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Development Diary #3: Public & Cargo Transportation

Hi everyone! Welcome back to another Cities: Skylines II development diary. Today we are taking a look at the public and cargo transportation options available for you when you build that dream city of yours!

An integral part of a city’s inner workings is its functioning public transportation system. In a fledgling city, the citizens can be transported by buses and taxis and as the city grows, you are able to invest in other transportation systems, such as tram and subway networks. Passenger trains can also serve local traffic if you are willing to sacrifice building space for the large train stations.

Buses, trains, ships, and airplanes transport passengers between cities bringing new citizens and tourists to your city. Buses use road connections while trains need to be connected between the city and the existing train infrastructure on the map. Ships are particularly useful on maps with large open waters connected to the edge of the map, while airplanes connect the city to the rest of the world through an airport.

Transportation also includes cargo transport where companies order resources through delivery trucks and vans. To support the local industries and commercial companies, you can set up cargo lines using trains, ships, and airplanes that in conjunction with trucks keep the industries’ wheels turning. Check out the quick overview in the video below before diving into all the details



PUBLIC TRANSPORT TYPES
Buses
unlock first and form the backbone of the city’s public transport network in the early game. They are a tried and true method, cheap and flexible even though they are very much affected by the traffic conditions of the city. Buses require the Bus Depot for periodic maintenance and come in two flavors: traditional fuel-operated buses and environmentally friendly electric buses. To use electric buses in your city you will need to update the bus depot to maintain them.

In addition to serving the populace locally, buses can also transport passengers from Outside Connections, and you are able to create intercity bus lines once you build the Bus Depot. Intercity buses can stop at the bus station or they can drop off and pick up passengers from one or more regular bus stops.

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Place either a Bus Stop Sign or Shelter on a road to determine where buses should pick up and drop off passengers

Taxis are a staple in most cities and that is also true in Cities: Skylines II. Taxis operate on a similar logic to personal vehicles, able to transport passengers to where they need to go, and in the early game, taxis also bring new citizens to the city who don’t have their own personal vehicle. Taxis are an extremely flexible public transport option as they don’t require lines to operate. However, they are low capacity, contribute to the city’s traffic congestion, and are also held back by it.

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Add a Taxi Depot to your city to provide citizens with taxi services

Taxis require the Taxi Depot for maintenance, but before upgrading the Taxi Depot, taxis can only pick up passengers from the taxi stand. With the dispatch center upgrade, there are no limits for picking up fares in the city. The taxi service can be expanded by replacing some taxis with electric taxis, reducing noise and air pollution caused by the service. This is done by upgrading the Taxi Depot to also support electric taxis

Trains carry large amounts of passengers and cargo and while their infrastructure size makes them better suited for intercity transport, they can be used locally as well. To create train lines you need to first build a Rail Yard, which sends out and maintains your trains, and connect it to the tracks. Trains naturally require tracks to run on and building a train infrastructure is a high initial expense but due to their transport capacities, they more than make up for the initial cost over time.

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The Rail Yard provides your city with both passenger and cargo trains

Train infrastructure allows you to create two-way and double tracks as well as one-way train tracks, elevated tracks, bridges, tunnels, and cut-and-fill tracks running lower than the ground level. Trains and other rail transports are able to drive backwards and forwards, and thus they can utilize track switches created by combining two-way and double train tracks. Stations also feature pre-built tracks which create track switches automatically when tracks are connected to them, regardless of track type.

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Train stations can be upgraded with additional platforms and connected to other forms of public transportation

Tram is a relatively flexible light-rail option when expanding the public transportation network in the growing city. Tram tracks can utilize already-built roads by adding tram tracks to them using the replace tool, or the tracks can be built separately, running on the terrain and thus, bypassing other traffic altogether.

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Run tram lines on roads or a dedicated network

A Tram Depot, which sends out and maintains the tram fleet, is required to set up a tram network. The initial cost of a tram network is higher than setting up a fleet of buses but the upside is that trams are quiet and do not pollute the air.

Trams can be built in the same manner as roads and train tracks: they feature one-way tracks and double tram tracks and can be built as elevated tracks, bridges, cut-and-fill tracks, and tunnels.

Subway is a fast, high-capacity local public transport option. The initial investment in the rapid transit infrastructure is high but due to its speed, it is a popular transport choice for many citizens who value their time when making pathfinding calculations. While the subway can be built above ground and even on elevated tracks, its biggest draw is how little room it takes up when built underground. The underground stop entrance itself is quite compact, they fit nicely between the other buildings without taking up much space.

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An underground subway station doesn’t require much space and can easily fit between buildings

Similar to trains, the subway requires a Subway Yard to supply trains for the lines. Subway uses exclusive tracks and passengers can access the trains from underground and overground stations. And like the other types of rail, you can build double subway tracks and one-way tracks with options for elevated and cut-and-fill tracks as well as bridges and tunnels.

Water transportation features both passenger and cargo options. Ships can transport a high number of passengers both inside the city and to and from Outside Connections. Intercity water transport requires access to the map edges by seaways and connecting the harbors to these seaways.

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A passenger harbor is a great addition to any waterfront city

Air transportation is a fast intercity option for both passengers and cargo. The planes carry relatively small amounts of passengers and cargo compared to the ships and trains but what they lose in capacity, they make up for in speed.

Airports require a large amount of room to be built, the International Airport being the size of a small town! Depending on how many air transport lines are created, they can also generate a lot of traffic between the city and the airport. When placing an airport, you can see the projected landing and take-off zones at the ends of the building, giving you an approximation of where limitations to zoned building heights are applied.

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Airports limit the height of buildings in the landing and take-off zones to avoid collisions

Air transport lines don’t require any additional infrastructure other than the airports themselves. The airports are connected to the Outside Connections with the line tool and the airplanes start traveling on the lines once they are created.


CARGO TYPES
In addition to delivery trucks and vans, cargo trains are the backbone of resource transportation on land. Once a Cargo Train Terminal is built, companies can use it as a storage point for incoming and outgoing cargo. Even with no cargo lines, companies ordering resources can use the station’s storage facilities to drop off and pick up resources and goods, the facility working like a distribution center.

To start receiving cargo trains you will need to set up a cargo train line similar to how passenger train lines work. Trains then haul resources from Outside Connections to the terminal where they are stored until local delivery trucks pick them up for distribution within the city. Similarly, companies send their goods to the terminal as it is cheaper and faster to ship goods on trains than to haul them to the Outside Connections by trucks.

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A Cargo Train Terminal can not only ship resources efficiently, but it can store and distribute them to your city’s industry buildings

Due to large amounts of resources being transported to and from the terminal, it can generate a lot of truck traffic. Therefore it is crucial to prioritize the road connections to the terminal to avoid traffic jams.

Cargo ships can carry huge amounts of cargo (1000 tons!). They are slower than trains but are not held back by high traffic on the roads. Cargo Harbors can also store resources and goods to be further distributed, similar to cargo train terminals.

Cargo Harbors also generate a lot of traffic as delivery vehicles off-load the cargo ships and carry the resources into the city. Furthermore, the Cargo Harbor can be enhanced with a railway connection, allowing trains to transport cargo directly to and from the harbor.

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The Cargo Harbor can be upgraded with a railway connection to connect it with other parts of your city

Air cargo transport becomes available when the airport is upgraded with a cargo terminal, which adds an additional terminal exclusively for cargo transport where cargo planes can pick up and offload their cargo. Compared to cargo trains and ships, cargo airplanes are relatively low capacity but they are the fastest option available and not impacted by traffic in the city or reliant on available waterways.

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Upgrade your airport and connect the Cargo Terminal to the Outside Connections


NEW GAMEPLAY WITH TRANSPORTATION LINES
In Cities: Skylines only buses, taxis, and trams had depots. Trains and subway trains spawned directly from the stations once a line was created. In Cities: Skylines II each land-based public transportation type has a depot or yard where the vehicles are spawned and where their maintenance takes place. Each depot can support a predetermined number of vehicles and this can be extended with suitable building upgrades.

The Line tool functionality has been standardized to provide a more simple gameplay loop between all the different transportation options, including both passenger and cargo transport.

Transportation gameplay basics: Depot -> Stops and stations -> Tracks and roads -> Lines

To create transportation lines for land-based vehicles you need to first build the appropriate vehicle depot, then build stations and lay down tracks. Buses traditionally use pre-existing road networks where stops are placed but you can also create roads exclusively for public transport vehicles such as buses as well as priority lanes on existing roads. Once the stops and stations have been placed and connected with roads and tracks, you can create transportation lines between the stops and stations.

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Stops are highlighted when placing a transportation line making them easy to find and select

In Cities: Skylines II, the Line Tool is more flexible when creating lines for road-based vehicles. When creating a bus line you can set waypoints that control the route taken by the bus from stop to stop, allowing it to avoid busy roads or intersections. The same stops and stations can accommodate multiple lines but the increased amount of vehicles may lead to some congestion.

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Waypoints can be placed while creating a line or afterward to reroute your public transportation

Similar to train stations, harbors need to be connected to the seaways with the Seaway tool. After this, you can create Ship Lines traveling between the city and the Outside Connections or between harbors in your city. Airports are directly connected to the Outside Connections with Airplane Line tool, no need for any additional networks.

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Connect your airport to one or multiple Outside Connections depending on your city’s needs

In Cities: Skylines each transportation option was unlocked by reaching different population milestones. This resulted in similarly built cities as each option was always unlocked at the same time, regardless of the player’s need to use them or not. In Cities: Skylines II, with the exceptions of buses and taxis which unlock with milestone progression, each transportation type is unlocked using Development Points in the development tree for Transportation - more on Development Points in a later development diary. You can select which types of transportation your city needs and unlock those to serve your vision of the greatest city on Earth!


TRANSPORTATION OVERVIEW
The Transportation Info View gathers all the pertinent information about both the passenger and the cargo traffic which is separated into two categories. The passenger transportation data includes the number of lines present in the city as well as the number of tourists transported and the overall number of passengers transported in a month per transport type. The number of cargo lines is listed in the cargo section of the infoview panel. The panel also includes the amount of cargo transported in tonnes, per month and per transport type.

Furthermore, the Transportation infoview highlights all the lines running in the city as well as marks all the transport vehicles with clearly visible icons, allowing you to get the full picture of where and how many vehicles are currently traveling.

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You can customize what is shown on the info view to easily find where a specific transport option is located

The Transportation Overview panel includes details of all transportation lines, divided into two main categories: passenger and cargo transportation which are further divided into transport types. The panel gives a quick overview of the most important details of each line at a single glance. Lines can be renamed, activated, and deactivated and their identifying color changed in the overview panel. Each line’s details are accessible by clicking the Line Details button. This opens the Line panel where more adjustments can be made. The overview panel is very handy especially when checking the line usage percentages while optimizing the different transportation types.

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The Transportation Overview can be found in the bottom menu and provides a handy overview of both your passenger and cargo lines

The Line panel features information about the lines such as their length, number of stops, and current passengers as well as their line usage percentage. A line can also be renamed in the panel and you are able to change vehicle models per line if alternative options are available.

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The Line panel provides you with detailed information about the specific transport line

In the Line panel, you can also finetune the functionality of a transportation line. For public transportation lines, the options include the ticket price, the number of vehicles running on the line, and the line’s operating hours (day, night, or both day and night). For cargo lines, you are able to adjust the number of vehicles as well as the operating hours.

Ticket price affects citizens’ pathfinding calculations. Citizens weigh time, traveling comfort, and money as they choose their traveling options, and while time and comfort are important aspects in those calculations, money can sway them between public transportation and private vehicle usage.

Adjusting the number of vehicles on a line is a good way to answer the changing traffic patterns as the city grows. If a line becomes extremely popular i.e. its usage percentage close to 100%, increasing the number of vehicles can alleviate the pressure and shorten passenger wait times at stops and stations which in turn affect their pathfinding calculations as well! Adjusting the vehicle numbers per line also makes sure that the depot’s fleet is used optimally and that there are enough vehicles to go around.

That’s all we have for you today. We hope this development diary has given you a sense of how you can integrate public and cargo transportation into your cities in Cities: Skylines II. What’s your favorite public transportation option? And are you looking forward to more control over your cargo lines? Let us know in the comments. Make sure you check back next week where we will be covering the meat of the city: Zones & Signature Buildings.


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One thing that keeps nagging me about these diaries is that I can't tell if the vehicles are being controlled/driven by the player or if they are AI-driven with a camera focussed on them.

In he original, you could not drive the vehicles or control the path of pedestrians unless you played on consoles.

I'd like to know if we can actually control the cars or walk around our cities freely in the sequel.
 
So hyped by the new additions, especially the cargo line one, but will we finally have the option to put signals on railway? We're going to have single tracks in the base game, but they are impossible to manage and work properly without a block signaling. will be just like in CS1 where there's no collision if there's two trains coming in each direction, they pass each other without consequences
 
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Can't wait for October

As for subway stations, it would be nice to see subway stations part of existing buildings. The station we can see is great but I feel that it would be even more realistic to see subway station entrances being part of buildings.

Just a thought!
 
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Air transportation is a fast intercity option for both passengers and cargo. The planes carry relatively small amounts of passengers and cargo compared to the ships and trains but what they lose in capacity, they make up for in speed.

Airports require a large amount of room to be built, the International Airport being the size of a small town! Depending on how many air transport lines are created, they can also generate a lot of traffic between the city and the airport. When placing an airport, you can see the projected landing and take-off zones at the ends of the building, giving you an approximation of where limitations to zoned building heights are applied.

Yes, yes, YES! That actually was one of my personal wishes I added to Biffas Discord! Lovely to see that!

Visually I also like that the aircraft now feature beacon lights but in the footage it seems they are missing navigation lights and strobes (which come on when entering a runway and which stay on during flight until leaving the runway - same with the wing inspection lights basically and dedicated landing lights ;) only taxi lights, beacons and navigation lights should be used on ground while not on the runway).

Landing gear seems also be extended quite long after takeoff, the flare angle seems to be too steep and more than one aircraft is sitting on the runway but that's just visuals in the end (still I hope to see some further improvement here :) )

Also I hope we will be able to create our own airport within the city - either using mods or being part of the base game like with the Airports DLC :)
 
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Awesome stuff here but one question

Do certain public transport options give better comfort levels in pathfinding decisions? for example, if a bus and tram line had similar speed and cost, would cims choose the metro as it is more comfortable? Or if a team and a bus line were on the same road and the speed and cost were about the same(maybe the bus has dedicated lanes), would priority be given to the tram?
 
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That's an upgrade I'm talking about visual model like CS1. So will we have Double deckers, articulated etc.
I know what you meant and I bet the electric ones are a different model like the biofuel ones were in CS1, I hope we do get the other models you have mentioned as well though!
 
As I said before: you have a massive responsiblity with your game for shaping peoples mind about traffic planning.
So you think a computer game will have any effect on real life politics ? I'm skeptical....
 
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I like what I see, and I despite some things to improve and polish, the quality of the design and graphics is stunishing. Great work! Also the mechanics about good, transport, I think it's a good thing to add to the game. Cities in real life need infraestructures about goods to work. Can't wait about the Economy and Production, as we already have seen that companies and commerce need goods and produce some specific things. And the size of the different buildings it's about right! Huge as they should be.

And a couple of questions I want to ask to co_avanya is:

Offices will have some more realistic traffic generation or they will be like CS1 that barely move anything, just a few cims? The transport hubs would be useful also in commercial and office areas or just only in industrial ones?

Are we going to be able to edit the lanes in railway networks? Look like some of them (specially metro) are to short to look totally realistic, at least the train in the videos moves strange.

We can set cargo routes to the outside (looks like), but will the game automatically create their own? I see there were not any truck route, in the city of the videos, for example.

Thank you!
 
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good good, but nothing really exciting or what we didnt know.

Sucks that this confirms no manual placement of airport runways. Dealbreaker

Also about ships, can they transport vehicles? And since there are intercity ship lines, are there smaller ferrier or just the cruise ships? And if so, can those carry vehicles or just passangers?
 
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I kind of wish that subway entrances could be placed on the sidewalk or embedded into nearby buildings. It looks really weird to have a single large tile be taken up by a subway entrance and plaza.
 
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After watching the video, I had a number of questions that I would like to address to dear Co_avanya.
1. Will there be reverse dead ends for trains and metro? A U-turn in front of the station, and not after it, in some cases is not quite correct.
2. will left-turn and right-turn sections, as well as separate traffic lights for trams be implemented at traffic lights? Or we will get only a standard traffic light "red-yellow-green".
3. Will there be restrictions on road and railway segments? Did you mention that restrictions have been lifted on "agents", but on segments?
4. Due to the appearance of huge airports, railway stations, the question arises about the size of the map. Will it be possible to create maps of different sizes, for example: "standard", "large" and "huge". Thank you for the answers.
*the message is written with the help of a translator
 
Will there actually be different vehicles models at launch or is that drop down menu just there for show?

Looks like there are different models at start. I think everything they show is from within the base game and in the recent video you can spot two different passenger aircraft ;) in the other dev diaries/insights/videos I discovered at least two different police cars and two different ambulance vehicles (EU vs US) so some options are already there.

To what extend this will get we'll have to find out on release I think. Vehicle models are likely not the highest of all priorities currently (see the "Smart car" and "Harley chopper" invasion :p )

Anyway the current footage is mostly from older versions as the current one, so I'm ready to get surprised :)
 
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One thing that keeps nagging me about these diaries is that I can't tell if the vehicles are being controlled/driven by the player or if they are AI-driven with a camera focussed on them.

In he original, you could not drive the vehicles or control the path of pedestrians unless you played on consoles.

I'd like to know if we can actually control the cars or walk around our cities freely in the sequel.
Avanya did confirm that there will be no feature for driving any vehicle. It's just camera following.
 
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The metro system is pretty disappointing. I was hoping for a system where you could set up multiple entrances and that these wouldn't take a lot of space in the city (contrary to what they state. Sorry CO, those stations take way too much space still). Tunnels and stations also do not seem to be fully rendered neither we will have an underground mode view. the only new thing for the metro is the depot.
 
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As I said before: you have a massive responsiblity with your game for shaping peoples mind about traffic planning. So please, for future updates and C:S 3 speak to consultants and watch channels such as "Not Just Bikes" on how modern day infrastructure is supposed to look like.
You're mistaking an ought for an is here- modern cities aren't supposed to look like anything, they look like how they look. CS:2 isn't a utopia-builder and watching a YouTube channel that highlights some good infrastructure won't change the fact that the game is trying to be a city-builder that depicts most cities. Most cities are not like those featured on NJB. If anything, CS:2 does look like CO have spoken to some consultants, because what we've seen so far looks really good and sets up a really strong base game that covers most bases whilst still providing a platform for improvement/greater simulation of more (sadly or not) niche urban spaces.
 
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