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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.

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.


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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.
Have you even looked at the screenshots or read the diary? The ability to change vehicle model per line is in the game from the start.
 
Alright, well this is going to upset a lot of people with no Elevated metro or train stations. B

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 don't think such a niche feature should be a priority to be honest
 
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Can we control the import and export of items from outside the city? , for example I want to import oil and not export wood or I have a lot of oil and want to sell it? . Or is everything automated like CS1
 
Have you even looked at the screenshots or read the diary? The ability to change vehicle model per line is in the game from the start.
I think the key point of his comment was "MULTIPLE" per line. Not just switching and having only one vehicle per line. I see benefit from this too in the creation of non-bus, "busses" IE airport vehicles or golf carts that utilize the bus mechanic, but arent meant to actually transport people.
 
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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.
Well while we are at it, maybe some Japanese bullet trains, or old fashion steam trains, or maybe India's trains where everyone clings on the outside for dear life. This is not a train simulator. And while i do like having variety of my trains and associated cars as well, additional trains are something that modders are going have to create.
I just appreciate that the trains actually look detailed compared to cs1.
Your original post said "I won't at the game at launch then" Not sure if you meant, i wont have european engines at the game ->cause you wont. Or if you won't buy the game... Seems kind of a silly reason not to buy the game. I'm sure youve seen what the modding community can do, assuming you have PC. Just pretend like you are a little kid again, pushing around your toys pretending they are something they are not, and eventually people will make new trains.

Hopefully, converting CS1 assets to CS2 wont be too complicated, as a lot of hours were spent on the original assets.
 
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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.


Yeah, in regard to trains, and other transport, I do hope the way assets are created will be more streamlined to save disk space and loading time.
Extra vehicles or assets shouldnt be the things crashing the game, though. Those are the mods who make code changes. The assets themselves, really depend on the creator to optimize the models properly so they dont have a lot of triangles, or large texture files. Maybe since CS2 wont have a ton of assets at the start, preventing me from editing things myself, I may give asset and map creation a try (assuming that is still an option)
 
Well while we are at it, maybe some Japanese bullet trains, or old fashion steam trains, or maybe India's trains where everyone clings on the outside for dear life. This is not a train simulator.
There are TWO building themes in CS II: american AND european. Asking for american AND european trains isn't asking for indian or japanese trains.

And while i do like having variety of my trains and associated cars as well, additional trains are something that modders are going have to create.
I just appreciate that the trains actually look detailed compared to cs1.

You do remember millions of CS customers don't have access to mods and assets and some who can don't want to use them?

Maybe since CS2 wont have a ton of assets at the start, preventing me from editing things myself, I may give asset and map creation a try (assuming that is still an option)
Of course it'll still be an option. Why wouldn't it be?
 
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There are TWO building themes in CS II: american AND european. Asking for american AND european trains isn't asking for indian or japanese trains.

Yeah, but India and Japan and everyone else in the world want their country represented too, dont you know? My point is that the developers can't possibly please everyone. Its one thing to make your request known; I have many of my own, and maybe they will come in a future update. But to make that the basis for not buying a game is kinda dumb in my opinion. The look and feel of 1 asset shouldn't cause someone to disregard everything else the game offers. Cause as i said, this is a CITY builder with trains, not a train simulator.

You do remember millions of CS customers don't have access to mods and assets and some who can don't want to use them?
You do remember that CS 1 trains were ugly orange models with green cars? At least CS2 trains have detail. Be happy about that. If you dont WANT to use assets if they are available to you, then that is your own fault. And if you are console, unfortunately, you are stuck with what is provided. Again, not buying the game because of the lack of a train model is dumb.

Of course it'll still be an option. Why wouldn't it be?
Well see, when I structure a sentence as I have, it means that I am assuming that it is still there, because, as you said, why wouldn't it be? I did not question if it was there, but in the off chance that it is not, that would obviously prevent me from making my own assets, wouldn't it? Does this seriously require a "why wouldn't it be" response?
 
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Looking good, really getting more and more excited for the game.

Going from this dev diarie, I have one suggestion (either before release, or a suggestion for later), that I think would be a neat feature. For transport lines, you currently set the number of vehicles, and wether it runs day, night or both. Instead, wouldn't it be great to individually control the number of vehicles for both the day, and the night. That way you can have plenty of vehicles running during the day, but instead of shutting the line down at night completely, just decrease the service (less vehicles). Don't want any vehicles during the night, than leave the night vehicles at 0. In real life, it's not uncommon at all that services don't shut down at night, but do run less frequent instead. You could save costs by not having as much vehicles, while still providing some service instead of nothing at all.

From the screenshot included in the dev diarie, with some copying and pasting, made an idea of how it could look like instead:

17 Line view.png
 
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hello, little question, watching the different videos, I noticed that there were few cars in circulation in your city which makes it "boring", I wanted to know if it was done on purpose or that it's a beta version so there may be things that don't quite work yet? thank you and good continuation (this was written in a translator)
 
Have you even looked at the screenshots or read the diary? The ability to change vehicle model per line is in the game from the start.

Oh, how embarrassing. Yes I watched all videos and read the diaries but my old brain forgot about that already ... :oops: ... and when I saw avanya's comment "No additional train models I'm afraid" and the following discussion, I believed to understand that CO only foresees a concept with one vehicle model per public transportation type. My bad.

Okay, then it is simple, I am a happy camper and the possibility to have each line with a different model is already available, cool. And the possibility for modders to easily add new models should be given as well ("easily", once the hard work of model creation is done, of course).
 
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Yeah, but India and Japan and everyone else in the world want their country represented too, dont you know?
No I don't. I play CS since 2015 and I've never seen a single thread or even a single message asking for japan or india trains, either here, on Steam, on Reddit or Discord. Could you post the links, please? Actually, have you ever seen someone asking for an indian or japanese theme?
My point is that the developers can't possibly please everyone. Its one thing to make your request known; I have many of my own, and maybe they will come in a future update. But to make that the basis for not buying a game is kinda dumb in my opinion. The look and feel of 1 asset shouldn't cause someone to disregard everything else the game offers. Cause as i said, this is a CITY builder with trains, not a train simulator.
My point is CS II has two different themes, european and american and it's legitimate asking for european trains to go with the european theme. Nothing more. You try to derail the conversation by making a fuss about Indians asking for indian trains et whatnot or this poster claiming (or not, as you're not sure and I'm not either) that he won't buy CS II if there's no european trains, which is not the point.
You do remember that CS 1 trains were ugly orange models with green cars? At least CS2 trains have detail. Be happy about that.
"It was even worse before so don't ask for more, dear customer"... great thinking.
If you dont WANT to use assets if they are available to you, then that is your own fault. And if you are console, unfortunately, you are stuck with what is provided. Again, not buying the game because of the lack of a train model is dumb.
So you do remember, good. So you think console players don't have to play european trains while playing in an european theme?
Well see, when I structure a sentence as I have, it means that I am assuming that it is still there, because, as you said, why wouldn't it be? I did not question if it was there, but in the off chance that it is not, that would obviously prevent me from making my own assets, wouldn't it? Does this seriously require a "why wouldn't it be" response?
Well, my english is not as good as yours as it's not my native language, but saying "in the off chance that it is not" validates again my question. It's been said and repeated again and again since 2015 that CS, then CS II were moddable and CO was one of the most mod-friendly game company in the world. After CS II launch, CO's CEO Marina said that mods are and will always be an absolutely essential part of the Cities Skylines franchise. So there's no "off chance" not having a workshop and no need to "assume that is still an option".
 
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No I don't. I play CS since 2015 and I've never seen a single thread or even a single message asking for japan or india trains, either here, on Steam, on Reddit or Discord. Could you post the links, please? Actually, have you ever seen someone asking for an indian or japanese theme?

My point is CS II has two different themes, european and american and it's legitimate asking for european trains to go with the european theme. Nothing more. You try to derail the conversation by making a fuss about Indians asking for indian trains et whatnot or this poster claiming (or not, as you're not sure and I'm not either) that he won't buy CS II if there's no european trains, which is not the point.

"It was even worse before so don't ask for more, dear customer"... great thinking.

So you do remember, good. So you think console players don't have to play european trains while playing in an european theme?

Well, my english is not as good as yours as it's not my native language, but saying "in the off chance that it is not" validates again my question. It's been said and repeated again and again since 2015 that CS, then CS II were moddable and CO was one of the most mod-friendly game company in the world. After CS II launch, CO's CEO Marina said that mods are and will always be an absolutely essential part of the Cities Skylines franchise. So there's no "off chance" not having a workshop and no need to "assume that is still an option".
While I agree with some general sentiments here, I feel entire discussion abouf this poor train is pointless, because...
... this train could easily pass for european train. We have trains like that in Poland. France has similar ones. Probably other Eurpean countries too.

It looks like people have very biased opinions what is European, American or even realistic. I recently learned from CS experts that we do not have school buses in Europe.

On the other hand, yes, requests for Asian themed assets have been quite popular. Same for Asian-origin trains, they were quite popular in workshop. I have to agree with Indian ones, cannot recall much (actually any) requests for them.
 
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I was thinking about the economics of intra-city (internal) freight train lines in-game in C:S2 vs IRL and it's left me with a few questions;

How in-depth are the differences in cargo tonnage carrying capacity between different road vehicles but also compared to different rail cars which carry different goods? A semi-trailer truck can carry a shipping container (or equivalent) and we see rail cars in the videos carry two [40ft long?] shipping containers. When it comes to things like ore/sand the differences are much greater.

If there is that level of differentiation when it comes to rail cars or is it more along the lines of when trains are assembled in C:S2 they're a set of purely visual models and the whole train has a single inventory with a set tonnage capacity?

This comparison between road and rail cargo transport led me to some questions which are more orientated toward the road tools topic

Is the rate of road condition deterioration time or or traffic volume based?

If traffic volume based, do heavier vehicles like trucks act as modifiers which increase deterioration? (ergo there would be an incentive to divert industrial road traffic from busy roads, with lots of segments/other traffic upon which accident checks can occur, to other roads OR onto rail)
 
I jave to agree with Indian ones, cannot recall much (actually any) requests for them.
Yes i agree this train post is getting out of hand. Their request was made, maybe it'll be added, maybe it wont. If they buy or not cause of that, that's their choice. I dont really care.

The indian ones was meant as an extreme example to illustrate the point, I am sure no one has ever requested it. The point was simply, it is not possible to have every possible variation of trains, buildings, roads, trees, and whatnot in the base game on day 1. These guys dont seem to get that point.
 
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Compared to the weirdly detailed expansion of how car traffic works this seems to be fairly basic. Normally I'd say it's about what I'd expect of a city builder, but when cars can crash and kill individual citizens and so much care is given to road connections and whatnot to just say "okay and all public transport functions as simple as this!" seems weird; kinda unbalanced.

I'm also expecting line management in large cities to become a serious nightmare. Much as I'd predict that players will stick road maintenance to 100% and leave it at that because random accidents will get annoying I suspect there's going to be increasing fatigue with adding new lines over times and trying to fine tune the ticket costs and vehicle numbers and whatever. I strongly advocate for at least a "quick adjust" menu where all lines are listed (as seen in one of the screenshots) but where you can also instantly adjust number of vehicles, tickets, etc., avoiding having to go in and out of detailed views of every single tiny bus line ...
... and speaking of that, a lazy "auto adjust line" button would also be appreciated (of course would be debatable what it'd adjust to, but however that'd work - probably better than nothing).
 
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It would be helpful to at least have the ticket cost added to the "Transportation Overview" tab, that would give a quick overview. Otherwise you need to click through all the lines just to even understand where you are with ticket cost, and then you might need to walk through again to adjust once you know how you want to tweak it.

Generally, I would like to understand better how the whole cargo thing fits into the simulation, how important it is, what is happening automatically (like they said a cargo hub is automatically a distribution center where I think cargo vans automatically commute to from a factory, etc.), and what you need to do manually to have a functioning and happy city (why do I have to setup cargo lines when cargo vans anyway seem to automatically span and transport goods between factories and cargo hubs, etc.).

I might assume we hear more about this in the "Economy & Production" feature in August and I hope the production chain simulation comes in a much advanced version than in CS1. I'd love to see the need to setup production chains to produce food, cloths, etc. for your citizens (and if you don't do this, you can still import it but at much higher cost). Maybe starting with farms (Highrise City has such a fantastic economy concept), then food processing factories, etc.
 
It would be helpful to at least have the ticket cost added to the "Transportation Overview" tab, that would give a quick overview. Otherwise you need to click through all the lines just to even understand where you are with ticket cost, and then you might need to walk through again to adjust once you know how you want to tweak it.

Generally, I would like to understand better how the whole cargo thing fits into the simulation, how important it is, what is happening automatically (like they said a cargo hub is automatically a distribution center where I think cargo vans automatically commute to from a factory, etc.), and what you need to do manually to have a functioning and happy city (why do I have to setup cargo lines when cargo vans anyway seem to automatically span and transport goods between factories and cargo hubs, etc.).

I might assume we hear more about this in the "Economy & Production" feature in August and I hope the production chain simulation comes in a much advanced version than in CS1. I'd love to see the need to setup production chains to produce food, cloths, etc. for your citizens (and if you don't do this, you can still import it but at much higher cost). Maybe starting with farms (Highrise City has such a fantastic economy concept), then food processing factories, etc.
Well cargo lines are only needed for trains, and maybe ship/ plane. Trucks find their own destination via the call and response system as with cs1, but they do it better to look for the cheapest option. (So no more clear across the map deliveries)


And from my understanding, any outside connections will have to be manually set as a stop.