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unmerged(436056)

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I look forwards to this as you guys should have the lessons and errors from CiM 1 under your belt (especially the ropey US Cities DLC and the Earthquake Prevention fiasco!). The CiM engine is already pretty staggering with individual citizens living their lives, I wonder if the sequel will have a second gen engine for the crowds. :)

Multiplayer though, hmmmmm. Wonder how that will work? Much of my solo play is invest money, go into debt, wait for positive balance and re-invest. Plenty of waiting between payments.
 

Geraffel

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First details,
Paradox Interactive, a company that's never too proud to ride the bus, is pleased to announce the upcoming release of Cities in Motion 2: The Modern Days for Windows PC and Mac. Building and expanding on the original Cities in Motion transit simulation game, Cities in Motion 2 has a wealth of new features for both first-time digital travelers and regular computer commuters, including the addition of both co-operative and competitive multiplayer modes. The publisher intends to release the game in Q2, 2013, so customers should allow for slowed download traffic during rush hour.

Cities in Motion 2 is a transit simulation strategy game, where players are responsible for creating efficient, effective, and affordable public transportation systems for some of the world's most famous cities. By refining and implementing designs for their transit networks, ambitious urban engineers will guide their cities to growth and prosperity while upgrading and maintaining many different vehicle fleets, from buses to ferries to subways. The new title features:

• Growing, dynamic cities with picturesque day-and-night cycles, which adapt to affordable transit with new housing and commercial development
• More vehicles and design options, including roads with dedicated bus lanes and player-managed timetables for transit systems
• New multiplayer game modes, allowing players to co-design the city of their dreams -- or compete for the renown of their citizens

acb.jpg
 

Victor Cortez

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While many people have their wants and needs, I would like to take an urban transportation and planning apprentice aspect to this game. This is my list for things I would like to see ...

13 - Commuter Rail could be a new mode to introduce. Trains would run on the same tracks (or seperate, where space allows construction by the player) as the AI trains, which would represent long-distance trains. Players could build their own stations, or use existing terminals in the game (for a "usage fee" based on either the number of trains or number of passengers, whatever the player wishes to agree upon). But ultimately, the player would have to contend with "traffic problems" (i.e. the more successful your city, the more long distance trains would run, the more congestion your commuter trains have to deal with).

Hello Cartographer, pretty interesting list, however I do not agree on the Commuter Rail thing.
Communter trains, obviously, are meant to connect bigger cities with villages/towns close by, so they don't belong to the city itself. And CIM (at least the first one) was all about the city itself. In order for commuter trains to make sense we would need to have much much bigger maps with a big city in it and different smaller centres around it.
Still, I'd like the idea to have underground stations for commuter trains within the city.

This happens in Paris or Madrid for example, where the commuter trains are owned and managed by the state railway company, but they also have underground stations in the city (connected, obviously, to metro stations)
 

unmerged(376434)

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Please allow for true express and local service metro tracks. 4 across with side local platforms and also would it be possible to allow for metro stations that fit directly beneath avenues the way the elevated stations do.
 

aklaft

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I'd like to see more options for managing pedestrian flow. I like to have depots where bus and light rail folks get funneled into the subway, but all the pensioners and homeless crossing the street really kill the traffic, especially on a busy street. I'd like to be able to make underground walkways, and have multiple exits for subway stations.
 

rcrowle

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I can't access cities in motion 2 forum when i am log in, however if i log out i can see the page, it complaining about some permissions that i don't have when i am logged in
 

unmerged(316005)

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I believe this is great news! Not only did you announce a sequel to one of my most-played games ever, but you really listened to the community and implemented the features they - or rather: we - would love to see in a transit simulation game.
A must-buy for me.
 

gaerraty

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I can't access cities in motion 2 forum when i am log in, however if i log out i can see the page, it complaining about some permissions that i don't have when i am logged in

Yep, that is exactly happening.

According to photo posted on CiM 2 -forums it seems that roads can be off-grid and perhaps curved?

CO: Please, post more info. We are anxiously waiting. :)
 

douglasrac

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Here is more info for you: http://www.gamespot.com/events/gamescom-2012/story.html?sid=6391933

Interesting and new facts from the article:

"And as you continue to build a thriving network, people suddenly realize your city is a pretty decent place to live, so you'll see new homes popping up and putting additional strain on your transit network."

"Expect to see it later this year on the PC."
 
J

josh95459

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The game sounds more dynamic than CiM, which is good because the biggest flaw with CiM is that it is too simplified and inflexible. There needs to be a lot more options in both the creation of a city and the building of the transport network to avoid repetition and make the game more interesting

Originally posted by Victor Cortez
Communter trains, obviously, are meant to connect bigger cities with villages/towns close by, so they don't belong to the city itself. And CIM (at least the first one) was all about the city itself. In order for commuter trains to make sense we would need to have much much bigger maps with a big city in it and different smaller centres around it.

I catch a commuter rail system connecting two cities with a five minute frequency and complete grade seperation from all other traffic every day, it's the busiest route in the city and fills in for the lack of a "metro system". In reality the difference between "Commuter rail" and "Metro" is pretty arbitary, as they are both just trains that move people from A to B, which can be best seen in places like Japan. Rather than designating "Metro" and "Rail" services the game should feature a "Heavy Rail" option, with limits in place baed on the design of a particular line, ie a level crossing could mean there is a maximum amount of services you can timetable with speed restrictions for that section and your services can be affected by other train traffic, which you could alleviate by adding platforms or tracks to your stations . Otherwise "Metro" and "Rail" are kind of mutualy exclusive of each other. But, if we did have bigger maps, or maybe a series of interconected maps (so only one is fully loaded at a time) that would be more than alright to.

On another note the ability to enter into an agreement with the state system and funnel their trains through your system and send your trains off the map would be an awesome feature though, but at least the ability to share (rent) or buy (if an alternate route for their trains is available, provided) state or competetor companies should be avilable. An equivalent of this should also be avilable for the other modes of transport, and it would make the selection of an electrification systems interesting assuming that they are included, which they should be if this game feature pre 1950's as it would be an important decision for the company where metro evolved out of main line systems, but I'm rambling now.