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Hubs & Transport Dev Diary #2: Decorations & Improvements

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Ready for more content? Today we have a look at the 2nd half of the free update Hubs & Transports, which will be available tomorrow. Yesterday we covered the new transport options being added to the base game as well as After Dark, Snowfall, Natural Disasters, and Mass Transit, but today is all about the base game and Natural Disasters. So let’s start unpacking the gift bag!

For anyone with Natural Disasters, we have a set of higher capacity helicopter depots. Whether you play with random disasters enabled or not helicopter services offer a quick way to reach remote or difficult-to-get-to areas of the city. With Hubs & Transports, you will have access to higher capacity depots for fire, police, and medical services, as well as a new Disaster Response Air Base, all with significantly more helicopters ready to respond to your city’s needs bypassing any terrain obstacles or traffic jams.

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The new helicopter depots can be found in their respective service menu.

New Decorations​

Next up we have a series of new decorations for your city, which you may have spotted in the screenshots yesterday. Parking lots have been a popular request and we have three decorative parking lots as our gift to you! Both the Small and Large Decorative Parking Lots can be placed side-by-side to create a large area filled with parking spots, or you can save space with the Multistory Decorative Parking Lot which comes in 2 variations. These are all available to everyone who owns the base game and will automatically be added to your game in the patch tomorrow.

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Beautify your cities with the new decorative parking lots.

The Landscaping menu has 7 new items which do not require any expansions - as long as you have the base game, you will get these too. The new Suburban Fence offers a decorative option for your neighborhoods or parks, while the new City Quay brings new life to your waterfronts - the trees can of course be replaced with your favorites like on roads. And speaking of trees, MrMaison has done it again and added 5 additional trees to the official collection with several species native to Africa in celebration of the Cities: Skylines World Tour.

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Give your cities a unique look with the new decorative options.

And, as the icing on the cake, we have a special plaza to commemorate Cities: Skylines' 8-year anniversary: The Birthday Plaza. This decorative plaza offers a place for your citizens to gather and celebrate Cities: Skylines, providing entertainment to the surrounding area. And it of course has a giant cake so there’s enough for all your citizens to grab a slice.

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What better way to celebrate than with a giant cake?

New Options & Improvements​

A free patch is a great opportunity for us to add quality-of-life options and improve on existing content, and Hubs & Transport is no different. The first of these improvements is new filters in 3 menus: Roads, Public Transport Hubs, and Content Creator Packs under Unique Buildings. In the Roads menu, you can filter all your roads by one-way or two-way, by decorations, or only display roads including public transport lanes - a great way to find the new roads added by Hubs & Transport! Similarly, Public Transport Hubs have a filter for each transport type, which can be enabled or disabled. Looking for a hub that combines metro and trams? Just select the metro and tram filters and you will see hubs that feature both these options! And last but not least the Content Creator Pack tab under Unique Buildings has filters for each pack, so you can jump directly to the buildings you want to browse.

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Filters help narrow down the options when browsing.

However, filters are not the only new option to help you find a specific item, we have also added a search function to all menus. Simply click the magnifying glass to open it and type anything. The search is applied to the entire menu, for example searching ‘bicycle’ in the Roads menu will display all roads with ‘bicycle’ in their name, regardless of how small or large they are. No need to dig through each tab to find the item you’re looking for! Another place you can search is when loading a save, so if you have a LOT of savegames finding the right one is about to get a whole lot easier!

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Search for asset names in a category to find what you are looking for.

Roads & Vehicles expanded the options for public transport vehicles quite a bit and with the new vehicles in Hubs & Transport, we take that one step further. As a result, we decided to rebalance the vehicle upkeep costs to account for the new passenger capacity options. Instead of a flat upkeep per vehicle, the cost of a transport vehicle now has a base cost and a multiplier for passenger capacity. This means vehicles carrying only a few passengers are cheaper than ones with higher capacity, and selecting the high-capacity options for busy lines is cheaper than having many more low-capacity vehicles. All in all, this means optimizing transport vehicles for weekly passengers doesn’t just make your lines more efficient, it also makes them cheaper to run.

We also improved the forest fire spread mechanic in Natural Disasters. If you’ve ever had a forest fire spread out of control in your city, these changes will give you a better chance to respond to the fires and limit the spread. The changes include the following improvements:
  • Forest fires have a noticeably lower chance of spreading
  • Forest fires burn with slightly less intensity
  • Fire helicopters can carry twice as much water
  • Fire helicopters can put out fires faster

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Forest fires can still be devastating to the city if your city lacks fire helicopters.

And now, to the last item in our goodie bag! In 1.16.0 we added the option to select specific submesh variations for most ploppable buildings. With Hubs & Transport, we’re expanding this selection to growable buildings. This option is automatically available on growables that use the random submesh feature, whether they’re official buildings or from the workshop, and lets you choose between the different options. If you have a particular mural from Plazas & Promenades you love, you can now select it for your Wall-to-Wall specialization buildings.

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Variations are selectable for growables using the submesh variations system.

That leaves us with just one thing to cover: The patch notes, which can be found here. Thanks to your diligent bug reports we have a long list of over 65 bug fixes along with improvements and, of course, a list of all the new content. We hope you will enjoy these new additions and improvements.
 
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Massive thank you for finally adding parking lots to the vanilla game.

Out of interest with regards to the fact that it was mentioned before that there was a reason as to why you had not added them before what has changed to mean that you can now add them?

Also can you confirm if console will also be getting these new filters and search options?
 
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Are trees now randomly rotated to avoid repetition? In yesterday's Biffa's video it looked that's the case.

How much capacity has the multi-level parking garage? Do all levels are occupied or only a top one?
Honestly since now there are parkings in the game then maybe we can get a hard mode where cars don't despawn (TMPE style)?
IMO it would present a nice challenge - you either build a decent public transport or waste valuable space on parking lots :D

Also two more things about yesterday's dev diary - hubs are cool but I think what commuter rail systems need are compact rail stops (they shouldn't have an intercity train option like train stations though)
And since people wanted to have ferries with higher capacity - why not increase the capacity on the current ones? They look large enough.
 
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Massive thank you for finally adding parking lots to the vanilla game.

Out of interest with regards to the fact that it was mentioned before that there was a reason as to why you had not added them before what has changed to mean that you can now add them?

Also can you confirm if console will also be getting these new filters and search options?
Part of it has been understanding your feedback and what would feel interesting enough to warrant implementation. Parking as a gameplay feature that needs to be managed has come up regularly as well, but as we have so many years of cities built without the need for parking, that wasn't feasible. But decorative parking is and we hope you will all enjoy them.

As we don't work directly on console I can't confirm that for certain, but as far as I'm aware there shouldn't be any major differences in this update. So the options may be presented a bit differently as you have a different UI, but I would expect them to be there in some form.

Are trees now randomly rotated to avoid repetition? In yesterday's Biffa's video it looked that's the case.

How much capacity has the multi-level parking garage? Do all levels are occupied or only a top one?
Honestly since now there are parkings in the game then maybe we can get a hard mode where cars don't despawn (TMPE style)?
IMO it would present a nice challenge - you either build a decent public transport or waste valuable space on parking lots :D

Also two more things about yesterday's dev diary - hubs are cool but I think what commuter rail systems need are compact rail stops (they shouldn't have an intercity train option like train stations though)
And since people wanted to have ferries with higher capacity - why not increase the capacity on the current ones? They look large enough.
Lots of great questions and feedback! :D
  • No changes to how trees work, we just have 5 new trees for you to use.
  • Parking is decorative so capacity is not a factor.
  • The ferry capacity is based on the existing vehicles of the same category.
 
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No changes to how trees work, we just have 5 new trees for you to use.
So Biffa did not disable some mod? At least it looked like that in the video trees are randomly rotated
Anyway, more of the MrMaison's trees are a very welcome addition, especially the Japanese maple (at least I think it is a Japanese maple), vanilla autumn-style maps are now viable.

I know that parkings are purely decorative in vanilla but if they were used for example with TMPE no car despawn feature then capacity would be an factor.
 
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I love all that has been added!
parking lots are very welcome addition and the ability to selected the submeshes is a very welcome surprise! Can see lots of micro managing agead of me to get my areas looking just right now!
I'm still abit sad surface painter hasn't been included as it still bugs me so much having grass gaps between my buildings and at airports but Alas I can still hope and dream for the May update
 
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This looks great, has Industry Storage been fixed so it doesn't import crazy amounts of raw materials and fill completely, even when set on balanced?
Yes, we believe we have a fix for the issue, but it looks like it snuck out of the patch notes. It's in there now:

When you say decorative, does that mean they are not functionable?
They have no gameplay function. They are essentially parks that increase land value a bit and citizens will park there from time to time. But parking is not required so you can entirely ignore them.
 
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When you say decorative, does that mean they are not functionable?
I think that the cars spawn on them but they are not necessary for the game (if the car won't find parking spot then it will simply despawn). But there is a option in TMPE mod that requires you to place parkings, otherwise cars won't despawn and therefore will generate additional traffic.
 
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This would be six weeks' worth of dev diaries in a PDS game! So much content!

And best of all, bug fixes! Hopefully the left hand traffic buses bug is fully fixed.

I have mixed feelings about decorative car parks. I think some people will be puzzled by that as most (all other?) C:S transport buildings interact with the simulation. But hopefully C:S2 has a slightly more sophisticated trade-off between private cars and public transport.

EDIT: A crosspost says cars *can* use the car parks even though they're not required to, which makes more sense.
 
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I have mixed feelings about decorative car parks. I think some people will be puzzled by that as most (all other?) C:S transport buildings interact with the simulation. But hopefully C:S2 has a slightly more sophisticated trade-off between private cars and public transport.
I think that tradeoff mechanic could've probably been added to the C:S1 (in fact TMPE does it), but it would also require reworking some growable high-rise buildings like skyscrapers to have an underground parking capacity so I guess CO wanted to leave it for the sequel.
 
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I think that tradeoff mechanic could've probably been added to the C:S1 (in fact TMPE does it), but it would also require reworking some growable high-rise buildings like skyscrapers to have an underground parking capacity so I guess CO wanted to leave it for the sequel.
The issue with adding parking as a gameplay mechanic you need to manage is the cities built beforehand. Coming back to a city you built 2 or 5 years ago and having to rework the entire thing because your city now has a requirement for parking is not a great experience. Decorative parking lots gives you the option to have parking in your cities without wrecking havoc on old cities.
 
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I think to put a parking AI into the game would really push the game to its limits and the minimum requirements to play so they did the best thing possible which is to give us parking lots that function as parks which doesn't require a huge overhaul of the base game AI like the TMPE mod does so as far as trade pffs are concerned I think it's a acceptable and welcome one. I'm sure it's something thag CS2 can implement fully as part of the base game simulation
 
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Your work is amazing, and the game is now almost perfect !

The only missing features, for me, are :

- quays can be placed anywhere, even without water nearby
- a cypress tree
- a bush fence network
- tiny roads that are 1 square wide
- a surface painter
- the same type of filters you just added for roads and hubs, but for all other buildings too (to filter elementary schools, middle schools, high schools, library...). And having the CCP buildings in seperate tabs makes no sense.
- a tool to micromanage nodes (choose which lane goes where , tweak the shape, road marking tools)
- toggles to hide fog, ground pollution, district names...

Most (all ?) thoses features exist with mods.
But vanilla Cities Skylines with those features would be perfect (= no mod needed)
At this point, we don't need more gameplay. We need quality of life.
 
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The issue with adding parking as a gameplay mechanic you need to manage is the cities built beforehand. Coming back to a city you built 2 or 5 years ago and having to rework the entire thing because your city now has a requirement for parking is not a great experience. Decorative parking lots gives you the option to have parking in your cities without wrecking havoc on old cities.
I get it, I remember there was a similar havoc with older cities when metro cost was rebalanced to more realistic and people complained so underground metro track cost was reverted (I still think that prices for Underground and Elevated Metro Station should've be switched though, underground station should not be cheaper to build). Anyway, that mechanic IMO still could've been added for example when creating a new city as a more difficult game rule.
BTW I like that new vanilla fence, but it is probably too similar to the ones already in the game, I'd like to see a small stone fence (well, we have a castle stone wall but it is too large for most decorative purposes so small stone wall would be great)

The only missing features, for me, are :

- quays can be placed anywhere, even without water nearby
- a cypress tree
- a bush fence network
- tiny roads that are 1 square wide
Cypress, birches, willows and maybe some cacti like saguaro since desert style maps are a thing now (also I think there should be a brand new Arid biome since desert maps using European theme are weird :V)
The gravel road is 1 square wide but I'd like to see a similar road but paved/asphalted. And maybe some road that has a new suspension bridge (because other bridges styles are represented, at least with Bridges & Piers CCP)
 
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The Content Creator Packs will also be released tomorrow at 10 AM CET? Thank you and congratulations on this new but not last update for the game. It looks awesome, not only for the new content, and also for bugs to be solved.
 
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