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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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Subway has both underground and above-ground stations and tram stops can be placed on elevated and underground roads.
Alright, well this is going to upset a lot of people with no Elevated metro or train stations. But when you do get around to adding it, can you make it so the track will automatically convert to either train or metro style at the various stations depending on what is connected to it, so the same building can be used for both instead of needing 2-3x the number of assets to handle this?
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.
You know how many people like to have a first person camera ride with their vehicles? even if we cant drive them on our own, being able to see the city from a first person view is one of the best parts of the game. Plus you can find all the rocks and trees that are blocking the tracks. I do hope that you have rendered tunnels / stations so we dont have to rely on modders with a ton of extra assets that slow the game down. If not this release, please consider it for an upcoming release.
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.
Well crap, you mean we can't place magic floating rings in the air to force the planes to fly between buildings or under bridges? That's what all the other popular games with planes do. --Completely joking, though it would make for some good cinematics.
 
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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.
To Expand on my metro suggestion, mainly in regard to underground lines:

To avoid needing multiple assets and having to click each one to find a particular station configuration, can that be made into a simple drop down selector with a set of predesigned layouts? This would allow any layout to be applied to any station and upgrading would simply require reconnecting the lines.

Layouts could be 1-2-3 parallel tracks that are rotatable in 45 degree increments. Criss cross tracks at 90 and 45 degree angles, with 2-4 stations. Curved stations, and also for bigger buildings a grid like station with 3 tracks in one direction and 3 in the other.

Then with that mechanic and my previously mentioned free form placement, all modders or you all would have to do is create new entrances that would create the path to the stations. I Think a hub and spoke system would work well. Plop the stations underground, then drag out the desired number of entrances, which could all be unique styles, perhaps with a ten grid radius or something reasonable.

Here's a mockup interface. This would prevent the need for multiple assets cluttering up the transport bar. And i forgot to change the second tile to style 2, but each would provide a thumbnail of the entrance

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Excellent diary, as always. I'm just curious, how easy or hard it is to MODIFY a traffic route. I stopped playing C:S(1) and never returned to it basically because modifying a route was a nightmare which took extremely long time (i.e. only extending simple straight metro line).
 
You're mistaking an ought for an is here- modern cities aren't supposed to look like anything, they look like how they look. CS:2 isn't a utopia-builder and watching a YouTube channel that highlights some good infrastructure won't change the fact that the game is trying to be a city-builder that depicts most cities. Most cities are not like those featured on NJB. If anything, CS:2 does look like CO have spoken to some consultants, because what we've seen so far looks really good and sets up a really strong base game that covers most bases whilst still providing a platform for improvement/greater simulation of more (sadly or not) niche urban spaces.
I definitely agree with you on the fact that building any type of city should be possible, but your finances, citizen happiness, etc. should accurately and realistically reflect your design choices. A city designed like L.A should face different (and perhaps more numerous) issues than a city designed like Amsterdam.
 
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I am sorry I didn't understand your answer. English is not my first language.
What do you mean with shift of 2/2
12hrs, then another 12hrs. usually it's 2 workdays, 2 rest days, then again 2 workdays. But since it's more used for continuous functionality - it is the same, but your workdays switches between 2 days, 2 nights. Entire employee list in a company is calibrated to always have some workers count on duty... each day, each time.
 
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You know how many people like to have a first person camera ride with their vehicles? even if we cant drive them on our own, being able to see the city from a first person view is one of the best parts of the game. Plus you can find all the rocks and trees that are blocking the tracks. I do hope that you have rendered tunnels / stations so we dont have to rely on modders with a ton of extra assets that slow the game down. If not this release, please consider it for an upcoming release.
I agree, i really like to see my city form first person view, so i'm also dissapointed that we dont have rendered metro tunels and stations. I hope that CO will add this before launch CS2.
 
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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..
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.
Uber Eats yes, but that's delivery to customers. I meant deliveries to businesses like shops or restaurants - these are serviced by vans even if they are located in the walkable city centers, because these no-entry signs usually either have delivery vehicles explicitly exempt or something like "permit holders" and owners of such businesses in most cases have these permits because no one sane will deliver a dozen fully loaded europallets with a cargo bike.
 
Looks fantastic, thank you.
Trams are higher capacity than buses or just quieter?
how much abstraction/gameiness vs simulation has gone into capacity, speed, cost etc of public transport?

Can taxis be privatised?
 
Uber Eats yes, but that's delivery to customers. I meant deliveries to businesses like shops or restaurants - these are serviced by vans even if they are located in the walkable city centers, because these no-entry signs usually either have delivery vehicles explicitly exempt or something like "permit holders" and owners of such businesses in most cases have these permits because no one sane will deliver a dozen fully loaded europallets with a cargo bike.
Ae, I have never seen bike couriers deliver business goods? Even back in the day when ALL mail was delivered by cyclists, business mail was still in a van. Capacity of bike couriers is too low, they'd make more sense something private businesses can deploy to their customers not as an infrastructure consideration with depots and dedicated lines.
 
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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.
This!
I hope being able to build some sort of LRT (Thanks to this forum I know what it is, btw). Don't mind if I have to "build" my own underground stations combining Tram rails and pedestrian roads.
 
Uber Eats yes, but that's delivery to customers. I meant deliveries to businesses like shops or restaurants - these are serviced by vans even if they are located in the walkable city centers, because these no-entry signs usually either have delivery vehicles explicitly exempt or something like "permit holders" and owners of such businesses in most cases have these permits because no one sane will deliver a dozen fully loaded europallets with a cargo bike.
Who ever they deliver too... I did not expect a full pallet delivery, but I mostly meant the bike couriers. But they also have bike powered food carts so that'd be mobile commercial. In general, if they had more than just the normal citizens, I think that would make things more interesting. Even bike cops could be a thing. Even if some of the options are just for looks and don't actually contribute to anything, it would just make things more varied.
 
Honestly? That's really disappointing. Trains are a huuuuge part of citybuilding. If it's just some generic American models, what's the point of building a European city? I won't at the game at launch, then.
They can't account for every demographic day 1. At least they look better than cs1 trains. The rest will be up to the community. You can still build your huge contribution to city building regardless of the train engine
 
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They can't account for every demographic day 1. At least they look better than cs1 trains. The rest will be up to the community. You can still build your huge contribution to city building regardless of the train engine
Of course they can't account for every demographic. But at least American AND European? I get the hype for the game, but come on.
 
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Of course they can't account for every demographic. But at least American AND European? I get the hype for the game, but come on.

Maybe demographic is a bit wrong reason here.
The devs simply cannot meet every player expectations . Both developer and publisher want to release a functional game, that generally appeals to target audience and in sensible timeframe.
Considering all the aspects of the game, they have to design thousands of assets. Especially all the RICO growable. It absolutely makes sense that variety of assets in each category will be limited to numbers just necessary for functional gameplay.

The problem (if we even can call it like that) will be basically solved day one with workshop assets.
 
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EDIT:
Although I read all the dev diaries, I misunderstood the previous discussion about train models and believed that CO has foreseen only a concept of "only one model per transportation type". Fact is, however, that the dev diary already demonstrated the availability of the feature to define different models for each line. Sorry for the confusion, the half-life of recently read facts in my old brain seems to be getting dangerously short...

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I really hope they designed the transportation in a way that multiple train, tram, bus, etc. models can be added and selected per line at a later stage. For me this is something enhancing the fun and immersion when you see different models and not just the same boring model everywhere, no matter how good it looks. I am also fine buying a reasonable priced DLC if this is coming at a later stage with a great variety of models (but hopefully not only in 2025 ...), but I will be less happy if I have to install another 20 mods for this.

While I appreciate and love all the fantastic work of the CS modders, we all know from CS1 that rather sooner than later this is becoming a performance and stability issue, especially if it is more than just adding assets but tweaking game mechanics. Then you have compatibility issues with new game versions, issues and dependencies with other mods, it starts crashing your savegames and so on ... this is when I stopped playing CS1 some years ago, by the way.

What I want to say: CO, please provide the mechanics of having multiple vehicles on public transport in the base game. Means, the mechanics that you can select a model and assign to a line, etc. I am fine if with the base game you only provide one train model, one bus model, etc. from the start. If the mechanics is there, then the modding community can build additional models which are just simple assets (I guess). This would avoid a lot of compatibility issues as the general mechanics for this would be maintained with the base game.
 
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Great dev diary! Just a quick question,

will the tracks underneath the subway station be fixed, as it was in C:S? Or can we rotate them in the direction of our subway network?

Thanks!
 
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