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Co_Karoliina

Developer
Oct 1, 2010
548
760
www.colossalorder.fi
One of the most important features in Cities in Motion 2 is Dynamic Cities, which simply means that the maps change during the game. We chose to make our maps a lot larger than in the first game, and with all this new space to build in, we wanted to make an environment that reacts to player decisions, leading to new, interesting situations in the game world. That’s how dynamic cities came to be.

The most common way to play CiM2 is to have a pre-made map, or generate a city using the map editor. However, thanks to the mechanics behind dynamic cities, you can even start with a completely empty map and just start placing roads, and city buildings will be generated based on your layout. You can also place buildings by hand (even all of them if you wish, just like in the first game), but the building generation system lets you quickly create interesting road systems for your transport company, and the housing to go with it. You can also generate buildings and then choose to replace them with others in the map editor.

During play, dynamic cities react to new routes and different vehicle types. The city center area requires roads with many lanes and excellent connections, whereas areas with detached housing do well with just a bus line or two. However, if you want to see the detached houses develop into high-rises, or open an area with lots of entertainment options like theaters, cinemas and shopping centers, you’ll need to build more transport types and more lines to encourage citizens to expand.

To keep cities in balance, the system creates areas of different types. If an industrial building spawns first, it’s very likely to spawn more of its kind around it, creating an industrial area. If the city already has plenty of industry, but not enough blue collar worker housing to meet the personnel needs, it’s more likely that blue collar housing will spawn when a new road is built. The city stays in balance on its own, creating areas where the player’s company will find new route options and passengers to transport.

Cities in Motion 2 is a transportation simulation, and thus the player does not zone or place buildings (apart from depots and stops and stations, of course) in the city. The city is the sandbox, and the game is about connecting it with transport. The option to build roads opens up possibilities of optimizing routes carefully: is there a stretch of road that’s constantly blocked by traffic jams so your buses get stuck? No worries; make a shortcut by building roads with only bus lanes! With the placement of waypoints, you can ensure the buses always take the shortcut and won’t get stuck again. Are two suburbs really close to each other but have no road connection? You could always build a metro line above or below ground, but it’s expensive and might be overkill just to connect a sleepy suburb. Just build a road and put a tram line on it! The main reason to allow the player to build roads is to give them control of the whole map and always find new places to work with.

devdiary-dynamic-cities.png
 
That's great :) I have a few questions though.

Just build a road and put a tram line on it!

Does that mean tram tracks can only be laid on roads and walkways? In CiM1 trams could benefit from being an alternative to buses not only because of their size and speed, but also being able to run where there are no other vehicles. It would be handy (and realistic - we have some tram lines like that even here in Wroclaw) if the tram tracks could be placed where there is no road ;) That'd also help with loops at the ends of tram lines (or dead end terminuses, could also be nice to see them and bi-directional trams).

By the way, what will it be like with the connection between roads and buildings? Will the game place buildings also at some distance from a road where the building density isn't high? It would look great if some suburban (but not only) buildings didn't have the rectangular piece of concrete underneath and would stand a little further from roads, so that there is space for vegetation, car parks, playgrounds and etc.

Also the cims need to be able to walk where there is no road nor walkway (that happens even in medium-size city centres), when they want to get to a certain place and they don't mind a piece of mud if they have e.g. a railway station across. Will that be possible for the cims?

Then it comes to map decoration. Will the game place decorations (props and things) around on the map? Will it create leisure sites like parks (also having some kind of demand for transportation), riverside areas, gardens, and other neat views? That's what a city needs, besides of the buildings and transportation :) I'd personally hate living in a city where there were no parks nor even squares with trees ;)
 
Sounds great! And the snowy mountain tops look really nice :D

Does that mean tram tracks can only be laid on roads and walkways?

It was mentioned by the developers that it's not possible to place tram tracks offroad. With the ability to place them on pedestrian walkways it gives you the possibility to create tram-only areas though. And maybe we'll get offroad-tram tracks at some point in the future.

Will the game place buildings also at some distance from a road where the building density isn't high?
Will the game place decorations (props and things) around on the map?

I am interested in that, too. And also if theres a certain radius from a road in which the buildings will be generated. So if I create a square of roads which is too large, the place in the middle of it won't be covered by any buildings and will stay empty!?
 
I'm looking forward to seeing my cities grow and develop over time. I think this is going to be one of the coolest changes between CIM1 and CIM2. However, I also hope there is a good selection of pre-made maps to choose from at launch, and lots more to come via community downloads!
 
Very interesting! i wonder about the same things as Butelka64 too.

It was mentioned by the developers that it's not possible to place tram tracks offroad. With the ability to place them on pedestrian walkways it gives you the possibility to create tram-only areas though. And maybe we'll get offroad-tram tracks at some point in the future.

Oh god why!? Please change that. If you place pedestrain walkways and track over it, won't pedestrians walk on it then? It would look superweird if the track was full of people when its supposed to be a closed of track.
 
Well, I really don't think that the tracks would be that full of people. There are a lot of examples of tram tracks going along a pedestrian area, this one from the city centre of Munich is just one of them. As the AI of the game got improved I guess the pedestrians will be clever enough not to stand in front of the tram ;)

tram7.jpg
 
Wow, look at that environment! More colours in the game world and snowy-mountain tops. CO really do listen to their fans/suggestions for improvement on their forums. What was a 90% chance of me getting this game day-one is now 100%; confirmed day-one purchase right here.

Please, keep up the good work.
 
If you place pedestrain walkways and track over it, won't pedestrians walk on it then? It would look superweird if the track was full of people when its supposed to be a closed of track.

Well, that's the case on Berlin's Alexanderplatz :p But it's not so bad. And as we've seen the walkways, I think that it will be like two sidewalks with either another walkway or tram tracks in the median, so no folks will walk in the middle without a reason to do so ;)
 
Well, that's the case on Berlin's Alexanderplatz :p But it's not so bad. And as we've seen the walkways, I think that it will be like two sidewalks with either another walkway or tram tracks in the median, so no folks will walk in the middle without a reason to do so ;)

Yeah but i was hoping to have separate tracks altogether, like we have in Gothenburg when the trams go to the suburbs.

Gothenburg-M32.jpg 0.jpg5482902145_9ecd736c9a_z.jpg5482903619_6de88b9685.jpg
 
From these pictures I can tell that your trams work as a pre-metro, which is good, but there's no point in making a pre-metro system in CiM2. However, sometimes separate tram tracks are helpful ;)
 
I agree that trams need the ability to run on dedicated RoW. In some case, it's simply a matter of the line ending in a parking lot; in other cases, you've got old interurban RoWs that have been converted to tram (that is, LRT) use in the US.
 
Well, I really don't think that the tracks would be that full of people. There are a lot of examples of tram tracks going along a pedestrian area, this one from the city centre of Munich is just one of them. As the AI of the game got improved I guess the pedestrians will be clever enough not to stand in front of the tram ;)

View attachment 75606

Are trams tied to the one-way traffic rules of roads?

If not you just build constantly changing one way roads and put the tram track over it.
 
From these pictures I can tell that your trams work as a pre-metro, which is good, but there's no point in making a pre-metro system in CiM2. However, sometimes separate tram tracks are helpful ;)

For the first picture, which is in Paris it is not. In some part he use place where they were unused rail ways and for the majority of the journey the tram is in the middle of an avenue. I believe that is exactly the type of thing people want to be able to do, in densely built area you put your tram on the avenue, in less dense area you put your tram where you can find room.
 
Butelka64 said:
That's great :) I have a few questions though.

Does that mean tram tracks can only be laid on roads and walkways? In CiM1 trams could benefit from being an alternative to buses not only because of their size and speed, but also being able to run where there are no other vehicles. It would be handy (and realistic - we have some tram lines like that even here in Wroclaw) if the tram tracks could be placed where there is no road ;) That'd also help with loops at the ends of tram lines (or dead end terminuses, could also be nice to see them and bi-directional trams).
Tram tracks are laid on roads and walkways and the cims walk on the sides of the walkways and don't interfere with the trams as they go by. At this point it is not possible to put tracks on grass or other plain land.

Butelka64 said:
By the way, what will it be like with the connection between roads and buildings? Will the game place buildings also at some distance from a road where the building density isn't high? It would look great if some suburban (but not only) buildings didn't have the rectangular piece of concrete underneath and would stand a little further from roads, so that there is space for vegetation, car parks, playgrounds and etc.
The buildings align themselves with the road but you can use for example the walkways to create pedestrian paths inside the building blocks and "fill in" the insides of the blocks.

Butelka64 said:
Also the cims need to be able to walk where there is no road nor walkway (that happens even in medium-size city centres), when they want to get to a certain place and they don't mind a piece of mud if they have e.g. a railway station across. Will that be possible for the cims?
Cims prefer roads but they are able to go in a beeline to their home if it is not directly connected to the road.

Butelka64 said:
Then it comes to map decoration. Will the game place decorations (props and things) around on the map? Will it create leisure sites like parks (also having some kind of demand for transportation), riverside areas, gardens, and other neat views? That's what a city needs, besides of the buildings and transportation :) I'd personally hate living in a city where there were no parks nor even squares with trees ;)
The game decorates automatically all the roadsides with props like lamps, traffic lights, phone booths and more. There are also certain park props that can be used to decorate the cities.
 
Are trams tied to the one-way traffic rules of roads?

If not you just build constantly changing one way roads and put the tram track over it.
You can just build a bus-only street or lay the tram tracks on a pedestrian walkway, this way you will be able to avoid vehicles from blocking your trams.
 
Thanks for your reply, @fiirdraak.

By the way, what came to my mind now (not about the discussion above) are players building bus-only roads everywhere in the city :p But I believe this will prevent those areas from developing when there are no good public transport connections, because of the lack of roads for regular cars?
 
Not having the ability to place tram tracks offroad will deny us from having loops? If I understand this correctly we have to let the tram cicle around a block, right?
If that is true, it would be a very bad situation.

Is there a possibility for one-track tram lines?
 
Thanks for your reply, @fiirdraak.

By the way, what came to my mind now (not about the discussion above) are players building bus-only roads everywhere in the city :p But I believe this will prevent those areas from developing when there are no good public transport connections, because of the lack of roads for regular cars?

Something iv'e thought about aswell. I guess people don't want to live in a city where they can't take their car ANYWHERE... so the city probably won't develop.
 
I'm thinking of a challenge for the player. If a cim waited for a bus until he was half unhappy, and then after travelling on the bus he had to change to a tram and had to wait another time equivalent to 30% unhappiness, he could become 80% unhappy - so the unhappiness level could add up while cims wait for interchanges :) Isn't that what we are like in real life? :)