• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Transit1

Private
Mar 14, 2023
14
23
After playing for a while I have a few suggestions to improve the game/UX:

1) Use a fixed-width font for tables that involve money. When budget numbers show a lot of 1s the alignment gets really tough to quickly glance at the data and intuit the magnitudes.
Fixed Width Font.png

2) Trees/props in roundabouts
Trees in Roundabouts.png

3) Zones around parking lots. I feel like a parking lot should be regarded as a street extension and have adjacent zones.
Zoning around Parking Lots.png

4) Pedestrian Paths - should be able to connect to existing paths (fences, I know, but still)
Pedestrian Paths with Collision.png

5) Rail Bridge - There are conspicuously few pillars added with rail bridges
Rail Bridge Needed.png

6) Finer control over stop signs, or perhaps, a togglable/cycle of configurations. It doesn't make sense to always require all way stop intersections in every case, especially when a minor road connects to a major road. (Major road should have priority and not stop).

7) Yield/give-way signs, as a follow on to 6

8) Make it more apparent that a cargo terminal requires lines to be added, to accept cargo from outside the city. In the original game, the game took care of this for you automatically and a line was not required, just an outside connection. I plopped a cargo terminal down and it proceeded to fill up but trains never visited it until I added a line. Oops!

9) Fences - ability to place fences / barriers of various types

10) When city size is small, "people dying more than usual" notices are mystifying. Maybe whatever calculation is going on is too sensitive?

11) Got some fancy hovering livestock (I did not terraform this, but the area is somewhat hilly)
Hovering Livestock.png

12) Need ability to change elevation of road nodes that are already placed up or down (PgUp/PgDn)

13) "Police securing accident site" animation is crazy far away from accident
On Bus Stop areas securing accident site long distance away.png

14) Togglable on-street parking, without affecting the road look?
 
Last edited:
  • 3Like
Reactions:
I second this! Those would be great additions that seem totally reasonable.

#3 would be fantastic to create American style shopping areas with a central parking lot!
#6 and #7 is something that pains me. Especially the part of connecting a small road to a major one
#12 YES please! Road placement is already so much better in C:S2 but some extra fine adjustment would be awesome. Currently I am setting my bet on the Move it! mod to come out once we have modding.
#13 This happens to me when sometimes accidents happen and physics enabled cars get thrown far away (like hit by a train and catapulted through the map.
#14 Should be so simple to implement as the mechanic already exists. +1 for that!
#10 and #11 I can personally not confirm
 
  • 2Like
Reactions: