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Gogomaester

First Lieutenant
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Feb 23, 2011
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  • Cities in Motion
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As i have read almost everything about CiM 2, I would like to say just one thing, but probably it will be solvedwithout my note:

-When a sim goes from A to B and two or more lines are going there (same time), the sim should use the line, that comes first. -That would be a nice addition, because of making two lines in center with interval 5 minutes and 1 line in suburb with interval 10 minutes. (I am sorry I do not know the english word - branching?) It was in Traffic Giant too.

thanks
 
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I haven't seen trams working that way in my life in any city I've been to (quite a few European capitals and lots of places in Poland), except for one time when such a mechanism was temporarily set up during a reconstruction last year of the line I frequent every day. Loops are perfectly normal for trams. I have nothing against having both ways of ending a tram line possible in-game, though - there are places when the mechanism you describe would work better than a loop, mostly due to lack of space.
I think just about every tram line in the UK has trams reversing at the end of the line (some may also have loops).

Certainly the systems I have been on in Birmingham, Manchester, Sheffield, Croydon, Blackpool and Nottingham have trams reverse at the end of the line
 
Module based stations

I would love to see some kind of module based stations. Let's say I want to build a metro station, so I somehow place the platforms and tracks, then maybe I need a walk-over, some escalators, an elevator maybe, some flat escalators in a tunnel connecting another metro station close by. That would be really cool, and could apply to bus stations, where you add the different stops, maybe creating gates etc. What do you think?
 
Whenever I hear talk of having fully customisable metro stations I worry about how overly complicated it sounds, what with all these individually buildable parts. At most I think I would prefer a more simple plug-and-play type of expansion option:

Say I have an underground metro station and I opt to build a second within the catchment area of the first (or a bus or tram stop), I should get a message asking me if I want to join the stations, which if I choose yes would automatically create a link between them. Maybe even go one step further and give a choice of connections (simple tunnel or travelator, stairs or escalator, etc) with the additional freedom to select the link and upgrade later on. For bus and tram stops it would naturally be more conservative options, perhaps a pedestrian crossing on the road, or a footbridge over it.
 
Whenever I hear talk of having fully customisable metro stations I worry about how overly complicated it sounds, what with all these individually buildable parts. At most I think I would prefer a more simple plug-and-play type of expansion option:

Say I have an underground metro station and I opt to build a second within the catchment area of the first (or a bus or tram stop), I should get a message asking me if I want to join the stations, which if I choose yes would automatically create a link between them. Maybe even go one step further and give a choice of connections (simple tunnel or travelator, stairs or escalator, etc) with the additional freedom to select the link and upgrade later on. For bus and tram stops it would naturally be more conservative options, perhaps a pedestrian crossing on the road, or a footbridge over it.
But allow people the freedom to drag connections themselves if they wish... and duplication like Bank-Monument :)
 
One thing that would be good would be the option of working ticket barriers for busy metro stations since that would bring in more money for your system and cut down on fare evasion.

Another could be with bus terminals each stand in the bus station has enough room for the buses to pull in load passengers and leave without having to wait for the bus in front to leave first.

With bus stations in CIM it can be annoying if you have a line of bus stops and the bus from the back or middle stop wants to pull away as nine times out of ten in busy terminals they have to wait for the buses in front to move away first.

I agree with the gates idea for bus stations since a lot of places have those fitted to stop passengers walking in the bus lanes so the gates only open when a bus pulls in and the driver is ready to let off or take on new passengers.
 
I think just about every tram line in the UK has trams reversing at the end of the line (some may also have loops).

Certainly the systems I have been on in Birmingham, Manchester, Sheffield, Croydon, Blackpool and Nottingham have trams reverse at the end of the line

Blackpool has loops - one at fleetwood and other in middle of blackpool - new trams or old trams can use it
 
Whenever I hear talk of having fully customisable metro stations I worry about how overly complicated it sounds, what with all these individually buildable parts. At most I think I would prefer a more simple plug-and-play type of expansion option:

Say I have an underground metro station and I opt to build a second within the catchment area of the first (or a bus or tram stop), I should get a message asking me if I want to join the stations, which if I choose yes would automatically create a link between them. Maybe even go one step further and give a choice of connections (simple tunnel or travelator, stairs or escalator, etc) with the additional freedom to select the link and upgrade later on. For bus and tram stops it would naturally be more conservative options, perhaps a pedestrian crossing on the road, or a footbridge over it.
I understand this very well, and I don't mean that all of my suggestions are really needed. But I some of them are(ar least for CiM 1). To build numerous external exit/entrances to one lobby and have the option of building more station inside the complex I think is important. That way you can easily "funnel" the passengers underground instead of on the streets and make the traffic go much smoother. There are also more positive things with this besides the "looks". But I can't hide that I would love to build and watch a huge underground complex.:)
 
Will it be possible to have 2-3 depots servicing the same line? customizing suburbs names on the CIM 2 Map? And having Zones?

Suburbs Example

Metro- Doomben to Cleveland Line.

Bus- 232 Cannon Hill via Bulimba.


Zones

City Zone 1

Norman Park Zone 2

Carindale Zone 3

Thoughts???
 
I'm afraid 24-minute day - is too little to make a long line. In the video, which presents pre-alfa version of the game, I saw, that buses needed 1 hour of ingame time to reach the second stop. That mean, that 20-stop line will last 20 ingame hours. But 20-stop line is too little, if the maps are going to be really huge.

Please make at least an option in the start menu of the game, which allows to choose the duration of the day (24-minutes, 48-minutes, 72-minutes). If it's still possible.

North America is an interesting region. Hopefully DLC will include other regions with unique buildings and transport (Britain with double-deckers, Japan with monorail, Russia with trolleybuses).

And hopefully it will be possible to use trams, trolleybuses and monorail on any map simultaneously.

And I hope in CiM2 we won't have to buy DLC to use metro crossings.
 
I'm afraid 24-minute day - is too little to make a long line. In the video, which presents pre-alfa version of the game, I saw, that buses needed 1 hour of ingame time to reach the second stop. That mean, that 20-stop line will last 20 ingame hours. But 20-stop line is too little, if the maps are going to be really huge.

Please make at least an option in the start menu of the game, which allows to choose the duration of the day (24-minutes, 48-minutes, 72-minutes). If it's still possible.

North America is an interesting region. Hopefully DLC will include other regions with unique buildings and transport (Britain with double-deckers, Japan with monorail, Russia with trolleybuses).

And hopefully it will be possible to use trams, trolleybuses and monorail on any map simultaneously.

And I hope in CiM2 we won't have to buy DLC to use metro crossings.

They said they haven't balanced timings yet so don't worry on that count :)

Personally I loved the first one, and would only really request optimised AI for the passengers - I love that they have their own journeys and such, but problems come on large maps if you have a large amount of passengers, so any AI optimisation you can make to cut down processor demands would be great :)
 
I'm afraid 24-minute day - is too little to make a long line. In the video, which presents pre-alfa version of the game, I saw, that buses needed 1 hour of ingame time to reach the second stop.
The bit that really concerned me about this, and I know the video was pre-balancing, was that the first line was only 2.2km long! So with the route taking five hours to complete, and assuming the bus waits five minutes at each of the 12 stops, that gives an average speed of only 0.5km/h. Or the second line they created, according to the info shown it would take the bus 15mins to travel 100m! :confused:

Please make at least an option in the start menu of the game, which allows to choose the duration of the day (24-minutes, 48-minutes, 72-minutes). If it's still possible.
48 or 72 minute duration sounds good to me, since that would sync much better with the vehicle and pedestrian movement speeds we saw in the video (which seemed to be a quite reasonable pace). And, like in CiM1, the higher playing speeds are always available when you want to whiz through time quickly.
 
this sounds fairly simple, the ratio should be the same for time and distances. If a vehicle goes 60 km/h in the game for instance, then it should really go 60 "game kms" in a "game hour". So yeah, length of the day has to be set according to the movement speed and distances displayed in the game.
 
this sounds fairly simple, the ratio should be the same for time and distances. If a vehicle goes 60 km/h in the game for instance, then it should really go 60 "game kms" in a "game hour". So yeah, length of the day has to be set according to the movement speed and distances displayed in the game.
As far as I understood, balancing will be one of their big tasks that is still on their agenda to be done.
 
I would like to post my view about future DLC's
I think CO to creade dls should
1) Choose Country (For Example- Canada);
2) Create maps of important country's cities (for Canada: Vancouver (British Columbia); Edmonton (Alberta); Calgary (Alberta); Regina (Saskatchewan); Winnipeg (Manitoba); Toronto (Ontario); Ottawa (Ontario); Montreal (Quebec); Quebec city (Quebec) );
3) Create Vehicles from cities (In Ottawa: Octranspo buses painting, etc);
4) And name it smth like <Country> DLS (Canada DLS)
 
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this sounds fairly simple, the ratio should be the same for time and distances. If a vehicle goes 60 km/h in the game for instance, then it should really go 60 "game kms" in a "game hour". So yeah, length of the day has to be set according to the movement speed and distances displayed in the game.
You realize doing that means you either have to set the ingame day to be 24 real hours long, or make vehicles and citizens move at unrealistic speeds?

The reason the vehicle appears to move at "an average speed of only 0.5km/h" is because we want the 1440 min real day to be compressed into 24min.

1440/24 = 60 which means lo and behold the 0.5km/h speed actually is because they want the buss to appear to have an average speed of 30km/h.



Sorry guys but you can't cheat physics :happy:
 
You realize doing that means you either have to set the ingame day to be 24 real hours long, or make vehicles and citizens move at unrealistic speeds?
Sorry guys but you can't cheat physics :happy:
True enough, you are right of course.

However slornie's point is still valid that it could be balanced better.
 
Good day for everyone! First of all, sorry for my English, it's bad i know. :eek:
There is some ideas from me.
1.
Give us a possibility to add way-points between bus (tram/troll) stops. Sometimes it's very necessary: to move a route through different road without creating additional stops.

2.
Some tools for inspecting human-traffic. May be, how it realized in cities XL with road traffic.
For example (paint skill lvl 85 :laugh: ) :
a) We have 3 bus routes
1to-go.png
b) Now, we a clicking on a single stop (arrow marked)
2to-go.png
So, now we are seeing all traffic moving through this bus stop (Including transfers from another routes) with colors:
red - very many ppl
orange - many
yellow - a bit less
green - small traffic
grey - no traffic

And now, we will construct one additional bus route, which may help us with traffic normalization.
c)
3to-go.png
Bingo! Now, our central routes is free from suburb traffic.

You may say, what this is so obviously. With 3 routes - yes. With 30-50 on large map - no.

3. How about x2-size stops? In fact - this was a very bad idea to put 2 routes through one stop in CiM. If you did it - traffic jam on this road was your result.

4.
And one additional problem in CiM with car traffic. Let them move in all traffic lanes, not in the right one only! It's really make me insane, when all cars staying in right lane and left lane is absolutely empty!
bus.png
Do this pls!

5. And let us choose in which traffic lane our bus will move (Through way-point system for example).
 
Now being finally able to post here, I'll add my suggestions now.

1. Diagonal oder even more flexible useable metro stations.
2. More realistic vehicle data. It looks a bit odd if a single body tramway can transport more people than a multi articulated tramway.
3. Remove the helicopters and add commuter rail systems like german S-Bahn or the two system tramways as like used in Karlsruhe (Germany)
4. Add a sort of Buxi (bus taxi) system. A small bus that runs only if the customer calls in advance but is still running on fixed routes.
5. Better and more flexible route numbering/naming system as like in "Traffic Giant" or like "Bahn" (a german railway simulation game). Like I can use U2 for a metro line, a S14 for a S-Bahn line or a bus route 22, 22a and 22b or X5 for an express line or an F for a different bus route. In some cities the lines have letters instead of numbers ("K" Darmstadt germany) or a mixtures of both ("5" and "V" Geneva switzerland) or both used for same routes ("51a" Dublin ireland).
6. Tramway stops can be used by buses as well.
7. Real loops for buses and especially tramways (single track loops).
7a. Being able to build bus loops and streets as like rails for tramways in the standard game.
8. Two way tramways as like used in several cities like in Geneva including the track switches required at the line terminals.
9. More vehicles from different cities
10. Cable cars, cable cabins and other mostly in mountain range used transportations should be added
11. Vehicle repair modes like revisions or renovation to make older vehicles more attractive and more reliable again.
12. Adding more ways to gain renevues for the players company like selling ads on the vehicles or at stops with waiting cabins.
13. Letting player build additional building like power plants (gaining further incomes), depots (lowering the wear down), repair facilities (gain the ability to renovate or revisions and faster fixes to broken down vehicles), vehicle production facilities and so on.
14. Automatic detour if a route is blocked and if there is a possibility (tracks or streets available) to detour.
15. Taking over vehicles waiting at a stop.
16. Being able to choose where the route should go. In CIM 1 it is sometime possible that the auto routing takes the wrong way in a loop or uses the wrong street or track.
17. One thing more I would like to see in CIM 2 and even CIM 1: When clicking on a route that I can see where the vehicles on that route currently are. This would it easier to check if the amount of vehicles on the route is ok and if they are distributed well on the route.
18. Elevated metro lines as used like in Singapore or Manila
19. Adding trolleybuses

Edit:
20. Direct rerouting of a vehicle to a different line without sending to the depot first. Ex: reroute a bus of the route 22 to the route 27 and then this vehicle takes the fastest way to that specific route.
 
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