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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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Just saw the Developer Insights #3, and there you can see that the line color selector, is based in a sort of HUE system.

That means we won't be able to select from a list of colors, or by entering its HTML code?

As a Color Blind, HUE systems are simply almost impossible to use, and a second option would be really appreciated. HTML codes are easy to use and offer unlimited possibilities.
Not only for accessability, but also for gameplay aspects a HEX system would be awesome.
For example I always color all my public transport lines the same colors, so they are visually the same. That's common in europe that public transport companys have their own corporate design and everything looks similar. Also - when I am about to change something from an existing line, I recolor only that line to highlight it, afterwards I color it back.
This is much easier with hex codes since you make sure everything has the same value. If you just use some slider it's going to be aweful fiddly to match the colors.
 
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Interesting to see the reactions on my previous post about assumptions and facts. First of all, I much appreciate that jcc5018 and Reid777 reacted with a fact based discussion. Good to see that there are communities where this is still possible these days.

In short, all I wanted to say is that people should avoid selling assumptions for facts. I know this is not happening on purpose but lies in the nature of human beings. We all make assumptions that we take for granted but might not realize that the assumption is simply not true.

Does not mean that there has to be a source for every sentence written. But if people start battling over assumptions around features, release versions and others, and none of the participants can show where they got their information - or assumption - from, then it's quite useless. It just ends up in a "I am right and you are wrong" battle about something often none of the participants can even know.

The problem is, you often read then "oh I read that somewhere but can't remember where". Yes, I understand, happens to me all the time. Interestingly, in the world of fake news, valuable studies have been made. The conclusion was that if a person hears / reads the same information from two (what the reader believes to be) different sources, then it is usually assumed to be a fact already. This is why it is so easy to spread fake news. Okay, here with Cities Skylines I don't think anyone on purpose tries to spread fake news but the effect is the same when spreading assumptions. Assumptions become facts in people's minds easily.

We all are interested in being well informed about CS2, this is why we are here in this community.

Still, to bust another assumption, please don't assume everyone interested in CS2 has the opportunity to follow every single piece of information that any Youtuber somewhere somewhen said in any video. I am following the development very closely and I watch and read every official information from Paradox/CO, also trying to follow on Twitter as much as possible. So I consider myself pretty well informed but still I do not have the opportunity to follow every additional source, statement or Youtube video.

So when sharing any of such information, it is too easy to blame people for not spending their whole day staying up-to-date on CS2. Just simply share where you got your additional information from, when there is a discussion about it. If you can't remember where you got the information from, it might also be an indicator for that person to revalidate the information before assuming it to be a fact and selling it accordingly in the community.
 
Interesting to see the reactions on my previous post about assumptions and facts. First of all, I much appreciate that jcc5018 and Reid777 reacted with a fact based discussion. Good to see that there are communities where this is still possible these days.
Yeah, i get your point. But everyone is trying to play detective. Its like seeing a gift under the tree and shaking it and using other clues to try to guess what it actually is. Some things can be obvious, others are assumptions or hopeful thinking. So I think we just kind of need to take the good with the bad. Eventually we will all get the game, then we can officially complain about everything we hoped for but didnt get for the next 10 years till CS3 comes out. lol. Or at least till the next updates

Overall, i think we are all excited. And they are doing a good job at building suspense on this. I think I have spent more time watching CS2 content lately than actually playing CS1
 
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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
I keep searching and searching for info on block signals, and I keep pausing, zooming, and scrutinizing all of the videos from CO.

Railways with more than one train just cannot exist without signals, and they need to be a part of the base game. Trains (subways, trams, etc) will need upgraded pathfinding so that they don't enter into a track or block where they have no means to exit it.

There should never be a rail intersection where one train enters the junction, crosses over, and comes head to head with a train going in the opposite direction. Block signaling fixes that. Without signals, this stuck train completely and permanently blocks that junction until the train is manually deleted.

I recently saw a new block signaling mod for CS:I that seems to work well, and something similar is a must in the new game:

In my opinion, rail signals are an even more important feature in the game and IRL than even road traffic lights. Cars, trucks, etc can maneuver around and through busy and blocked intersections, but trains have to stick to the rails that they're on.
 

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I would love to have block signals for CS2 but I guess this is too much specialized micro management for a city builder focused game. A game cannot cover everything and therefore we also have games like TPF2 that have their own focus. I also see people asking for "haunted houses", "self-employed taxi services" and other very detailed niche aspects that, as a studio developing such a game, I would never consider, no matter whether the idea as such is "good" or not. We already have people complaining that in CS2 they need to micro manage ticket prices. Imagine what they would think about the need of plopping railway signals along all railway lines ;)
 
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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.
Sorry for the late reply, but no, I was speaking about B2B. This is still only at very small scale now but it is increasing, and I have already saw it randomly when wlaking on the street. Typically 180kg and 1-2m³/bike.
 
Sorry for the late reply, but no, I was speaking about B2B. This is still only at very small scale now but it is increasing, and I have already saw it randomly when wlaking on the street. Typically 180kg and 1-2m³/bike.
Sorry but this probably will remain very small scale - 180kg is nothing when vans can transport 2 tonnes of cargo and trucks can transport up to 30 tonnes.
With exception of some biking fanatics no one will use it as a serious cargo delivery. Even businesses in super walkable historic European city centers are served by vans and trucks (except they do it early in the morning when there's hardly anyone to notice - for example here's an article (in Polish) about delivery vans in Kraków historic center)
 
Sorry but this probably will remain very small scale - 180kg is nothing when vans can transport 2 tonnes of cargo and trucks can transport up to 30 tonnes.
With exception of some biking fanatics no one will use it as a serious cargo delivery. Even businesses in super walkable historic European city centers are served by vans and trucks (except they do it early in the morning when there's hardly anyone to notice - for example here's an article (in Polish) about delivery vans in Kraków historic center)
This whole bike suggestion was nothing more than to add a variety of interest to the game when they eventually add the bike mechanic. Cities have couriers on bikes for small scale deliveries such as food or mail. I never once suggested that bikes would be the main form of cargo transport, as that would be stupid, and we might not have any control over them if they were to be included. It might just be a random biker with a pack or some small ice cream/ hot dog cart for instance, or bike taxi to add a visual interest to the game. Whether it contributes to the economy, or supply chain, thats up to the developers, but just having a different AI could be fun to observe.
 
One of my favorite things that from SC2k was the different types of City Industry, which Skylines kind of got into and it seems Skylines II is eyeing up a deeper dive into? If so- that'd be beyond-fantastic: I love seeing & affecting the variety of different industries and supply chains, their varying needs, how they can directly and indirectly affect other things. Some ideas & questions on industries and a few other topics:

  • [Industries] - I'd love to see these: Aerospace, Automotive, Agricultural, Art, Boating, Concrete, Consulting, Construction, Data, Electronics, Finance, Fishing, Food, Governmental, Legal, Manufacturing, Media, Medical, Mining, Petrochemical, Science, Smelting, Textiles, Timber, Tourism. The more the merrier as far as I'm concerned!
  • [Distribution] - I think I saw somewhere that warehousing will be a component? I'd love to see distribution networks play an important role in addition to extraction and manufacturing.
    • This might include warehousing, distribution centers, urban (or unified) mobility centers, etc.
    • It might affect transport options, such as policies that setup parcel cars on city rail options, encouraging bike-based parcel delivery, using local walk-access post offices to serve as parcel hubs, the need for delivery (or pickup/dropoff) zones along streets for trucks, etc.
  • [Ridehail] - Will this include any other ridehail considerations (think Uber, Lyft) in addition to taxis? It could be interesting having to think of either how to deal with these, or how to incorporate these, between setting up geofenced areas, pickup/dropoff zones, how use them as an extension rather than competitor to transit, etc.
  • [Flex Transit] - Or could this include a sort of municipal ridehail, currently often referred to as Flex Transit? This is where a shuttle services a designated area as an on-call ridehail within that area. They're sort of like group-taxis, though for that reason I could it not really being a particularly high-need thing for a video game that already has taxis.
  • [On-Demand / Marshrutka] - Basically a shuttle/bus that can stop anywhere along its line, instead of relying on distinctly designated stops. These would tend to slow the line's operation but can be useful especially for more rural services with low demand & few clusters of activity.
  • [Cablecars] - Not sure if cablecars are going to be an included transpo option, but.... cable cars! A continuous-running transportation option that can be especially useful for spanning waterways & steep grades, and perhaps even fulfilling some recreational / tourism needs. (hey, at least I'm not asking for funiculars ... yet)
  • [Telework] - Will there be any modeling of telework / residents working at home? Could policies encourage larger rates of teleworking, helping to cut down on traffic + pollution but also negatively affecting office demand?
Thanks!! :)
 
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As a city planner, I don't like to get involved in private business too deep. It took me a while to buy the Industries DLC and the Hotels&Retreats DLC is not appealing to me. If a city has the resources (ore, oil, fertile land, educated people, a technical university and so on), then the industries and businesses will come by themselves. With policies (subsidies or bans) you can control their establishment, but I don't feel like having to build warehouses, logistics centers, gas stations and other services by hand. They usually develop on their own, depending on supply and demand.
 
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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?
Having read through this list and several articles, even though each thing is done better, were back to the base game again! I think they will sell you "mono rail" as DLC, then maybe "fishing industry" then "theme parks" Etc. I was hoping that the new game would start where the old game left off. So: I'm not planning to buy it for at least 3 years after launch until it catches up and there is a sale. Please tell me I'm wrong. Persuade me to buy this.
 
I would love to have block signals for CS2 but I guess this is too much specialized micro management for a city builder focused game. A game cannot cover everything and therefore we also have games like TPF2 that have their own focus. I also see people asking for "haunted houses", "self-employed taxi services" and other very detailed niche aspects that, as a studio developing such a game, I would never consider, no matter whether the idea as such is "good" or not. We already have people complaining that in CS2 they need to micro manage ticket prices. Imagine what they would think about the need of plopping railway signals along all railway lines ;)
Block signaling wouldn't require much micromanagement, if any. I saw somewhere that the AI will govern movement of trains. Hopefully it will work like CTC with automatic blocks between the junctions.

As you can see in the image, the section of track containing a switch is its own block and each section to either side is also a block. The dispatcher can set to allow movement left or right as well as onto the main or secondary track. The system automatically handles signals leading up to each junction and has its own rules for what aspects to show based on the track and occupancy status around the junction.

Trains are not allowed into segments if they're occupied or if there is no way to exit. In other words, trains can't enter both the main and the siding on the left if there is already a train in the right segment. A train could never enter the switch segment if it has nowhere it can go. Similarly, a train can't enter the right segment from further to the right (traveling left) if there are already trains on the main and the siding heading to the right.

I think a signal at each of the 3 ways into this switch would be the minimum required for the train traffic to function properly. In addition, automatic intermediate signals placed every so many units apart (an distance longer than the maximum train length) along track between junctions would also be nice to allow for trains moving in the same direction on the same track.

With so much that is customizable on roads, it's a shame to think that some kind of rail signaling would be too much or too specialized for the game. In my opinion, trains *are a type of traffic that needs to be managed just as much as anything on the roads.

If absolute signals were to appear at all junctions and intermediate signals appeared between them at set intervals, we as players wouldn't really have to do anything in the way of customization. It would be nice to have the ability to plop a signal wherever we desired, but it probably wouldn't be necessary.
 

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Important note, bus simulation is even more broken (by design)
At least how the single stop works and when bus not coming from closest lane.
SO, prepare yourself to mod proper stop unit with queueing. I believe in the community.