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With Mass Transit expansion, you can take control of waterways. Ferries are boats that travel on ferry lines, taking passengers from stop to stop. They can go on open water or use canals, allowing them to work inner city routes as a transport system that is not affected by traffic on roads.

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Setting up a ferry line

To get ferries going, first you should check what kind of lines you want to make. If you have a city that is partly on islands, ferries are a great option. City centers with canals are also very good places for ferry stops. Once you have a plan, start with placing a Ferry Depot. The Depot is not connected to any lines, but naturally it needs to have access to lines so it can send out ferries. The Depot can house an unlimited amount of ferries, and they are automatically sent out to lines. The amount of ferries sent out is determined by the budget. A new feature is that you can fine tune the amount of vehicles per line when you open the line’s information window. The setting basically shifts the vehicles determined by the budget to go more often to lines where the setting is high, and less often to lines where the setting is low. Every line still gets vehicles automatically. This setting is also available on other public transport types.

After the Depot is placed, you can place Stops and Piers. Stops are very small and don’t have a lot of room for waiting passengers, so they work the best on fast routes with lots of vehicles. Piers are larger and allow two ferries to dock at the same time. Piers perform well on longer distances with many passengers. When stops and piers are in place, it’s time to mark where you want the ferries to go. Ferries need Pathways so they can find their way from stop to stop. Pathways are not lines, but markers, sort of watercourses. Many lines can use the same Pathways. Depot also need Pathway connections to lines, so ferries can find their way from the depot to the lines. Canals automatically have Pathways that are built with the canals, so for lines that go mostly in canals, you only need to make sure there’s Pathway access to the Depot.

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A Ferry Pier

When Pathways mark where ferries should travel, you can build lines. Lines are pretty straighforward, you click on stops and/or pier in the order you want them to be visited. Lines must start and end on the same stop. Once a line is finished, it automatically starts to operate and the Depot sends vehicles to service it.

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Building a Pathway

You can use Pathways to very carefully mark where the vehicles go, so they will be on the most optimal route or maybe the most scenic one, if that is what you are after. Pathways are like roads to ferries, needed to find their way on open water, but very flexible to build with the same kind odf curve tools as roads have. Naturally you can’t do tunnels or bridges (even if it would be cool!) but the tools for straight, curved and curvy Pathways are there.


Canals

The free update coming along with the expansion adds new wide canals to the landscaping menu. The wide variety has more space for Ferries, and still does not take up much space. Combining wide and regular canals allows for various canal systems and the different depths in both varieties give control over how much water is let into canals.

In the regular canals ferries cannot pass each other, unless one is at a stop. In wide canals ferries have room to pass each other by easily. All canal varieties automatically create Pathways when they are built. The Pathways are not visible unless you are using the Ferry Line or Ferry Pathway tool, so they do not hinder you in any way from building canals just to move water or make the city more beautiful.

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Wide canal on the left, regular canal on the right.


Island and streams

Ferries allow you to lessen traffic on bridges and make islands part of your city more easily. Rivers and streams now have whole different meaning to city planning, and a well placed canal can help out a lot in a city riddled with traffic jams. Ferries are compatible with existing saves, so you can easily add them to your cities to allows for more options. Aren’t you excited yet?
 

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I know it will be asking for more, but please add something like train depot, road precision where we can see how many tile the road we make ( i know that you have implemented some of those, except you haven't told us about the feature how many tile the road we make ), airport cargo terminal, airport depot (like hangar or something like that) and ship depot or dockyard where ship is spawn or maintained. If you add this that i am listed, this DLC will be more interesting and adding more depth to the original game play. Please considering this from a fan of your game. Looking forward for this DLC.
Oh and please confirm that here will be a car or cargo ferries. That will be awesome considering will have an improvement for the traffic flow for the cargo too.
 
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I have a question, specifically regarding the pathways picture. How will pathways interact with bridges? Do bridges need to be a certain height and have the pathway go between the pillars, or will ferries just clip through bridges?
 
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Hello !! This is nice ! But just one question : how a ferry behaves when it meets a bridge? We need a minimum height for bridges to create a pathway? There are often bugs when the classic boats pass under the bridges. Will this be corrected with this new DLC?
 
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The new expansion does seem to be shaping up nicely. Agree with previous posts that transport ferries really should be included, find it puzzling that such an obvious mode of transport seems to be omitted. Would be nice to have a range of skins for canal banks/quays as part of the package along with dockside buildings/warehouses and a few more leisure/tourist attractions to serve the ferry traffic. A swing bridge would also be cool.
 
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No spam, okay.
But, as bus depots which can have 10,000 bus... for 72 workers.
How 72 persons can to drive 10,000 bus 24/24? And how 10,000 bus can park on 24 places? :(

Yup. And clog every bus stop completely with a gazillion buses to a point they look like one continuous worm of buses pulling out from the curbs with 99% carrying zero (0) passengers. The same with trains and trams as well, which is a total waste of resources and time on the system.
 
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Yup. And clog every bus stop completely with a gazillion buses to a point they look like one continuous worm of buses pulling out from the curbs with 99% carrying zero (0) passengers. The same with trains and trams as well, which is a total waste of resources and time on the system.

Well, it appears that this DLC will allow us some control over the numbers of buses (etc) on routes, so that just leaves an UNBUNCHING feature that we desperately need.
 
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That looks great! The boat weren't necessarily the feature I was the most enthusiastic about (can't wait for the monorail!) but I think I will really enjoy using them. Just a question, at what stage do we unlock the boats? I hope it is early on, it would make it more realistic so that before we can afford building big bridges or long tunnel over/under a wide river or to an island, we use boat and as we progress and get richer, we slowly start building bridges and tunnels. I assume that for a small town, having a ferryboat is a cheaper (and thus more logical choice) that investing in an expensive infrastructure.

Keep up the great work. I really enjoyed every DLC and I am sure this one will surpass them!
 
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No spam, okay.
But, as bus depots which can have 10,000 bus... for 72 workers.
How 72 persons can to drive 10,000 bus 24/24? And how 10,000 bus can park on 24 places? :(

Are you sure you are playing Cities Skylines? Do you understand that you need to use lots of mods to fix the many problems with the base game?
There are mods for controlling traffic and certainly mods for controlling buses and trains, controlling how many on each route and even the spacing time between them.

I suggest you investigate the many mods which improve CS and make it a great game.
 
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I suggest you investigate the many mods which improve CS and make it a great game.
Thanks for the advice.

What mod is used to define the number of buses in a depot?
What mod can adjust the number of workers with the number of vehicles used?
Because among the 150 mods I use and in the hundred mods I consult I have not found any.

To be precise: IPT allows to define the number of buses per line (not per depot).
And it does not correct the number of workers (nor their education level...)


Do you understand that you need to use lots of mods to fix the many problems with the base game?
I believe. But I don't agree.
First, modders do not have access to all parameters (such as freight or bus depots capacity...) and can not adjust everything.
Secondly, the mods allow to improve the game, but fixing the “base game's problems” is within the competence of CO.
 
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Thanks for the advice.

What mod is used to define the number of buses in a depot?
What mod can adjust the number of workers with the number of vehicles used?
Because among the 150 mods I use and in the hundred mods I consult I have not found any.

To be precise: IPT allows to define the number of buses per line (not per depot).
And it does not correct the number of workers (nor their education level...)



I believe. But I don't agree.
First, modders do not have access to all parameters (such as freight or bus depots capacity...) and can not adjust everything.
Secondly, the mods allow to improve the game, but fixing the “base game's problems” is within the competence of CO.

Well Cities Skylines has already been out for 2 years now.
And if you are expecting CO to spend time "fixing" the game, don't hold your breath!

They are clearly happy to use modders to provide mods to give the players all the "missing" capacity and abilities from say a similar sim city type of game.
My opinion is that the base game is "very basic" but that the mods and assets that modders have provided has made the game "wonderful". I have over 1000 hours on steam.

I have no idea what CO do all day, but I can only presume they are working on some other game? Else what do they do all day. Ask yourself, have CO provided 2 years worth of improvements to CS? Sure, the basic problems highlighted 2 years ago are still there?

As it is, most of the DLC improvements have been already produced by modders. But of course adding these abilities to the base game is better overall.

Again, if it was not for the modders providing the mods and assets for this game, it would have died off a year ago.

You could argue that CO are just following the Paradox model? Produce a game and then spend years adding improvements via DLCs. It works for Paradox as they are becoming a much bigger and more successful company year on year.

It is just frustrating for the CS players like me and you, as we already have most of the new DLC stuff in our current games. Certainly some additions are not already added by modders, but overall I feel if only CO would invest the time and effort into the base game now....

But I'm not holding my breath...
 
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I've been asking for water transport and a practical application for the canals that were introduced a year ago. Thank you for this then :D
However, to repeat BP above, canal networks were extensively built during the Industrial Revolution in order to move freight, not people. We therefore need a cargo transport option!
Also, there is one other important feature that is sorely needed but appears to be missing. Canal systems need locks to navigate changes in elevation of the terrain. How else are you going to build canals across all landscapes? You cannot seriously expect the pathing for the canals to be flattened through terraforming all of the time. We need locks!
 
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@novapaddy your post is truly.... whatever.

I nearly don't use mods and mainly use BloodyP ones to fix "my complaint" about fog & pollution viewable. These things I'd like CO to set an option for we select the "don't show" pollution/fog since they don't want to remove them.... so, some options at least......

To be honest, I don't find it fair that we have to use no radioactive desert mod and Clouds & Fog Toggler - The complete 2 mods should be part of the base game. Thanks to BloodyPenguin again.

exept that, the game is great and I don't need traffic mods or whatever to enjoy. Mainly, I need my eyes safe. :)

About canals, I still find difficult to place them in a way to get sufficient water inside and that water there doesn't flood the city ... any very good tutorial about that ?
 
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Mmmm how many modders have created additional content for the game? How many hours have they collectively devoted to their projects? How many staff do CO employ? How many hours are there in a working day? You do the arithmetic! "The wisdom of the crowd" in action!
 
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Me too! First i be worried ferries only transport people not cars... them i remenber people transport his on cars lol!

Good we have moders to make this ferry! :D


BUT a important quest for devs, we gonna have cargo ferries too? Because if we make an island we need a way to move cargo to islands too (for comerce and industry).

i guess they just bank on that the CIMs will stow their cars and cargo in their pocket. LOL
 
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Are you sure you are playing Cities Skylines? Do you understand that you need to use lots of mods to fix the many problems with the base game?
There are mods for controlling traffic and certainly mods for controlling buses and trains, controlling how many on each route and even the spacing time between them.

I suggest you investigate the many mods which improve CS and make it a great game.

The game creator, in this case Colossal Order, has provided a base program upon which they opened up and have welcomed content creators to give us stuff that goes well and beyond what they probably had time for being a small company.

With this in mind, what would you have instead?

A totally locked down, fixed, closed, environment without the specifications released so we can have the many tens of thousands of add-ons already created?

How many other programs do you have that allow you to do this?

How many are there that don't require a Master's or Doctorate degree in Computer Science to write code, or a Master's in Art to create content?

How about another publisher that lets content-creators make stuff, but binds them to a stiff non-compete clause and contract so that they cannot publish their own content elsewhere, and I don't mean just off of the workshop on steam.

What CO has done here is similar to another simulator I use by N3V Games. N3V, a remake of the original Auran Publishing and Auran Games, Ptc., followed the same format. In fact they are the developers of this, and this approach of community involvement came out of a doctorate study done by their former VP of Marketing, Dr. John Banks who is now a professor at Melbourne University in Melbourne Australia.

Auran, at the time, was about the same size as CO. With Dr. Banks' help and studies, they went from selling content to providing a means of distributing content created by their usesr base rather than developing and creating it themselves. Sound familiar? This change came about around 14 or 15 years ago and has proven very successful for the company.

The user community then went well beyond what was given to them as basic tools and have now produced nearly, are you ready for this, 450,000 assets which are all free and easily installed in game. This doesn't include the countless third-party freeware and payware websites located around the world, that also provide excellent content, which is well beyond what the original developers ever thought of In case you're wondering, assets range from:

1) Custom scripts and tools
2) Buildings
3) Trees,
4) Roads
5) Fixed intersections/junctions
6) Track
7) Interactive and animated industries
8) and much, much more.

If it wasn't for the community, N3V today, and Auran then never would have been able to do what they do just like CO.

www.auran.com

And one more thing...

Programs and changes to programs take time. I'm not sure if you've even been involved in the software development process, or SDLC. It's not easy to add things to base code. The very process of adding things in, or even fixing bugs, can and will affect something else down the road.

So in my ever so humble opinion. Let the company create the base game, and let the community content-creators do what they do best and come up with stuff that goes well beyond what the original developers ever thought of.
 
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About canals, I still find difficult to place them in a way to get sufficient water inside and that water there doesn't flood the city ... any very good tutorial about that ?
I did write one a year ago but for the life of me, I can't remember where I put it lol.
However, I did manage to find the screenshot and I included the way to do it in the description - this is all the tutorial you need ;)
http://steamcommunity.com/sharedfiles/filedetails/?id=655703746
Use water spawners set to 0.001 capacity to fill a closed canal with water. Raise the level of the spawners to the desired level and not only will they fill the canal, they will also maintain the level and prevent it from over flowing. This of course will require the Extra Landscaping Tools mod which allows you to place water spawners just as you can in the Map Editor.
http://steamcommunity.com/sharedfiles/filedetails/?id=502750307
 
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