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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.

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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.

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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.

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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.

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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!

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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.

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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.

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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.

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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.

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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.

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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.

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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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I really enjoyed the video about roads, but I would like to know if European roads will be featured as well, because in the video, only American roads with American speed limits and signage are shown. We would like to see European roads with European signs too!
I absolutely agree. This future game is really stunning, I love those merging lanes, but we need the possibility to choose European-themed roads, plus European road signs (speed limited in km/h of course, highway start and end, gantry highway signs). Would be really cool to have that stuff in a console version.
 
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Oh yeah, this thing is really shaping up. Loving car accidents and car park dynamics. Seeing that huge car park and knowing it has an effect on citizens behaviour made me smile with excitement. This is going to be awesome. If this is what they’ve achieved with just roads I can’t wait to see the rest.
 
1. Once, if I remember correctly before 2015 Years, I read that Colossal Order was planning to introduce some variety to CS1. It's about vehicles from which you can hear playing music. Can drivers turn it on in their car?? Are you planning something similar or not in CS2?

2. By the way, speaking of cars, buses, trams and any other wheeled vehicles, will the windows be tinted or will you be able to see drivers and passengers in them (something similar can be seen in Transport Fever 2)?
 
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Pretty good stuff, but I assume it's not complete since you didn't show off upgrading/replacing to trams/bus lanes?
Other than no bikes is which is a big bummer ofc.

Anyways, I see that the trees are just plopped on conrete, hopefully thats fixed to make it look better (and more realistic) with planters or something else.

Also, about the grid tool, can we control the grid size and shape? that wasnt clear.

Lastly related, could you please add cul de sacs? or do street roads automatically end with a turning point if left unconnected
 
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I haven't been active on this forum since Cities in Motion 1-2, was just constantly playing Cities:Skylines. But now i had to return here to say that this looks awesome. :D
 
Lastly related, could you please add cul de sacs? or do street roads automatically end with a turning point if left unconnected

CS1 roads allowed turning around in dead end roads, I assume CS2 will as well.

I would also like to see cul-de-sacs added, and @KaiserWilhelmII- suggested a great way to implement it.

 
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2. No elevated stations at release.
Does that also apply to metro stations or only train? And, would it be possible for content creators to made them or the game still doesn’t have support for them? It’s kind of sad to be able to build elevated metro tracks but no stations.

Also talking about this, will the game support LRT at some point, with underground and elevated tram networks and stations? I guess it won’t at release, but It is something you would like to add in the future?
 
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.
I wasn't impressed by the fact that zoning system works similar to C:S1, but the traffic accidents feature and expanding the role of police made me interested (because let's be honest - in C:S1 the way police worked was almost indisquishable from garbage collection).
I hope there's more stuff like that. If city management is also expanded and more challenging then C:S2 definitely will be a better game than C:S1 with mods.
 
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

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?
Larger roads take up more space, but you control how they upgrade so you only need to demolish things on one side to make room for the larger road.

Roundabouts aside, there are some pretty elaborate at-grade intersections shown in both trailers. How are these generated?
You have a lot of freedom in how roads connect to each other, the snapping and collision you're used to in Cities: Skylines which usually prevent these intersections (at least without mods) don't apply in Cities: Skylines II. Of course, there are some limits, but you can split and merge roads much more freely and add slip lanes if you want.

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.
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.

Hope I still will be able to do routabout by myself, in case if build-in won't work for 6/8 road crossing intersections.
You can still build roundabouts using one-way roads if you prefer or need something even larger than the built-in options. They can handle 6 and 8 lane roads crossing each other though I would not recommend using the smallest one for those.

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?
Left-hand traffic is selected when you start a map, so there are no limitations on which maps you can play if you prefer left-hand traffic.

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?
We'll get into themes on the 31st of July, but I can reveal that American roads are not the only option you have.

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

can do you multi lane ramps with good looking merges?

full speed local / express setups aka C/D setup that don't have cars useing the locals with out takeing an exit? (more of an traffic ai thing)

ramps that can be at the same speed as the main highway?

Will cars not do the something dumb like exit and reenter the same hiway at an ramp just due to the path being not as long?
Speeds are tied to the road itself, however, you can set them up with a lot more freedom than you're used to from Cities: Skylines. How they merge depends on how you connect them. We'll get into how the AI works next week.

Also, will it be possible to build big, monumental roundabouts (Place de l'Etoile in Paris, for example), with a monument at the centre with the roundabout tool?
Not using the built-in roundabout tool, they aren't quite big enough. But you can build roundabouts using one-way roads and decorate the center how you'd like.

Since we can build roads over roads (given enough clearance) and pedastrian roads were announced (with them being open to service vehicles); will it be possible to build pedestrian roads over normal roads? Some pictures as inspiration:
Yes, pedestrian streets can also be stacked on top of other roads as long as the road below has space for the road pillars.

- Can crosswalks be added anywhere on roads or can they only be added at junctions?
Crosswalks can be added anywhere by intersecting pedestrian paths with a road.

And also, when will we have 6-lane roads too? I looked over the trailer and there doesn't seem to be any 6 lane roads, which is disappointing considering that there's plenty of cities that have these roads. It would be also quite nice if we can add more lanes above 5 for certain uses, such as airport, cargo and heavy traffic areas.

And lastly, will there be presets that allows us to create roads without needing to manually set "upgrades/additions/set auto parallel lanes" each time? Having more control over the roads is great, but it would be nice to have the repetitive tasks streamlined.
We have both 6, 7, and 8 lane roads. Upgrades/additions can be added to long sections of road, similar to upgrading to a different road type, so it's quite quick to add once your road is built. Parallel mode is enabled or disabled as you build, so if you're building a lot of parallel roads, you just set it up and build until you want just one road again.

2. By the way, speaking of cars, buses, trams and any other wheeled vehicles, will the windows be tinted or will you be able to see drivers and passengers in them (something similar can be seen in Transport Fever 2)?
Vehicles have tinted windows so your citizens get a little privacy.

Also, about the grid tool, can we control the grid size and shape? that wasnt clear.
The grid essentially fills in a square and you control the size of that square. Roads are evenly spaced out in the grid, so how tight you want them depends on the size. But as you are dragging it out you get a preview of the roads and zoning so you can determine what works best for your city.
 
I have a little suggestion here for the beautification of road markings.

I hope that the color of the road can be adjusted so that you can visually choose between asphalt and cement.:D
Also, that the rut mark can also be adjusted to the depth, and the imprint in the promotional video is too obvious and abrupt.

Another suggestion is to draw some road markings in the intersection triangle so that it doesn't feel strange and closer to reality, although this may be more demanding on computer performance, but production team can set the road markings to be mostly visible, or partially visible, etc
Or, like the previous suggestion, make a button to debug the visibility of some of the road markings used for beautification, such as visible or invisible.
 
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I know the main concern is about bigger roads/highways and a better traffic but my concern is the opposite: how about narrow streets like we have pretty much all over Europe in city's historic centers and rural towns? One-way one-lane with narrow sidewalks (sometimes on one side only)? I understand we can reduce the street's width but then the sidewalk's width is increased, isn't it? To be clear: will there be a minimum width for asphalt, sidewalk and the whole street and if so what will it be?

Oh and will there be a road editor and will the width limitations of the vanilla roads apply when you create them yourself (I guess so but it doesn't hurt to ask ;) )?
 
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