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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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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.
I was kind of thinking about how the parks and promenades was implemented where a service point could be way off in a corner somehere and it would magically transport goods to the stores. Some sort of cart or something should have been added.

Also Big cities have bike couriers, mostly for mail, i suppose, but that could be something fun to potentially add. Not a big mechanic that would be a game changer in any way, but just something to add something a little different to a city. It might be fun to have little bike dudes zipping around traffic to deliver mail or uber eats..

And perhaps events could be a thing in CS2, like a bike race, or marathons, or even the Olympics, where you would have to make arrangements to serve those events.
 
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Have you considered high speed train for a future update? They are faster than plane for cities that are close from each other.



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.
Where I live (not in the Netherland), I start to see more and more people using cargo bike to move stuff and also more and more entreprise using bike service to move stuff (they are good to move stuff like medication for the last miles). I think it is like electric car at the release of cities skyline 1, in 2015 they where very few of them, but now there is a lot.
 
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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.
You have to remember the need for the "last mile delivery" (including meals from nearby restaurants where the last mile is the only mile). We're talking about billions of deliveries to home/small businesses each year, eveywhere in the world. A lot of bikes and eBikes are used for these deliveries.

Edit: I see I'm not the only one thinking about the last mile deliveries. ;)
 
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This is *exactly* what I was hoping too, requirement for glide path clearance.
I guess it is too far a stretch to hope for 4 degree (or even adjustable!) glide path angle...

Also, on the shown pictures of the airport, the runway is ridiculously short, suitable only for STOL planes. Let's hope asset makers give us at least 1,5 - 2 km runways.
2.3km precisely for international scheme, maybe we should use attacheable approach light variants, with and without displaced threshold. As the entire runway continuation asset.
 
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So many comments and questions, that's awesome to see! I'll answer the ones I can :D

So, are we getting above ground and elevated subway/metro stations? I thought they won’t be available at release.

And what about underground and elevated tram stations, are those a thing?
Subway has both underground and above-ground stations and tram stops can be placed on elevated and underground roads.

Are the underground stations now rendered? And what about the option to build elevated and ground stations? Road tunnels are rendered in CS:2, so hoping that the subway tunnels are also rendered as well.
I'm afraid you cannot enter tunnels or the underground subway station, but when you look into a tunnel you are not looking into a black nothing and can see any approaching vehicles.

Are we able to upgrade airports with additional terminals in a similar way to train stations with additional platforms? Also are we able to upgrade the number of runways?
Not quite. The Airport can be upgraded with a cargo terminal but for more passenger stands you will want the International Airport.

Will busses be able to stop at tram stations and vice versa?

Is there a way to make the bus bays shorter or longer? (In every screenshot they look like they range from one intersection to another, making them very looong?)

Will there be more customization for stops? We now see only bus bays or center platforms for trams. Will there be more? Bus cape stops, side platforms for trams?
Bus and tram stops cannot be placed on top of each other but they can be placed very close. Stops are not tied to a specific place on a road like they were in Cities: Skylines, you place them anywhere on a road there is room for them, which means you can have multiple stops using the same bus bay or bus and tram stops right next to each other.

Will underground metro stations adjust better to undulating terrain than in the original game? Station platforms are built somewhat deep in downtown Helsinki for example.
The road tools show you the grade as you're building tracks making it much easier to build smooth tracks, and the cut-and-fill options make transitioning from tunnel to above-ground tracks nice and simple.

Will there be ferries in the game?
No ferries but passenger ships use the line tool meaning you can create lines between harbors in your city.

This looks like a massive step up over CS:1!
I’ve got a few questions about the trains now:


1: You’ve mentioned two-way and double track separately here, does that mean we will have two-way single track?

2: Will there be options for something like triple or quad track for building express lines, or will we just do that by building additional tracks next to existing ones?

3: How will the game handle catenaries? If we can’t build quad track will we have to have separate (as in unmodded CS:1) catenaries for each individual track?

4: Will the game allow for non-electrified track and if so how will the game handle electrification?

5: Will there be different models for trains, subways, buses, etc, like were added later in CS:1 with different stats?

6: If we do have express lines will we be able to set up express timetables to increase capacity during rush hour?

7: Will stations (or ports and airports) be as customisable as airports are in CS:1 with the airports DLC?

8: Will we see stations with multiple entrances? That’d be a great QoL change over CS:1.

9: Will we be able to have underground train stations for downtown areas (like Birmingham New Street in the UK or Penn Station in New York)?

10: I left this till the end as it’s a more open question just kinda listing off stuff I’d like to see but didn’t specifically ask about.
How modular will the upgrades for stations (and also bus terminals, airports and ports) be, you mention that we’ll be able to add platforms but how customisable will this be? Can we add different platform lengths, through-running/terminus stations (or potentially both in the same station)? Cross over stations? Split level stations? Curved stations?
The ability to upgrade stations is an awesome addition but I’m not entirely clear on what those upgrades will be, could you elaborate on the upgrades at all?
1. Yes, train tracks come in a two-way single-track variant.
2. The parallel tool works for tracks as well so you can build two double tracks next to each other easily
3. Catenaries are tied to the tracks themselves yes
4. All tracks are electrified
5. Let's see what the future brings! We'll keep an eye out for your feedback once you get your hands on the game.
6. Lines can be set to run during the day, during the night, or during both day and night
7. Stations, harbors and airports are ploppable buildings, but most have some form of upgrades you can apply as needed. It isn't as flexible as the approach we took for Airports, but it's a lot quicker and easier to build.
8. Not at release at least, but that sounds like an interesting suggestion.
9. No underground train station, your citizens will need to switch from train to subway to get underground
10. The additional platforms for the train station have a predetermined position and the upgrade can only be applied once. We'll get into more details about the upgrade system in the City Services development diary on the 17th of July.

Will there actually be different vehicles models at launch or is that drop down menu just there for show?
Buses have electric variants which can be selected after upgrading the bus depot to support electric buses. If you have completed the treasure hunt in Cities: Skylines you will have the CO-branded vehicles to choose from as well.

Really cool, lots of little improvements! Reminds me a bit of cities in motion, but with some of the slightly more boring parts automated or abstracted.

Question: are certain outside connections only accessible by certain modes of transportation? E.g. some cities might be on an island, so only accessible by boat, or inland and thus specifically not accessible by boat. It would be really cool if an airport would unlock new exotic destinations for your citizens to visit or vice versa.
Outside Connections are non-specific cities your citizens can travel to, you can trade services with, or your businesses can import from or export to.

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.
Vehicles cannot be driven, the camera is just following them.

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
No need to set up signals, the AI handles all that itself.

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?
When talking about comfort and public transportation, it comes down to how convenient the option is. For example, a direct line is preferred to making multiple changes between different lines or modes of transportation.

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!
Citizens working in offices travel to and from work, but as offices do not produce physical goods, they tend to get less traffic than commercial and industry, which deal with the sale and production of physical goods. We'll get into more of this in next week's development diary.

Cargo lines need to be set up just like any other public transportation line, no automatic ones. This lets you control which buildings should connect to the outside world, and whether transports can continue to other stops in the city.

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
1. Yes, trains, metro, and trams can all reverse out of a stop/station
2. No micromanagement of traffic lights, however, the AI handles a busy intersection with trams much better than you are used to from Cities: Skylines.
3. I'm not quite sure what you mean, could you elaborate on this question?
4. Maps all have the same size, however, it is completely up to you how much of the map you wish to build on. We'll have more information about maps in the development diary on the 31st of July.

Can we build more than one city and travel amongst them?
Citizens cannot travel between your different saves, but if you build two cities on the same map, you can set up transportation between them.

Sounds really nice! I love the addition of cargo lines... I wonder to what extent we are able to manipulate where trains/ships from outside connections load their cargo to :)

And if we need a depot for every ground-based transportation option now, how does this work for trucks? What building spawns them? Are we able to deter trucks from specific roads or districts? Are truck lines a thing?

And another question.. do busses get stuck in traffic or do they create a new path to their next stop if the road is blocked? What about skipping stops? It could be a policy where we can allow busses to skip stops or reroute if the delay would otherwise be longer than it would take for the next bus to arrive. IRL you often see that busses skip a stop if the route to it is blocked by an accident, road construction, or a traffic jam - or of coarse if the bus is full. Does this happen in Cities Skylines II?
Trucks belong to the specific industry buildings (or Outside Connections) and will determine their own route using the pathfinding costs discussed last week.

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,
1. They arrive from non-specific cities similar to how Outside Connections work in Cities: Skylines.
2. The ground-level station is but not the underground station as you cannot get down to the tracks.
3. Not as the upgrades but the International Airport has a built-in train station

Question: can we build underground train/tram/light rail depots? If not, could this be modded in or added with a DLC?
All depots are ground-level buildings. I won't speculate on what modders come up with, we'll have to see what creative ideas they come up with.

I am very happy with this DD, I especially love how all the land based options now have depots. However some questions of the top of my head.

1. In regards to cargo trains/ships will the models change when they have loaded and unload cargo. By that I mean will we see the cargo containers disappear or appear on the trains and ships? Also with the cargo port (which I am very happy is a decent sized building now) will we see the amount of cargo containers in the storage area when a ship arrives.

2. Can we create cargo train lines between two stations within the city (I might have glossed this over in the DD, if I have sorry)?

3. Will we have a choice of vehicle models other than just the variation of fossil fuel and electric?

4. With regards to ship transport we can see that there is cruise ships which I am guessing is for outside city connections, however will there be the option of car ferries for local and even outside routes? If there is will there be different sizes for the routes with big ocean going ferries for outside connections and smaller ferries for internal routes?

5. For elevated metro and train lines can they be stacked over roads similar to how you can stack roads on top of each other?

6. I am very happy to see that there is above ground metro lines and stations, I know there is no elevated train stations but is there elevated metro stations and if there isn't will it be particularly hard to mod in?

7. In regards to the main buildings themselves like the train station I know you have mentioned that we can upgrade them to have more platforms so they can handle more. However will there be different sized buildings to chose from with out upgrading them. For example if I wanted to build a large central train station I would want it to look like the multi platform station that we got from the mass transport dlc not just the standard train station with 5 platforms placed on the side.
1. Yes, you will see containers on ships and trains carrying a load, and then see them return empty.
2. Yes, you have full control over the cargo lines as well.
3. If you have finished the treasure hunt in Cities: Skylines you will have a few additional options
4. No ferries but you can set up internal ship lines
5. Yes, tracks can be stacked on top of roads too
6. No elevated subway station, we have underground and ground-level stations to choose from.
7. At least at release we just have the one size of each station, but that didn't stop us from adding more stations in Cities: Skylines so let's see what the future holds.

Will there be multimodal trips (for both commute and cargo)?
Will the decision to walk be part of the same cost/comfort/speed calculations or is it a separate logic?
Yes, both citizens and cargo can use different means of transportation to get from A to B, but it affects the comfort pathfinding cost. In some cases, it might be faster to switch which then positively affects the time pathfinding cost.

Will there be European trains too? Or are the ones in the video the only train models at start?
No additional train models I'm afraid

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 can't comment on potential future content but we're always interested in hearing what you hope to see.

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!
All transport lines with the exception of air can use waypoints to control their route. As air transport does not have any networks there aren't anywhere to place the waypoints. But the rest of the lines you control.

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.
Accidents only happen for road-based vehicles, the takeoff and landing zones simply limit the height of buildings so there is room for the planes.

Alright, so here is my feedback/ questions:

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

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.

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)
I snipped a little here as this post is already so long, but thank you for all the feedback!

2. The train station can be upgraded with an underground subway stop
6. Intercity lines are created by you similar to how any bus line is added, you just include the Outside Connection as a stop
9. Cargo is picked up and dropped off where it makes sense, so if your cargo trains make multiple stops along the way, they can have their load adjusted - similar to how passengers can get off a train at a station leaving room for new passengers to get on.

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
-snip-

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?
1. I can't make any promises or comment on future plans, but I can say we are planning to continue the development of Cities: Skylines II after its release, similar to how we continued working on Cities: Skylines. And we are always interested in hearing what you hope to see added.
2. Not at exactly the same stop, but you can place two stops very close
3. Not on the vehicle itself, but when selecting it you can of course see which stop it's traveling to
4. Yes, absolutely. Like in Cities: Skylines you can change the names of more or less everything
5. Yes, but pedestrians still need to exit somehow which makes it not very practical. Subway is the best option for underground transportation
6. Tracks can be elevated and underground but stops are only possible at stations which are ground-level
7. Some vehicles vary depending on the style but not all. More information about the themes in the development diary on the 31st of July
8. See the answers above
9. Could you elaborate what you mean by this question?
 
I'm afraid you cannot enter tunnels or the underground subway station, but when you look into a tunnel you are not looking into a black nothing and can see any approaching vehicles.


Vehicles cannot be driven, the camera is just following them.
Thank you so much for answering so many questions. The two statements above, however, worry me a lot. Are you doing the same mistake as in CS1 with tunnels? We cannot enter tunnels? This means, we cannot drive through tunnels, following a car? That would be a big, big mistake that I'm sure I won't by far be the only one really disappointed. Please kindly understand that being a passenger in a vehicle (tram, bus, train, truck and so on), i.e. like the CS1 First Person Camera mod, is a real key element for so many city builders. Not having that, not being able to drive through a tunnel in a vehicle, would be a very big frustration for me.
 
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Buses have electric variants which can be selected after upgrading the bus depot to support electric buses. If you have completed the treasure hunt in Cities: Skylines you will have the CO-branded vehicles to choose from as well.
Take your TLM revisited (not yet exists ;) ) and setup each line with it's own models list.

Also:
1)still dоn't have info about special parking mechanics in cargo terminals... with warehouse of course, direct loading uses parallel driveways, as it should be. But what about warehouse loading gates? The picture shows in this variant is no space for truck manuevering.

2)buses will use one stop point only, but at least we can have few of them at one place. So.. what if stops are too close each other, will 2nd bus go out trough 1st one or gonna obey vehicle collisions? (or sharp left turn to get out)

3)will trucks be separated as heavy duty long haulers and small in-city deliveries? I mean some vehicles just haul cargo and some used only in dense city structure, like the whole Mack with 10m trailer and 35t of cargo vs short Isuzu with only 4t cargo space. But bigger than vans.

4)can we have configurable (country based) address pattern? Just because your standard preset (US) is like 39 Jameson st., but we are using opposite layout here, segment first, building name later. Also can it be tweaked? Our country can often have slashed numbers in a city. Like 46/19 (double number), 50/1 (subnumeration, just historically this is building 50 on a street, but there is another one nearby, also №50), same pattern is 44a of b or another letter.
 
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I cant react to Avanyas post but thanks for answering so many questions, I appreciate it.
 
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Thanks for the answers and in particular about the trams having above and below ground stops.

Hopefully pedestrian roads and paths can intersect bridges and tunnels so a full light rail network is possible.
 
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No elevated subway station, we have underground and ground-level stations to choose from.
Thanks for all the answers. This above is a bit disappointing, though. I like to recreate the L in some of my cities so it’s a pity that there’re no elevated stations. Any plans to add them in the near future?
 
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1. Yes, trains, metro, and trams can all reverse out of a stop/station
2. No micromanagement of traffic lights, however, the AI handles a busy intersection with trams much better than you are used to from Cities: Skylines.
3. I'm not quite sure what you mean, could you elaborate on this question?
4. Maps all have the same size, however, it is completely up to you how much of the map you wish to build on. We'll have more information about maps in the development diary on the 31st of July.
Thank you for your reply. I would like to clarify a number of points.
1. There is a possibility of turnover of the train not IN FRONT of the station, but BEHIND the station, I attach a picture
1.png

2. We mean traffic lights that have several sections, as in the picture.
0b724473135be7200ee1bb280a8015d2.jpeg

3. There is a limit on the number of "net segments" and "net nodes" as in cities skylines 1
3.png
 
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Hi uhm... It is isn't the particular question to ask... but why aren't we getting elevated metro stations? We can build it less congested and over roads and avoid unneccesary hard modding
 
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I really miss the intermodal transport hubs from the dev diary. Will be hubs (e.g., a train station with integrated bus station with/or tram stop, or a train crossing station like in CS1 train stations CCP) avaible in the base game? If not, can modders add that later?
Thanks for your answer!
 
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The road tools show you the grade as you're building tracks making it much easier to build smooth tracks, and the cut-and-fill options make transitioning from tunnel to above-ground tracks nice and simple.
My question was about underground stations, not tunnel networks. In Cities: Skylines, underground metro stations (since the rework) can be hard to build in undulating terrain because the platforms are at such a shallow depth and can't be adjusted. I know I'm not the only one who's curious about this!
 
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Hi,

This looks awesome and yet familiar.

1) Can we rotate the underground subway track? (At least 45-degree movements of the track would be needed)
2) Do we have multi-level cross shaped metro stations, Hopefully with rotatable station angle.

It's very difficult to make coherent metro lines because of restrictions on platform angle and road angle. This will really improve the usability of the underground metro network.
 
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7. Stations, harbors and airports are ploppable buildings, but most have some form of upgrades you can apply as needed. It isn't as flexible as the approach we took for Airports, but it's a lot quicker and easier to build.
9. No underground train station, your citizens will need to switch from train to subway to get underground
10. The additional platforms for the train station have a predetermined position and the upgrade can only be applied once. We'll get into more details about the upgrade system in the City Services development diary on the 17th of July.


6. No elevated subway station, we have underground and ground-level stations to choose from.
7. At least at release we just have the one size of each station, but that didn't stop us from adding more stations in Cities: Skylines so let's see what the future holds.

No additional train models I'm afraid

5. Yes, but pedestrians still need to exit somehow which makes it not very practical. Subway is the best option for underground transportation
6. Tracks can be elevated and underground but stops are only possible at stations which are ground-level

First of all I’d just like to say thanks for answering so many questions! Lots of useful info that clarified bits of the DD I wasn’t clear on.

I have also snipped your comment down quite a bit to leave mostly just the stuff on stations.

It seems to me that we are getting only a single station, and 2 subways (ground and underground) which each have some upgrades (which we’ll see during a later DD). I personally think that’s a shame as some of my favourite CS:1 DLC was the RoJ CCP and the Stations CCP as they let us build a solid range visually distinct stations and transit hubs.

Also the restriction of train station to being ground only seems weird to me as so many large cities have their mainline rail networks running underground in the dense core of the city right into the station, and lots of moderately dense cities did the opposite with raised tracks running into the station.
It’d be nice to see options for grade separation in general without having to raise/lower the terrain specifically to accommodate ground level stations.

Is this restriction a hard gameplay restriction, or will modders be able to build stations with underground/elevated platforms?

Are there plans to release CCPs in near the future? It felt like we started seeing them relatively late after the release of CS:1 and just having more assets in the vanilla game is nice.

Thanks for all your answers so far!
 
So many comments and questions, that's awesome to see! I'll answer the ones I can :D


Subway has both underground and above-ground stations and tram stops can be placed on elevated and underground roads.


I'm afraid you cannot enter tunnels or the underground subway station, but when you look into a tunnel you are not looking into a black nothing and can see any approaching vehicles.


Not quite. The Airport can be upgraded with a cargo terminal but for more passenger stands you will want the International Airport.


Bus and tram stops cannot be placed on top of each other but they can be placed very close. Stops are not tied to a specific place on a road like they were in Cities: Skylines, you place them anywhere on a road there is room for them, which means you can have multiple stops using the same bus bay or bus and tram stops right next to each other.


The road tools show you the grade as you're building tracks making it much easier to build smooth tracks, and the cut-and-fill options make transitioning from tunnel to above-ground tracks nice and simple.


No ferries but passenger ships use the line tool meaning you can create lines between harbors in your city.


1. Yes, train tracks come in a two-way single-track variant.
2. The parallel tool works for tracks as well so you can build two double tracks next to each other easily
3. Catenaries are tied to the tracks themselves yes
4. All tracks are electrified
5. Let's see what the future brings! We'll keep an eye out for your feedback once you get your hands on the game.
6. Lines can be set to run during the day, during the night, or during both day and night
7. Stations, harbors and airports are ploppable buildings, but most have some form of upgrades you can apply as needed. It isn't as flexible as the approach we took for Airports, but it's a lot quicker and easier to build.
8. Not at release at least, but that sounds like an interesting suggestion.
9. No underground train station, your citizens will need to switch from train to subway to get underground
10. The additional platforms for the train station have a predetermined position and the upgrade can only be applied once. We'll get into more details about the upgrade system in the City Services development diary on the 17th of July.


Buses have electric variants which can be selected after upgrading the bus depot to support electric buses. If you have completed the treasure hunt in Cities: Skylines you will have the CO-branded vehicles to choose from as well.


Outside Connections are non-specific cities your citizens can travel to, you can trade services with, or your businesses can import from or export to.


Vehicles cannot be driven, the camera is just following them.


No need to set up signals, the AI handles all that itself.


When talking about comfort and public transportation, it comes down to how convenient the option is. For example, a direct line is preferred to making multiple changes between different lines or modes of transportation.


Citizens working in offices travel to and from work, but as offices do not produce physical goods, they tend to get less traffic than commercial and industry, which deal with the sale and production of physical goods. We'll get into more of this in next week's development diary.

Cargo lines need to be set up just like any other public transportation line, no automatic ones. This lets you control which buildings should connect to the outside world, and whether transports can continue to other stops in the city.


1. Yes, trains, metro, and trams can all reverse out of a stop/station
2. No micromanagement of traffic lights, however, the AI handles a busy intersection with trams much better than you are used to from Cities: Skylines.
3. I'm not quite sure what you mean, could you elaborate on this question?
4. Maps all have the same size, however, it is completely up to you how much of the map you wish to build on. We'll have more information about maps in the development diary on the 31st of July.


Citizens cannot travel between your different saves, but if you build two cities on the same map, you can set up transportation between them.


Trucks belong to the specific industry buildings (or Outside Connections) and will determine their own route using the pathfinding costs discussed last week.


1. They arrive from non-specific cities similar to how Outside Connections work in Cities: Skylines.
2. The ground-level station is but not the underground station as you cannot get down to the tracks.
3. Not as the upgrades but the International Airport has a built-in train station


All depots are ground-level buildings. I won't speculate on what modders come up with, we'll have to see what creative ideas they come up with.


1. Yes, you will see containers on ships and trains carrying a load, and then see them return empty.
2. Yes, you have full control over the cargo lines as well.
3. If you have finished the treasure hunt in Cities: Skylines you will have a few additional options
4. No ferries but you can set up internal ship lines
5. Yes, tracks can be stacked on top of roads too
6. No elevated subway station, we have underground and ground-level stations to choose from.
7. At least at release we just have the one size of each station, but that didn't stop us from adding more stations in Cities: Skylines so let's see what the future holds.


Yes, both citizens and cargo can use different means of transportation to get from A to B, but it affects the comfort pathfinding cost. In some cases, it might be faster to switch which then positively affects the time pathfinding cost.


No additional train models I'm afraid


I can't comment on potential future content but we're always interested in hearing what you hope to see.


All transport lines with the exception of air can use waypoints to control their route. As air transport does not have any networks there aren't anywhere to place the waypoints. But the rest of the lines you control.


Accidents only happen for road-based vehicles, the takeoff and landing zones simply limit the height of buildings so there is room for the planes.


I snipped a little here as this post is already so long, but thank you for all the feedback!

2. The train station can be upgraded with an underground subway stop
6. Intercity lines are created by you similar to how any bus line is added, you just include the Outside Connection as a stop
9. Cargo is picked up and dropped off where it makes sense, so if your cargo trains make multiple stops along the way, they can have their load adjusted - similar to how passengers can get off a train at a station leaving room for new passengers to get on.


1. I can't make any promises or comment on future plans, but I can say we are planning to continue the development of Cities: Skylines II after its release, similar to how we continued working on Cities: Skylines. And we are always interested in hearing what you hope to see added.
2. Not at exactly the same stop, but you can place two stops very close
3. Not on the vehicle itself, but when selecting it you can of course see which stop it's traveling to
4. Yes, absolutely. Like in Cities: Skylines you can change the names of more or less everything
5. Yes, but pedestrians still need to exit somehow which makes it not very practical. Subway is the best option for underground transportation
6. Tracks can be elevated and underground but stops are only possible at stations which are ground-level
7. Some vehicles vary depending on the style but not all. More information about the themes in the development diary on the 31st of July
8. See the answers above
9. Could you elaborate what you mean by this question?
Thank you Avanya for your answer :)

9. I meant, is public transport now more sustainable, which will contribute to reducing the willingness to use cars in favor of public transport? I realize that every resident has four preferences (time, money, comfort, behavior) that affect the cost of finding a path. Whether choosing public transport will reduce noise pollution and improve the overall conditions of the city, such as a cleaner environment.
 
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About day and night shift,
Will it be possible to have Monday to Friday shift and Friday to Sunday evening shift?
In some big towns there are more transport during the weekend because more people using it