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Ever wanted your citizens could easily switch between transportation types? With new hub buildings, now they can! There are several types: Ferry Bus Hub for ferries and buses, Monorail Bus Hub for monorails and buses, End-of-Line station and multi-platform station for trains that also have a metro stop, and the ultimate hub which has train, monorail and metro stops. The idea behind the hubs is that placing two stops or stations close by to allow citizens to transfer wastes time and space, so having a hub with several types of transport on one lot is very efficient. When citizens can switch transports easily on the same lot, they do not need to find their way to another building, possibly hindering traffic while doing so, as they might need to cross roads. You don’t even need to connect all transport types the hub supports, it can be used as a regular stop on station and you can keep the other transport options for the future. The bus hubs support many lines on one hub building. Both the Monorail Bus Hub and the Ferry Bus Hub have several platforms for different lines to stop at, so your buses don’t have to line up to queue to one stop.

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Monorail Bus Hub

The new railway buildings, the end-of-line and multiplatform stations, have the possibility for different lines to you different platforms. This, combined with the new setting for accepting or not accepting intercity trains, gives much more control over train traffic. No more trains lining up to get to a station, they can have their own lanes! And as there are also one-way train tracks, there are even more possibilities.

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Multiplatform train station

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Trains on many platforms

And my absolute favourite features: stop signs and choosing if intersections have traffic lights! Before it was just that whoever went first in an intersection got to go. Now you can have a say in this. When in the Routes infoview, when you zoom in on an intersection, small buttons pop up. The center one controls if the intersection has traffic lights or not. If traffic lights are off, you can place stop signs to choose who goes first. Basically all traffic coming from behind a stop sign needs to actually stop before proceeding to the intersection. I have found this to be especially useful in roundabouts (well, that is kind of expected, as the game roundabouts used to not work like IRL roundabouts) when you can let the busiest street feeding the roundabout enter freely and have others stop. Or when you want a main street, where traffic has right of way, and all intersecting roads stop before joining. For this, there’s a shortcut, because it simply is not fun if you have a very long road and would need to go and click on each stop sign at each intersection. When you click on the road name, you can not only re-name it, but also set it as a priority road. This automatically sets stop signs to every road joining the selected road. By turning priority road off, all signs are removed, but you can also set priority on and then just go and remove a couple of signs if you feel that helps traffic best. The road will no longer be a priority road, meaning that the setting is off, but all of the signs set by the setting are still there and you can adjust them manually.

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Stop signs in an intersection

If managing intersections is not your thing, you don’t ever need to touch the intersection rules. But if you are like me and can spend hours on adjusting the road network to get the traffic to work perfectly (though there’s always something to tweak, as the city needs change with aging citizens), you might really love this feature. The changes are instant, so you can try different combinations, then observe how they work, and adjust. The traffic reacts fast.

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The naming of Cool Street

And as I mentioned naming roads, that is also a thing now! Every road gets assigned a name when the update is installed. If you want to change a name, just click on it, the logic is the same as with everything else in the game. Clicking on the name in the info window lets you rename basically anything it the game. If for some reason your road is cut up or the system does not understand what you need to be one road, you can adjust it by choosing Adjust road in the info panel and redefining what is considered to be one road.

Road names, intersection settings, hub buildings… I do hope you are as excited for this expansion as I am!

PS. Try naming a road Steve. It’s fun, I promise!

EDIT: Changed yield rules to stop signs to make the feature clearer. I had used the term yield, when in the end we went with stop signs, not yield signs. Sorry about that, totally my fault!


Cheers,
Karoliina

Lead Designer of Cities: Skylines
 

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I am curious about the number of people who have purchased the expansions. I'm sure it would be possible to have stuff like this be in game for those who have both SF and MT. The question is, how many people will have both? And would that justify the effort to make them?

To be frank Snowfall is the only DLC I haven't purchased. And judging by the fact that it's the cheapest of the meaty DLCs so far (even cheaper than it's predecessor After Dark, I'd wager it's probably the least popular DLC. Though that logic may be due in no small part to my disappointment in it.

It would be cool if Mass Transit unlocked trams as well, but since that's one of the major draws of Snowfall I imagine it may bother some snowfall customers. So *shrug*
 
I like Snowfall. Trams are neat. Snowplows are okay. Heating is annoying on maps that the temperature goes up and down too much. (Pure cold winter hell is not so bad, as the temperature is mostly just always cold.)

After awhile, just looking at snow all the time kind of sucks though. Especially in winter in the real world. I would have preferred changing seasons, but it would have to happen over a long period of time or it would get irritating too.
 
Changing seasons would be fantastic.

I think so too, but there would be a number of things to overcome to make it work.

If they changed too fast, it would be a pain. CIM leaves for work in the winter and gets there in the summer?

You get set up with services like snowplows, and they take up space and do nothing in the non-winter months.

Right now, a number of "summer" parks don't appear in winter, and more problematically, the winter parks would be useless in the non-winter months.

I'm sure there is more than that to deal with. Not saying it's impossible (though CO seemed to have said something to that effect I think), but it would take some serious tweaking.
 
I just watched the livestream from PDXCON building contest and while people where bulldozing I noticed a new button.
If zooming in, it might look like a tunnel, so I hope, this is a button to switch between tunnel mode. That would be really nice, and a very welcome improvement :):):)

Looking forward for the final informations including a complete list of new road types, bridges, unique buildings, policies, bug fixes, complete change list.

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I just watched the livestream from PDXCON building contest and while people where bulldozing I noticed a new button.
If zooming in, it might look like a tunnel, so I hope, this is a button to switch between tunnel mode. That would be really nice, and a very welcome improvement :):):)

Looking forward for the final informations including a complete list of new road types, bridges, unique buildings, policies, bug fixes, complete change list.

View attachment 265243

Yes. Can get annoying not being able to bulldoze something subterranean because of buildings on the surface.
 
Would be great, if that the traffic manager with the move it mod and all transitions and improved individual lights, wich I see, when the lights change with arrows for the individual lanes
 
Yeah, as a Cities in Motion "veteran", I went for Snowfall only for trams. And the implementation of trams is so poor compared to CiM2 (you could actually select which lane will have the tram tracks). Trams in Snowfall feel rushed. Probably because someone in PDX / CO realized the snow factor in maps isn't gonna draw enough attention to make people buy it. This got me into situation where I'm like "Yay, I have trams.", but "Oh my god, the temperature is -5°C again!". The heating system is so annoying in non-snow maps. I secretely wished we would get revamped trams in Mass Transit. But no, we got useless blimps. Sorry, for being salty, I apparently didn't learn my mistake with trusting CO with doing things completely, not only a half. :(

But I'll still buy it, since the current way of making elevated metro is painful, so atleast I'll use monorails for this. But again, they will collide with my trams since both are avenue based.

PS: CO, I'm still waiting for the promised final update for CiM2! We haven't died yet, you know.
 
I edited the dev diary to be more clear, sorry about the mix up with yield and stop signs! We internally have been calling the intersection settings "yield rules" but ended up going with stop signs. The cars actually stop at a stop sign and only then can proceed to the intersection area, and if there are other vehicles there when they need to enter the intersection, they will try to wait until there's enough room. The game world is based on an imaginary North American city. In North America yield signs are rarely used (they also don't have that many roundabouts) and they use stop instead to make sure drivers take the time to observe other traffic before entering an intersection. Stop and yield signs are not that often used in big, busy cities, but more on the countryside in less busy intersections. We chose the stop sign as it fit our traffic simulation best, did not cause the need for the simulation to become much heavier, and it suits the type of intersections cities in Skylines most often have. We have done a lot of testing on this, and while the best way is not to place stop signs on all entrances into roundabouts, they can be used to control traffic and make it run a lot smoother in all types of intersections. Sorry for being unclear, the diary is now updated!

Gothamer, the road naming uses a different system that the road segments, it is pretty adept at identifying for example a long road with lots of incoming roads without cutting the road in sections. The adjust road tool is a safety system for the occasional situation where the naming system would not identify a road the way user needs it to be identified, and allows for some extra creativity. What the system understands as one road is also what will be affected when the road is named or marked as priority road. A road must have two ends (or no end, if it is circular) and it cannot fork. The basic system is that you can click and drag the end of the road marker to adjust what is one road. Any areas left without road assignation after adjusting will become new roads.

So currently game is based on North America? Then why we don't have yellow lines on the roads and American road arrow markings? Road style in the game is absolutely European, even road arrows are similar to German road arrows. But now with this DLC you try to bring typical American road rules for priority road intersections. This messy mix with a little of that and a little of that is annoying.
My advice is to make different sets for road networks, that you could choose before starting new game.
1) European road networks with their particular road markings and rules;
1.1) UK variant for left-hand traffic​
2) American road networks with their particular road markings and rules;
3) Asian road networks... both LHD and RHD types.
4) Australian road networks...
5) Other

Speaking about DLC, I am very happy with new public transportation line info tools, road traffic info tool and street naming. Last two mentioned features will reduce my mod usage by two. But lack of yield sign is disappointing, I never ever placed any STOP sign in my intersections, while using Traffic Manager: PE, yield signs were always enough, because cims don't get into accidents, I placed huge loads of yield signs in my cities.
Also this DLC is lacking lane changer, custom and timed traffic lights for turning lanes. So I will keep using TM:pE for sure, I hope it gets updated.
Also #2: My long wished house address system would be a very nice thing to have. If we can have street names, we could also have house/building addresses, not those silly "weird-named Residence". This is also an unfinished a bit of that and a bit of that feature. Although it is still better to have it than nothing at all, so thanks for this work CO and I hope you will continue making more interesting and essential things. Especially I hope you will finish all those unfinished features.
 
I guess we all have hoped for a bit more with this update/DLC. Few of the items in this paid content can be easily found on the Steam Workshop, like Metro Overhaul Mod - substitute for a Monorails (partially). When Colossal Order has started releasing C:Skylines, they had like..9 people? Now they have 19. We are getting new stuff which is amazing, game is supported which is cool, but I can see they are going a bit on the line: "Hey, we are the only and the best city builder out there". After the success I guess they've became a little bit overwhelmed and I think they might lost themselves in pricing the DLC versus what's inside. Instead of using a thousands assets from a Workshop (don't get me wrong, they are amazing, but if you have 100+ assets and mods, game is becoming a bit slow) or getting a new 12-track train station, I would love to see the ability to change the amount of platforms in the default station just like Transport Fever does it - a simple example. Although it is nice to see we will be getting a new road and bridges types as well as the one-way-train tracks. Integrating mods in the base game is a nice move, but...maybe it's us? Maybe we are expecting a lot more from developers than they can provide us? Personally, except better traffic solutions (all lanes utilizations, partially micro-management), since I am always designing couple of Cities on one map, I would like to see f.e. a separate power grids and water/sewage pipes meaning if you click on power plant/water pump, you can see the stats of how much water is used/is needed and adjust the budget of each power plant/water pump.
 
you can just ignore the temperature. if you don't have a heating system set up your city will just use more electricity to keep itself warm.
 
The game world is based on an imaginary North American city. In North America yield signs are rarely used (they also don't have that many roundabouts) and they use stop instead to make sure drivers take the time to observe other traffic before entering an intersection.

I have to disagree with this generalization. I thought about expounding on the ubiquity of both yield signs and rotaries (large roundabouts) in New England, but then I stopped and thought to myself:

Where are all these North American cities that have blimp-based mass transit?
 
If it's any comfort to our American friends here, I don't think everyone in Europe actually knows the difference between yield and stop signs.
I basically see it happen almost daily. People treating stop sign as yield and only slowing down, and people treating yield sign as stop and halting the traffic for no good reason.

I also understand why in-game "yield" sign might be problematic to performance. That's why we have traffic manager :)
 
you can just ignore the temperature. if you don't have a heating system set up your city will just use more electricity to keep itself warm.

You can't just ignore it. It drives up electrical consumption, and wastes a lot of money, especially if you don't turn it up and down each time the temperature swings. Doing so is annoying, but saves money to allow for faster paced construction of infrastructure. Heating systems are supposedly cheaper than electrical, but if you leave those on when the temperature is up, you are still wasting a lot of money that could go to getting on with building stuff.
 
You can't just ignore it. It drives up electrical consumption, and wastes a lot of money, especially if you don't turn it up and down each time the temperature swings. Doing so is annoying, but saves money to allow for faster paced construction of infrastructure. Heating systems are supposedly cheaper than electrical, but if you leave those on when the temperature is up, you are still wasting a lot of money that could go to getting on with building stuff.

There's a mod that makes you automatically sell the excendent electricity to the outside world, so your excess power in the warmer months is not too wasted...

http://steamcommunity.com/sharedfiles/filedetails/?id=702070768