Check What You Get For FREE With The New Cities Skylines Mass Transit DLC
As with most DLC’s for Cities Skylines (if not all) you get a lot of new features for free and then some totally cool stuff for a low cost, this time the DLC is £9.99 at full price and so I thought it would be a great idea to share with you what you will get for free and what you will be paying for. A lot of what is included in the DLC was handled by mods, for example ‘traffic path inspector’ which was previously known as the Traffic Report Tool mod. A mod that I used to use quite frequently was called Traffic Manager and that has now been replaced by the ingame functions which allows me to toggle traffic lights/stop signs etc. As you read on you will see that many mods will now become defunct/broken so it’s wise to disable all mods in the game’s content manager until you know that they’ve been updated.
First off when you purchase the DLC you will get access to the following:
With Mass Transit expansion, you can take control of waterways. Ferries are boats that travel on ferry lines, taking passengers from stop to stop. They can go on open water or use canals, allowing them to work inner city routes as a transport system that is not affected by traffic on roads.
The free update coming along with the expansion adds new wide canals to the landscaping menu. The wide variety has more space for Ferries, and still does not take up much space. Combining wide and regular canals allows for various canal systems and the different depths in both varieties give control over how much water is let into canals.
Island and streams
Ferries allow you to lessen traffic on bridges and make islands part of your city more easily. Rivers and streams now have whole different meaning to city planning, and a well placed canal can help out a lot in a city riddled with traffic jams. Ferries are compatible with existing saves, so you can easily add them to your cities to allows for more options.
Other things you get are:
- NEW Road Types
- Cable Cars
- Various Transport Hub Buildings
- Multi-platform Train Stations
- 3 NEW Scenarios & Maps
- NEW Unique Buildings
- New Hats for Chirper: No expansion is complete without some new hats for fictional birds!
For free you get a lot too, such as:
- Toggle Traffic Lights & Stop Signs
- Street Naming and Adjustment Tools
- Traffic Path Inspector
- New Road Precision Tools
- More Public Transport Adjustment Options
- Intercity Trains Toggle at Passenger Stations
One of the new features will also be that your ‘cims’ move out of teh way for emergency services now, which didn’t happen before. Infact the emergency services were pretty much useless when it came to traffic so it’s a good thing that this has finally been dealt with.
Traffic routes info view
Open Traffic Routes info view and click on a citizen, vehicle, building or road segment to see a visualization of trips. If you have chosen a citizen or a vehicle, you can see where they are coming from and what is the destination as usual, but now this information is visual and you can also see the route they are using. Buildings and road segments highlight trips made to and from them, so it is easy to see where the traffic is coming from. Visualization allows you to quickly swap between selections and instantly see where the traffic is coming from. This information is very useful when for example you are looking a a segment of road that is prone to traffic congestion. Finding out where traffic originates can help you plan alternative routes or separate trips from different areas to different roads, so there is more capacity available.
Visual aids to road building
While the road tool is very flexible and allows for all kinds of interesting intersections, there are now improvements to the basic use. New line guides and dots help you place roads just where you want them to be. The lines show distances between roads and how existing roads would continue. Dots mark places where you can start building a road at a 90 degree angle and get the zoning grids to meet perfectly with no gaps.
Public Transport improvements
Passenger train stations now have a setting which allows you to choose where the train will stop. Previously the trains stopped at all the stations it would encounter which would cause very slow train connections. Having more control over where trains stop will help you to prevent this.
As we all know, you can’t have a distopian socirty ruled by an iron fist and a man in a high castle without ….
Blimps (& Cable Cars)
One of the new awesome things to come from this DLC is Blimps & Cable Cars, the cable cars will look awesome if you love to build on the Snowfall DLC maps.
The purpose of the blimps is pretty much the same as it is with Ferries, if you have an island away from the hustle and bustle of your city you would have to build a train/rail bridge or road so people could go along and do their day to day business. Well now you have the option of building ferry lines or creating routes for blimps to pick people up and drop them off somewhere. What you need to do is mark Pathways for them to travel. Blimps fly from stop to stop and need a route to the Depot. Pathways are two-way, basically like virtual roads for Blimps, so you have exact control over where they travel. Stops need a road connection, but other than that they can be placed almost anywhere on the map. Depots need to be connected to roads as well, but can send vehicles to any line they have a Pathway connection with. The amount of Blimps per line is determined by the public transport budget for them(unless a mod can change it), but can be adjusted more carefully with the new slider for vehicles per line. Blimps glide over the city, ascending and descending on their own, following the marked routes. As you can see from the image above, there is space on the sides of Blimps for adverts. By default they show adverts from the various companies in the game but you can also use the space to your city’s benefit, you can set a policy so that Blimps show educational posters. This in return boosts your city’s education facilities a little bit.
Then we have Cable Cars, the type that gets you up and down a mountain, not ones that you used to zip around San Francisco….because we call them trams!
Just like the real life counterparts, The Cable Cars are very useful on slopes, but can also be placed on level ground. There are two types of stops: end-of-line stops and stops where Cable Cars can pass through and continue to further stops. Pass through stops can also be used at the ends, but end-of-line types can be used to get that finishing touch. Cable Cars lines are somewhat easier to set up than other types. Built the stops you want to have in the city and connect them with cables. When any two or more stops are connected, the line will start to operate automatically. All stops connected to each other are considered one line. Cable Cars do not have Depots, so no Depot connections are needed.
Cables can go over roads and their height can be adjusted with PgUp and PgDown, just like roads. However the cables cannot pass over houses. Cables can be built on water, even so that the concrete bases of the pylons are standing in the water.
The future is here, and so are…
The type we will get in the Mass Transit DLC is an elevated monorail, basically meaning that it goes on tracks elevated with pylons. This allows the monorail to operate on top of exisiting roads and water, allowing you to place monorails wherever you like (almost). Monorails work in a similar way to that of metro stations where you would build stations, connect them with tracks and then mark lines. The line will automatically start operating once it is looping. However, what separates the monorail from the metro, is that it can be built on top of roads. This is down to a new avenue type that has been added with monorail tracks going on top of the section between lanes. which you can see in the image above. This avenue is just like a regular road, so that you can easily upgrade existing roads to use it. While the monorail has stand-alone stations i.e an Elevated Station that work just like any of the other types of stations. As the station is elevated you can place one on top of a road. The monorail station also comes with a piece of road, so you may need to remove some road or plan the stations very early. When you have chosen the spot where you want to build, place the station there and connect it with both roads and tracks to make it operational. The tracks also work without a road, so you can creatively connect sections of stand-alone track and sections of track on top of an avenue.
You wont need to make a loop of monorail track, the monorail has the ability to head in the opposite direction so a station will do the job, the monorail train will automatically change direction if that is how the line loops. You do need to mark each individual stop, but this allows you to also skip stops if that is what works best for your line. The train does not need to stop on a station every time it passes a station.
Hub Buildings & Intersection Settings
Ever wanted your citizens to easily switch between transportation types? With the new hub buildings, they can!
There are several types: Ferry Bus Hub for ferries and buses, Monorail Bus Hub for monorails and buses, End-of-Line station and multi-platform station for trains that also have a metro stop, and the ultimate hub which has train, monorail and metro stops. The idea behind the hubs is that by placing two stops or stations close by it will allow citizens to transfer to the various options st save time and you, space. Both the Monorail Bus Hub and the Ferry Bus Hub have several platforms for different lines to stop at, so your buses don’t have to line up to queue to one stop.
When you combine the new railway buildings along with the end-of-line, multiplatform stations and the new setting for accepting or not accepting intercity trains, you wil see just how much control the DLC finally gives you over train traffic. No more trains lining up to get to a station, they can have their own lanes! And as there are also one-way train tracks, there are even more possibilities.
Now on to dealing with road traffic.
Before the release of the new DLC rules of who could go first at an intersection tended to be down to whoever arrived at it first, sort of first in first out. Now you can have more control over this. When in the Routes infoview, zoom in on an intersection. Small buttons will then pop up. The center one controls if the intersection has traffic lights or not. If traffic lights are off, you can place stop signs to choose who goes first. Basically all traffic coming from behind a stop sign needs to actually stop before proceeding to the intersection. This can be especially useful at roundabouts when you can let the busiest street feeding the roundabout enter freely and have others stop. Or when you want a main street, where traffic has right of way, and all intersecting roads stop before joining. For this, there’s a shortcut, because it simply is not fun if you have a very long road and would need to go and click on each stop sign at each intersection. When you click on the road name, you can not only re-name it, but also set it as a priority road. This automatically sets stop signs to every road joining the selected road. By turning priority road off, all signs are removed, but you can also set priority on and then just go and remove a couple of signs if you feel that helps traffic best. The road will no longer be a priority road, meaning that the setting is off, but all of the signs set by the setting are still there and you can adjust them manually.
The changes are instant, so you can try different combinations, then observe how they work, and adjust.
As mentioned above, you can now name roads. All your existing roads will get assigned a name when the update is installed. If you want to change a name, just click on it, the logic is the same as with everything else in the game. Clicking on the name in the info window lets you rename basically anything it the game. The developers have said that for fun, call one Steve. Infact their actual Lead Designer of Cities: Skylines stated:
PS. Try naming a road Steve. It’s fun, I promise!