• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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
 
Last edited:
  • 99Love
  • 45Like
  • 1
  • 1
Reactions:
That looks very promising (as the whole DD indeed). Anyway, can you share some more details on this?

1. Will it also work for train, tram and metro tracks?
2. Can we place stations directly over the road?
3. How will it work for the pillar placement? Are there identified automatic positions where it is allowed to place pillars on each road type?
4. Will the pillar placement be dynamic? So whenever I put an new road underpassing an elevated road will the pillars automatically be shifted in order to fit?
1. The road building tools apply to all networks.
2. No elevated stations at release.
3. When building a stacked road pillars will automatically widen the sidewalk or median of the road below - if there's room for it of course. It's very easy and feels very similar to building any kind of elevated road.
4. Yes, pillars adapt when you make changes to either the ground level road or the elevated one.

First impressions: this is really, really good. So many great features, and you even went and added traffic accidents. Love the pedestrian roads at game launch. I wonder how road and intersection design will affect traffic accidents? Will you be able to set speed limits yourself, so that you have to decide if you want safe or efficient roads?
We will get into more detail about how traffic accidents work next week. Speed limits are tied to the road type.

Wow nice. Can't wait.

Does the parallel road tool will work with elevated roads? For example if I want to drag the ground road and the above one alltogether.

Road maintenance look very realistic, I love it . Does road cleaners are a thing now?
In real life they are usefull during summer heat waves (since seasons are now a thing in CS2) to cool the streets, and tram tracks off. But it also helps public health by maintaining a becteria-free environment.

My hopes for traffic accidents are also high, hope this is a thing now.
The parallel road tool works with all the existing road options, both elevated and underground - and tracks too. No street sweepers, but we have maintenance vehicles and snowplows. And traffic accidents are indeed a thing now, more on them next week.

Wow! I am definitely already very excited!

Will bike lanes be there on release?

And are the speed limits just for esthetic purposes, or have they mechanical consequences? And are they linked to the road type or customisable?
Unfortunately, we will not have bicycles at release. Speed limits affect pathfinding, which we will get into next week, and are tied to the road type.

Can we confirm no pocket cars?
Seems they cant leave their cars without parking but what of spawning?

will traffic despawn if its bad enough or do we have to suffer the consequences?
Citizens need to find a place to park their cars - if they have one. And we'll get into all the details of the traffic AI next week.

Will cut and fill be available for trains?
Yes, absolutely! The road tools work for all networks.
 
Will there be any type of right-of-way system for the roads, so you can start with small roads, but have the right-of-way setting so you can easily upgrade the roads to larger sizes later without demolishing everything?
 
  • 3Like
Reactions:
In general I like what I see. I think the good things are very obvious and the complexity of the roads and everything with the vainilla game it's just awesome! Or how we can cross tramway through streets or that finally we have pedestrian streets from the beginning.

But what I see and feels strange to me it's:
1. Why space on lines is white? Normally the zone cars go it's darker (oil, tyres). It looks strange to me, I don't know if its a help to identify the possible lanes, but hope it can be turned off or at least look more realistic when you are not in construction mode.
2. Zoning looks "weaker" than CS1 when comes to streets, corners and intersections (and now roundabouts). I see always broken in small pieces, and I don't see a tool, like last update on CS1 to set the zoning properly. And it's broken despite road looks like almost straight.
3. I haven't seen anything related to tunnels. We know they exist, but will be modeled or will be a black hole like the ones in CS1?
And finally, not related with this one:
4. When will recomendable specs be released on Paradox web? They are set to be announced, so I don't know if the ones on Steam are right. I have to update my Graphic Card and I want to start looking into it and know which model I would need.

Thanks and I can't wait for the new content next week!
 
  • 6Like
Reactions:
What we’ve seen so far looks great. Is there an option for traffic to drive on the left-hand side of the road, instead of the right-hand side, or is this locked to the region e.g. in the US theme traffic will drive on the right?
 
  • 1
  • 1Like
Reactions:
What we’ve seen so far looks great. Is there an option for traffic to drive on the left-hand side of the road, instead of the right-hand side, or is this locked to the region e.g. in the US theme traffic will drive on the right?
Also, what worries me more than left or right and drive (at least I think this is "easy" to change), the look of the roads it's too american, so... If we have european buildings (as it looks like at the zoning options in the trailer), our roads and street would look like american? Or we can change the look of the roads?
 
  • 2Like
Reactions:
To what extent will road wear and tear be visible and will it be more of an issue for busier roads?

The adding trees after the fact is a great upgrade, we had way too many to look through in CS1.
 
Hi Co_Avanya :)
It all looks so beautiful that I can't stop watching this movie. Everything seems so real. I can't wait to finish and grab this game in my hands ;).
1. Will the game show the road construction animation, or will they actually build right away like in the movie?
2. Construction works (scaffoldings on buildings, cranes) will come out in the form of dlc, is this theme abandoned?
3. When road services and police are working on an accident, will other cars be able to avoid the accident and take a different route? I understand that the news on the radio or television will properly communicate it :D.?
4. Since we have two styles: European and American, when it comes to buildings, will the roads also be in these two styles?
5. Can we expect more diverse vehicles?
6. Will tunnels be rendered?
 
Last edited:
  • 1Like
Reactions:
I'm so excited. The bones of the game look to be VERY strong, meaning official content and mods should have a great platform to start with.

Cut and fill roads, WOW!!! Not expecting that but so welcome.

Like most, the highway building tools (for entry/exit ramps) is so welcome and exciting.

Cannot believe the complex intersections that are automatically created.

Want to learn more about parking, are the parking lots all fixed sizes, or can they be scaled? Could a surface lot be upgraded to a parking garage? Maybe underground parking for downtowns. Either way, this mechanic being built in and actually functional is HUGE for making more realistic cities.

In the best way possible, I am struggling to play the current game, knowing what is coming. Launch day can't come soon enough.
 
1. The road building tools apply to all networks.
2. No elevated stations at release.
3. When building a stacked road pillars will automatically widen the sidewalk or median of the road below - if there's room for it of course. It's very easy and feels very similar to building any kind of elevated road.
4. Yes, pillars adapt when you make changes to either the ground level road or the elevated one.


We will get into more detail about how traffic accidents work next week. Speed limits are tied to the road type.


The parallel road tool works with all the existing road options, both elevated and underground - and tracks too. No street sweepers, but we have maintenance vehicles and snowplows. And traffic accidents are indeed a thing now, more on them next week.


Unfortunately, we will not have bicycles at release. Speed limits affect pathfinding, which we will get into next week, and are tied to the road type.


Citizens need to find a place to park their cars - if they have one. And we'll get into all the details of the traffic AI next week.


Yes, absolutely! The road tools work for all networks.
Great, thx a lot for this reply.

Nowing that, I have more questions :D (I will not be mad if none of these can be answered :p)

1. Will it be possible to connect pedestrian paths to elevated road and tunnels?

2. Will elevated roads always have pillars or are there other option like putting them on an elevated surface?

3. Will there be also underground parking lots?

4. Will it be possible to connect parking lots directly to tunnels and/or elevated roads? (Especially if I think about airport that often have elevated roads, these are connected to different parking lot levels)

5. Will it be possible to link traffic lights? I am thinking here of big alleys that consist of two parallel roads, where of course the traffic light in a crossing should be "merged" in a way.
 
  • 1Like
Reactions:
So confirmation that there won't be any bikes and bike infrastructure, I suppose.

That's always my issue with DDs ... you read all the good stuff but you don't really read what's not there. I know they are marketing, but it's easy to get caught up and overlook the silent omissions ^^;
i understand that twitter is not the place for communicating such stuff, but nertheless it's been posted on this forum too.
 
CONGRATS, game looks really AMAAAAZING in general but, in my opinion, I have some visual points:

  • Shadows look too dark at some places
  • Sea/river water looks too big (it looks like deep ocean)
  • Lighting of the buildings are too bright (yellow) during the day
One more thing:
-As a color blind person, I hope no problems while I am playing with comercial and offices zones in CSII because I can´t see the difference between blue and lilac. Personally, it was really easy between blue and white in CS1 (for me, of course).

And the last one:
I don't understand why the teaser trailer. I like Paradox and Colossal Order look trust companies for me (they always show us that we get later). First trailer of Cities Skylines 1 was made with Cities Skylines game and this catch my attention, it was a really interesting point for me about the game and his company behind, it was a differential trait of other games companies. I know it is only a teaser now but I hope they don't follow EA's footsteps.

Having said that: CONGRATS AGAIN!!! Waiting for know more!!
 
Last edited:
  • 1Like
Reactions:
What we’ve seen so far looks great. Is there an option for traffic to drive on the left-hand side of the road, instead of the right-hand side, or is this locked to the region e.g. in the US theme traffic will drive on the right?
CS1 had the option (at the start of a new map) to switch between LHD and RHD - so one would hope CS2 has the same.

Either way my pre-order is in :cool:
 
  • 1Like
Reactions:
Another detail I noticed in the trailer is that the Cims will jog across the road when the light is about to change. In the announcement trailer, you could see people jogging for exercise and I was wondering if that was going to be in the game. Interesting.

They seem to be much more intelligent, stopping and changing direction of where they are going on the fly.