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lancededcena

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Transport Addon DLC: Trams, monorail, tunnels and more road lanes such as bike or bus lanes. Also have more options on the existing transport modes such as rail terminals, multi rail tracks, more metro stations, double decker, single decker, mini bus, coaches, more airports and elevated rail stations.

Cities in Motion Addon Pack: Everything above but with schedules and managing lines
 
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pollux_ar

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This could be added: a Transit DLC

another threads (maybe forums mods will merge these under Transit/Transport related suggestions)

https://forum.paradoxplaza.com/foru...-public-transport-related-suggestions.847041/
https://forum.paradoxplaza.com/forum/index.php?threads/show-transport-radius-satisfaction.846581/
https://forum.paradoxplaza.com/foru...blic-transport-should-spread-out-more.847223/
https://forum.paradoxplaza.com/forum/index.php?threads/transport-lines-suggestion.845241/


For me:
+ coach stations - it would attract tourism via this way also
+ more train stations
+ commuter rails
+ metro rails (underground, and above ground)
+ stations with multiple platforms (like Cim1 Metro Madness DLC)
+ monorail
+ trams
+ tunnels (that apply for all)
+ bikes - bike lanes
+ bike service (like paris' velib)
+ bus lanes - that way we can make BRT lines
+ taxi/cab services - with radius of operation
+ helicopters (I missed them since Cim1!)
+ ferrys

CO/PDX please really consider it :)
 

AustinPowersFas

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The public transportation in CSL should definately be upgraded, expanded and maybe even redesigned (as the current system is really standard).

The one thing that should come in any way are schedules or some way to make it more efficient.
 

Sn3ipen

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Not "schedules" like CIM2, but the option to manually adjust the budget of each line would be great. Have the main slider work like now with the option to manually control the lines you want.
 
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NWCtim

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American-style intersections and roads.

I didn't realize this was a mostly American thing until a reddit thread the other day, but it makes sense as to why the US doesn't use roundabouts as much as the rest of the world, and why it is missing from C:S.

Road types:

3- and 5-lane roads, where the middle lane is bi-directional and used exclusively for people making left turns onto and off of the road (assuming driving on the right).

Intersection changes:

Right on red option (again, assuming driving on the right).
Left/right turn only lanes added to roads when approaching larger intersections (anything involving a 4-lane road or larger).
Exit lanes on freeways (adding a 4th or even 5th lane leading up to an exit ramp/interchange, which is an exit-only lane).
 
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AustinPowersFas

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Not "schedules" like CIM2, but the option to manually adjust the budget of each line would be great. Have the main slider work like now with the option to manually control the lines you want.

If there are 5 busses on 1 line, they now exit the bus-depot right after eachother without ANY schedule. That just does not make sense and it completely inefficient. You have 5 busses coming to a stop every 5 minutes, and after the last one you have to wait an hour.

Road types:

3- and 5-lane roads, where the middle lane is bi-directional and used exclusively for people making left turns onto and off of the road (assuming driving on the right).

Very interesting idea and i say +1! I also think it is doable.
 

Metropolitan

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+ stations with multiple platforms (like Cim1 Metro Madness DLC)
I need this so badly. I have several areas which are a hub for 4 or more metro lines and having several separate stations is a huge pain since I have to route peds between them above ground.
A transit specific DLC is a great idea. And yes, it's very difficult to build metro transfers because of both the street dependency for the entrance and the inability to superimpose two stations because everything is at the same level. It would be good if we could manage our infrastructures on multiple levels below ground the way we already do it above ground.

Here are pictures of the metro transfer stations from CIM1. They are really necessary for the players who want to build an integrated metro system.
cim1-metro-stations.jpg



If there are 5 busses on 1 line, they now exit the bus-depot right after eachother without ANY schedule. That just does not make sense and it completely inefficient. You have 5 busses coming to a stop every 5 minutes, and after the last one you have to wait an hour.
I agree. Instead of implementing a schedule system (like in CIM2), I think a more efficient solution would be to automate a traffic regulation system as follows:

The game already defines a starting station which is the point where buses are shown as having travelled 0% of the line. Now let's assume that there are 10 buses on the line. Each time a bus reaches that station, it will wait there untill the bus ahead of it has travelled the first 10% of the line length. If the bus ahead has already travelled that far, the bus won't wait and move straight away of course.

If there would be 5 buses, the percentage of the line to be travelled would be 20%, and if there would be 20 buses, it would be 5%. It's a simple 1/n math logic.

This should allow a regulation of traffic which would signicifantly reduce the phenomenon of buses/metros/trains following one another.
 
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AustinPowersFas

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This should allow a regulation of traffic which would signicifantly reduce the phenomenon of buses/metros/trains following one another.

And reduces jams. Ive had metro jams of 50 metros stuck behind eachother because multiple lines overlap (yes i needed that much metros to keep close to demand). And there are no ways to let them cross over eachother or build more efficient metrostations for multiple lines.

Schedules are, also for me, not really necessary. Maybe in the future?