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Development Diary #1: Road Tools

Hi everyone! Welcome to the exciting world of Cities: Skylines II development diaries! Over the next few months, we will take you through everything the game has to offer, ranging from familiar features which have been expanded, to elements brand new to the franchise. Let’s take a look at the development of the game, its improvements compared to Cities: Skylines, and the new and exciting features added to make building your dream city better than ever!
Below you will find the Feature Highlight video with a quick overview of the different road tools, check it out to see them in action before diving into the details of the Road Tools.


Roads are the backbone of a city, so naturally, we start the development diaries by looking at how the road tools have been expanded for Cities: Skylines II. Our goal was to keep the experience familiar for returning players, ensure the tools are easy to learn for new players and expand the options with wished-for features like roundabouts, cut-and-fill roads, and parking lots.

1 Overview.png

How many new features can you spot?


ROAD TOOLS - OVERVIEW
Building roads in Cities: Skylines II is more flexible than its predecessor, and allows for more creative use of the tools to help you realize your vision for the perfect road layout. You will find a variety of both new and returning options with road angles and enhanced curve tools to help you to create the road network of your dreams.

As a new feature, the Grid mode allows you to create seamless city blocks with just three clicks! First, you place the starting corner of the road grid. Then, moving the mouse and clicking for the second time, you define its width and, finally, the third click sets the road grid’s length. The grid layout becomes visible when adjusting the length of the grid in the final stage.

2 Grid mode narrow.png

Creating grids is both easy and fast

The new Replace tool is similar to the old Upgrade tool but allows you to change existing roads more freely, and fine-tune the road network by adding grass, trees, wider sidewalks, or sound barriers!

Parallel mode makes it possible to automatically build two roads, such as highways, in parallel, at a fixed and customizable distance. With Parallel mode, all other road tool modes are still usable so creating beautiful, smooth highway curves is not only possible but easy.

3 Parallel roads narrow.png

Drawing parallel roads is as easy as drawing a single road

Road tools include multiple different snapping options and a comprehensive road guide system to make it easier to build the desired road layout, even in challenging terrain. The road guides include information about elevation angle, displaying a numerical value of the slope steepness from the starting point of the road segment to the desired endpoint.

4 Snapping options.gif

New snapping options make roadbuilding easier than ever

Each step of road-building can be easily canceled by pressing the right mouse button, while already-built roads can be removed by using the Bulldoze tool.


ROAD BUILDING OPTIONS
Road building has been designed to be faster and more flexible by allowing you to build roads across existing roads, creating intersections in places where the roads cross each other. This also makes it possible to place large intersections on existing road layouts easier and faster. More on them later!

5 Crossing roads.png

Intersections are automatically created where roads intersect

Road placement options have been expanded to include cut-and-fill construction for roads digging through the terrain and elevated roads running on top of other roads. Cut roads are built using the road elevation options where the first negative values create cut roads before the road turns into a tunnel. Elevated roads on the other hand require sufficient clearance below them; using the road elevation to raise them up allows building them across roads that run parallel to them. Building elevated roads is as easy as building a bridge or an overpass.

6 Stacked roads.png

Stack roads to save space or when adding a highway to an existing part of the city, and cut through the terrain with the cut-and-fill roads

The roads are also more flexible to build in Cities: Skylines II. Connecting different sizes of roads together can create interesting intersection options, for example splitting a small two-way road into entering and exiting highway ramps is now fast and easy. However, one of the most exciting new features in the road system is the ability to create entry and exit ramps for highways with proper acceleration and deceleration lanes that merge with the highway itself. This is achieved by first building a portion of the highway with a highway type that has one additional lane and then connecting that additional lane with a single-lane highway, forming a ramp.

7 Highways.png

Split roads and merge lanes easily to create realistic-looking highway roads


ROADS & INTERSECTIONS
Roads are organized into familiar categories: small roads, medium roads, large roads, and, of course, highways. Each category features multiple different options from two-way roads to one-way roads and asymmetric variations. In addition to the elevated versions of each road, there are various bridges in different styles. There are no grass or tree-lined versions of the roads as these, among others, are added using the Replace tool.

8 Roads.png

Build your city using the different road options and customizations

Roads can be customized by adding bus lanes and tram tracks to them using the additional network building tools. You can also create dedicated roads that only allow buses and service vehicles to operate on them, and tram tracks can be built separately bypassing road traffic altogether.

9 Different roads.png

Upgrade your existing roads with bus lanes or tram tracks to provide public transport for your citizens

Walkable areas in the city can be created using the pedestrian street along with the pedestrian path and bridges. The pedestrian street prohibits all other vehicular traffic except for service vehicles and delivery trucks bringing resources to local businesses.

10 Pedestrian.png

Put pedestrians in focus with pedestrian roads or paths with multiple pedestrian bridge options

In Cities: Skylines II the intersection system has been overhauled to use easier placement rules. The game features a collection of premade intersections, which can be placed in empty areas or over existing roads, connecting the intersection to the existing road network automatically. The premade intersections include complex highway intersections as well as premade transition pieces that can be placed between highways and regular roads.

11 Highway2.png

Place a premade intersection or build your own

A brand new feature in road building is roundabouts, which are built on existing intersections simply by selecting the preferred size and placing it on the intersection. There are multiple different size options from small suburban roundabouts to large roundabouts fitting multiple lanes. The placed roundabout adopts the lane configuration of the connecting roads, adjusting the lanes to suit all exits. The vehicles follow roundabout traffic rules when entering and exiting the intersection.

12 Roundabouts.png

Roundabouts come in 4 different sizes


PARKING LOTS
Vehicles have to park somewhere when citizens aren’t driving them, and in Cities: Skylines II this is handled through designated parking lots and parking structures. In addition to traditional roadside parking, you are able to provide the citizens with parking lots and parking facilities. When citizens plan their way around the city, their decision-making is affected by the availability of parking in a manner similar to public transport options.

Citizens have different preferences regarding time management, comfort levels, and usage of money; some want to find a parking spot as close as possible regardless of the cost, while others are willing to spend more time walking from a faraway but affordable parking spot or public transport stop. The Roads Infoview shows the availability of parking in the city as well as its usage level, allowing you to make decisions based on the information. Maybe your city needs more parking lots, or perhaps additional public transport options are in order.

13 Parking lots.png

Parking lots and parking garages provide your citizens with places to park


ROAD MAINTENANCE
Other expanded road-building options include the Road Maintenance Depot, which sends out vehicles to keep roads in good condition, fighting wear and tear and decreasing the chances of traffic accidents. During winter, snowplows are deployed to keep the roads clear of snow.

The Roads infoview shows data about the condition of the roads, coloring them from green (good condition) to red (poor condition). Poor road quality or excess snow can slow down traffic and cause traffic jams. Road conditions also affect the chance of traffic accidents occurring, which halt traffic and cause gridlocks until they are secured and cleared. Road Maintenance takes care of these traffic accident aftermaths, clearing out the debris and allowing traffic to continue safely after the police have secured the site of the accident.

14 Road maintenance.png

Road Maintenance Vehicles and Snowplows keep your roads in pristine condition


ADDITIONAL ROAD OPTIONS
You can also place and remove traffic lights, crosswalks, add stop signs, and control turn lanes directing the flow of traffic. Too many pedestrians cross a busy intersection? Remove crosswalks and build a pedestrian overpass circumventing the vehicle traffic!

Roadside decorations are no longer separate road types but tools that add or remove the decoration features from the roads, which have both a visual and a mechanical effect. Sound barriers can be added to highways to decrease the noise from high-speed traffic. Wide sidewalks create more space for pedestrians but remove roadside parking. And Trees can be added to the sidewalks to control the noise pollution in residential areas - or just beautify the roadsides! Road features can be easily removed by clicking the right mouse button when hovering over the additional road feature.

15 Road options.png

Control which options your roads should have

That concludes this first development diary focused on the new and improved road tools. We’re excited to hear your impressions and see the city layouts and intersections you build with the new tools! Which road features are you looking forward to? Let us know below. And don’t forget to check back next week where we discuss how citizens and vehicles make their way through your city.


cs2-devdiaries-schedule-forum.jpg
 
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1: Is there any info on asset creation tools you can share with us?
2: Can we at least know if it will be included with launch in Oct?

I'm so excited to create assets for CS2!!! Any info is appreciated. thx :)
 
Tunnels are modelled, no black holes. I'm not sure when the specs will be added to the official website, but the ones on Steam are up-to-date.

Awesome. Very good to hear.

We have a bunch of different parking lot sizes and structures to choose from, including multistory and underground options.

Can we please see these. Also do the vehicles actually drive around them proper. How do they connect to the roads? Do they automatically create junctions when connected or will we have vehicles driving over the pavements?

Crosswalks can be added anywhere by intersecting pedestrian paths with a road.

I don't understand this. Are you saying that dragging a pedestrian path across a road will automatically create a crosswalk in place?
 
Really excited what I see so far, there are features I have not even dreamed of!

Only thing that stills bothers me is that there are still gaps between buildings when you don't build roads with 90° angles. Will there be decorative items (bushes, plants, benches, fountains, walls) or surface painter options (like concrete) to cover up/ decorate the gaps easily?

And are you planning any tools in the future to cover these automatic?
I really don't wanna compare the amazing Cities Skylines with that aweful Cities XXL, but they had a nice solution to automatically cover spaces between buildings with decorative parks/ grasslands with plants an bushes.

Besides that I am really amazed and can't wait to play!!!
 
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Love the Diaries and updates.

One of the thing that worry me a bit is that none of the upcoming diaries is seems to be focused on parks and detailing.
Could we get some confirmation if this is one of the areas that has been expanded (like road tools) or something that will be left for future DLC?
 
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I am upping DTOX's question as a fellow creator, ApollonDriver, especially about emergency vehicles. You know how in CS1 emergency lights are so dull and uncustomizable. There are mods but they are hard to learn and, well they are mods. Do emergency vehicles have more than just one pair of lights? Or can we at least add as many we want in the asset editor?

If you can't answer it or give any hints, would it be possible to at least get these answered/seen in the next diary? I mean next video will show car accidents so I hope to see some visuals.
 
So many great questions! I'll answer as many as I can now but some will be answered by future development diaries. We have lots to come still! :D


Vehicles have tinted windows so your citizens get a little privacy.
Avanya :) thank you for your reply and I appreciate what you are doing for the Cities Skylines community. Your answer made me laugh a lot :). Cims are probably too comfortable :D. This needs to be changed. They must go out to people, not hide in tinted windows ;).

It is a pity, however, that the interiors of the vehicles are not rendered. It would certainly add more realism.

I understand that the limiting factor was probably the Unity engine on which the game is built, or it simply wasn't possible to implement it, or you didn't have it planned.

Maybe someday it will work :). I keep my fingers crossed for you :).
 
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Will we be able to build island cities that do not rely on land-based transport like roads and rails?
The idea is really fantastic! Different blocks are exchanged by boat traffic, like the interaction between different cities, but also like Venice Water City, Jiangnan Water Town, if there is this function, then I will not hesitate to uninstall the first generation skyline to the second generation skyline play, maybe I will be addicted to it!
 
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I would love to see cul de sacs that we could zone homes around, as they are a super common feature of American suburbs. Somebody said that we could use roundabouts to recreate them but at the moment they cannot be zoned (I hope this is changed though), and we aren't even sure if you could place them at the ends of roads.
 
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Avanya :) thank you for your reply and I appreciate what you are doing for the Cities Skylines community. Your answer made me laugh a lot :). Cims are probably too comfortable :D. This needs to be changed. They must go out to people, not hide in tinted windows ;).

It is a pity, however, that the interiors of the vehicles are not rendered. It would certainly add more realism.

I understand that the limiting factor was probably the Unity engine on which the game is built, or it simply wasn't possible to implement it, or you didn't have it planned.

Maybe someday it will work :). I keep my fingers crossed for you :).
Vehicles with interiors would kill the performance, adding lots of new geometry to models. Plus it would make it harder for people to create vehicle assets. Believe me, this is better
 
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I'm not sure if these have been addressed before, as my internet is a bit slow to go through the whole forum, but I have a few questions regarding the features.

1. With the Update road tool, you have the option to add extras like transport lines, trees, etc. Which I think will be a great option. But what is the order of operations?
a. Do you have to lay a road and then upgrade it once or multiple times for each selected option?
b. Or can we define the desired features before laying the road so it only requires one pass through? Then It could still be changed in the future.
If option A with a 2+ step process, that would be very annoying to do for an entire city layout. Hopefully, any upgrades would cover the entire road span opposed to a segment at a time as with the current game.

B would be the ideal solution

In addition, I'm not sure if this has been considered, but your current setup seems to allow for a bit more modularity. In which textures, line/marking styles, and other items could be easily swapped without users needing to download huge road files for every conceivable option. So one road set up, say a 2 lane bidirectional road, could have multiple variables to allow for numerous cosmetic possibilities. (IE, many countries can change road styles via a few prop/ texture packs instead of whole roads.)
$textures= [pavement, concrete, cobblestone, worn pavement, decorative brick, etc)
line styles, crosswalk Styles, Traffic light Style, signage, trees, markings, etc.

2. The parallel road tool is definitely useful for highways and other road requirements, but can multiple networks be selected? So you can have a rail next to a ped path or road for instance, or a line of bushes, a fence, or a wall, next to a road.

If not already planned, I imagine this could be set up, with a "define second network" button where you would define spacing and other criteria. Or have a function similar to a network marking tool that can use preexisting networks as a guide for the new network.

Also, would parallel work vertically? So you can lay a stacked network in one go?

3. And I do hope you will have a built in option of placing props in a line, or circle. Though if you do, I would like to request a feature that the current prop line mod does not have. Ability to define a prop pattern or randomization between selected props. (Think randomized train cars in a line, or arrangements of flowers/ bushes.) Other obvious placement options, if not already available, would be point, line, circle, or scattered with spacing controls. And then an option to zoom in really close so you can check the orientation of some smaller props would be helpful. (which is an issue with CS1)
 
Just two quick questions regarding roads:
  1. In today's Developer Insights, we saw how you can add tram tracks and bus lanes to any road. As a formes Cities in Motion 2 player, I really love this option! But, will we also be able to choose the lane (inner lanes or outer lanes) on which they are built? And can we also build them in just one direction on a bidirectional road?
  2. Thinking about places in Europe (expacially Norway and Sweden), will there be car/passenger ferries like this to cross rivers or fjords or to get to an island?
 
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RE parking lots -- some cities, Copenhagen, for example, have incentivized bicycle usage by simply eliminating parking for passenger vehicles in their commercial centers. They provide plenty of transit and bike infrastructure options. On the one hand, I assume one can pursue a strategy like this in-game by simply not placing parking lots. On the other hand, however, I noticed the statement about cims having different preferences for how they wish to dispose of time, money, etc. If I choose to build a city center with minimal to no parking coupled with mass transit and bicycle infrastructure, how likely is it that more affluent cims who don't want to walk and would prefer to spend money on gas to drive will actually access a town center? Assuming the mechanics of the game encourage high land values everywhere (as CS1 has), I could see a phenomenon like this becoming problematic. If everyone lives in high value neighborhoods and cims with money are inclined to favor passenger vehicles for travel wouldn't you end up with an absolutely dead town center?

Also, out of curiosity, if cims DO select mass transit and bicycling, will we actually see their cars parked on the street or in their driveways at their respective homes?

And is there perhaps an element of the algorithm by which cims won't purchase cars at all if you build a city where mass transit, bicycling and walking are serious options?
 
Hi everyone! Welcome to the exciting world of Cities: Skylines II development diaries! Over the next few months, we will take you through everything the game has to offer, ranging from familiar features which have been expanded, to elements brand new to the franchise. Let’s take a look at the development of the game, its improvements compared to Cities: Skylines, and the new and exciting features added to make building your dream city better than ever!
Below you will find the Feature Highlight video with a quick overview of the different road tools, check it out to see them in action before diving into the details of the Road Tools.


Roads are the backbone of a city, so naturally, we start the development diaries by looking at how the road tools have been expanded for Cities: Skylines II. Our goal was to keep the experience familiar for returning players, ensure the tools are easy to learn for new players and expand the options with wished-for features like roundabouts, cut-and-fill roads, and parking lots.

View attachment 996265
How many new features can you spot?


ROAD TOOLS - OVERVIEW
Building roads in Cities: Skylines II is more flexible than its predecessor, and allows for more creative use of the tools to help you realize your vision for the perfect road layout. You will find a variety of both new and returning options with road angles and enhanced curve tools to help you to create the road network of your dreams.

As a new feature, the Grid mode allows you to create seamless city blocks with just three clicks! First, you place the starting corner of the road grid. Then, moving the mouse and clicking for the second time, you define its width and, finally, the third click sets the road grid’s length. The grid layout becomes visible when adjusting the length of the grid in the final stage.

View attachment 996267
Creating grids is both easy and fast

The new Replace tool is similar to the old Upgrade tool but allows you to change existing roads more freely, and fine-tune the road network by adding grass, trees, wider sidewalks, or sound barriers!

Parallel mode makes it possible to automatically build two roads, such as highways, in parallel, at a fixed and customizable distance. With Parallel mode, all other road tool modes are still usable so creating beautiful, smooth highway curves is not only possible but easy.

View attachment 996268
Drawing parallel roads is as easy as drawing a single road

Road tools include multiple different snapping options and a comprehensive road guide system to make it easier to build the desired road layout, even in challenging terrain. The road guides include information about elevation angle, displaying a numerical value of the slope steepness from the starting point of the road segment to the desired endpoint.

View attachment 996269
New snapping options make roadbuilding easier than ever

Each step of road-building can be easily canceled by pressing the right mouse button, while already-built roads can be removed by using the Bulldoze tool.


ROAD BUILDING OPTIONS
Road building has been designed to be faster and more flexible by allowing you to build roads across existing roads, creating intersections in places where the roads cross each other. This also makes it possible to place large intersections on existing road layouts easier and faster. More on them later!

View attachment 996270
Intersections are automatically created where roads intersect

Road placement options have been expanded to include cut-and-fill construction for roads digging through the terrain and elevated roads running on top of other roads. Cut roads are built using the road elevation options where the first negative values create cut roads before the road turns into a tunnel. Elevated roads on the other hand require sufficient clearance below them; using the road elevation to raise them up allows building them across roads that run parallel to them. Building elevated roads is as easy as building a bridge or an overpass.

View attachment 996271
Stack roads to save space or when adding a highway to an existing part of the city, and cut through the terrain with the cut-and-fill roads

The roads are also more flexible to build in Cities: Skylines II. Connecting different sizes of roads together can create interesting intersection options, for example splitting a small two-way road into entering and exiting highway ramps is now fast and easy. However, one of the most exciting new features in the road system is the ability to create entry and exit ramps for highways with proper acceleration and deceleration lanes that merge with the highway itself. This is achieved by first building a portion of the highway with a highway type that has one additional lane and then connecting that additional lane with a single-lane highway, forming a ramp.

View attachment 996273
Split roads and merge lanes easily to create realistic-looking highway roads


ROADS & INTERSECTIONS
Roads are organized into familiar categories: small roads, medium roads, large roads, and, of course, highways. Each category features multiple different options from two-way roads to one-way roads and asymmetric variations. In addition to the elevated versions of each road, there are various bridges in different styles. There are no grass or tree-lined versions of the roads as these, among others, are added using the Replace tool.

View attachment 996274
Build your city using the different road options and customizations

Roads can be customized by adding bus lanes and tram tracks to them using the additional network building tools. You can also create dedicated roads that only allow buses and service vehicles to operate on them, and tram tracks can be built separately bypassing road traffic altogether.

View attachment 996275
Upgrade your existing roads with bus lanes or tram tracks to provide public transport for your citizens

Walkable areas in the city can be created using the pedestrian street along with the pedestrian path and bridges. The pedestrian street prohibits all other vehicular traffic except for service vehicles and delivery trucks bringing resources to local businesses.

View attachment 996276
Put pedestrians in focus with pedestrian roads or paths with multiple pedestrian bridge options

In Cities: Skylines II the intersection system has been overhauled to use easier placement rules. The game features a collection of premade intersections, which can be placed in empty areas or over existing roads, connecting the intersection to the existing road network automatically. The premade intersections include complex highway intersections as well as premade transition pieces that can be placed between highways and regular roads.

View attachment 996277
Place a premade intersection or build your own

A brand new feature in road building is roundabouts, which are built on existing intersections simply by selecting the preferred size and placing it on the intersection. There are multiple different size options from small suburban roundabouts to large roundabouts fitting multiple lanes. The placed roundabout adopts the lane configuration of the connecting roads, adjusting the lanes to suit all exits. The vehicles follow roundabout traffic rules when entering and exiting the intersection.

View attachment 996278
Roundabouts come in 4 different sizes


PARKING LOTS
Vehicles have to park somewhere when citizens aren’t driving them, and in Cities: Skylines II this is handled through designated parking lots and parking structures. In addition to traditional roadside parking, you are able to provide the citizens with parking lots and parking facilities. When citizens plan their way around the city, their decision-making is affected by the availability of parking in a manner similar to public transport options.

Citizens have different preferences regarding time management, comfort levels, and usage of money; some want to find a parking spot as close as possible regardless of the cost, while others are willing to spend more time walking from a faraway but affordable parking spot or public transport stop. The Roads Infoview shows the availability of parking in the city as well as its usage level, allowing you to make decisions based on the information. Maybe your city needs more parking lots, or perhaps additional public transport options are in order.

View attachment 996279
Parking lots and parking garages provide your citizens with places to park


ROAD MAINTENANCE
Other expanded road-building options include the Road Maintenance Depot, which sends out vehicles to keep roads in good condition, fighting wear and tear and decreasing the chances of traffic accidents. During winter, snowplows are deployed to keep the roads clear of snow.

The Roads infoview shows data about the condition of the roads, coloring them from green (good condition) to red (poor condition). Poor road quality or excess snow can slow down traffic and cause traffic jams. Road conditions also affect the chance of traffic accidents occurring, which halt traffic and cause gridlocks until they are secured and cleared. Road Maintenance takes care of these traffic accident aftermaths, clearing out the debris and allowing traffic to continue safely after the police have secured the site of the accident.

View attachment 996280
Road Maintenance Vehicles and Snowplows keep your roads in pristine condition


ADDITIONAL ROAD OPTIONS
You can also place and remove traffic lights, crosswalks, add stop signs, and control turn lanes directing the flow of traffic. Too many pedestrians cross a busy intersection? Remove crosswalks and build a pedestrian overpass circumventing the vehicle traffic!

Roadside decorations are no longer separate road types but tools that add or remove the decoration features from the roads, which have both a visual and a mechanical effect. Sound barriers can be added to highways to decrease the noise from high-speed traffic. Wide sidewalks create more space for pedestrians but remove roadside parking. And Trees can be added to the sidewalks to control the noise pollution in residential areas - or just beautify the roadsides! Road features can be easily removed by clicking the right mouse button when hovering over the additional road feature.

View attachment 996281
Control which options your roads should have

That concludes this first development diary focused on the new and improved road tools. We’re excited to hear your impressions and see the city layouts and intersections you build with the new tools! Which road features are you looking forward to? Let us know below. And don’t forget to check back next week where we discuss how citizens and vehicles make their way through your city.


View attachment 996683
Hi everyone! Welcome to the exciting world of Cities: Skylines II development diaries! Over the next few months, we will take you through everything the game has to offer, ranging from familiar features which have been expanded, to elements brand new to the franchise. Let’s take a look at the development of the game, its improvements compared to Cities: Skylines, and the new and exciting features added to make building your dream city better than ever!
Below you will find the Feature Highlight video with a quick overview of the different road tools, check it out to see them in action before diving into the details of the Road Tools.


Roads are the backbone of a city, so naturally, we start the development diaries by looking at how the road tools have been expanded for Cities: Skylines II. Our goal was to keep the experience familiar for returning players, ensure the tools are easy to learn for new players and expand the options with wished-for features like roundabouts, cut-and-fill roads, and parking lots.

View attachment 996265
How many new features can you spot?


ROAD TOOLS - OVERVIEW
Building roads in Cities: Skylines II is more flexible than its predecessor, and allows for more creative use of the tools to help you realize your vision for the perfect road layout. You will find a variety of both new and returning options with road angles and enhanced curve tools to help you to create the road network of your dreams.

As a new feature, the Grid mode allows you to create seamless city blocks with just three clicks! First, you place the starting corner of the road grid. Then, moving the mouse and clicking for the second time, you define its width and, finally, the third click sets the road grid’s length. The grid layout becomes visible when adjusting the length of the grid in the final stage.

View attachment 996267
Creating grids is both easy and fast

The new Replace tool is similar to the old Upgrade tool but allows you to change existing roads more freely, and fine-tune the road network by adding grass, trees, wider sidewalks, or sound barriers!

Parallel mode makes it possible to automatically build two roads, such as highways, in parallel, at a fixed and customizable distance. With Parallel mode, all other road tool modes are still usable so creating beautiful, smooth highway curves is not only possible but easy.

View attachment 996268
Drawing parallel roads is as easy as drawing a single road

Road tools include multiple different snapping options and a comprehensive road guide system to make it easier to build the desired road layout, even in challenging terrain. The road guides include information about elevation angle, displaying a numerical value of the slope steepness from the starting point of the road segment to the desired endpoint.

View attachment 996269
New snapping options make roadbuilding easier than ever

Each step of road-building can be easily canceled by pressing the right mouse button, while already-built roads can be removed by using the Bulldoze tool.


ROAD BUILDING OPTIONS
Road building has been designed to be faster and more flexible by allowing you to build roads across existing roads, creating intersections in places where the roads cross each other. This also makes it possible to place large intersections on existing road layouts easier and faster. More on them later!

View attachment 996270
Intersections are automatically created where roads intersect

Road placement options have been expanded to include cut-and-fill construction for roads digging through the terrain and elevated roads running on top of other roads. Cut roads are built using the road elevation options where the first negative values create cut roads before the road turns into a tunnel. Elevated roads on the other hand require sufficient clearance below them; using the road elevation to raise them up allows building them across roads that run parallel to them. Building elevated roads is as easy as building a bridge or an overpass.

View attachment 996271
Stack roads to save space or when adding a highway to an existing part of the city, and cut through the terrain with the cut-and-fill roads

The roads are also more flexible to build in Cities: Skylines II. Connecting different sizes of roads together can create interesting intersection options, for example splitting a small two-way road into entering and exiting highway ramps is now fast and easy. However, one of the most exciting new features in the road system is the ability to create entry and exit ramps for highways with proper acceleration and deceleration lanes that merge with the highway itself. This is achieved by first building a portion of the highway with a highway type that has one additional lane and then connecting that additional lane with a single-lane highway, forming a ramp.

View attachment 996273
Split roads and merge lanes easily to create realistic-looking highway roads


ROADS & INTERSECTIONS
Roads are organized into familiar categories: small roads, medium roads, large roads, and, of course, highways. Each category features multiple different options from two-way roads to one-way roads and asymmetric variations. In addition to the elevated versions of each road, there are various bridges in different styles. There are no grass or tree-lined versions of the roads as these, among others, are added using the Replace tool.

View attachment 996274
Build your city using the different road options and customizations

Roads can be customized by adding bus lanes and tram tracks to them using the additional network building tools. You can also create dedicated roads that only allow buses and service vehicles to operate on them, and tram tracks can be built separately bypassing road traffic altogether.

View attachment 996275
Upgrade your existing roads with bus lanes or tram tracks to provide public transport for your citizens

Walkable areas in the city can be created using the pedestrian street along with the pedestrian path and bridges. The pedestrian street prohibits all other vehicular traffic except for service vehicles and delivery trucks bringing resources to local businesses.

View attachment 996276
Put pedestrians in focus with pedestrian roads or paths with multiple pedestrian bridge options

In Cities: Skylines II the intersection system has been overhauled to use easier placement rules. The game features a collection of premade intersections, which can be placed in empty areas or over existing roads, connecting the intersection to the existing road network automatically. The premade intersections include complex highway intersections as well as premade transition pieces that can be placed between highways and regular roads.

View attachment 996277
Place a premade intersection or build your own

A brand new feature in road building is roundabouts, which are built on existing intersections simply by selecting the preferred size and placing it on the intersection. There are multiple different size options from small suburban roundabouts to large roundabouts fitting multiple lanes. The placed roundabout adopts the lane configuration of the connecting roads, adjusting the lanes to suit all exits. The vehicles follow roundabout traffic rules when entering and exiting the intersection.

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Roundabouts come in 4 different sizes


PARKING LOTS
Vehicles have to park somewhere when citizens aren’t driving them, and in Cities: Skylines II this is handled through designated parking lots and parking structures. In addition to traditional roadside parking, you are able to provide the citizens with parking lots and parking facilities. When citizens plan their way around the city, their decision-making is affected by the availability of parking in a manner similar to public transport options.

Citizens have different preferences regarding time management, comfort levels, and usage of money; some want to find a parking spot as close as possible regardless of the cost, while others are willing to spend more time walking from a faraway but affordable parking spot or public transport stop. The Roads Infoview shows the availability of parking in the city as well as its usage level, allowing you to make decisions based on the information. Maybe your city needs more parking lots, or perhaps additional public transport options are in order.

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Parking lots and parking garages provide your citizens with places to park


ROAD MAINTENANCE
Other expanded road-building options include the Road Maintenance Depot, which sends out vehicles to keep roads in good condition, fighting wear and tear and decreasing the chances of traffic accidents. During winter, snowplows are deployed to keep the roads clear of snow.

The Roads infoview shows data about the condition of the roads, coloring them from green (good condition) to red (poor condition). Poor road quality or excess snow can slow down traffic and cause traffic jams. Road conditions also affect the chance of traffic accidents occurring, which halt traffic and cause gridlocks until they are secured and cleared. Road Maintenance takes care of these traffic accident aftermaths, clearing out the debris and allowing traffic to continue safely after the police have secured the site of the accident.

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Road Maintenance Vehicles and Snowplows keep your roads in pristine condition


ADDITIONAL ROAD OPTIONS
You can also place and remove traffic lights, crosswalks, add stop signs, and control turn lanes directing the flow of traffic. Too many pedestrians cross a busy intersection? Remove crosswalks and build a pedestrian overpass circumventing the vehicle traffic!

Roadside decorations are no longer separate road types but tools that add or remove the decoration features from the roads, which have both a visual and a mechanical effect. Sound barriers can be added to highways to decrease the noise from high-speed traffic. Wide sidewalks create more space for pedestrians but remove roadside parking. And Trees can be added to the sidewalks to control the noise pollution in residential areas - or just beautify the roadsides! Road features can be easily removed by clicking the right mouse button when hovering over the additional road feature.

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Control which options your roads should have

That concludes this first development diary focused on the new and improved road tools. We’re excited to hear your impressions and see the city layouts and intersections you build with the new tools! Which road features are you looking forward to? Let us know below. And don’t forget to check back next week where we discuss how citizens and vehicles make their way through your city.


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