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Development Diary #2: Traffic AI

Hi everyone! We are back with another development diary for Cities: Skylines II and today is all about the new and improved traffic AI. Managing traffic in a growing city was a core part of Cities: Skylines and going into the sequel we knew we wanted to bring you a more advanced system, both to address the feedback you have shared over the years and to make the city feel more realistic and alive.

Citizens and traffic are a core part of a living and breathing city. Where do people live, where do they work and what places do they visit in their free time? Where are businesses located and how do they get the goods they sell? Are their customers citizens or other businesses? How do their customers find them and are there other, better shopping options closer by? All of this and more factor into how traffic moves around the city.

In this development diary, we look at how the traffic simulation works and what features the agents (citizens, services, and resources moving around in the city) take into account when making pathfinding decisions. Check out the highlight video below before diving into all the details.



DIFFERENCES BETWEEN CITIES: SKYLINES AND CITIES: SKYLINES II
Pathfinding works in a different way in Cities: Skylines II than its predecessor. In Cities: Skylines pathfinding was proximity-based, meaning agents would calculate their destinations or order services by straight line distance without taking the existing road network into account. In the case of a fire, this could mean the fire truck responding would come from the closest station even if it had a longer route because of how the roads connected it to the destination. Longer response times could in turn mean the fire truck would not make it in time to stop the fire from spreading or save the building from collapse. Agents would take the fastest route to their destination and stick to it, patiently sitting in a traffic jam if one occurred, only changing their route if the road network was modified in ways causing their original path to no longer be viable.

In Cities: Skylines II agents choose a route based on a pathfinding cost. This cost is calculated using multiple factors such as the city’s road network, traveling time, travel cost, agent preferences, and more which we will cover in more detail below. Furthermore, agents will adjust their route based on events along the way. They may change lanes to avoid a car accident or a stopped service vehicle or make room for a vehicle responding to an emergency.

1 Layout.png

Your city layout is only part of the equation when agents decide how to get around


PATHFINDING COST
The core of pathfinding calculations is the four aspects: Time, Comfort, Money, and Behavior.

Time is an important factor when calculating a path. While other factors affect pathfinding, time is usually the most important as all agents tend to seek the quickest route to their destination. When considering only the travel time, a small road can be shorter but its travel speed is lower than the longer highway’s travel speed so the agent chooses the highway in most scenarios if the highway is overall a quicker route.

Comfort is an important factor in pathfinding and includes planning the route to be as smooth as possible, avoiding unnecessary turns at intersections as well as finding a suitable parking spot or public transport stop to get off at. Comfort is calculated directly to the pathfinding cost with each option adding to the overall cost.

Money comes into pathfinding choices in the form of fuel usage and potential parking fees. Citizens weigh travel and parking costs and compare them to other travel options as well as walking to see which option is quick, comfortable, and affordable. In the case of delivery vehicles, the cost of resources they transport increases the further away they are delivered. As a result, selling resources and goods locally is more cost-efficient for the companies as the delivery costs are lower than hauling the cargo to an outside connection.

Behavior refers to agents’ willingness to make “dangerous” decisions in traffic, such as making a U-turn. Citizens and delivery vehicles are less likely to make dangerous decisions in traffic to cut pathfinding costs, while emergency vehicles have a more lenient behavior model so that they can navigate the road network during emergencies and make dangerous pathfinding decisions if necessary.

Pathfinding also accounts for the traveler's age group. For teens the most important factor is Money: they seek out cheap options when traveling, be it the means of transportation or parking behavior. Adults value Time, so the quickest route is usually the best for them. And Seniors prefer a high Comfort level. As long as the Comfort cost is small, seniors tend to choose that option.

Citizens weigh all pathfinding factors when making decisions, aiming for the lowest overall pathfinding cost.

Service vehicles are ordered based on the lowest overall pathfinding cost and when new orders are made, they take into account the distances of all applicable vehicles now and in the near future (as in: where will the vehicles end up after they have fulfilled their previous service order). As an example, a road maintenance service vehicle is ordered to repair a road segment. The simulation checks where all available vehicles are at the moment and where their current orders are taking them. A currently closer vehicle might not be selected for the new order if another vehicle is on its way to a nearby location shortly as it finishes its current service order.

Resource transportation is affected by the length of the route as distance increases the costs, so companies try to ship cargo as close as possible to increase their own profit margin. Transporting resources and goods out of the city is costly and can greatly decrease the profitability of companies.

2 Transport.png

The further you ship resources, the more expensive for the companies


LANE USAGE
In Cities: Skylines II vehicles use more lanes. They try to optimize road usage to allow as smooth traffic as possible, occupying all available lanes as they travel to their destination. This means that if one lane in a multilane road is filled with vehicles waiting at the traffic lights, new cars arriving at the intersection choose the other empty lane(s) to fill the intersection evenly.

On multilane roads, vehicles can overtake slower vehicles when the simulation notices that the other lanes are less used. Vehicles also switch lanes to avoid completely blocked lanes due to a traffic accident, a traffic jam, or a stopped vehicle, such as an ambulance picking up a patient. Additionally, vehicles will try to give room for the emergency vehicle by switching to other lanes when possible.

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Vehicles adapt to traffic on the roads to improve the traffic flow


TRAFFIC SIMULATION, AGENTS, AND PERFORMANCE
The traffic simulation is complex in Cities: Skylines II. In addition to calculating their path, all vehicles and pedestrians take into account all nearby agents at all times as they navigate the streets and pathways in the city. The agents make decisions affecting traffic flow multiple times while traveling, separate from their pathfinding decision. These include accelerating along the traffic, braking to slow down, avoiding oncoming traffic when making turns, switching lanes to optimize traffic flow, and making pathfinding decisions when an unexpected event such as a traffic accident occurs on the route originally planned.

This means pathfinding calculations are more numerous and more in-depth than in Cities: Skylines as the agents have more features affecting their decisions. However, the calculations are more efficient, resulting in higher performance across the board as the pathfinding and simulation among other calculations take advantage of all the available processing power of the multicore CPUs.

Also, as a major improvement to the first game in the series, Cities: Skylines II doesn’t feature hard limits for agents moving about in the city. Overall, the performance of the simulation and pathfinding is vastly improved which means larger populations are possible. The only real limits to the simulation are the hardware limitations on the platform running the game.

4 Large city.png

Build large cities and watch your citizens travel them for work or leisure


ROUNDABOUT BEHAVIOR
We talked about roundabouts in the last development diary covering how they’re built, but that isn’t the only improvement. Traffic simulation also takes into account the rules regarding roundabout entry and exit. Vehicles entering the roundabout give way to those already on it, however, just like in real life, vehicles might cut in front of another vehicle already on it, if a suitable opportunity arises. This is part of the agents’ behavior which is always looking for suitable spots to improve the traffic flow, by changing lanes or sneaking through an intersection at the last minute.

5 Roundabout traffic.png

Vehicles are always ready to take advantage of an opening


TRAFFIC ACCIDENTS
The game features traffic accidents where vehicles lose control and crash into traffic or buildings. The likelihood of an accident happening is calculated per road segment and is increased by features such as road conditions, lighting conditions, weather, and disasters. Keeping roads in good condition by using road maintenance services and having streetlights is a good way to decrease accident probability on the road.

When an accident check succeeds on a road segment, a vehicle on the segment is selected randomly to “lose control”. The vehicle is pushed in a random direction, gaining simple collision and physics to allow it to hit obstacles on its way. If a vehicle collides with another agent, it also gains collision and physics for the duration of the accident.

Accident sites need to be secured and cleared by the police and road maintenance, respectively. The simulation halts traffic on the lanes that are affected by the accident and vehicles wait until the road is cleared before continuing on their way. Ambulances might also be called to the site if the accident was severe enough to cause serious injuries. If clearing the site of the accident causes traffic jams for a prolonged period, agents might recalculate their pathfinding, resulting in “dangerous” behavior and making U-turns to find alternative routes circumventing the blocked lane.

6 Accident.png

If more lanes are free, vehicles will use them to avoid the site of the accident


PARKING
Parking is a new feature in Cities: Skylines II and one of the four main aspects of pathfinding. Agents consider available parking spaces when they calculate pathfinding and decide how they travel to their destination. Usually, the most comfortable option for an agent is to be able to park on the lot of the building they are traveling to. If that is not possible, they will choose either another parking option or a different transportation method. The lack of parking can lead to citizens preferring other places for their activities such as choosing different locations for shopping or leisure time.

Citizen age groups have different preferences when it comes to travel comfort, time, and money spent on traveling. Parking affects all of these aspects in one way or another. Seniors prefer comfort and if there are parking spaces near their destination, they will most likely choose them regardless of the potential parking fee. Adults are most concerned about time and choose places that are along the quickest route, while teens have the least money so they choose cheap parking options, even if it means they have to walk longer distances or use other means of transportation to complete their travel.

Parking choices and pathfinding cost calculations for agents can be affected by fees set for individual parking lots and buildings as well as roadside parking fees added to districts. Low or nonexistent fees encourage parking for all citizen groups while high parking fees favor wealthier citizens.

6 Parking structure.png

Parking lots come in multiple sizes along with multistory and underground parking structures


INFOVIEWS
Cities: Skylines II features two infoviews, the traffic infoview, and the road infoview, to help keep an eye on traffic and address problems early on.

TRAFFIC INFOVIEW
The traffic infoview shows traffic flow and volume in the city as a whole, making it easy to spot problem areas in the road network quickly as traffic jams color the roads in red. Traffic flow indicates how smoothly traffic flows in the city. A higher number means that no jams are forming while a lower number indicates that potential bottlenecks can appear. Lastly, traffic volume shows how many vehicles travel on the road network at different times of the day. High volumes of traffic indicate rush hours.

7 Traffic volume.png

Switch between Traffic Flow and Traffic Volume to see how your network is handling traffic

ROAD INFOVIEW
Road infoview shows more in-depth information about a single road, covering the road’s condition as well as its traffic flow and volume. With these tools available it is possible to enhance the road network very precisely. If a particular road has a large volume of traffic, it is most likely a main road and you might need to keep an eye on it as the city grows, and upgrade it to a bigger road to alleviate traffic congestion in the future.

The road condition affects accident probability and travel speed negatively, increasing the risk of accidents and slowing down traffic. Road maintenance vehicles keep the roads in good condition and free of snow during the winter season allowing smoother traffic and safer travel.

8 Road condition.png

Check the condition of your roads and find your Road Maintenance vehicles with the Road Infoview


SERVICE VEHICLES
When service vehicles receive orders from buildings and road segments, they calculate a suitable path to their destination. As the vehicles travel to their destination they affect the traveled path and/or its surroundings, for example, when a garbage truck receives an order to travel to the next destination to pick up garbage, they also pick up garbage along the way. Similarly, road maintenance vehicles will repair the segments of road as they travel to their current destination.

Emergency vehicles, such as police cars and fire trucks, have additional rules affecting their pathfinding. Their behavior is “more dangerous” compared to citizens, other service vehicles, and delivery vehicles: they are able to make “illegal” U-turns if it shortens their route to their destination. If possible, other vehicles will give way to the emergency vehicles by switching lanes on multilane roads.

Police patrols have additional rules to their behavior as they can override their patrol duties (decreasing crime probability in areas they travel through) if an emergency, such as a robbery or traffic accident, takes place.

Public transportation vehicles travel on the designated lines with the exception of taxis which are able to freely select their routes according to pathfinding rules similar to private vehicles. Initially, they pick up fares at taxi stands but with the taxi depot upgraded, they can pick up fares anywhere in the city.

Service vehicle operations can be limited to player-created districts. In these cases, the vehicles only answer orders and respond to emergencies within their designated districts. Any city service can service one or more districts as well as the entire city (by default).

9 Service vehicles.png

Other vehicles give way if possible so emergency vehicles can reach their destination faster


TRAFFIC BETWEEN OTHER CITIES
The game also features traffic between other cities, from one outside connection to the next. This traffic does not contribute to the city’s economy but the traffic can become part of the overall traffic flow as the city grows and the highways are integrated into the city’s road network. If the player builds a shorter route between two outside connections, the traffic between those cities will change to use the newly created option if it is more cost-efficient in regard to pathfinding.

10 Outside connection.png

You can add new Outside Connections when you reach the edge tiles

With that, we find ourselves at the end of this development diary. We hope this provides insight into how traffic behaves in Cities: Skylines II and will help you design your ideal cities. Traffic AI has been reoccurring topic with Cities: Skylines and we’re looking forward to hearing your feedback on the more advanced and realistic traffic simulation in Cities: Skylines II. Next week we cover the topic of Public and Cargo Transportation and how it integrates with your city.


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Indeed... and I now know what @co_avanya said.
So there's a one-lane-one-way road in the road construction menu and Avanya said, the tiniest road will be a two-lane road. Confusing.
wait for modders to turn it into 1lane-2way road, probably with squashing the lanes, if TCAS in game's scripts will be suitable, they can pass by with 2.2 + 2.2 meters space (depends from how game will process car collision sizes) or someone will just wait outside when second car gonna leave the segment. Not sure... Avanya might clear this question.
 
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Next question from me... will it be possible to select a road type by using some kind of pipette tool? This is something I miss in Skylines. If you want to make an existing road longer or want to enlarge an existing network with the same type of road, you must search all your assets for the correct road type. This might be okay in vanilla without any DLCs, but dozens of additional road types which come with DLCs and CCPs, it becomes kind of cluttered...
 
Next question from me... will it be possible to select a road type by using some kind of pipette tool? This is something I miss in Skylines. If you want to make an existing road longer or want to enlarge an existing network with the same type of road, you must search all your assets for the correct road type. This might be okay in vanilla without any DLCs, but dozens of additional road types which come with DLCs and CCPs, it becomes kind of cluttered...
FindIt functionality?
 
I have another question: if citizens have no car and they can only walk to one place (let's say a tourist that arrived to an isolated airport with no mass transit avaiable), how far they will walk? I remember cs 1 had roughly 1 km walking limit.
 
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What does that mean?
If there is an accident on a common two-lane road (one for each direction) on which an accident happened and a jam forms in both directions, how would emergency vehicles ever reach that spot?
Then the emergency vehicles will get as close as they can. Accidents will eventually clear even if no services are able to reach them, so you won't have traffic stuck forever.

Does that imply that we can unlock all the tiles up to the very edge of the map?

In the screenshot within the post it shows the outside connections end abruptly with a grass field behind it, I was curious if the road gets generated past the map bounds into that open field?
You can unlock almost all tiles, including the tiles at the very edge of the map, which are required to add new Outside Connections.

This makes no sense, if there are no free lanes how can there be an alternate route to an accident scene, unless the emergency vehicles will drive against the flow of traffic (pretty sure you've already confirmed that no vehicles do this though).

It's starting to sound like either the accidents must be coded in a way to make it so that there is never an instance where all lanes are blocked if it is a one way road or emergency vehicles will simply magically appear at the accident site once they are close enough and are blocked by the traffic jam or they will simply park at the start of the traffic jam.
Emergency vehicles might make a U-turn and find a different route to approach the accident from the other direction. If they cannot reach the site of an accident, they will get as close as possible, and even if they cannot reach it at all, the site will eventually clear so traffic won't be stuck forever.

I didn't get a clue yet concerning the question if there'll be a small road with one lane. Not the kind of road @Duchess wants to have, but a simple one way one lane road with usual stuff like parking lots/trees/sidewalks. There are plenty of one lane roads in real life and the only one in CS is the highway ramp.
We have a one-way road with parking on both sides, which of course can be replaced with trees or sidewalks on either or both sides.

My question following the DD is not related to the path finding per se but it does raise this question - is there an upper limit on the amount of cores that will be used (say 6 out of 8 on an octacore) or will it just use all available up to the maximum (e.g. 12 out of 12 rather then say 6 out of 12)?

Edit to clarify - I meant for the entire game including the path finding not the path finding by itself.
The game will use the resources available to it, if it needs them of course. So if you have 12 cores and a city large enough to benefit from using all of them, it is able to do so.

I have some follow-up questions:
1. wrt. what you mentioned with the Money factor:

is the parking expense which occurs at the end of the path the only cost involved or is there a weighted unit-cost multiplier like fuel/gas which is multiplied with total distance which will also be involved? If there is such a multiplier, it would be nice to have control over it from the economy info view.

2.

to make water side walking parks, can the pedestrian paths use cut & fill feature or would we have to use roads with pedestrian only (with emergency vehicle exception) to make promenade?

3.

Does the despawning factor in just the reachability to the destination? it would be nice to make the cims return to their home in case that's reachable.

4. continuing on previous question, in case a car is stuck on a one-way road with all lanes blocked because of an accident, it won't be able to find a path to destination/source; so will it despawn? It would be nice if despawn mechanism would factor in accidents as just temporary blockage. (also it would be nice if the despawn feature has a toggle in the settings)
1. Cost of parking, cost of public transportation, and cost of fuel are part of the Money pathfinding factor.
2. Pedestrian paths can also use cut and fill yes.
3. No walking home I'm afraid, they will despawn and restart their journey.
4. They wait for the accident to clear, despawning is a safety mechanic to avoid agents getting stuck and being unable to move.

Question for Avanya.
Does the Ambulance and Firetruck spawn out of nothing, just like in SC1? They should park and leave from the parking lot or service depot instead, there are no more pocket cars, correct? what about police cars? can we hake them parked at the police station?
Most (if not all, I can't remember off the top of my head) service buildings have garages for their vehicles, which are connected to the road by driveways. You'll see this more clearly in the City Services development diary on the 17th of July.

Sorry if this have been answered already. But is mixed transportation mode possible? Like the person drives to point A, parks the car, then take public transportation to point B?
Yes, switches are possible but of course often add to the overall pathfinding cost as they take time, cost money, and are less convenient.

"when a garbage truck receives an order to travel to the next destination to pick up garbage, they also pick up garbage along the way"

Is this the same logic from CS1? Or is there some extra detail like improved balancing of garbage values?

I don't want to have to distribute garbage disposal areas (eg, landfills, recycling centres, waste to energy plants) throughout my cities, just have one location which can serve the whole map.
No, in Cities: Skylines a garbage truck would be called to a building, pick up garbage along the way, and then return when it was either full or reached the building that called it. Then it would be sent out to the next building and so on.

In Cities: Skylines II the garbage truck can receive new orders while on the road. So when it reaches the building it was headed to, it can continue to another building, and the game assigns new orders based on where the truck's last current order is. This results in less back and forth with garbage trucks returning to their facility when they are full or there are no orders for them to fulfill.

You guys are making it really hard to not break my no pre-order policy. Bravo!

A few Some questions

  1. How dynamic are the traffic accidents? Is it possible for "cheeky" drivers to cause them, or is it just random spin outs?
  2. Is it possible for pedestrians to be injured by traffic accidents or be run over by reckless drivers? Do you have to take that into account when managing junctions? (I know it's a long shot with the game rated E but it would be an interesting detail and it's a crucial issue in urban planning)
  3. Does the type of vehicle effect the severity of the accident? Are trucks and SUVs more likely to cause or have greater chance of injuries? Are motorcyclists more likely to get injured or die?
  4. A previous answer indicated that only road vehicles are affected by accidents. Does that include buses and trams?
  5. What happens if a cargo truck crashes? Is its payload destroyed? Does it depend on the severity of the accident? Can oil trucks catch and cause fires or litter the roads with their cargo, potentially causing more accidents?
  6. What happens to buildings that are crashed into? Are they damaged and have to be repaired by a city service? Are ambulances involved?
  7. Will cims ever carpool or drive with their family outside of moving in? Will they use appropriate vehicles for it? (No more than 2 on a motorbike for example)
1. Accidents are determined by the road segments, not the drivers themselves. For example, a road segment in poor condition and without streetlights will have a higher risk of causing an accident. The game does a check to see if an accident will happen on a road, and if that check succeeds, a vehicle on that road segment is randomly selected and will crash. So think of accidents more like a driver hitting a pothole and losing control than their driving being reckless or the cause of an accident.

2. Yes, pedestrians can be hit by a vehicle that has lost control and ends up on the sidewalk or crossing.
3. No, but that is an interesting thought.
4. Other agents can be hit, in the case of a tram it will be stopped and unable to continue its route until the accident clears up. But it will not crash on its own, it would need to be hit by a vehicle that has lost control.
5. It depends on how the accident unfolds, when the truck is cleared by road maintenance/despawned, the cargo is lost.
6. In most cases no, but if the vehicle crashing into the building catches fire, that fire can spread to the building.
7. In most cases they likely won't be going to the same place so carpooling won't make sense, but they can for example go on vacation together and will all drive in the household's car (if they have one) to an Outside Connection.

It might use driving on sidewalk method, override comes fully from being stuck trigger. Maybe in short distances when it is not fully packed with road jam the car might drive back to nearest suitable junction point. Oh yes, @co_avanya is there reverse movements? and folloving parking to gates at cargo/bus terminals? I've described it here
Vehicles can make a U-turn and find a different route if they get stuck in traffic and there is room enough to turn around. You can see an example of this at 2:18 in the video where a small car turns around as the road is blocked by service vehicles.
 
You can unlock almost all tiles, including the tiles at the very edge of the map, which are required to add new Outside Connections.
On the screenshot, the outside connection isn't placed at the very edge, there is still at least one tile after the buildable limit. Does "very edge of the map" mean the very edge of the unlockable map, not the very edge of the whole map (unlockable + not unlockable) ? I'm a bit confused, sorry.
 
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Emergency vehicles might make a U-turn and find a different route to approach the accident from the other direction. If they cannot reach the site of an accident, they will get as close as possible, and even if they cannot reach it at all, the site will eventually clear so traffic won't be stuck forever.

Thank you for explaining this. So if the emergency vehicles get stuck in the trapped traffic on a one way road / highway they will stop at the back of the traffic jam and the accident will despawn (we can probably imagine that the emergency services personnel are walking through the trapped traffic to the accident scene :D).

This does make me wonder how quickly cims will find out about the accident and try to find a new route e.g. take the next highway exit before the accident.

Most (if not all, I can't remember off the top of my head) service buildings have garages for their vehicles, which are connected to the road by driveways. You'll see this more clearly in the City Services development diary on the 17th of July.

This is very good to hear. This sounds like most service buildings will spawn vehicles like the tram depot in CS1

No, in Cities: Skylines a garbage truck would be called to a building, pick up garbage along the way, and then return when it was either full or reached the building that called it. Then it would be sent out to the next building and so on.

In Cities: Skylines II the garbage truck can receive new orders while on the road. So when it reaches the building it was headed to, it can continue to another building, and the game assigns new orders based on where the truck's last current order is. This results in less back and forth with garbage trucks returning to their facility when they are full or there are no orders for them to fulfill.

This is awesome to hear, does this also affect other service vehicles?

2. Yes, pedestrians can be hit by a vehicle that has lost control and ends up on the sidewalk or crossing.
4. Other agents can be hit, in the case of a tram it will be stopped and unable to continue its route until the accident clears up. But it will not crash on its own, it would need to be hit by a vehicle that has lost control.
5. It depends on how the accident unfolds, when the truck is cleared by road maintenance/despawned, the cargo is lost.
6. In most cases no, but if the vehicle crashing into the building catches fire, that fire can spread to the building.

Accidents can involve pedestrians, public transport vehicles, trucks, fires. Wow, wow, wow! :eek:
 
Vehicles can make a U-turn and find a different route if they get stuck in traffic and there is room enough to turn around. You can see an example of this at 2:18 in the video where a small car turns around as the road is blocked by service vehicles.
Right, planned way to getting out the traffic jam is cleared. As well the special services can drive on left side if it's free, against the rules... You know..
Second part is still unclear. You know how ridiculous the cargo terminals traffic has been created. What you did planned this time? Of course fully unique parking animations near the warehouse gate with peopes moving pallets from/to building and the truck is too much. But they just need to be placed there on arrival (from access pathway), load/unload something and depart further. If we talking about containers and.. logs reloading - it is simple, truck then always moves forward without special requirements.
 
Everything looks great so far!

Will we be able to create toll roads and, if so, will they affect pathfinding? For example, creating a quicker toll road for traffic that's just going through our city
 
Everything looks great so far!
Will we be able to create toll roads and, if so, will they affect pathfinding? For example, creating a quicker toll road for traffic that's just going through our city
It has been created in CS1, so why not. I think even 2 options, simple gate with short stop (affects traffic speed) and radiotag like your NFC for quickest payment when passing by.
 
It has been created in CS1, so why not. I think even 2 options, simple gate with short stop (affects traffic speed) and radiotag like your NFC for quickest payment when passing by.
True, but if iirc it was a later addition, and we know that some other CS1 additions (e.g. bikes) won't be in CS2 on release. I like the idea of NFC or licence plate recognition, could be a policy we can implement for residents but not tourists/passing-throughs, or for freight vehicles
 
Loving this diary! Accidents, road maintenance, independent driving agents etc are all amazing for all of us who want to use the game as a simulation. I looked into developing these as mods for CS1 so I'm more than excited to see them in the base game

I presume the lack of traffic and people can be assigned to a dev build which is running in debug mode so the number is simulated vehicles and pedestrians is toned down for performance reasons

A few functional questions I've had:
  • Are the roads being maintained going to be closed for maintenance and repavement or is it more a case of a service vehicle fixing the road as it drives on it?
  • Are citizens commute still mostly between home and work or could we see them visiting shops so that commercial building placement can affect the local traffic?
  • How much freedom do we have when adding car parks or buildings with car parks? Can we decide how and where the access points are or are they fixed? I'd love car parks to be modular so we could integrate them in utility buildings on case by case basis instead of having one blueprint every building would use
  • Modular buildings in general would be lovely to avoid repetition in look and feel for the same building type
  • Are roads (and utility buildings) still being plopped? Can we have some sort of future planning mode where we could place roads and utility buildings we don't have money for yet or simply want to place our future plans so we can build around the area accordingly. This would be perfect if we could build these in stages instead of plopping it in place
  • I've noticed most of the road structure and zoning is even more so tailored to grid system, any chance we could get realistic European cities feel by building roads with natural slopes and curves by following the landscape and additionally design zones plots with a freehand tool instead of a grid in order to fully fill the empty space in non-grid road layouts (this would go great with modular buildings and being able to determine car and pedestrian entry points)
Keep up the good work!

Looking forward to the next DD
 
Hello Avanya and CO team! We have so many questions
  1. We've seen long stretches of single-track rail lines and I was hoping for the AI diary to uncover if we will have the full support of single-track train AI. Could you tell us anything about it?
  2. I was really excited to know there is comfort as a separate parameter for pathfinding. Could you please tell how it influences waking? Do cims prefer certain roads/paths over others? Do they like walking along wide sidewalks and trees more than parking?
  3. Regarding roundabouts, will we be able to mod them? Or could we expect more of them in the future? For example turbo-roundabouts
  4. Will the game somehow tell us that we reached the agent limit based on the specific spec of the PC or the population will just stop growing?
  5. In some parts of the video, cars switched lanes very abruptly, and in others, they did it realistically smooth. Can players control it by forcing specific node types for example?
  6. Does the income level of a family affect their accessibility to cars?
  7. Which scheduled diary will cover policies?
 
Avanya, thank you for anwering my question, i am glad to know ambulances will not disapear in front of the hospital.
What about police cars? do they park on parking lot or garage?
Since we already know there will be Modular buildings, according to a game designer (Lauri), Fire Station have garage extension and training facilities,
do Police Station have training facilities too?
I cant wait for City Services development diary on the 17th of July.
Thank you!!!
 
Most european cities have as much if not more skin-tone diversity than american cities and anyway CS II comes with 2 themes only: american and european. I don't think it's useful to worry about ped's skin tone in Africa, Asia or Central/South America when pretty much everything else is missing for these continents: roads, buildings, services, transport etc.

Having some peds diversity with a much higher percentage of white than others skin tones should be realistic enough, both for european and american cities.
Western European cities - yes. But Eastern Europe - not so much. Countries like Japan, China or Korea are also very homogenous, so having diverse peds in a city that's supposed to be Japanese or Korean is just as unrealistic as having only white peds in American cities. Yes, C:S2 won't have Asian tileset at launch, but I'm sure it's only a matter of time until we will get it as an update or DLC (even in C:S1 we had 3 Content Creator Packs - Modern Japan, Railroads of Japan and Heart of Korea - as well as one small China-themed DLC, Pearls From the East), Asian style cities are quite popular.

I think that noticing lack of pedestrian diversity is a valid complaint, but on the other hand there are some cases where it doesn't match certain setting.
 
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