and take allot of time to learn, and you should really start on the most easy difficulty els you gona break your neck.
If you are the type of player who easy give up and are not prepared to do tutorials and watch a youtube video to learn stuff you find difficult then stick with cities skylines series.
From my experience C:S is vell baked game... now. It has lots of content, both in basic game and in DLC, but Paradox loves selling even basic things in form of DLC, and it has to be taken into account. Regarding mods... I guess both W&R and C:S have lots of them, hard to compare which game has more (though I guess it would be C:S due to larger player base). It is also, obviously, a matter of quality. I've used many really good mods for C:S, actually much more than I use for W&R. I'm kind of growing to feeling that basic W&R is much better developed than basic C:S. Most of the time you dont need mods in WR, which is good.
At the end of the day it is hard to compare those games. C:S is a city painter. You dont need to be concerned about many details. For example water distribution: you build water pump and then lay water pipes, that is it. In WR it takes much more time and effort and actually requires lots of thinking, calculating ect. I think C:S compared to W&R is like an arcade game, I dunno, maybe Project Wingman compared to DCS World.
On the other hand, for players who actually like steep difficulty and almost puzzle-like gaming, realistic mode is a good way to start. I did it this way, and I enjoy, but obviously you are right, for most "normal" people easy mode would be better.
And I think the OP already owns the game.
It has a unique flair and I know a lot of the cars and buildings from my childhood.
I've counted 2 mods to every 3 reviews for W&R. That's a crazy number. Over 8000 mods.
Yes I own the game, but I don't play it as a C:S player would. I'm more technical and care little about aesthetics. I tried C:S several times, but didn't enjoy it. However I can appreciate watching others that enjoy C:S play the game. I can tell you one person that'd never play W&R, lol, Biffa - his thing is traffic and that's just one feature not in W&R. But I've only seen a fraction of W&R due to how I play, so I have no clue if you could really suggest it to an upset C:SL2 player.
Surely, a lot of CS players could be immersed with W&R, why not? There are not that many city builders around.
On ther other hand, W&R is rather a "city survival" game, like Banished or Cliff Empire. And a sheer complexity of it can easily repel people who enjoy CS being a rather "city painter" without that much of a challenge.
Again: I dont think that WR is really a substitute for CS. Cities Skylines are mostly about building cool looking cities. There is some mechanics behind this, but once you understand how it works... you can mostly just copy and paste, and building even large cities is not that much of a problem... at least once your CPU can handle it (for me 100k was already bit problematic in CS). But cities in CS are very scalable, so you can just add new districts without need to rethink or redo existing city (at least once you learned how to do it). In WR you cant just add some pipes to deliver water - you have to mind maximum flow of the water in pipes, but allso pressure. And since you have to deliver workers to buildings placing new underground pipe is much more than just locating it somewhere. In this game every step is complex and has some strings attached.
Traffic is also an issue in W&R - keep in mind that goods or workers have to delivered when they are needed. If your buses stuck in traffic during winter you may not have enough people to operate heating plant, as a result health of your citizens will rapidly fall due to bad housing conditions. And you also need to deliver food, alko and other stuff to shops. And take out trash. And deliver steel, wood, concrete, bricks and prefabs to construction sites - sometimes one construction site may deliver many 10's of trucks / buses doing their routes. This all sums up, though the difference is that in CS bottlenecks were more a statistical thing, while in this game you see the actual reason why they happen.
I would say that W&R is not a game for casual CS players. But it doesnt mean that CS is a stupid game. It is not. Just it delivers different things. I think there is just one comperable city builder on the market (comperable to WR), and that is Ostriv, but Ostriv is a historical town builder, so there are many major differences, yet I feel that Ostriv seems to have that complexity as WR (but I havent played it yet).
The game, especially on higher difficulties, feels more like factorio/satisfactory. You solve logistics / planning puzzles that are dressed up (really well) as peoples problems. And all the puzzles are interconnected in a way resembling real life, with every player action leaving a mark on the land.
When you design anything, be it a road or nuclear plant supply chain, every step of the way you need to think about things like:
- construction support infrastructure, like extra roads where trucks will go and where normal traffic will be redirected
- plan for when what you are building suddenly stops working and build redundancy and safety into the system. (whether by fire, maintenance, traffic jam, loss of power, loss of staff etc)
- plan for what to do if you wanted to get rid of what you are building right now etc. For example building random collection of pipes under the city is nice but what do you do when you want to run a metro or just expand capacity that ran out and stuff is in the way.
This is the WRSRs greatest strength and you dont get much of that in Cities at all.
ps: Also... while traffic is simplified and it is janky at times which "sucks", its *your* traffic. Everything on the road has a clear purpose, and until late game was bought by you. So its still enjoyable to interact with, just through different means. Its less "im building roads for the people" and more "im building roads that will make stuff i want".
pps: As Chalwa mentions below, yeah roundabouts are a thing, the AI traffic just does not understand how it can use multi lanes to an advantage on them (thou that can be solved to some extent too)
On the other hand, traffic simulation is the worst thing about WRSR. But that's okay. I like the games for different things.
More players do seem to have started recently, probably people disappointed in CS2. Some of them will probably like it, some of them will bounce off it.
I doubt it will capture the majority of CS players. The setting isn't as appealing and a lot of the game mechanics are janky.
https://i.iplsc.com/jajeczkoandquot-w-kozach/0003G6VM8K9LAJVR-C465.jpg
I'm fairly sure both of our opinions have their own army of hot-headed supporters. Unless it's not true, it's not really fair to dismiss OP's opinion as "lies". But anyway, it's not the main topic, so let's leave it at that.
I agree. Doing roundabouts is actually pretty easy, but requires bit of skill ;-P. Just a bit. And most of them seem pretty perfect, though to look perfect you need to finish them with asphalt. Dirt road roundabouts look like... dirt road roundabouts ;-P. I use quite a lot of roundabouts... I guess it might be a thing that came from Cities Skylines, where I always made some, strategically placed, roundabouts to aid my traffic. But being honest about this, roundabouts didnt work very well in CS... unless using mod to control traffic.
https://steamcommunity.com/profiles/76561198059123570/screenshot/2380784374788442140/
How to make perfect or close to perfect roundaboud? I always do very short straight road, then set the curvature and build 3/4 of the roundabout. Then I delete short straight road and finish roundabout. On the other hand I've found out that better option is to actually use oval roundabouts in this game, since distance between two lane roads (if we use them) is quite significant, and oval or rather: straight-curve-straight-curve-straight-curve roundabouts just seem better.