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Gogomaester

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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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Alex_brunius

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I would, but that would not be profitable for the bus company, which is what this game is all about
So you do indeed agree that customers should be more happy if the buss departs more frequently, just like in CiM 1 :)

A bus company can be very profitable without all customers being happy, I assure you.
 

UsF

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This will be changed. In the video it's mentioned briefly that you can choose the route as you see fit yourself.
There will be a new engine, so the the whole system on how the game works will change I guess.

Thanks for the reply. I only watched a video from Sips and I cannot remember it being mentioned there.
 

unmerged(249881)

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Suggestion for map editor

I have not read everything here so sorry if it has been suggested or mentioned already!

What I hated in the CiM 1 editor was, that you had to place every building seperately. That braked building cities enormously. What I miss is a mass placement tool, like we have in Cities XL. There you could build a row of for example 2x3 buildings and streets around them in one step, or a street where you build houses beside it in one step. Of course the buildings are grouped, so you can choose industrial building or small houses for example. This would be very helpful because it's much faster than choosing and placing every building seperately.
Here is a video that shows a mass placement tool from Cities XL that I mean:
http://www.youtube.com/watch?v=bQXonzpOcrM
(fast-forward to 4:00)

Sorry for my bad English :blush:
 

unmerged(376299)

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The ability to have metro stops in the middle of tracks and the same with trams. (plus advanced and basic metro stations depending on whether the area is popular or not with citizens)
The ability to have metro track rail-road crossings.(same with trams)
The ability to have bus and tram only roads.

Thats all for me




nsdbpro.wikispaces.com
 
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unmerged(400803)

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The ability to have bus and tram only roads.

As you can see in the trailer video around 2:25 there are bus-only roads already available. I'm not sure on the tram thing though, but I assume it's no problem to build tram tracks on bus-only roads and the developers may also keep the ability from CiM 1 to build individual tram tracks, that don't have to be placed on roads. Let's see.
 

Bel_Alex

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The second "suggestions from russian community"-post. First - here.

1. Added dispatching stations. Routes should started from DS, in depot vehicles should go only to night. Well, day-cycle of transport should look like this: Depot-DS (null-round, morning)-A-B-C-D-C-B-A-DS (1st round)-A-...-A-DS (2nd round)-...(3nd round)...-B-A-DS-Depot (null-round, night).
In DS vehicles can wait, if timetable broke because of traffic-jams, for example, and people can unloading and loading to vehicles in DS.
Now depot combines the function of depot and DS, but it's not very realistic: we should start build lot of routes from one place (big building of depot), whereas using DS (small, inexpensive) makes transport system more flexible and realistic.
But in this case should be some limit on length of null-round.

2. How about name of streets, what we build in game? Maybe there is a reason to make, well, list with names, look like cities in Civilization? New street will get a random name: "Lenin's prospect", for example, or "Baker street". :D And it would be good, if this list well be original in each regions.

3. Ability expect line without close it.

4. Random event, what impact to passengers (sport games on stadium, for example).

5. Ability to advertising on vehicles.

6. Underpass.

7. Module system of build metrostation. It would be good if we would could choose number of platforms, build outputs like constructor (well, not man, like Lego %)).
 
Mar 1, 2011
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I agree with all previous ideas.
There is only one thing i wish to see in CIM2 (I know this will not be easy one):
Please make traffic more inteligent. Cars should not go its own path no matter what. Every car and bus should adjust its path to choose one with less traffic, overtake each other when one is slower etc.

PS. One more idea - please implement bus bays, where standing bus don't block traffic.

thumb_busBay4.jpg


I'm sure CIM2 will be great game.
 

unmerged(424960)

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Also, with tramlines, most trams in the real world will go along their route, stop at the end, and come back - exactly like the metro - I would prefer trams to operate in that manner, without needing a little loop at each end. (I'm sure people will disagree with me on this though).

In Rome for example, we have both: here, the tram (8 line) ends without a loop http://goo.gl/maps/2dLvj
here instead, it has a loop (5, 14 lines): http://goo.gl/maps/UAiYq (you can't see it so clearly because the loop is quite big and the pictures are old, today is placed elsewhere).

So I think that it would be nice to have both options, maybe with a penalization for reverse (more time requested to reverse and/or only some kind of trams can reverse).

Anyway, other thing I would like to see in CiM2:

1 - About depots:
I agree that as they are now, depots won't work well: in my opinion, buses should go out of depots when it's the scheduled time, make as many route as they can, then go to the depot for manteinance when it comes the night, or when the schedule say so. This way we can make circular lines, if needed.
Or another way to solve this issue can be making the depot itself as a stop, even if this is pretty unrealistic.

2 - Get the first!
CiMs will take at a stop (bus, tram or w/e) the first vehicle that will go where they want to go, maybe with some limitations about the vehicle attractiveness (for example, if there is a businessman waiting on a bus stop, probably he will rather wait for a "luxury" bus then taking an old bus, even if it comes first, but this is an addition unnecessary in my opinion). This way we can combine express/regular lines on the same stop, as we have in Rome for buses, or as in New York for metros. This would be a great improvement from Cim1, where the ex/reg lines won't work well nor realistic.

3 - Take over
Buses should be able to take over other vehicles (cars, buses trams) if those are slower, or on a stop. This is really linked with point 2, which can't work without the ability of taking over: no use of an express line if it get stuck by regular, slower lines.

4 - Stop/stations upgrades
A nice addition would be the possibility to upgrade already existing stop/stations, to accomodate different needings, such as a new line nearby or an increase in number of passengers.
A few examples: I have a tram stop, via an upgrade I can make it a bus stop too, or I can add more space for passengers waiting and so on. Or in a metro station we can really have a thousand of possibilities, like underground passes to connect nearby stations, additional entrances/exit that could link the station with other point of attractiones, or other kind of stops.

5 - More transport types in the same time
Im some of the guys who bought nearly every DLCs that Paradox made for CiM: but a thing that frustrated me was that the additional transport types couldn't be added without the sacrifice of another type: why can't we have monorail and tram in the same map? Or why not trolleybuses and trams? Leaving us more possibility for building different kind of transportation in the same map, would make the game surely more fun.

6 - MODS
Another thing that keeped me playing CiM, and so buying DLCs, was mod support. It can add more possibilities for players (for example, I liked the realistic mod, with real world name and capacity for vehicles), with little modifications or new vehicles and maps, for examples. And this didn't stop me buying extra content, so what I want to say is that mods aren't incompatibles with your company's profit, in my opinion ;)
 

Alex_brunius

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Found a really cool new record long bus that would fit well with dedicated bus lanes and the ability to create custom length platforms!

AutoTram_EG468.jpg



It will take 256 passangers and is developed in Germany for the markets in South America and Asia that have these volumes of traffic but can't always afford new tracks for trams/trains.
 

giladteller

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Do you have a link? Maybe some more information? As far as I know, the longest bus in the world is the Chinese JNP6250G:
View attachment 61790
It's 25 meters (82 ft) long, and carries 300 passangers.
 

Alex_brunius

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This one is supposed to be 30m long. And I guess it carries 256 Germans in fairly comfortable form as opposed to 300 crammed in chinese :D

Edit: Links removed since apparently posting links without premission is against the rules.
 
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giladteller

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Thanks for the info. I just had a weird moment, I'm used to period (.) as the decimal seperator and comma (,) as the thousand seperator. So for a moment I read the details as a bit more than 30 mm length :p
 

stevebone

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I am very happy to hear that there will be a Cities in Motion 2. And since this is the suggestions thread, I will make one as well.

Editor Templates: I like using the editor in CiM quite often and something I would like to see in the next game is the ability to save/load templates. What would these templates be? Templates would be saved parts of the grid in order to be used later in the same map or another. Example: You designed a nice park of 10 by 10 squares. Why not select those 10x10 squares and save it as a template which you could place somewhere else or in another map. These templates could be also shared by the community and give more possibilities for the map editor while making it less time consuming to build big maps.
 

unmerged(273319)

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Like someone has mentioned

- Ability to add/edit stops/routes without halting entire line (Buses/Streetcars).
- Pedestrians should only walk on crossings and with pedestrian lights.
- Cars should no longer "inch forward" while letting other cars pass. Strictly Traffic Light rules. Too frequent in Cim1, traffic would jam itself because they did not have proper Traffic Light rules.
- Streetcars/subways should make ALL efforts to not "overshoot" the station/block the street.
- Cars should no longer have ridiculous gaps between them and transit vehicles. They wait for too long to start moving in CIM1. They also wait if the streetcar or bus have turned onto another street, but are still close.
- And I think we already said it - one-way/single-track railroads for streetcars and subways.
 

rsdworker

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metro tunnels - i love a tube style tunnels (london underground feature)

Stations - Platform edge doors (custom) can be fitted half or full and can close and open stations (example Night time all stations are closed if service does not run in night - if one of line pass through station - you could have reduced hours for entrances eg 24 hour entrance at one side of road and other one is closed
also colourable inside - examples Yellow walls and white floor tiles on one then next station - Sliver and blue tiles on floor and green walls
Lighting - i like see stations have custom lights
signages - place those to direct people to station or stop or platform

elevators sizes - if small elevator ( 1 to 8 person ) will create congestion in station if there no escalators or stairs but larger elevator will make smoother flows and suitable for elevator only stations (forest glen station on metrorail and Caledonian Road in London underground - both have elevators directly to platforms with no escalators or stairs
number of elevators/etc can be controlled by player - example station has two escalators and player wants place elevator in station to improve flows and accessibility so he places between ticket hall and platform and street to ticket halll - that's counts two elevators but player adds two more elevators - street to platform and sets to exit only

CIM2 should offer accessibility example older people can't walk too far to reach metro platforms and they don't like stairs and also wheelchairs people need in and out via ramps or elevators
 

vonhaubitz

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There are 2 things that come to my mind now:
1. Streets with bus lanes: I am very happy to see that they are included. I think what would be important though is that you could upgrade an
existing road to a road with buslanes. When traffic starts to get heavier over time due to city growth, you might want to establish a bus lane in a
busy road through which one or several bus lines commute.
2. Streets with more thanm one lane per direction: from my point of view, one of the flaws with CIM1 was that cars always were just
using one lane of a multi-lane road, and thus, were creating traffic jams. If you are able to solve that issue (cars distributing themselves
on the available lanes and not just using mainly only one), the game will get more effecient.