• 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 #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.

1 Buses.png

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.

2 Taxi.png

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.

3 Rail yard.png

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.

4 Train station.png

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.

5 Tram.png

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.

6 Subway.png

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.

7 Harbor.png

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.

8 Airport.png

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.

9 Cargo station.png

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.

10 Cargo harbor.png

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.

11 Cargo airport.png

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.

12 Creating a line.png

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.

13 Waypoint.png

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.

14 Airport lines.png

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.

15 Infoview.png

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.

16 Line overview.png

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.

17 Line view.png

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.


cs2-devdiaries-schedule-forum.png
 
  • 34Like
  • 27Love
  • 2
  • 2
Reactions:
Dear Paradox / CO,
I'm a city builder enthusiast and really love what I am seeing in the Dev Diaries. It looks like you really listened to the users. Very excited for the 24 Oct!

One "improvement wish" I have after looking at today's Dev Diary:
For trains, the track switches are way, way, way too short before the train stations. It forces trains to make completely weird and unrealistic moves. You spent so much energy to create all these amazing transport systems that allows for so much immersion when playing. Then you watch a train making this weird move across the track switch, which is a pity. Please make those switches much longer. You thankfully scaled up so many things like stations, cargo hubs, airports, so please also scale up a bit the track switches.

And a strong feature wish for CS2:
Please add a first person camera which allows you to walk around in the city and which also allows you to sit in front of vehicles like busses, trucks, trams, trains, etc. and that takes you on a ride across your town. It is a passion of mine, and it seems of many other users as well, to enjoy your own city in that way.

Thank you very much!
 
  • 4Like
Reactions:
Looks good. Not sure if actively managing the freight lines will be useful or annoying, but I guess we'll see. Don't have as many questions as last time so I'll throw in some more about the AI.
  1. Are there smaller train stations (passenger or cargo) available or do they all have massive yards? If it's the latter, that seems like a death nail for local use.
  2. About pathfinding costs, how does walking factor in? Is there a set distance where cims will walk no matter what or are costs actively calculated all the same (will an adult drive where a teen would walk because it's faster)? If the latter, how is comfort measured? Is it affected by the weather or the amount and type of road crossings?
  3. In relation to the above, do pedestrian streets still buff walking speed.
 
So you think a computer game will have any effect on real life politics ? I'm skeptical....
Pop culture can hugely influence politics and culture. Where have you been?
 
  • 1Like
Reactions:
Another great and promising dev diaries, thx :)

One questions:
Will stations be at release or in the future some kind of modular, so that we can add additional tracks as we need them instead of choosing from a subset of thousands of combinations as in CS:1 ?
 
I'm so happy to see waypoints apart of Cities Skylines 2! I noticed in the Dev Diary that it specifies using waypoints for road vehicles, will this also be available for trains and metro? @co_avanya I might be wrong but it looks like the "waypoint" tool appears in each transport tab... I've always wanted to be able to set up proper express or skip stop lines in the game.

AHH I'm so excited for this game!
 
  • 1Like
Reactions:
Airports limit the height of buildings in the landing and take-off zones to avoid collisions
Can collisions with buildings actually happen or it just prevents placing tall buildings near airport? I liked that the 1990s Sim City games had plane crash disaster if you placed a tall building near runway. After 9/11 that disaster was cut because it was considered insensitive, but I don't think it would be controversial after 22 years.
 
The new line overview looks nicer and I appreciate that you no longer have to scroll to see the entire line, but the old line overview gave me the most important information I need: Are the stops crowded and are the vehicles overcrowded? And if so, which ones? The new one does not.
The new overview only gives the information "Line Usage", which can be misleading, because "Line Usage" (probably, I think) only calculates the average.
If on a line some stops or vehicles are completely flooded with people and other stops or vehicles are empty then you don't see that because the only information you would get, would be something like "Line Usage 50%" and you would think everything is fine.

Also lacking is information on what the ratio of residents to tourists is, and how many car trips have been saved.

17 Line view.png
 
  • 8Like
  • 5
  • 1
Reactions:
Alright, so here is my feedback/ questions:

1. Metro: as many have mentioned, a more freely placed station entrance would be ideal for underground. This station can be placed on a sidewalk, between roads, or even set on the same footprint as other buildings. Also, if the station would not be restricted to road only placements, but also foot paths, then people can have park stations, as you might see in Washington DC.

My suggestion: If you provide a means of simply placing the actual station part underground, then you can place entrances which are simply stair cases anywhere within a given radius. or allow something like CLUS's mods that you can set underground paths manually. Additional platforms should provide an option to rotate and adjust depth so that crisscrossing platforms can be created.

But an auto system would be better. 1 Place station, 2 place entrances, 3, entrances auto-connect to station if close enough, or you can click 1 entrance and the desired station and have it create a path.

2. Can a station add a platform for both metro and trains at the same station?

3. One of my biggest gripes with cargo stations on CS1 was that all trains would only go toward one side of the 2 platform stop. With passenger trains, this would make sense as people would be waiting for a train on a specific stop, but cargo loads and unloads cargo via overhead crane, so all available platforms should be used. Is this system better addressed?

4. When you do implement Bikes in future updates, can you consider adding cargo bikes or bike taxis? They would obviously carry less, but they would be good for transporting within a small area.

5. In anticipation for modders/ future DLC's, could you consider a bus like system for other transport types, and allow for multiple vehicles to be on one line.
This would be useful for things like airport service vehicles if you give a new airport DLC, or maybe a horse and buggy (taxi system) , or racecars on a track. Or any other thing one might want to set a route for other than buses. In CS1, these were all considered buses, but if you can allow modders to separate them into a different category, but allowing the same or similar behavior, that would be cool.

6 not sure if the new system auto creates intercity stops for trains and busses as with CS1, but if so, can you have it marked or allow people to designate which platform should be used for intercity so we can plan other routes around it? It wasn't obvious which platforms were intercity on CS1, and it created backups when you had your intercity trains using the same stop as your planned routes.

7. Can you please confirm or deny if the white lines in the road videos will be removed or not upon release. Frankly i'm tired of the hundred of complaints about it. I really believe they are only there for BETA as the pathfinding visuals for development. But if you can confirm it so people can stop complaining about it, that would be nice. Or if they are staying, people will complain more. (make it togglable please, if staying)

8. Did yall design cargo trucks to actually stop at loading bays if available instead of stopping traffic with front door delivery? The building spawn point mod would be great, and if not set by default, allow a default setting by players who do reset the spawn points so they dont have to do it on every new city.

9. In regard to cargo train routes, how does this handle different cargo that needs to go to different places? Ie most cargo will drop off different amounts of cargo to different stops along the routes while also picking up new cargo. So its not just dragging a transport line, the whole supply chain would have to be considered. Ie, train may start at oil industry, and drop off half at station 1, and pick up some other resource, then continue to station 2 to drop something else off, while picking something else up for the return trip (if it doesnt just despawn)

10, if industries are included as it seems to be, it'd be awesome if train stations could have upgrades to handle different cargo types. Like oil again, wouldnt be loaded by crane. it would be piped in. So perhaps if a station didnt have the appropriate equipment, it wouldn't be able to accept certain cargo types.

Alright thats enough for now. I realize most of these things wont be on the main game, but perhaps they can be considered for future DLC's
 
  • 3Like
  • 1
  • 1
Reactions:
I'm getting more and more excited about the look of the game. You do a great job, the effects of which can be seen in diaries and videos.

My questions to Avanya are as follows:

1. Can we expect a more extensive public transport system in the future by adding
a) bicycles,
b) trolleybuses,
c) monorail,
d) cable car,
e) zeppelins,
f) ferries,
g) private helicopters,
h) school bus,
i) sightseeing bus.

2) Is it possible to combine tram stops with bus stops? That is, can a tram and a bus stop at the same stop?

3) Will the subtitles of a given destination be displayed on public transport vehicles?

4) Is it possible to assign and change the names of public transport stops?

5) Is it possible to build underground tram stops (premetro style)?

6) Is it possible to build underground and overground railway lines?

7) Can we expect European and American style vehicle skins?

8) Can the airport terminal be modularly expanded, and if so, can we expect something similar from CS1?

9). Will the means of transport now be better balanced than it was in CS1?
 
That's incredible! I am very looking forward to this game. But I want to ask you. Can we build several exits to be connected multiple directions to one metro station? If this function will be launched and I will make underground pedestrian road to reach metro station.
 
  • 1Like
Reactions:
I found it looked a little weird not seeing wakes from the ships.
Minor, but odd looking.

(Agree about trains and sharp switches looking jarring too, as others have said.)
 
Greetings, Colossals,

What a wonderful improvement from over the years!
Now, I just have two questions:

1.) Do visitors only arrive from the "artificial" cities or also from the players' cities (saves)?

2.) Are underground/metro stations rendered?

3.) Is some sort of metro/transport station part of the airport extencions, just like in C:S After Dark International airport's metro station?


Thanks, if for answering out and keep the hype train up:)!


With best of regards,
The answer to question 1 is true, the answer to question 2 is mostly false, and the answer to question 3 is yet to be determined.
 
Hmm I think setting a precedent for how cities are "supposed" to look like is a slippery slope. It's that exact mindset, the assumption that there is a specific way every city needs to be designed, that has led to many of the poorly planned cities we have today. Good city design isn't just a one-size-fits-all thing, and will vary from place to place based on economics, culture, surrounding environment, pre-existing infrastructure and buildings etc...

That being said, I do agree that these games have a lot of potential to educate people on the built environment around them and how it impacts their lives. I agree with a lot of your suggestions, but I do see tools within the game that can enable you to build a more walkable and accessible city such as mixed-use zoning and zonable pedestrian streets that are very useful towards that goal (and while there aren't any bikes, I'm optimistic in their implementation in the future). Just curious on what other kinds of suggestions you would have regarding "more walkability" you mention. Hopefully these things are deepened in the future, but I assume that there is only so much that can be developed before launch.

Also questions for Avanya, will we be able to create routes for cargo trucks as well? Looking at some of the UI it looks like that's a possibility, but it hasn't been mentioned anywhere in the dev diary. I'm also wondering if there are some smaller local train stations available in the game as well as all I see is the larger central one.


I'm noticing there's a few "disagrees" on my original post, which makes me question if people even tried reading what I suggested or just pressed disagree as soon as I mentioned climate change. I'm totally aware that car dependant cities are still a real thing and, for whatever reason, some people might still have fun building cities with little to no public transport, walkability or accessibility. Which is why I don't want to abandon car infrastructure in the game, but simply have more options and flexibility in planning mobility that isn't streets. I'm not saying how a city is supposed to look like, but there needs to be tools to have the option to make them more sustainable. For example, my main city in C:S has "only electric cars" and "free public transport" enabled. I've got almost no private cars on the road because everything is accessible pretty well by public transport (which was fun to build!), but then I have a ton of cargo vehicles on the streets because the game doesn't give me the tools to replace those (cargo ships and trains only create new vehicles it feels like).

I discovered a video today that touched upon many of my thoughts on C:S, especially in regards to walkability and climate change


As for you question on how to further improve walkability in the game. There's a lot of things that could've been done that would've needed to been set as a goal early in development. I don't think many are possible now anymore. But here are some.

- as mentioned earlier metro stations as well as many other buildings should be able to be placed freely without the direct need for a street (pedestrian road with enough space for service vehicles should be nearby)
- you should be able to directly add pedestrian paths, stairs, elevators, as well as bike paths directly to buildings, especially mobility buildings such as train stations. For example, Transport Fever 2 allows you add pre-defined manual underpasses etc to stations. I want this but with more freedom, so that you can for example build stairs directly on a platform and then from there on continue building the way outside the plot
- pedestrian paths and walkways shouldn't be splines but polygon based structures. You should be able to freely draw walkable zones and plazas instead of having to build roads
- you could set up plazas as to be able to be used for weekly markets, Christmas markets and such with booths. These markets often attract a lot of people to walk there
- some traffic lights in the Netherlands prioritize pedestrians and bicycles over cars. Similarly, I would like to be able to set priorities who gets to wait the least at intersections
- allow cims to jaywalk on not very busy streets
- AI needs adjustments, too. It should recognize pretty promenades, plazas and paths to make cims go for a stroll without a clear goal other than walking (for health, enjoyment) and maybe occasionally shopping/eating. At nighttime people might go out on pub crawls (obviously you can't do that by car) etc. A chapter of a book I read once: "Sitting is the new smoking" -> some cims should generally choose walking/biking over cars simply to get their daily step goals in
 
  • 2Like
Reactions:
I'm noticing there's a few "disagrees" on my original post, which makes me question if people even tried reading what I suggested or just pressed disagree as soon as I mentioned climate change.
You are very free to suggest more features that could be enviromentally friendly, no problem with it all. I will create all kinds of cities, from coal based industry towns to the most enviromentally friendly cities I possibly can, diversity of gameplay is what I care about.

I clicked disagree because of you trying to force political activism onto a game developer , twisting whatever motivation what they have for making a fun game where people can recreate cities they see around them. I find all kinds activism forcefed into games&movies incredibly off-putting and disingenuous half the time. Can we please have entertainment without agendas and moral grandstanding?
 
Last edited:
  • 8
  • 3Like
  • 2Love
  • 2
Reactions:
. Will there be reverse dead ends for trains and metro?

From the article: "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."

----

Also a question. Will we see the same sudden spike in cargo vehicles that we currently have in C:S1? Looks like the article is hinting at it ("Cargo Harbors also generate a lot of traffic as delivery vehicles off-load the cargo ships and carry the resources into the city") but I wish we have more control over it.
 
Last edited:
Of course, a nice solution would be to add the ability to set the camera from the perspective of a passerby or even from different vehicles, as well as the function of moving around the city, as it was on the console in CS1. I was hoping this would eventually be added to PC, but it failed to roll out due to the many limitations of the game. If there were any tasks related to it, e.g. take a bus from point A to point B and transport passengers or deliver a package on time. I liked that in SimCity 4. Or residents in another area or city ask for some special task. Either the mission succeeds or fails, and it could involve some gifts from the villagers or points to unlock something. Now I'm thinking aloud, although I assume that not everyone may like it, but there will also be fans in the community who may like this feature. :)

It would be very nice to hear from the city's residents that the mayor listens to the residents and takes initiatives and actions for the city that affect better conditions. Something similar works in Anno 1800 if I'm not mistaken.

1). And something that may be beyond the scope of this journal, will we be able to indicate which city we are building will be the capital of the region? Maybe it will be known in the next dev diary....I think :)
 
Last edited:
  • 1Like
Reactions:
4. When you do implement Bikes in future updates, can you consider adding cargo bikes or bike taxis? They would obviously carry less, but they would be good for transporting within a small area.
I'm all for bikes as a personal means of transport and I hope their lack is not an attempt to sell C:S1 DLC content once again (since After Dark taxis are available in the base game bikes also should be)
But cargo bikes? Sorry, but this sounds like certain YT channels that think all automotive traffic can be replaced with bikes, despite the fact that even in Netherlands cargo bikes are not used for any serious type of delivery and businesses use vans for cargo deliveries.
8. Did yall design cargo trucks to actually stop at loading bays if available instead of stopping traffic with front door delivery? The building spawn point mod would be great, and if not set by default, allow a default setting by players who do reset the spawn points so they dont have to do it on every new city.
Ok, this is actually a valid point. Obviously small shops and other businesses sometimes don't have delivery bays, but they should not be served by trucks like in C:S1. IRL semi trucks drop stuff either at large shops that actually have delivery bay or some logistic center from which more compact vehicles like vans pick up cargo and deliver it to smaller business that don't have delivery bay (though this is in many cases still a front door delivery). The game probably should have this small logistics chain implemented in order to reduce traffic congestion from large trucks.
 
  • 2
  • 1Like
  • 1
Reactions: