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Development Diary #1: Road Tools

Hi everyone! Welcome to the exciting world of Cities: Skylines II development diaries! Over the next few months, we will take you through everything the game has to offer, ranging from familiar features which have been expanded, to elements brand new to the franchise. Let’s take a look at the development of the game, its improvements compared to Cities: Skylines, and the new and exciting features added to make building your dream city better than ever!
Below you will find the Feature Highlight video with a quick overview of the different road tools, check it out to see them in action before diving into the details of the Road Tools.


Roads are the backbone of a city, so naturally, we start the development diaries by looking at how the road tools have been expanded for Cities: Skylines II. Our goal was to keep the experience familiar for returning players, ensure the tools are easy to learn for new players and expand the options with wished-for features like roundabouts, cut-and-fill roads, and parking lots.

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How many new features can you spot?


ROAD TOOLS - OVERVIEW
Building roads in Cities: Skylines II is more flexible than its predecessor, and allows for more creative use of the tools to help you realize your vision for the perfect road layout. You will find a variety of both new and returning options with road angles and enhanced curve tools to help you to create the road network of your dreams.

As a new feature, the Grid mode allows you to create seamless city blocks with just three clicks! First, you place the starting corner of the road grid. Then, moving the mouse and clicking for the second time, you define its width and, finally, the third click sets the road grid’s length. The grid layout becomes visible when adjusting the length of the grid in the final stage.

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Creating grids is both easy and fast

The new Replace tool is similar to the old Upgrade tool but allows you to change existing roads more freely, and fine-tune the road network by adding grass, trees, wider sidewalks, or sound barriers!

Parallel mode makes it possible to automatically build two roads, such as highways, in parallel, at a fixed and customizable distance. With Parallel mode, all other road tool modes are still usable so creating beautiful, smooth highway curves is not only possible but easy.

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Drawing parallel roads is as easy as drawing a single road

Road tools include multiple different snapping options and a comprehensive road guide system to make it easier to build the desired road layout, even in challenging terrain. The road guides include information about elevation angle, displaying a numerical value of the slope steepness from the starting point of the road segment to the desired endpoint.

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New snapping options make roadbuilding easier than ever

Each step of road-building can be easily canceled by pressing the right mouse button, while already-built roads can be removed by using the Bulldoze tool.


ROAD BUILDING OPTIONS
Road building has been designed to be faster and more flexible by allowing you to build roads across existing roads, creating intersections in places where the roads cross each other. This also makes it possible to place large intersections on existing road layouts easier and faster. More on them later!

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Intersections are automatically created where roads intersect

Road placement options have been expanded to include cut-and-fill construction for roads digging through the terrain and elevated roads running on top of other roads. Cut roads are built using the road elevation options where the first negative values create cut roads before the road turns into a tunnel. Elevated roads on the other hand require sufficient clearance below them; using the road elevation to raise them up allows building them across roads that run parallel to them. Building elevated roads is as easy as building a bridge or an overpass.

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Stack roads to save space or when adding a highway to an existing part of the city, and cut through the terrain with the cut-and-fill roads

The roads are also more flexible to build in Cities: Skylines II. Connecting different sizes of roads together can create interesting intersection options, for example splitting a small two-way road into entering and exiting highway ramps is now fast and easy. However, one of the most exciting new features in the road system is the ability to create entry and exit ramps for highways with proper acceleration and deceleration lanes that merge with the highway itself. This is achieved by first building a portion of the highway with a highway type that has one additional lane and then connecting that additional lane with a single-lane highway, forming a ramp.

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Split roads and merge lanes easily to create realistic-looking highway roads


ROADS & INTERSECTIONS
Roads are organized into familiar categories: small roads, medium roads, large roads, and, of course, highways. Each category features multiple different options from two-way roads to one-way roads and asymmetric variations. In addition to the elevated versions of each road, there are various bridges in different styles. There are no grass or tree-lined versions of the roads as these, among others, are added using the Replace tool.

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Build your city using the different road options and customizations

Roads can be customized by adding bus lanes and tram tracks to them using the additional network building tools. You can also create dedicated roads that only allow buses and service vehicles to operate on them, and tram tracks can be built separately bypassing road traffic altogether.

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Upgrade your existing roads with bus lanes or tram tracks to provide public transport for your citizens

Walkable areas in the city can be created using the pedestrian street along with the pedestrian path and bridges. The pedestrian street prohibits all other vehicular traffic except for service vehicles and delivery trucks bringing resources to local businesses.

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Put pedestrians in focus with pedestrian roads or paths with multiple pedestrian bridge options

In Cities: Skylines II the intersection system has been overhauled to use easier placement rules. The game features a collection of premade intersections, which can be placed in empty areas or over existing roads, connecting the intersection to the existing road network automatically. The premade intersections include complex highway intersections as well as premade transition pieces that can be placed between highways and regular roads.

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Place a premade intersection or build your own

A brand new feature in road building is roundabouts, which are built on existing intersections simply by selecting the preferred size and placing it on the intersection. There are multiple different size options from small suburban roundabouts to large roundabouts fitting multiple lanes. The placed roundabout adopts the lane configuration of the connecting roads, adjusting the lanes to suit all exits. The vehicles follow roundabout traffic rules when entering and exiting the intersection.

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Roundabouts come in 4 different sizes


PARKING LOTS
Vehicles have to park somewhere when citizens aren’t driving them, and in Cities: Skylines II this is handled through designated parking lots and parking structures. In addition to traditional roadside parking, you are able to provide the citizens with parking lots and parking facilities. When citizens plan their way around the city, their decision-making is affected by the availability of parking in a manner similar to public transport options.

Citizens have different preferences regarding time management, comfort levels, and usage of money; some want to find a parking spot as close as possible regardless of the cost, while others are willing to spend more time walking from a faraway but affordable parking spot or public transport stop. The Roads Infoview shows the availability of parking in the city as well as its usage level, allowing you to make decisions based on the information. Maybe your city needs more parking lots, or perhaps additional public transport options are in order.

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Parking lots and parking garages provide your citizens with places to park


ROAD MAINTENANCE
Other expanded road-building options include the Road Maintenance Depot, which sends out vehicles to keep roads in good condition, fighting wear and tear and decreasing the chances of traffic accidents. During winter, snowplows are deployed to keep the roads clear of snow.

The Roads infoview shows data about the condition of the roads, coloring them from green (good condition) to red (poor condition). Poor road quality or excess snow can slow down traffic and cause traffic jams. Road conditions also affect the chance of traffic accidents occurring, which halt traffic and cause gridlocks until they are secured and cleared. Road Maintenance takes care of these traffic accident aftermaths, clearing out the debris and allowing traffic to continue safely after the police have secured the site of the accident.

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Road Maintenance Vehicles and Snowplows keep your roads in pristine condition


ADDITIONAL ROAD OPTIONS
You can also place and remove traffic lights, crosswalks, add stop signs, and control turn lanes directing the flow of traffic. Too many pedestrians cross a busy intersection? Remove crosswalks and build a pedestrian overpass circumventing the vehicle traffic!

Roadside decorations are no longer separate road types but tools that add or remove the decoration features from the roads, which have both a visual and a mechanical effect. Sound barriers can be added to highways to decrease the noise from high-speed traffic. Wide sidewalks create more space for pedestrians but remove roadside parking. And Trees can be added to the sidewalks to control the noise pollution in residential areas - or just beautify the roadsides! Road features can be easily removed by clicking the right mouse button when hovering over the additional road feature.

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Control which options your roads should have

That concludes this first development diary focused on the new and improved road tools. We’re excited to hear your impressions and see the city layouts and intersections you build with the new tools! Which road features are you looking forward to? Let us know below. And don’t forget to check back next week where we discuss how citizens and vehicles make their way through your city.


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can do you multi lane ramps with good looking merges?

full speed local / express setups aka C/D setup that don't have cars useing the locals with out takeing an exit? (more of an traffic ai thing)

ramps that can be at the same speed as the main highway?

Will cars not do the something dumb like exit and reenter the same hiway at an ramp just due to the path being not as long?
 
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I'm not happy that bikes don't come with the base game. On the other hand, I hope it will mean we get at least 10 different models to ride (no, not just 10 different colors) but a handful of different cargo bikes and some bike trailers. In certain places in the city, food can also be delivered by bicycle (as it also happens in reality).
But everything else is great. Over 10 mods have been thrown out the window.
 
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Also, will it be possible to build big, monumental roundabouts (Place de l'Etoile in Paris, for example), with a monument at the centre with the roundabout tool?
 
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I really enjoyed the video about roads, but I would like to know if European roads will be featured as well, because in the video, only American roads with American speed limits and signage are shown. We would like to see European roads with European signs too!
 
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Between this and Stellaris, Paradox continues to raid my wallet.
Have you heard they got the rights to the Tombraider series? But they're changning the name to Walletraider for some reason. :p
 
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I have to admit, I was hesitant when I saw the announcement trailer. It LOOKED nice only underlined by weather, seasons and day-/nightcycles but I didn't set Cities: Skylines aside because of its looks - the succesor has to play better. And with this DevDiary and Feature Trailer you have filled me with excitement!

While I fond memories of Cities: Skylines overall one inevitably arrived at a point at which traffic congestion soured the expierence. Not so because traffic congestion occured at all but to tools to fight it (roadplacement and traffic management) were so restrictive (or not even available in Vanilla) that using them in place was downright impossible and even if you sacrificed parts of your building structure you still couldn't even be sure that what you had in mind would actually fit or was achievable at all.

I can only assume that as this is the very first DevDiary this was at the core of things you Devs wanted to improve - and that you did! It looks so much smoother and more hassle-free. I really cannot say what improvement I like best, but among my favorites are certainly:
1) (Apparently) having a standard roadtype, which you can later customize according to your needs (with wider sidewalks, greens, noise barriers, etc.) ADDITIONLY having taken care of electricity and sewer networks
2) "Docking points" for singular lanes
3) Dropping roundabouts (and bigger nodes) in place
4) Being able to toggle traffic signs and lights as well as pedestrian crossings
5) The parallel roads tool
Kudos! It made me incredibly happy and relieved to see today's Dev Diary

I do have one question though:
Since we can build roads over roads (given enough clearance) and pedastrian roads were announced (with them being open to service vehicles); will it be possible to build pedestrian roads over normal roads? Some pictures as inspiration:
 
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As a player who mostly care about game mechanics and the underlying simulation, the stuff about citizens having unique preference regarding method of travel and traffic accidents makes me hyped.
 
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I really enjoyed the video about roads, but I would like to know if European roads will be featured as well, because in the video, only American roads with American speed limits and signage are shown. We would like to see European roads with European signs too!
I presume it will be , as CO has said, fully customizable and adding your own props (from the workshop) will let you create even small differencies between each European regions (not just the countries) if you ever wanted it (I would ;) ).
 
The dev log was absolutely amazing, the lane-by-lane snapping? The replacing individual features of roads like sidewalks and such? amazing QOL stuff.

Also casually just name-dropping absolutely major stuff like traffic accidents like we all knew about it? 10/10

Only thing I'm super disappointed with is the square lots. It became even more clear how bad it looks.
We've been over this, and we all know the fences are networks, is it THIS hard in 2022 to have an infill of that green grass as terrain paint and then just have each house connect the "nodes" with their neighbours to have a semi-concise looking neighbourhood without a bunch of massive gaps? just make it removable with the terrain paint brush and there's literally no downsides.
 
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I do have one question though:
Since we can build roads over roads (given enough clearance) and pedastrian raods were announced (with them being open to service vehicles); will it be possible to build pedestrian roads over normal roads? Some pictures as inspiration:
The sky is the limit...
It's all the same: networks, so it should be possible. in the worst case scenario it will be a mod making it easier.
 
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Wow, so many amazing things revealed in this dev diary.

So many new road building tools, ability to remove left/right turns at junctions, ability to add and remove crosswalks, traffic accidents, pedestrian streets without the need for areas and service points. Absolutely amazing.

Some questions:
- It is mentioned that road maintenance vehicles will have to clear up traffic accident. Will emergency vehicles also attend traffic accidents? Police, fire, ambulance. Also how will all of these vehicles attend traffic accidents if the road is blocked or does one lane of traffic always keep traffic flowing but slowly?
- How do parking lots get built? Are they just ploppable or are they dynamic and like a network? Are there multi-storey and underground options?
- Can crosswalks be added anywhere on roads or can they only be added at junctions?
- How does the wear and tear of roads work? Is it something that is completely random or is it based on time or amount of traffic or something. Will there be a visual element to it for example the road will start to look damaged and then a road maintenance vehicle will be dispatched and turn up and repair it? Will the road maintenance vehicle actually stop and do something like roadworks or will they just drive over the road and magic its now fixed?
- Will the road maintenance vehicles patrol or only drive when dispatched?
- is there any sort of tow truck/recovery vehicle to remove the damaged cars from accidents or will they just depsawn?
- Will we be able to place any/all buildings on pedestrian streets or will it be listed to certain ones and zoned buildings like in CS1?
 
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They have exceeded what I was expecting. I thought they would just add or two options to road building and instead overhauling and making it easier to build roads.


The only thing that disappointed me about parking is that they did not include an ability to design your own parking lot like there is on the workshop ( can not remember the creaters name). Hope this is an added feature in the future. This is just a small issue, and I can get over it, and im sure one will be added to the workshop.


It made me mkre excited as I was not 100% the best at making things look great like some amazing creators. I They have exceeded what I was expecting. I thought they would just add or two options to road building and instead overhauling and making it easier to build roads.


The only thing that disappointed me about parking is that they did not include an ability to design your own parking lot like there is on the workshop (by Badi_Deas). Hope this is an added feature in the future. This is just a small issue, and I can get over it, and im sure one will be added to the workshop.


It made me more excited as I was not 100% the best at making things look great, like some amazing creators. I may be able to keep up more now maybe a able to keep up more now
 
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1. The road building tools apply to all networks.

Yes, absolutely! The road tools work for all networks.

So if the road building is the same in all other networks, will we be able to create train lines with more than two tracks? Being limited to just two tracks is really annoying and would like to have triple, quad and beyond tracks for more compact dense train networks with wide overhead line supports.

And also, when will we have 6-lane roads too? I looked over the trailer and there doesn't seem to be any 6 lane roads, which is disappointing considering that there's plenty of cities that have these roads. It would be also quite nice if we can add more lanes above 5 for certain uses, such as airport, cargo and heavy traffic areas.

And lastly, will there be presets that allows us to create roads without needing to manually set "upgrades/additions/set auto parallel lanes" each time? Having more control over the roads is great, but it would be nice to have the repetitive tasks streamlined.
 
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Does water and sewage import/export confirm SC4 style regions with multiple cities?
Certainly not necessarily. Remember, import/export was in SimCity 3000, which didn't have regions--just vaguely defined "neighbors" with names, deals, and not much else. We could finally be interacting with our CS1 'neighbors' like Vermont and... dang, I can't remember the others. Santa Vegas? Riverville?
 
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