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I am also fascinated by the working blinkers on cars and buses - anyone noticed? :rolleyes: Awesome!

What I am a bit worried about is that it looks like buildings can just be placed along streets. That may forbids the development of e.g. compact city centres or narrow industrial areas which would be unrealistic; there would be always a green open space in the middle. But I know that it's a very early stage of development and the CO team may already planned to work on that. I just wanted to mention my thoughts.

To the team: Thanks for listening to us and keep rockin'! :cool:

Cheers,
X
 
I am super pumped for CiM2 and I thank you to everyone involved in making it possible!

You guys definitely have me excited about day/night, schedules and depots.

A few more things I'd love to see.

1. Custom Waypoints for all Routes. Right now the game uses the "shortest" route possible between stops to connect them. I would like to be able to manually direct the line route, even if it is not the shortest. Or at least give us an option between Manual and Automatic route making. This should apply to all types of routes and vehicles.
2. Rush Hour + Regular Schedules for the Same route. In real life, in most cities the most popular bus routes adjust their paths during Rush Hour to be shorter, or to avoid less popular areas. Once the Rush Hour passes, the buses go the full route again.
3. Single-lane rail track building. You should be able to build single-track railways for subways and streetcars. A lot of the time, the 2-way only track mode left one side unused and it also limited places where the streetcar/subway could go above-ground. For end-route loops as well, it only makes sense to have a 1-track loop, instead of double-track loop where the inner-loop is never used.
4. Ability to sell advertisement space on your vehicles for an additional revenue source.
5. Ability to choose between a Transfer Fare System and Pay Fare Each Time System.
6. Vehicle maintenance upon entering depot.
7. Buses should be able to take-over other vehicles and broken buses. If buses can not go around an obstacle, that only makes them a cheaper streetcar. But they are still on-rails, so to speak. Buses have a few key advantages, and one of them is flexibility. They can go anywhere. They can switch lanes to avoid problems. Without this advantage, they have no real reason to be used.
8. Adaptive pathfinding/Detour system. In the real world, in case of an emergency, buses do not stand there and wait for fire/police/parade vehicles to clear out. They use detours, and find the shortest alternative route to their destination/stop. In CiM1, detours couldn't work because time was measured in months... but now that we have realistic day simulation, Emergency Detours for buses should be possible. Same with streetcars, but only if the rail network allows for it.


And a question...

Will there be any pre-built cities? I hope CiM doesn't become a SimCity clone with the city building and all that.
 
1. Custom Waypoints for all Routes. Right now the game uses the "shortest" route possible between stops to connect them. I would like to be able to manually direct the line route, even if it is not the shortest. Or at least give us an option between Manual and Automatic route making. This should apply to all types of routes and vehicles.
This. I already said it in another thread, but I think this is one of the most important features. In the video it looked just like in CiM1 with only automatic routing.

7. Buses should be able to take-over other vehicles and broken buses. If buses can not go around an obstacle, that only makes them a cheaper streetcar. But they are still on-rails, so to speak. Buses have a few key advantages, and one of them is flexibility. They can go anywhere. They can switch lanes to avoid problems. Without this advantage, they have no real reason to be used.
8. Adaptive pathfinding/Detour system. In the real world, in case of an emergency, buses do not stand there and wait for fire/police/parade vehicles to clear out. They use detours, and find the shortest alternative route to their destination/stop. In CiM1, detours couldn't work because time was measured in months... but now that we have realistic day simulation, Emergency Detours for buses should be possible. Same with streetcars, but only if the rail network allows for it.
In the video i noticed that the route display wasnt fixed to a single lane. Would be great if this is already implemented, Unity shouldnt have problems with that.
 
I've just thought of another couple of questions/suggestions from rewatching the video (thanks X-Men, i hadn't noticed the flashing indicators on the cars!):

1) Can we re-phase traffic lights? E.g. in the video where it sits at that three-way avenue junction (while you discuss 24min days, etc) it seems as if the cars all go, and then the pedestrians all go. Wouldn't it make more sense for it to be phased:
-Cars going straight across north/south and pedestrians crossing the side-avenue move.
-Cars turning left into side-avenue, right out of side-avenue and pedestrians on the north side move.
-Cars turning right into side-avenue and left out of side-avenue and pedestrians on the south move.
That way none of the vehicular traffic is crossing each other's path.

2) Can we have options for non-symmetrical road layouts? At the moment the build options only seem to allow for cases where the two sides mirror each other. What about, for example, two normal lanes in one direction and one normal and one bus lane in the other, or one normal and one bus lane in one direction and one normal and one parking lane in the other, or even cases where you have different numbers of lanes in each direction.

3) This is related to 2), but can we modify existing roads to change the configuration? Say we're playing the campaign city and we want to replace a normal traffic lane with a bus lane. Or we build a road with a bus lane and later decide that it isn't needed and want to return it to normal traffic.

EDIT: And two more that just came to mind after writing those:

4) If there are city-based ordinances (advertising on bus sides or whatever), could we have one where we pay for bus priority at traffic lights (so if a bus is approaching/is late, the lights stay green to let it get through).

5) Bus lanes are accessible to cyclists/taxis as well as player-operated buses (which seems to be a standard feature wherever i see them).
 
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Looks like single-lane rails may have already been implemented!

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1. Custom Waypoints for all Routes. Right now the game uses the "shortest" route possible between stops to connect them. I would like to be able to manually direct the line route, even if it is not the shortest. Or at least give us an option between Manual and Automatic route making. This should apply to all types of routes and vehicles.

Good that you remember that. This is an important feature.


8. Adaptive pathfinding/Detour system. In the real world, in case of an emergency, buses do not stand there and wait for fire/police/parade vehicles to clear out. They use detours, and find the shortest alternative route to their destination/stop. In CiM1, detours couldn't work because time was measured in months... but now that we have realistic day simulation, Emergency Detours for buses should be possible. Same with streetcars, but only if the rail network allows for it.

That would be awsome. It would open the game for even more complexity. The military parades and protests could come back.
 
Actually at 2:27 where they bring up the road menu, you can see several icons at the bottom, one looks like a one way road symbol, the other looks like streetlights or perhaps trolley buses and the latter one could be bus roads. Very interesting stuff here CO, I can't wait
 
Actually at 2:27 where they bring up the road menu, you can see several icons at the bottom, one looks like a one way road symbol, the other looks like streetlights or perhaps trolley buses and the latter one could be bus roads.

I could be wrong, but I doubt that one of those means one-way roads. The first icon is selected and you can see the different types of roads belonging to that including those with bus lanes and also bus-only roads (very cool btw :rolleyes:). I can't figure out the second one. The third one might be motorways!? Fifth: Pedestrian walkways? But I am pretty sure that the two last ones are for building tram tracks and (heavy) rail tracks.

Around 3 mins you can also see that traffic lights are placed automatically by building roads :)

I hope that you are right, DannyBee, on assuming that one of those icons could be for one-way roads though :happy:
 
In real life many cities go away from heavy use of traffic lights because they only cause more traffic jams. Instead they use more and more round points. Maybe this concept you could use also in CiM2 to avoid too much trouble with traffic jams ?
 
my 2 cents...

From what I've seen so far this game looks very promising.

Of course I as well would like to see an option ingame to make busses skip the depot and maybe only return if based on the timetable the bus is no longer required or there is a technical issue with the vehicle and it needs to return for service. It could also be done in a way like "If vehicle drops below 70% reliability then return to depot for maintenance at the end of the next route".

Overall I think the changes in the mechanics look very good. Building stuff should be a lot easier now and it adds flexbility. I hope that we'll be able to "update" existing roads with bus lanes if they're required.

Oh an btw. If the system works in CiM2 I'd really love to see this system on a bigger scale. A real successor to Transport Tycoon is still missing.
 
In real life many cities go away from heavy use of traffic lights because they only cause more traffic jams. Instead they use more and more round points. Maybe this concept you could use also in CiM2 to avoid too much trouble with traffic jams ?
Yes! We need roundabouts! :D
 
I agree that as they are now, depots won't work well: in my opinion, buses should go out of depots when it's the scheduled time, make as many route as they can, then go to the depot for manteinance when it comes the night, or when the schedule say so. This way we can make circular lines, if needed.
Or another way to solve this issue can be making the depot itself as a stop, even if this is pretty unrealistic.
 
[video]
I don't know if this have been posted. Great video.[/video]
[video]
Another interesting video!

The things i got out of it:
- Sounds as if the campaign is going to be based on fictional cities rather than real ones this time around.
- At 1:30 ish, is that bus running on a route with the track hidden, or has it just taken a detour?
- CO going to try and support modding in CiM2.[/video]
 
@Bel_Alex: I don't see any one-way roads, I think you're wrong...

- Sounds as if the campaign is going to be based on fictional cities rather than real ones this time around.
I think this is positive. A good challengefull fictional city is much better than just a copy of a real city.

I agree that as they are now, depots won't work well: in my opinion, buses should go out of depots when it's the scheduled time, make as many route as they can, then go to the depot for manteinance when it comes the night, or when the schedule say so. This way we can make circular lines, if needed.
Or another way to solve this issue can be making the depot itself as a stop, even if this is pretty unrealistic.
Yeah, I agree with it, too. This is not realistic at all. In Cologne for example we have over 40 buslines, but only one depot. It's also not realistic to build a big depot for one line connecting a metro station with a small village. There should be the option to build buslines without depots, or instead a big depot an additional stop/depot with just one or two stops, a turn loop and a kiosk for example.