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Development Diary #2: Traffic AI

Hi everyone! We are back with another development diary for Cities: Skylines II and today is all about the new and improved traffic AI. Managing traffic in a growing city was a core part of Cities: Skylines and going into the sequel we knew we wanted to bring you a more advanced system, both to address the feedback you have shared over the years and to make the city feel more realistic and alive.

Citizens and traffic are a core part of a living and breathing city. Where do people live, where do they work and what places do they visit in their free time? Where are businesses located and how do they get the goods they sell? Are their customers citizens or other businesses? How do their customers find them and are there other, better shopping options closer by? All of this and more factor into how traffic moves around the city.

In this development diary, we look at how the traffic simulation works and what features the agents (citizens, services, and resources moving around in the city) take into account when making pathfinding decisions. Check out the highlight video below before diving into all the details.



DIFFERENCES BETWEEN CITIES: SKYLINES AND CITIES: SKYLINES II
Pathfinding works in a different way in Cities: Skylines II than its predecessor. In Cities: Skylines pathfinding was proximity-based, meaning agents would calculate their destinations or order services by straight line distance without taking the existing road network into account. In the case of a fire, this could mean the fire truck responding would come from the closest station even if it had a longer route because of how the roads connected it to the destination. Longer response times could in turn mean the fire truck would not make it in time to stop the fire from spreading or save the building from collapse. Agents would take the fastest route to their destination and stick to it, patiently sitting in a traffic jam if one occurred, only changing their route if the road network was modified in ways causing their original path to no longer be viable.

In Cities: Skylines II agents choose a route based on a pathfinding cost. This cost is calculated using multiple factors such as the city’s road network, traveling time, travel cost, agent preferences, and more which we will cover in more detail below. Furthermore, agents will adjust their route based on events along the way. They may change lanes to avoid a car accident or a stopped service vehicle or make room for a vehicle responding to an emergency.

1 Layout.png

Your city layout is only part of the equation when agents decide how to get around


PATHFINDING COST
The core of pathfinding calculations is the four aspects: Time, Comfort, Money, and Behavior.

Time is an important factor when calculating a path. While other factors affect pathfinding, time is usually the most important as all agents tend to seek the quickest route to their destination. When considering only the travel time, a small road can be shorter but its travel speed is lower than the longer highway’s travel speed so the agent chooses the highway in most scenarios if the highway is overall a quicker route.

Comfort is an important factor in pathfinding and includes planning the route to be as smooth as possible, avoiding unnecessary turns at intersections as well as finding a suitable parking spot or public transport stop to get off at. Comfort is calculated directly to the pathfinding cost with each option adding to the overall cost.

Money comes into pathfinding choices in the form of fuel usage and potential parking fees. Citizens weigh travel and parking costs and compare them to other travel options as well as walking to see which option is quick, comfortable, and affordable. In the case of delivery vehicles, the cost of resources they transport increases the further away they are delivered. As a result, selling resources and goods locally is more cost-efficient for the companies as the delivery costs are lower than hauling the cargo to an outside connection.

Behavior refers to agents’ willingness to make “dangerous” decisions in traffic, such as making a U-turn. Citizens and delivery vehicles are less likely to make dangerous decisions in traffic to cut pathfinding costs, while emergency vehicles have a more lenient behavior model so that they can navigate the road network during emergencies and make dangerous pathfinding decisions if necessary.

Pathfinding also accounts for the traveler's age group. For teens the most important factor is Money: they seek out cheap options when traveling, be it the means of transportation or parking behavior. Adults value Time, so the quickest route is usually the best for them. And Seniors prefer a high Comfort level. As long as the Comfort cost is small, seniors tend to choose that option.

Citizens weigh all pathfinding factors when making decisions, aiming for the lowest overall pathfinding cost.

Service vehicles are ordered based on the lowest overall pathfinding cost and when new orders are made, they take into account the distances of all applicable vehicles now and in the near future (as in: where will the vehicles end up after they have fulfilled their previous service order). As an example, a road maintenance service vehicle is ordered to repair a road segment. The simulation checks where all available vehicles are at the moment and where their current orders are taking them. A currently closer vehicle might not be selected for the new order if another vehicle is on its way to a nearby location shortly as it finishes its current service order.

Resource transportation is affected by the length of the route as distance increases the costs, so companies try to ship cargo as close as possible to increase their own profit margin. Transporting resources and goods out of the city is costly and can greatly decrease the profitability of companies.

2 Transport.png

The further you ship resources, the more expensive for the companies


LANE USAGE
In Cities: Skylines II vehicles use more lanes. They try to optimize road usage to allow as smooth traffic as possible, occupying all available lanes as they travel to their destination. This means that if one lane in a multilane road is filled with vehicles waiting at the traffic lights, new cars arriving at the intersection choose the other empty lane(s) to fill the intersection evenly.

On multilane roads, vehicles can overtake slower vehicles when the simulation notices that the other lanes are less used. Vehicles also switch lanes to avoid completely blocked lanes due to a traffic accident, a traffic jam, or a stopped vehicle, such as an ambulance picking up a patient. Additionally, vehicles will try to give room for the emergency vehicle by switching to other lanes when possible.

3 Lane usage.png

Vehicles adapt to traffic on the roads to improve the traffic flow


TRAFFIC SIMULATION, AGENTS, AND PERFORMANCE
The traffic simulation is complex in Cities: Skylines II. In addition to calculating their path, all vehicles and pedestrians take into account all nearby agents at all times as they navigate the streets and pathways in the city. The agents make decisions affecting traffic flow multiple times while traveling, separate from their pathfinding decision. These include accelerating along the traffic, braking to slow down, avoiding oncoming traffic when making turns, switching lanes to optimize traffic flow, and making pathfinding decisions when an unexpected event such as a traffic accident occurs on the route originally planned.

This means pathfinding calculations are more numerous and more in-depth than in Cities: Skylines as the agents have more features affecting their decisions. However, the calculations are more efficient, resulting in higher performance across the board as the pathfinding and simulation among other calculations take advantage of all the available processing power of the multicore CPUs.

Also, as a major improvement to the first game in the series, Cities: Skylines II doesn’t feature hard limits for agents moving about in the city. Overall, the performance of the simulation and pathfinding is vastly improved which means larger populations are possible. The only real limits to the simulation are the hardware limitations on the platform running the game.

4 Large city.png

Build large cities and watch your citizens travel them for work or leisure


ROUNDABOUT BEHAVIOR
We talked about roundabouts in the last development diary covering how they’re built, but that isn’t the only improvement. Traffic simulation also takes into account the rules regarding roundabout entry and exit. Vehicles entering the roundabout give way to those already on it, however, just like in real life, vehicles might cut in front of another vehicle already on it, if a suitable opportunity arises. This is part of the agents’ behavior which is always looking for suitable spots to improve the traffic flow, by changing lanes or sneaking through an intersection at the last minute.

5 Roundabout traffic.png

Vehicles are always ready to take advantage of an opening


TRAFFIC ACCIDENTS
The game features traffic accidents where vehicles lose control and crash into traffic or buildings. The likelihood of an accident happening is calculated per road segment and is increased by features such as road conditions, lighting conditions, weather, and disasters. Keeping roads in good condition by using road maintenance services and having streetlights is a good way to decrease accident probability on the road.

When an accident check succeeds on a road segment, a vehicle on the segment is selected randomly to “lose control”. The vehicle is pushed in a random direction, gaining simple collision and physics to allow it to hit obstacles on its way. If a vehicle collides with another agent, it also gains collision and physics for the duration of the accident.

Accident sites need to be secured and cleared by the police and road maintenance, respectively. The simulation halts traffic on the lanes that are affected by the accident and vehicles wait until the road is cleared before continuing on their way. Ambulances might also be called to the site if the accident was severe enough to cause serious injuries. If clearing the site of the accident causes traffic jams for a prolonged period, agents might recalculate their pathfinding, resulting in “dangerous” behavior and making U-turns to find alternative routes circumventing the blocked lane.

6 Accident.png

If more lanes are free, vehicles will use them to avoid the site of the accident


PARKING
Parking is a new feature in Cities: Skylines II and one of the four main aspects of pathfinding. Agents consider available parking spaces when they calculate pathfinding and decide how they travel to their destination. Usually, the most comfortable option for an agent is to be able to park on the lot of the building they are traveling to. If that is not possible, they will choose either another parking option or a different transportation method. The lack of parking can lead to citizens preferring other places for their activities such as choosing different locations for shopping or leisure time.

Citizen age groups have different preferences when it comes to travel comfort, time, and money spent on traveling. Parking affects all of these aspects in one way or another. Seniors prefer comfort and if there are parking spaces near their destination, they will most likely choose them regardless of the potential parking fee. Adults are most concerned about time and choose places that are along the quickest route, while teens have the least money so they choose cheap parking options, even if it means they have to walk longer distances or use other means of transportation to complete their travel.

Parking choices and pathfinding cost calculations for agents can be affected by fees set for individual parking lots and buildings as well as roadside parking fees added to districts. Low or nonexistent fees encourage parking for all citizen groups while high parking fees favor wealthier citizens.

6 Parking structure.png

Parking lots come in multiple sizes along with multistory and underground parking structures


INFOVIEWS
Cities: Skylines II features two infoviews, the traffic infoview, and the road infoview, to help keep an eye on traffic and address problems early on.

TRAFFIC INFOVIEW
The traffic infoview shows traffic flow and volume in the city as a whole, making it easy to spot problem areas in the road network quickly as traffic jams color the roads in red. Traffic flow indicates how smoothly traffic flows in the city. A higher number means that no jams are forming while a lower number indicates that potential bottlenecks can appear. Lastly, traffic volume shows how many vehicles travel on the road network at different times of the day. High volumes of traffic indicate rush hours.

7 Traffic volume.png

Switch between Traffic Flow and Traffic Volume to see how your network is handling traffic

ROAD INFOVIEW
Road infoview shows more in-depth information about a single road, covering the road’s condition as well as its traffic flow and volume. With these tools available it is possible to enhance the road network very precisely. If a particular road has a large volume of traffic, it is most likely a main road and you might need to keep an eye on it as the city grows, and upgrade it to a bigger road to alleviate traffic congestion in the future.

The road condition affects accident probability and travel speed negatively, increasing the risk of accidents and slowing down traffic. Road maintenance vehicles keep the roads in good condition and free of snow during the winter season allowing smoother traffic and safer travel.

8 Road condition.png

Check the condition of your roads and find your Road Maintenance vehicles with the Road Infoview


SERVICE VEHICLES
When service vehicles receive orders from buildings and road segments, they calculate a suitable path to their destination. As the vehicles travel to their destination they affect the traveled path and/or its surroundings, for example, when a garbage truck receives an order to travel to the next destination to pick up garbage, they also pick up garbage along the way. Similarly, road maintenance vehicles will repair the segments of road as they travel to their current destination.

Emergency vehicles, such as police cars and fire trucks, have additional rules affecting their pathfinding. Their behavior is “more dangerous” compared to citizens, other service vehicles, and delivery vehicles: they are able to make “illegal” U-turns if it shortens their route to their destination. If possible, other vehicles will give way to the emergency vehicles by switching lanes on multilane roads.

Police patrols have additional rules to their behavior as they can override their patrol duties (decreasing crime probability in areas they travel through) if an emergency, such as a robbery or traffic accident, takes place.

Public transportation vehicles travel on the designated lines with the exception of taxis which are able to freely select their routes according to pathfinding rules similar to private vehicles. Initially, they pick up fares at taxi stands but with the taxi depot upgraded, they can pick up fares anywhere in the city.

Service vehicle operations can be limited to player-created districts. In these cases, the vehicles only answer orders and respond to emergencies within their designated districts. Any city service can service one or more districts as well as the entire city (by default).

9 Service vehicles.png

Other vehicles give way if possible so emergency vehicles can reach their destination faster


TRAFFIC BETWEEN OTHER CITIES
The game also features traffic between other cities, from one outside connection to the next. This traffic does not contribute to the city’s economy but the traffic can become part of the overall traffic flow as the city grows and the highways are integrated into the city’s road network. If the player builds a shorter route between two outside connections, the traffic between those cities will change to use the newly created option if it is more cost-efficient in regard to pathfinding.

10 Outside connection.png

You can add new Outside Connections when you reach the edge tiles

With that, we find ourselves at the end of this development diary. We hope this provides insight into how traffic behaves in Cities: Skylines II and will help you design your ideal cities. Traffic AI has been reoccurring topic with Cities: Skylines and we’re looking forward to hearing your feedback on the more advanced and realistic traffic simulation in Cities: Skylines II. Next week we cover the topic of Public and Cargo Transportation and how it integrates with your city.


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Liking the attention to detail shown in the videos. The high beam headlight turning off when encountering opposing traffic was chef's kiss.

Small question: when it's raining, I've noticed that the pedestrians walking outside don't use umbrellas. Are there any plans to fix this? I want to ensure that the little people living in my computer city are dry and warm even if it's wet outside. :)
 
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Now that we've seen several different versions of the parking lots it's clear that these are single, ploppable assets with a fixed shape. Is there any way at all how we will be able to create custom shaped ones, for example are there small parking lots like what we currently have in CS1 that we can easily place together to create a bigger parking lot alternatively are there parking bay props similar to what we have in CS1 asset editor that we can place in the game to create custom shaped parking lots?
 
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Yes, it is the same structure, ploppable anywhere. Only difference should be the visual appearance. Since your proposal is some white lines on the ground and nothing more, like in CS1.
 
When upgrading roads, any upgrade from a small to larger roads would remove neighboring buildings. Although not a game-changer, it may be an appreciated addition for some, if zoning could be offset from roads by variable amounts when placing them to allow for future upgrades. So a town may start with a 2-lane road with a 1-block offset. Then, as the city grows, a bigger road could be added without having to demolish the buildings.
One should be allowed to leave zonable squares empty next to the road.

Like in this example. Sorry for the poor quality, but I'm at work and can't play CS here :D

zone_space.jpg
People would build their houses in the zoned area.

In result you would be able to draw footpaths and some assets in front of your residential zones, like here in RL:

zone_space_irl.png

Cims walk over the grass or use footpaths to reach their homes. If you zone industries and commercials, deliveries would take a longer time as a result.
and finally you could enlarge your roads keeping the buildings.

At the same time, this could avoid unsightly street canyons in dense residential areas.

But I just noticed there'll be a dev diary on 07-10-23, let's wait for it first.
 
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The only thing I sort of want to see improved is that it'd be nice to have more factors causing traffic accidents. Would be nice if it could also be tied to intersection design, where a poorly designed intersection would suffer more accidents than one that's well-designed (don't know enough about this to give any good examples).

I understand these things might be difficult to implement for various reasons, though, and perhaps too challenging for new players.

Remember accidents are caused by two phases - they happen when a 'loss-of-control' event converts to an accident during the skid-out. It's entirely possible - likely even - that the road design and traffic at the location is taken into account by the second half, with it being more likely that a car will hit something else and it being more likely that it'll all then multiply up to many cars and cause a very bad accident, when the area is badly designed or things are going too fast.
 
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The game features traffic accidents where vehicles lose control and crash into traffic or buildings. The likelihood of an accident happening is calculated per road segment and is increased by features such as road conditions, lighting conditions, weather, and disasters. Keeping roads in good condition by using road maintenance services and having streetlights is a good way to decrease accident probability on the road.

When an accident check succeeds on a road segment, a vehicle on the segment is selected randomly to “lose control”. The vehicle is pushed in a random direction, gaining simple collision and physics to allow it to hit obstacles on its way. If a vehicle collides with another agent, it also gains collision and physics for the duration of the accident.
Do traffic lights (or lack of thereof) on a crossing also affects accident probability? IMO it should. Also (since the vehicles are clearly unlicenced) can we get some visible damage? Anyway, traffic accidents look like a fascinatic mechanic. Parking mechanic is also great because it creates an interesting dillema - focus on public transport and save space or save money but the city will look like 1970s American concrete desert
eo6y0zk3teg81.jpg


Also some buildings (like high rise ones) do have underground parkings, right?

edit: on a more serious note, skin tones based on latitude would actually be pretty neat.
TBH something like that would probably be the best solution and also good for realism. If you want to build Japanese or Chinese all pedestrians should be Asian, if you want to build a city in Africa all peds should be Black, and so on. While American cities should have people of various ethnicities.
 
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TBH something like that would probably be the best solution and also good for realism. If you want to build Japanese or Chinese all pedestrians should be Asian, if you want to build a city in Africa all peds should be Black, and so on. While American cities should have people of various ethnicities.
At least we can have resource packs with required types for even citizens.
 
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Now that we've seen several different versions of the parking lots it's clear that these are single, ploppable assets with a fixed shape. Is there any way at all how we will be able to create custom shaped ones, for example are there small parking lots like what we currently have in CS1 that we can easily place together to create a bigger parking lot alternatively are there parking bay props similar to what we have in CS1 asset editor that we can place in the game to create custom shaped parking lots?

What about this? Left side isn't straight
parking.png
 

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In both developer videos all the people are white. There are no black people (I appreciate more nuanced tonal variety maybe negligible at the extreme zoomed -in levels, I do not know). Yet you have different breeds of dogs.

I am assuming that this is because the videos are made from a non final build?

I appreciate that this is not a game breaking issue, that my comment might be seen as pedantic, or even "woke" by certain individuals (I hate that word, but this is unfortunatly the world we live in), but I make it out of the belief that should this be an oversight it can be rectified quickly so as not to cast shade on what is shaping up to be the ultimate city builder. Otherwise, it will be used as a criticism that could have easily been avoided.
I could also add people with reduced mobility, wheelchairs, sure, but also parents with prams, etc.. which would also entail having to think of accessibility.

But in general, I feel that the crowd simulation lacks the facts that people do not just walk to get to point A to point B. There are groups of friends hanging out, workers chatting on their way to the café for their lunch break, people having a leisurely walk, parents walking their kids home from school, couples holding hands, the odd person doing their morning run, in some cultures also kids playing, people window-shopping etc...

Including all these these should have obvious gameplay effects, so I hope they will be thoughtfully added in future expansions.

Obviously, the representation issue is more serious - but I think that both stem from the not having fleshed out pedestrians (yet?), not from ill-will. It is not acceptable, but also understandable, that developers based in ultra-white Tampere, Finland, would default to white people.

Screenshot_20230627_114002_Chrome.jpg

Not many Black people around in Tampere...

Luckily, including PoC in the simulation should be as simple as retexturing some of the pedestrian models (or increasing the likelihood of them being spawned if they are already in-game).

/mod-edit: Deleted quote of deleted post (and made screenshot smaller)
 
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Obviously, the representation issue is more serious - but I think that both stem from the not having fleshed out pedestrians (yet?), not from ill-will. It is not acceptable, but also understandable, that developers based in ultra-white Tampere, Finland, would default to white people.
Why is it a serious issue? As you pointed out; they are situated in homogenous Finland. Not everything is the US. Stop projecting your "values."

I am amenable to location-based skin tones, because that makes sense.
Play in Italy? You'll mostly have mediterranean/Latin people.
Play in South Africa? Majority black.
Play in Central Europe? Majority white.
Play in the US? Melting pot.

An option like choosing a hemisphere or geographical location would do wonders.

But you'd open the next can of worms; "Why isn't XYZ represented?" You are aware that "just" adding black people isn't "diversity" (in your terms)? There're many more skin tones on this Earth than black and white.
 
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Why is it a serious issue? As you pointed out; they are situated in homogenous Finland. Not everything is the US. Stop projecting your "values."

I am amenable to location-based skin tones, because that makes sense.
Play in Italy? You'll mostly have mediterranean/Latin people.
Play in South Africa? Majority black.
Play in Central Europe? Majority white.
Play in the US? Melting pot.

An option like choosing a hemisphere or geographical location would do wonders.

But you'd open the next can of worms; "Why isn't XYZ represented?" You are aware that "just" adding black people isn't "diversity" (in your terms)? There're many more skin tones on this Earth than black and white.
What US "values"? I am from Palermo, Italy! Not many Black people around here either - but a growing number. And I spoke of Black people just because that's what the OP mentioned.

I would not mind a solution such as the one you suggest, to regulate ethnicities on the geographical context. But I doubt that is the case at the moment - as I said, I think this is more likely due to the pedestrians not being fleshed out yet. But we can only speculate on what we have, at the moment.

And to be sure, there are some kinds of diversity that would add to gameplay - I am thinking accessibility needs, making streets more walkable, etc...
 
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TBH something like that would probably be the best solution and also good for realism. If you want to build Japanese or Chinese all pedestrians should be Asian, if you want to build a city in Africa all peds should be Black, and so on. While American cities should have people of various ethnicities.
Most european cities have as much if not more skin-tone diversity than american cities and anyway CS II comes with 2 themes only: american and european. I don't think it's useful to worry about ped's skin tone in Africa, Asia or Central/South America when pretty much everything else is missing for these continents: roads, buildings, services, transport etc.

Having some peds diversity with a much higher percentage of white than others skin tones should be realistic enough, both for european and american cities.

If that's not enough for some, then they should ask for sliders to setup the percentage of peds skin-tones in the theme editor. But making gross generalizations about skin tones in Africa or Asia makes no sense and asking to include a skin tones percentage mechanic based on latitude/longitude is downright crazy.
 
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I love the more realistic look of CS2 in comparison to CS1!

I would just like to suggest to stiffen the suspension of vehicles a tiny bit, as especially vans seem to be close to toppling over in tighter corners.
 
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Another very pertinent question asked by Urban Planner Plays in his YouTube video: what happens when you limit the number of parking places in an area? Would that be "just bad" for the growth in the area, or is there a way to use it as an incentive to use public transports?
 
Lots of great questions! I'll answer the ones I can. :D

Question: one of the screenshots shows a traffic flow during the day. Does this mean we can have rush hour like traffic?
Yes, the time of day affects traffic as more people travel at certain times.

This all sounds super exciting! Will parking lots interact with walkability/bikeability? As in, can you provide parking for bikes as well, and disincentivise driving by deliberately limiting car parking?
Unfortunately, we don't have bikes at release. But available parking absolutely affects pathfinding decisions. Citizens will look for parking near their destination, and if none is available or it's very expensive, they might visit other parts of the city. If public transportation is available and offers a better option based on their preferences, they leave the car at home or might drive some of the way to park and switch transportation methods.

How do the emergency vehicles get through traffic jams that have formed as a result of an accident that they are trying to respond to? You mention that other vehicles will move out of the way of emergency vehicles on multilane roads but what about on single lane roads or highways where the accident is across all lanes?

Also do road maintenance vehicles just magically drive on a road and repair it or do they actually stop and do some roadworks to repair it?
If there are no free lanes, emergency vehicles will try to find an alternate route or get as close as possible if they are responding to an accident.
Road maintenance vehicles stop briefly as they repair roads but it's a fairly quick process that doesn't disrupt traffic much.

Just one question: now that parking is in the game, how will it tie with public transportation? If I build parking facilities around a metro station, for example, will citizens park their cars there and use the metro to go to their destinations, just picking their car when they come back, or they'll always prefer parking facilities closer to their actual destination?
It varies depending on the citizens and what alternative routes are available. If the parking is cheap and public transport isn't too expensive or slow, teens will likely prefer it to save money. Adults value time highly so if parking at the metro station gets them to their destination faster than driving to a closer parking lot and then walking the rest of the way, they will prefer the metro. Lastly, seniors want a comfortable trip. If they can just get on the metro and get off at their destination, that route might be more comfortable, but the more changes between transport methods make them less likely to select that route.

How will the outside connections work?
Does it create a road outside the playable area that goes off into fog like CS1?
Outside connections work similarly to the ones at the edge of the map in Cities: Skylines. If you have ever created a map or used mods to remove the fog you have seen them. They end at the edge of the map with arrows showing their direction (incoming, outgoing, or both).

This is all very exciting! but I have some questions

1. Does this confirm that pedestrian pathfinding will not be influenced by noise level, pollution level, tree cover, and general attractiveness of an area?

2. Will emergency vehicles be able to drive on the opposite side of the road or tram only lanes?

3. Will vehicles pull over into parking spaces to avoid emergency vehicles and will they also only pull over if the parking spot is not occupied? (the screenshot seemed to show cars pulled over that were overlapping with other cars)

4. Can traffic accidents occur in an intersection?

5. If the answer to 4 is yes then do intersection design/types will influence the probability of an accident? For example a roundabout vs four way junction or four way junction vs three way junction.

6. Do vehicles yield to trams entering and exiting a roundabout?

7. In the new Feature Highlight we see a road with a dashed-solid centerline (
). Is this road functional where vehicles will be able to use opposite direction lanes for overtaking slower vehicles?

8. In the new Feature Highlight we see a cellular tower or maybe a disasters radio tower, are you able to confirm which one it is (or maybe it's neither) ?
(shown at 1:57)

Thank you so much!
1. Yes, noise pollution does not affect pathfinding
2. No vehicles drive into lanes that may have oncoming traffic. They only end up there in case of accidents.
3. No, the vehicles in the screenshot are a part of the accident and ended up colliding with parked cars.
4. Yes, they can happen pretty much anywhere
5. No, the design of the intersection itself doesn't affect the risk of accidents, but busy intersections get worn quicker so may be more prone to accidents
6. Yes, unless they can just make it in front of the tram. Some drivers end up being a little cheeky.
7. No, same as 2, they will not use the opposite lanes
8. It could be both, I'd have to check which one it is. :p

The way that motorcycles are parked(taking up entire car spaces) seems a little wonky, do you think some sort of dedicated motorbike parking/parking spaces could be added sometime in the future?
No dedicated motorcycle parking, they're just frustrating other drivers by taking up a whole spot.

This is more of a "network" question than traffic AI, but are there going to be quays in the game at launch?
No quays but some clever use of the fill mode for roads can make for a nice promenade.

Ah, other important question - did they added non-street class finally?
Could you elaborate on what you mean by this?

In both developer videos all the people are white. There are no black people (I appreciate more nuanced tonal variety maybe negligible at the extreme zoomed -in levels, I do not know). Yet you have different breeds of dogs.

I am assuming that this is because the videos are made from a non final build?
The footage is captured in a beta build which only has placeholder characters. You may also have spotted some self-driving motorcycles as we have some stuff still to come regarding characters.

Of my gosh, this looks so awesome. I have loads of questions.

Time--I assume straight-line distance is no longer a factor? Is number of nodes, then, the determinant of distance? How does the algorithm account for the combined factors of speed limit and road length?

Money--two implications I'm wondering about. With respect to indivisible Cim movement, I assume this means one can influence behaviors by, say, jacking up parking costs while simultaneously providing free mass transit? Similarly, re businesses, to what extent does this encourage mixed-use developing planning?

Behavior--something in the video re agents changing paths to avoid obstacles or slowdowns made wonder: is despawning gone for good?
Time measures the distance when driving on the roads and take speed limits into account. You're correct regarding money, expensive parking and free or cheap mass transit makes driving have a high pathfinding cost, while public transport has a lower one - though some citizens will consider time or comfort more important and may still drive. Despawning can still happen if there is no viable path to be found, but no more sticking your car in your pocket.

I have a few question :)

Apart from unfavorable road conditions (e.g. slippery surfaces) or weather conditions (e.g. bad weather) or reckless driving by drivers, are there any other factors that can stop traffic or cause huge traffic jams on the street?

Accidents confirmed in CS2. So, are there also random situations like a cars breakdowns? Is such a car taken on a tow truck?

Do accidents also involve public transport, sea, air and rail transport?

Can the police issue a ticket for not following traffic rules?
Certain times of day can put more strain on your network, particularly if a lot of traffic needs to go through one or two intersections. And it's a no to the last 3 questions, accidents are limited to vehicles driving on roads though other agents can be involved if they are hit by a car that has lost control.

Another very pertinent question asked by Urban Planner Plays in his YouTube video: what happens when you limit the number of parking places in an area? Would that be "just bad" for the growth in the area, or is there a way to use it as an incentive to use public transports?
It can be a mix depending on how your city is built. If the area is mostly commercial buildings, they may get fewer customers as citizens choose to visit other stores. But if the public transportation available offers a lower pathfinding cost overall, then the lack of parking won't hurt the area. You might also see situations were only a group of people visit the area and others prefer a different option, like adults taking public transportation to shop as it's quicker while seniors drive further away to stores that are more convenient to reach.

Question for Avanya.

Does time of day effect traffic and citizens movements?

Will we see less movement (both car and foot) at night?

Thank you!
Yes and yes. We'll get into this more in future development diaries.
 
If there are no free lanes, emergency vehicles will try to find an alternate route or get as close as possible if they are responding to an accident.
What does that mean?
If there is an accident on a common two-lane road (one for each direction) on which an accident happened and a jam forms in both directions, how would emergency vehicles ever reach that spot?
 
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Another very pertinent question asked by Urban Planner Plays in his YouTube video: what happens when you limit the number of parking places in an area? Would that be "just bad" for the growth in the area, or is there a way to use it as an incentive to use public transports?
Urban Planner? or City Planner? Is there another gamer out there I've missed?