My biggest complaint is that I think industry zones should be separated into manufacturing and storage zone types, commercial should be split into regular, gas station, and hotel zones. If not separate zone types, then I’d like a way to select these building types within a district. We get a ton of options with residential zones so it feels really imbalanced to not have more options with those other zone types.
MY GOD, this is so annoying, along with lane restrictions and pedestrains roads, like they gave us these features yet forgot the codding that go with them. Just like why?
Won't be available for console, but Traffic Lights Enhancement mod works wonders! You can set up different styles of phasing including vanilla, split phasing, and protected left turns (or right turns for British cities) and per-lane turn restrictions. Now we just need to be able to set up stop and yield signs per side.
My most hated list of bugs in addition to your list. 1. Sim speed is slow after 100k residents even on high-end PCs. 2. Schrodinger's Traffic. When left non-observed cars will stop and get stuck backing up traffic. Observing vehicles alters their behavior and they become unstuck. 3. Picking passengers at one stop takes minutes or even HOURS! Causing bus\tram\train traffic jams. 4. Import\export goods doesn't work properly. 5. Nobody uses parks. 6. Insane traffic lane changes.
the traffic lane changes are wild. Even with good road hierarchy, spacing, etc I'll still have hundreds people yeeting themselves across four lanes to get to the exit. I know there's a "wildcard" feature to drivers so some of them are bad but it feels like the majority of people are bad drivers
1. Bikes 2. More themes in base game 3. Non-rectilinear zoning 4. Warmer climates (tropical + desert!) 5. Beaches (functional) 6. Vibrant and colorful building variety
1. Exports don't work and there's no export/import stats. 2. Crazy vehicle movements and "suspension". 3. Resources view should be available from the go so you don't build other things over them. 4. No one uses sporting facilities. 5. A lot of "stats" don't correlate. Population Info View numbers don't match Workplace Availability numbers, i.e., I've seen more employed than there are jobs. WTF! 6. The start on pause option doesn't work. 7. The "resume" on initial load screen shows game with 01/01/1 11 AM. 8. Emergency vehicles can't get through to accidents/ fires because of traffic. 9. Land value for "leafy suburbs" is low. 10. Sick of playing Wack-a mole to get the right commercial/industrial building to fulfill demand. 11. Vehicle windscreens covered with snow. HTF do they see? 12... 13... 14... 15... the list goes on. Has anyone at CO actually played the game for any amount of time to check for all these basic fixes?
"3. Resources view should be available from the go so you don't build other things over them." Natural resources view is available. Click the info button at the top left of your screen or press "i". There you will find the natural resources view
No they did not. They only tested isolated things is my guess. They forgot to make a good sim, they also forgot to make a good-looking sim. They released the game 6 months too early, and even THEN it should've still been released as "early access". They shot themselves in the foot with this monstrosity. On PC, CS1 is FAR superior. And the fanbois who go "reeeee that game is older reeeeeeee!" don't understand how any of this works. If you buy a newer car you expect MORE features and more modern features, not fewer features. "Reeeee, it's a city sim, reeee!" - sure. I have multiple 1-dog households (and no humans) complaining about education.
Nah, sometimes I just want to have traffic inside of my city waiting at a traffic light. I hate that CS2 don't give us any control over the lights itself. When there's a busy read with four arms, the ones crossing the intersections are so limited to only 1-2 cars per cycle. This causes so much distress and jams. I build dutch cities, my cities therefore don't have any crossovers in the middle of it. @@darren6589
I hate the zoning. So many times the building gets demolished/deboned just because you’ve connected a pathway on the other side of the street. Zoning is awful in CS2.
Train station variety. Hub stations, elevated stations, smaller suburban and regional stations, underground stations (only useable for metro), metro and regular rail can’t interact.
Dead trees! Dead trees everywhere! Ruins the look of my cities. Other pain points I've noticed: 1. Vehicles that just sit still for no reason and clog up traffic behind them for blocks and blocks. 2. You have to lay down a path to shift the zoning from one road to another. Can't we have a zoning toggle? 3. No way to change the extents of a road and separate it into two separate roads. I don't want roads doing crazy loop-de-loops in my city. 4. Not every stop sign needs to be 4-way. It would be nice to have 2-way stops. 5. Pedestrian paths just don't play nicely with roundabouts. 6. Doing small things like placing a path or demolishing a bus stop can condemn a building. Like, who ever said "we're removing the bus stop in front of your house. So now you have to move out because we have to tear it down."
On the stop signs it would be nice to be able to place them per road entering the node like it was in C:S1. Sometimes you only want a stop sign on one road. Same goes for giveway signs
The visual tearing when the road networks aren’t perfectly in synch with the terrain, allowing you to peer through to the water-world abyss presumably hidden just beneath the earth’s crust. 😄
i only do parking lots on dedicated alley-ways or one-ways with two lanes so one lane is dedicated for entering/leaving the parking area. nonetheless they still need to fix it
Might i add there completly broken you can make thousends because no matter the price, distance or number of parking lots there nearly full anyway, even if the buildings have visual parking garrages
1. You can easily place grass/tree lined roads when placing them. 2. Bug* crazy tax revenue from a certain industry and next having crazy subsidies while you are taxing them? 3. High density demand runs out to fast. 4. High school demand is 5x lower than college and 10x lower than elementary schools. 5. Only one nuclear power plant per city? 6. No auto noise barrier/lighting on highways. 7. No option for stronger 90 degree snapping. 8. Useless guidelines that are of irrelevant road type. 9. No real hubs 10. Emergency services are slightly faster than normal cars but don't overtake vehicles like in CS1. 11. Snow generates glitchy when it's 0C and leaves large grass stripes of a 1km across on the entire map. 12. No options so change road markings/signs to metric system. 13. No option to disable seasons 14. Vehicle ai is still pretty bad. 15. Vehicle ai is select on one parking lot forcing 250+ cars on a 60 car parking lot before going to the next one causing a major jam. 16. Cars still drive on pedestrian roads. 17. "Rent to high" WELL MAYBE DON'T BE A BABY WHO LIVES WITH 10 OTHER BABY'S!!!
Cars changing lane in the last possible second is the worst from me as someone who loves fixing traffic when my city gets huge. Even after the update that supposedly change that it's still broken
The thing is it is realistic for SOME people to do that but when everyone collectively decides to make the worst driving decisions, that is when things go wrong.
AMEN this is my biggest issue aswell I love seeing traffic flow but when people decide to make a left from the right lane it just makes me (╯°□°)╯︵ ┻━┻
The hole is caused by your actual ground being lower than the road, in CS2 there seems to be 2 layers of ground height, true height, which is only configurable with the landscaping tools, and building-ground height, which is the adjusted ground level of things built ontop of a structure. (Like when you flatten a whole area when you plop something like a firestation on uneven land, though it returns sort of to an original state when you remove it. The road you built is probably smoothed to fit some height but your power poles are actually grounded on true height, since they dont need to be smoothed
It could be argued that this _is_ the issue though. True height should follow building ground height, but they don't currently, leading to actually a lot of weird behaviour, when you are trying to build stuff or terraform.
The largest issues with CS2 are game play issues. Unlike the issues in this video they are the issues that actually prevent you from being able to play the game. Take for example transit lines. The actual line being hard to select and move around is bad but at least you can do it. Your transit stopping so a dog can walk across the entire map to get on the tram while your city collapses into gridlock, yea that is a major issue. The other is when a motorcycle gets stuck parking because you were not looking at it, causing your city to go into gridlock. With that said great video though, loved the cuts.
I'm building a city with a lot of curved roads, and since medium density buildings aren't connecting to each other, there are a lot of empty spaces between them that can't be filled with anything, and it looks really ugly.
I really wish we could toggle those "quay roads" or whatever you call them. The ones with a concrete wall underneath. It's so annoying to have to fiddle around with ground height just to get a quay.
The way wind affects air pollution is super broken. You cant place any residential districts downwind from industrial zones, no matter how far away. With enough game simulation, the pollution will spread across the map.
My favourite thing about CS2 is that they forgot to make a LOD model for the bog standard coal plant. Who doesn't love glitched out mesh whenever they zoom out!
For 3, just turn on snapping For 5, they added a Line Overview and you can toggle each line’s visibility And to add one of my own, it’s impossible to bridge anything except a road over the water if you have a boat path! Instead you have to tunnel your trains down to the center of the earth to get past it
Oh I did not know about the line overlay viability option, well now that I think of it I do but I did not think to use it for that! lol Thanks for the tip!
1. "transporter" drivers are just in the game to create traffic. They do nothing but randomly select a destination and drive to it until they reach it then then randomly select a new destination, rince and repeat. They aren't citizens, they aren't workers or buyers. Just exist to clog up roads. 2. Your industry doesn't even need to be connected to any outside city access. They can magically get their resources if you delete all outside connections. No more delivery trucks clogging up your city. 3. You can select 1 resource from the industry tax tab and set it to receive subsidies and it will produce you all your income you ever need or want. A fully established system you can set all resident tax to zero, charge nothing for water and power. Have all free public transportation and set schools, police, healthcare to max 150 and you'll still make loads of ¢. 4. Why are there no custom university or park system like CS1? I would have thought they would have expanded on the unique "campus" option. Extend it to things like a police academy, or a military base. Or even a unique commercial or industrial park style. The game seems to be a predecessor to CS1. Boring buildings and static square shapes. Where is the new?
To complement the issue about building variety, there is a clear lack of medium commercial and office buildings. Especially for the office, we go from one floor sized office to world trade center sized. Isn't it possible to have medium sized buildings? The same goes with mixed buidling. I don't get why a mix commercial at the ground floor + office does not exist. It is a pretty common form of building in many big cities. Finally, the number of employees in tall offices makes no sense either. I have skyscrapers with like 60 employees max. Basically one employee per floor. I don't get how they provided so much flexibility with the housing, but not of commercial, offices and industriy zoning.
Not sure if it is mentioned by others before but working on underground roads and rails is a pain. There is no indication of the depth of a particular section of road/rail. When I need to modify/extend one, I have to do it by trial and error or they are not connected. Also, when drawing a subway line, it would be great if I can hide the transport routes on the surface as they are simply distracting.
Actual FKD UP bug. Place a hospital on a road. Upgrade it with the helipad. Now place a parkinglot or park on the same road near the helipad. Ever on flat terrain it creates a weird peak on the ground?
Don't forget that noise pollution is 10x stronger than the first game, makes all citizens constantly sick, and you have no way of reducing it easily, since trees no longer lower noise like they did in the first game. Another lost feature
It irks me how we can't control the length of a road like in CS1. Means that you can get roads making bizarre shapes running all over the city. And it could just be me, but trying to see subway networks in an established city is fucking difficult, makes it very hard to place routes.
The zoning is just not good. It depends which road you build first and this is frustrating. Sim city 4 has a nice system where you control the orientation of the zoning and i think we need that.
Terrain: looks like a pool table. Terrain: no decorative elements (gimme back my rocks!). Terrain: rivers look dead. Terrain: just it looks like it's from a game that's 20 years old.
You forgot the worst part. How hard it is to make perfectly gridded zones, and as mentioned from others, how small changes to a road far away will break the zoning and make buildings disappear, and you can never fix it! 😵
zoning grid system is the biggest issue to me. you need to be so creative with road placements to make it look any good. otherwise you’re just with repetitive grids or huge gaps between buildings. i know procedurally generated buildings for odd shapes and angles would be challenging to design but cmon… still the same grid zoning system from almost 35 years ago!?
Its like they took everything we loved about CS1, shit on it, and threw it out...but not before taking everything we hate and making it worse...except some road building which is nice, I guess...
The really weird water mechanics. I have builds where I made a tiny adjustment to the land near a river and from that moment on there’s water in that spot no matter what I do. And without pumping trucks like we had in Cities 1, there is no way to get rid of it. The water pollution. After I removed my sewage outlet because I added a water treatment plant, the location the outlet was situated stays polluted. Even though there is really high water currents there. The pollution doesn’t seem to get washed away at all. My city is 10 years later now, the water pollution is still there…. We need a way to unbunch transport vehicles. I have three bus routes with each 4 busses. And the busses have been driving in a caravan for 10 years now. 🙄 it’s not only this build. It’s every build I make. And we need to be able to add a water source without using the developer mode.
how cars will wait to the last second to change lanes and how cars just wont overtake road maintenance vehicles so there's just a mile of traffic behind one
1. The difficulty to put one tree next to the other ones, the game just doesn't let you place trees close to each other like we could do in CS1; 2. The lack of options of train and metro stations. We don't have elevated stations and we have to repeated the same station all across the city. 3. Comercial buildings with huge parking lots, sometimes even bigger than the shop itself, it looks like those american suburbs even if i don't want to make an american suburb.
Actually I admire your optimistic view on the game. I think there have to be fixed so much things that I am not expecting too much from this game in 2024. Besides that a lot of content is missing. I would wish a more critical view. This is far from a good game.
Cut and fill really should have a manual toggle. It is an absolute pain to implement as it is right now. If CO doesn't add this, then I really hope modders do.
Well, I think phantom drivers would be good to look at. Seriously, one day I followed a person's van on its way home and it drove all over the city. He went around roundabouts twice, made U-turns at every junction, drove to the office area and then to the city centre (he lived on the outskirts) and more! On the other hand, I'm afraid to put parking spaces because AI drivers apply the "parking I see, parking I must go to and create a traffic jam". Also, why do cars pull into the car park, drive around and leave? That's why you make a silly traffic jam?'
What about making pavements intersecting with pedestrian street bridges? The barriers DO NOT disappear and people literally cross right through them… a similar problem exists with roundabouts where they completely twitch around when connected to a roadwalk
The workplace capacity in almost every building is so stupidly off. It's most visible in skyscrapers, where the realistic number is like 20-30 times whatever clownish number they decided to put it as. And the teachers in CS2 schools must be se overworked they can all sue for human rights violations.
Lack of trees / placeable items (rocks) / terrain variety (rocky terrain, beaches). Lack of building variety. Terrain height mapping causing issues. Crazy amounts of pedestrians / traffic for small towns. Lack of roads - single lane one direct roads with a footpath should be same as an alley width. Car Parks causing traffic jams. The original pre order bonuses are the best assets in the game and unobtainable - derp. No editor. Overly large single train stations, need more variety and modular train stations that start with a single double track... Not enough unique buildings. Development tree end buildings should have upgrade options. You should be able to off set or "set back" a zoneing line by placing in a secondary footpath for road bridges / underpasses for pedestrians. Where is my trade tower?
Here's a simple one. Let us mirror buildings when plopping them like in Workers and Resources Soviet Republic. Really handy for making sure the transport connections come out where you want them.
How about how all the utility networks (power lines, water pipes, etc.) are super fiddly when connecting them and constantly get in the way of road construction. Half the time when I'm trying to figure out why a road won't place how I want it, I zoom in and see thER'ES A FREAKING POWER LINE IN THE WAY. Power lines should bulldoze or reposition automatically. Same for overpass pillars. Having to bullzone a whole road segment because the pillar is in *just* the wrong spot for a road I'm building under it is so annoying. When day/night visuals are turned off, we should be able to manually set the time of day. I hate that it either has to be peak noon 24/7 or pitch black for 15 minutes at a time. Let us save the camera settings so we don't have to re-set 500 different little configurations again if we accidentally click out of Photo Mode. It should be more obvious what the welfare office actually does. Because I still don't know. Tornadoes should not happen in broad daylight. Car crashes should have replays, or we should at least get a notification when one is happening. Otherwise what's the point of the crazy ones that explode 20 cars across the map? Road maintenance vehicles should not stop and go every 50 feet on the highway blocking traffic. Tunnels should not be full of water. There should not be terrain tearing where the road meets the grass if you zoom in. The zoning grid should not shift and cause all the buildings on it to abandon if I add a road connection or a crosswalk somewhere. Zoning should be toggleable on all road types. There should be rail bridges. There should be bridges of all types with pillars wide enough to span sea ways. There should be stairs when pedestrian paths reach a certain incline. There should be better texturing for pedestrian paths, alleys, sidewalks, asphalt, grass... just as a start. Everything just looks flat and low-res even though it isn't when you zoom in, it's just a really repetitive texture. Assets should not have a grass texture on top of the landscape grass. If there's ever a desert map this is going to look ridiculous. I could go on for so long...
1. Cargo Endless traffic jam because of slow trucks by the terminals. Import doesn’t exist. 2. Dead assets Schools, cemeteries, hospitals, parks etc. not a single citizen is animated. 3. Broken education 100.000 population; 15 elementary schools, 2 highs schools are needed. 4. Economy Economy is a complete mess. 5. Traffic AI Those lane changes are still an issue, unnecessary traffic jams coz a stuck vehicle.. 6. Roundabouts Useless. Also the size of the large roundabout is a joke. Still love the game, but there is so much to fix.
Land Value. Like who thought it would be a good idea to make industry buildings of a certain level have a such high land value that new business' cant move in to that area.
What I love is when cars tries to do a u-turn into oncoming trafic.Therefore creating a trafic jam that then gridlock the city, and where the only solution is either destroying the road or waiting for the car to magicaly desapear. Or when cars just stop inside a roundabout to let pass oncoming vehicles. In wich those vehicule will also stop for the car inside the roundabout... Or just cars that are exiting roundabout giving way for no reason to the cars who are sill in the roundabout .. Wtf xD
My biggest problem on this game is that I cant prioritize a road. So if i dont want a traffic light somewhere, I have to make people even from the busiest road to stop!
You have some very good points. Especially the buildings that are all the same, no historical button and modify public transport lines are some things that irritate me to.
My one big issue is vehicle pathfinding. Cargo station usually bog down because every box truck on the map just goes to one station to buy their goods.
Choosing a transit line is easy. 1) Go into the transit menu. 2) Hit the hide all lines button. 3) Turn on the one line you care about. 4) Fix it. 5) Unhide all lines. 6) Profit.
Going along with the Trees: can’t we just have them spawn at full size. Don’t really see the point or fun of having them spawn as babies in the vanilla game
@1:12, unless I am misunderstanding this, you can change road direction by using the road upgrade tool, select the one way direction road you want, then hold and drag left click in the direction you want traffic to go.
it would've been amazing to be able to build stairs instead of theese terrible pedestrian passages. No, really, have you tried to build an under/overground passage for pedestrians? The simulations of pedestrian behavior in crossing roads has to be much law-abiding. Sims logic in traffic accidents gets me into frustration. 2-way road. 1 lane is paralyzed, the flow moves slowly. oh, here comes the police... and parks the car right on the second lane, blocking it too. We were promised some pretty advanced simulations in choosing lanes and ways. Instead the cars can't change the lane without stopping the entire flow
1. Unrealistic Traffic / Parking. City is 20.000 People, but its like Manhattan Rushhour 2. Trucks / Semis entering/leaving any kind of storage area (habour, cargo terminal etc). Long Long jams because only one entry/exit is used. 3. Car / Truck Pathfinding/lane selection is still broken
The transit line thing is solved the same way as in CS1. You go into the line list for the mode in question (click on the entry for that mode in the Transportation overview) and hide the lines you don't want to change. Then you can change the one you want to change. It took a couple of tries to get the hidden lines to stay hidden but it eventually worked.
That last one is actually the main annoyance for me. It seems to happen a lot when you place roads directly next to ploppables like the airport too. Terrain is buggy as fuck sometimes when placing objects especially roads
My elementary schools and high schools now show people. Elementary schools have kids that line up outside them. (But nowhere near 1000/1500 of them.) High schools have people that do recreation outside of the stadium. Also that sometimes enter through the front. (But nowhere near the volume that attend school.)
1 - the image of the windows causing lags, but when u zoom out, it disappears for lower LOD, u cant see windows light from far at all, making it less interesting to look from afar 2- in the trailer , theres construction animation, but in real game theres only crane and building magically completed at 40%
Regarding Number 5 - Transport Line Selection - you can actually hide transport lines now, so just hide all other transport lines and you can perfectly work with the one you want to edit.
1 - They didn't implement ambient light, where there is sun the light is very strong and where there is shadow, for example the shadow of a tall building, there is total darkness, there is practically no atmosphere, like on the moon!!! 2 - Shadows in general suck, all squared... 3 - The roundabouts are practically untouchable, as soon as you try to connect a pedestrian path they go crazy.
These are all fair points, but there's one single fix that needs to happen before anything else - PERFORMANCE! I fully bought into the hype and was really looking forward to the game release, but on hearing of the performance issues and seeing the spec requirements vs my system I opted to hold off, and am so glad I did. Now I'm waiting for the day they release an update that won't require a NASA spec computer to run, then I might actually think about playing. I was such a fan of CS:1 and I cannot be the only one that feels virtually alienated by the devs and the whole CS community, just because I don't have a $5000 computer... If CO can fix all that - they might have a chance at claiming a "great game".
When buildings burn down because they are waiting for a fire truck from the neighbor, even though there is a fire station with plenty of available trucks just 100m away.
In terms of road bulding, power poles should be present if the road is cheap, and if going to upgrade for underground wiring, it should be significantly expensive, lets say 5x the original road price.
Theres a Tip: At the Public-Transportline editing on the map you can hover with your mousecursor over the line from far left to far right, it will switch the lines one after one. You got your line showed which you want to edit, hold and drag mouse to edit. Its still annoying but it is in the Game already. I got it by accident.
Unrealistic emergency services responses, especially Fire, are absurd. In trying to evolve the city in a plausible way, basic emergency services that respond in the background should be plausible too. The annoying thing is that it appears the key components already exist, it’s like no one has bothered to connect them.
Streets and addresses tool. Why the hell is there no tool to make streetnames just continue on straight instead of turning corners every time a new piece of street is branched off?! a. [CO fix] the same line tool for transport with waypointing could be used for this feature. b. [mod idea/CO fix?] customizable Street name catalog. Auto numbered/lettered streets for grids. (we have 1st, 2nd, 3rd sts along with A, B, C, etc sts in almost every city in this country and this adds realism. (I usually have some part of my cities with alphabetical trees/birds/flowers/etc as well. Ash Av, Birch Av, Cedar Av, Date Av, etc.) c. [Mod idea] another option could also be having "radiating addresses". Usually in the US, buildings are numbered from a "zero post" somewhere where the city was started, and not by where the street itself starts. So it's possible to live on a street only a block long and have a house numbered "24323 VeryShort St" because it's 243 blocks away from wherever that marker is.
My biggest complaint is that I think industry zones should be separated into manufacturing and storage zone types, commercial should be split into regular, gas station, and hotel zones. If not separate zone types, then I’d like a way to select these building types within a district.
We get a ton of options with residential zones so it feels really imbalanced to not have more options with those other zone types.
This for sure.
That's what I was going to say. Satisfying demand by playing Wack-a-mole with the bulldozer is not what I consider part of a city simulator.
But i love having 8 competing gas stations right next to each other in my small town thats pedestrian only with only public transport.
Do I detect a hint of toxicity in your comment@@dustinc6869?
@@dustinc6869Gas stations avenue 😂
Also one of the most anoying things is when the game doesn't let you change the intersections' traffic light, stops or crosswalks
Yup, even the basics still don't work properly. Might be worth playing in 6-12 months
You can turn it off on normal intersections but not on crosswalks.
MY GOD, this is so annoying, along with lane restrictions and pedestrains roads, like they gave us these features yet forgot the codding that go with them. Just like why?
Ikr this is so annoying bro. Hope they fix it in next patch
Won't be available for console, but Traffic Lights Enhancement mod works wonders! You can set up different styles of phasing including vanilla, split phasing, and protected left turns (or right turns for British cities) and per-lane turn restrictions. Now we just need to be able to set up stop and yield signs per side.
My most hated list of bugs in addition to your list.
1. Sim speed is slow after 100k residents even on high-end PCs.
2. Schrodinger's Traffic. When left non-observed cars will stop and get stuck backing up traffic. Observing vehicles alters their behavior and they become unstuck.
3. Picking passengers at one stop takes minutes or even HOURS! Causing bus\tram\train traffic jams.
4. Import\export goods doesn't work properly.
5. Nobody uses parks.
6. Insane traffic lane changes.
the traffic lane changes are wild. Even with good road hierarchy, spacing, etc I'll still have hundreds people yeeting themselves across four lanes to get to the exit. I know there's a "wildcard" feature to drivers so some of them are bad but it feels like the majority of people are bad drivers
same problem at point two
#2 - I thought I was the only one with that problem, they get jammed till you view the problem. I made a couple videos on the horrible vehicle AI.
Totally agree on points 3-6
6 makes me quite furious everytime i play
1. Bikes
2. More themes in base game
3. Non-rectilinear zoning
4. Warmer climates (tropical + desert!)
5. Beaches (functional)
6. Vibrant and colorful building variety
^ 100%
+ 7. Make seasons matter (and improve winter graphics)
1. Exports don't work and there's no export/import stats.
2. Crazy vehicle movements and "suspension".
3. Resources view should be available from the go so you don't build other things over them.
4. No one uses sporting facilities.
5. A lot of "stats" don't correlate. Population Info View numbers don't match Workplace Availability numbers, i.e., I've seen more employed than there are jobs. WTF!
6. The start on pause option doesn't work.
7. The "resume" on initial load screen shows game with 01/01/1 11 AM.
8. Emergency vehicles can't get through to accidents/ fires because of traffic.
9. Land value for "leafy suburbs" is low.
10. Sick of playing Wack-a mole to get the right commercial/industrial building to fulfill demand.
11. Vehicle windscreens covered with snow. HTF do they see?
12...
13...
14...
15...
the list goes on.
Has anyone at CO actually played the game for any amount of time to check for all these basic fixes?
"3. Resources view should be available from the go so you don't build other things over them."
Natural resources view is available. Click the info button at the top left of your screen or press "i". There you will find the natural resources view
Really! @@cemdursun. Not until Level 3
Honestly i personaly think its like simcity 4 but just promises and not delivered content, in simcity grafs and stats at least make sence
No they did not. They only tested isolated things is my guess. They forgot to make a good sim, they also forgot to make a good-looking sim. They released the game 6 months too early, and even THEN it should've still been released as "early access". They shot themselves in the foot with this monstrosity.
On PC, CS1 is FAR superior. And the fanbois who go "reeeee that game is older reeeeeeee!" don't understand how any of this works. If you buy a newer car you expect MORE features and more modern features, not fewer features.
"Reeeee, it's a city sim, reeee!" - sure. I have multiple 1-dog households (and no humans) complaining about education.
Nope, it is available immediately. I check it before doing anything else.@@stujd1539
Surprised you didn’t mention controllable traffic lights and customizable intersections. Would solve so much traffic problems
Nah, sometimes I just want to have traffic inside of my city waiting at a traffic light. I hate that CS2 don't give us any control over the lights itself. When there's a busy read with four arms, the ones crossing the intersections are so limited to only 1-2 cars per cycle. This causes so much distress and jams. I build dutch cities, my cities therefore don't have any crossovers in the middle of it. @@darren6589
@@darren6589 It is definitely player's own fault if they choose to provide too much parking space that will automatically attract more car traffic.
@@darren6589make a video about it then,i want to see how good you are
I hate the zoning. So many times the building gets demolished/deboned just because you’ve connected a pathway on the other side of the street. Zoning is awful in CS2.
It still puzzles me how they fucked that part up so hard
It worked so well in C:S1 in comparison
Other side of the street? Try city...or continent 😂
@@tomjewell2509 🤣🤣 spot on!
Train station variety. Hub stations, elevated stations, smaller suburban and regional stations, underground stations (only useable for metro), metro and regular rail can’t interact.
Dead trees! Dead trees everywhere! Ruins the look of my cities.
Other pain points I've noticed:
1. Vehicles that just sit still for no reason and clog up traffic behind them for blocks and blocks.
2. You have to lay down a path to shift the zoning from one road to another. Can't we have a zoning toggle?
3. No way to change the extents of a road and separate it into two separate roads. I don't want roads doing crazy loop-de-loops in my city.
4. Not every stop sign needs to be 4-way. It would be nice to have 2-way stops.
5. Pedestrian paths just don't play nicely with roundabouts.
6. Doing small things like placing a path or demolishing a bus stop can condemn a building. Like, who ever said "we're removing the bus stop in front of your house. So now you have to move out because we have to tear it down."
On the stop signs it would be nice to be able to place them per road entering the node like it was in C:S1. Sometimes you only want a stop sign on one road. Same goes for giveway signs
Pay more money & stfu
The visual tearing when the road networks aren’t perfectly in synch with the terrain, allowing you to peer through to the water-world abyss presumably hidden just beneath the earth’s crust. 😄
my biggest problem is that parking lots cause traffic. thousands of cars wanna enter the FULL parking lot, and it just kill the traffic flow
i only do parking lots on dedicated alley-ways or one-ways with two lanes so one lane is dedicated for entering/leaving the parking area.
nonetheless they still need to fix it
Might i add there completly broken you can make thousends because no matter the price, distance or number of parking lots there nearly full anyway, even if the buildings have visual parking garrages
1. You can easily place grass/tree lined roads when placing them.
2. Bug* crazy tax revenue from a certain industry and next having crazy subsidies while you are taxing them?
3. High density demand runs out to fast.
4. High school demand is 5x lower than college and 10x lower than elementary schools.
5. Only one nuclear power plant per city?
6. No auto noise barrier/lighting on highways.
7. No option for stronger 90 degree snapping.
8. Useless guidelines that are of irrelevant road type.
9. No real hubs
10. Emergency services are slightly faster than normal cars but don't overtake vehicles like in CS1.
11. Snow generates glitchy when it's 0C and leaves large grass stripes of a 1km across on the entire map.
12. No options so change road markings/signs to metric system.
13. No option to disable seasons
14. Vehicle ai is still pretty bad.
15. Vehicle ai is select on one parking lot forcing 250+ cars on a 60 car parking lot before going to the next one causing a major jam.
16. Cars still drive on pedestrian roads.
17. "Rent to high" WELL MAYBE DON'T BE A BABY WHO LIVES WITH 10 OTHER BABY'S!!!
I discovered your #2 weird glitch and exploited it- was making $212M per cycle 😂
@@tomjewell2509 same made 500 million in 2 months from timber/furniture
By Florida standards, when a building is 39% completed they consider it ready for usage!
💀💀💀
KEKW
Cars changing lane in the last possible second is the worst from me as someone who loves fixing traffic when my city gets huge.
Even after the update that supposedly change that it's still broken
The thing is it is realistic for SOME people to do that but when everyone collectively decides to make the worst driving decisions, that is when things go wrong.
AMEN this is my biggest issue aswell I love seeing traffic flow but when people decide to make a left from the right lane it just makes me (╯°□°)╯︵ ┻━┻
The hole is caused by your actual ground being lower than the road, in CS2 there seems to be 2 layers of ground height, true height, which is only configurable with the landscaping tools, and building-ground height, which is the adjusted ground level of things built ontop of a structure. (Like when you flatten a whole area when you plop something like a firestation on uneven land, though it returns sort of to an original state when you remove it. The road you built is probably smoothed to fit some height but your power poles are actually grounded on true height, since they dont need to be smoothed
It could be argued that this _is_ the issue though. True height should follow building ground height, but they don't currently, leading to actually a lot of weird behaviour, when you are trying to build stuff or terraform.
Dat klingt deutsch
This isn't correct. You could be in the middle of nowhere with no roads around and the power lines still do this if they are the elevated models.
The largest issues with CS2 are game play issues. Unlike the issues in this video they are the issues that actually prevent you from being able to play the game. Take for example transit lines. The actual line being hard to select and move around is bad but at least you can do it. Your transit stopping so a dog can walk across the entire map to get on the tram while your city collapses into gridlock, yea that is a major issue. The other is when a motorcycle gets stuck parking because you were not looking at it, causing your city to go into gridlock.
With that said great video though, loved the cuts.
I'm building a city with a lot of curved roads, and since medium density buildings aren't connecting to each other, there are a lot of empty spaces between them that can't be filled with anything, and it looks really ugly.
I really wish we could toggle those "quay roads" or whatever you call them. The ones with a concrete wall underneath. It's so annoying to have to fiddle around with ground height just to get a quay.
if the toggle mod didn't exist i wouldn't use that feature at all because of the fiddling around
I can't fathom why this feature is in there as is. Its like the devs wanted it to be as impractical to use as possible.
SO MUCH GRAY. Even the colors are grayyed. It's like a 2015 HGTV renovation nightmare.
The way wind affects air pollution is super broken. You cant place any residential districts downwind from industrial zones, no matter how far away. With enough game simulation, the pollution will spread across the map.
Also, the deficit for industrial goods is insane, theres no possible way to be even remotely self sufficient.
My favourite thing about CS2 is that they forgot to make a LOD model for the bog standard coal plant. Who doesn't love glitched out mesh whenever they zoom out!
For 3, just turn on snapping
For 5, they added a Line Overview and you can toggle each line’s visibility
And to add one of my own, it’s impossible to bridge anything except a road over the water if you have a boat path! Instead you have to tunnel your trains down to the center of the earth to get past it
Oh I did not know about the line overlay viability option, well now that I think of it I do but I did not think to use it for that! lol Thanks for the tip!
Yeah np 👍🏼
Feel like the bridge thing wont get fixed until the Bridges & Ports DLC comes out in the summer.
Well, transport line views are clunky and inconvenient to navigate to as well. Both need some work to be intuitive, even just to the level of C:S1
@@Distress. Ofc they gotta make it dlc 😭
Cars making a 90 degree turn to make a lane change is another. That has been present since CS1
1. "transporter" drivers are just in the game to create traffic. They do nothing but randomly select a destination and drive to it until they reach it then then randomly select a new destination, rince and repeat. They aren't citizens, they aren't workers or buyers. Just exist to clog up roads.
2. Your industry doesn't even need to be connected to any outside city access. They can magically get their resources if you delete all outside connections. No more delivery trucks clogging up your city.
3. You can select 1 resource from the industry tax tab and set it to receive subsidies and it will produce you all your income you ever need or want. A fully established system you can set all resident tax to zero, charge nothing for water and power. Have all free public transportation and set schools, police, healthcare to max 150 and you'll still make loads of ¢.
4. Why are there no custom university or park system like CS1?
I would have thought they would have expanded on the unique "campus" option. Extend it to things like a police academy, or a military base. Or even a unique commercial or industrial park style.
The game seems to be a predecessor to CS1. Boring buildings and static square shapes. Where is the new?
1 minor annoyance is that you cant change where a road name starts and ends.
Then you pretty much always have that one street that wraps around the entire metro area.
To complement the issue about building variety, there is a clear lack of medium commercial and office buildings.
Especially for the office, we go from one floor sized office to world trade center sized. Isn't it possible to have medium sized buildings?
The same goes with mixed buidling. I don't get why a mix commercial at the ground floor + office does not exist. It is a pretty common form of building in many big cities.
Finally, the number of employees in tall offices makes no sense either. I have skyscrapers with like 60 employees max. Basically one employee per floor.
I don't get how they provided so much flexibility with the housing, but not of commercial, offices and industriy zoning.
Not sure if it is mentioned by others before but working on underground roads and rails is a pain. There is no indication of the depth of a particular section of road/rail. When I need to modify/extend one, I have to do it by trial and error or they are not connected. Also, when drawing a subway line, it would be great if I can hide the transport routes on the surface as they are simply distracting.
Actual FKD UP bug. Place a hospital on a road. Upgrade it with the helipad. Now place a parkinglot or park on the same road near the helipad. Ever on flat terrain it creates a weird peak on the ground?
Don't forget that noise pollution is 10x stronger than the first game, makes all citizens constantly sick, and you have no way of reducing it easily, since trees no longer lower noise like they did in the first game. Another lost feature
FACTS:
Negative reviews on Steam (at the time I typed this)
CS1: 16,800
CS2: 17,620
Which I guess says a lot, as this game has barely been out for 3 months
It irks me how we can't control the length of a road like in CS1. Means that you can get roads making bizarre shapes running all over the city. And it could just be me, but trying to see subway networks in an established city is fucking difficult, makes it very hard to place routes.
I'd like to have the possibility to move the extensions of the modular buildings.
hearing emp say "what the actual fuck" made me cackle i was not ready for that
The zoning is just not good. It depends which road you build first and this is frustrating. Sim city 4 has a nice system where you control the orientation of the zoning and i think we need that.
The dairy farm not having a company move in. Government buildings with big parking lots that are empty.
11: cant raise the height of pre-built intersections
And many more...some things in the game can be only questioned with the phrase "REALLY ?!!! , FUCKIN REALLY ?!!!" 🙂
Terrain: looks like a pool table. Terrain: no decorative elements (gimme back my rocks!). Terrain: rivers look dead. Terrain: just it looks like it's from a game that's 20 years old.
You forgot the worst part. How hard it is to make perfectly gridded zones, and as mentioned from others, how small changes to a road far away will break the zoning and make buildings disappear, and you can never fix it! 😵
Its normal these days to release broken games then spend the next year fixing it. Criminal
zoning grid system is the biggest issue to me. you need to be so creative with road placements to make it look any good. otherwise you’re just with repetitive grids or huge gaps between buildings. i know procedurally generated buildings for odd shapes and angles would be challenging to design but cmon… still the same grid zoning system from almost 35 years ago!?
On street parking, when that one guy causing a 5 mile long tailback then as you zoom in he just parks
Its like they took everything we loved about CS1, shit on it, and threw it out...but not before taking everything we hate and making it worse...except some road building which is nice, I guess...
traffic always wants to stay in the right lane, clogging up exit ramps with traffic that doesn't want to exit.
The really weird water mechanics. I have builds where I made a tiny adjustment to the land near a river and from that moment on there’s water in that spot no matter what I do. And without pumping trucks like we had in Cities 1, there is no way to get rid of it.
The water pollution. After I removed my sewage outlet because I added a water treatment plant, the location the outlet was situated stays polluted. Even though there is really high water currents there. The pollution doesn’t seem to get washed away at all. My city is 10 years later now, the water pollution is still there…. We need a way to unbunch transport vehicles. I have three bus routes with each 4 busses. And the busses have been driving in a caravan for 10 years now. 🙄 it’s not only this build. It’s every build I make.
And we need to be able to add a water source without using the developer mode.
how cars will wait to the last second to change lanes and how cars just wont overtake road maintenance vehicles so there's just a mile of traffic behind one
Heres hoping that it wouldn't be just "fixed" and paywalled by DLC
True haha
I don't get you people. The necessary and basic DLC features are always free. Why do people forget that?
1. The difficulty to put one tree next to the other ones, the game just doesn't let you place trees close to each other like we could do in CS1;
2. The lack of options of train and metro stations. We don't have elevated stations and we have to repeated the same station all across the city.
3. Comercial buildings with huge parking lots, sometimes even bigger than the shop itself, it looks like those american suburbs even if i don't want to make an american suburb.
My biggest complain are the god damn road markings.
They simply make no sense and cause way more traffic then it should be.
Actually I admire your optimistic view on the game. I think there have to be fixed so much things that I am not expecting too much from this game in 2024. Besides that a lot of content is missing. I would wish a more critical view. This is far from a good game.
Cut and fill really should have a manual toggle. It is an absolute pain to implement as it is right now. If CO doesn't add this, then I really hope modders do.
The mod is available. It's called Extended Road Upgrades
The biggest one for me is the game forces you to destroy and rebuild roads just to change the intersection size/offset.
One thing I miss is having an option to chose which road we want a stop sign. Instead, we're stuck with 4-Way stops.
Well, I think phantom drivers would be good to look at. Seriously, one day I followed a person's van on its way home and it drove all over the city. He went around roundabouts twice, made U-turns at every junction, drove to the office area and then to the city centre (he lived on the outskirts) and more!
On the other hand, I'm afraid to put parking spaces because AI drivers apply the "parking I see, parking I must go to and create a traffic jam". Also, why do cars pull into the car park, drive around and leave? That's why you make a silly traffic jam?'
What about making pavements intersecting with pedestrian street bridges? The barriers DO NOT disappear and people literally cross right through them… a similar problem exists with roundabouts where they completely twitch around when connected to a roadwalk
To have a Yield option when you want to customize an intersection.
This. Not to mention having it be per incoming road, instead of this weird American 4-way stop nonsense. xD
yep
So true, silly North American stop signs.
Or at least it should be such that you can designate what the "main road" is, having yield signs for all incoming roads.
The workplace capacity in almost every building is so stupidly off. It's most visible in skyscrapers, where the realistic number is like 20-30 times whatever clownish number they decided to put it as. And the teachers in CS2 schools must be se overworked they can all sue for human rights violations.
I wish we had more autonomy on the traffic matters. A full integration of the Traffic Manager mod would have done the job.
Lack of trees / placeable items (rocks) / terrain variety (rocky terrain, beaches). Lack of building variety. Terrain height mapping causing issues. Crazy amounts of pedestrians / traffic for small towns. Lack of roads - single lane one direct roads with a footpath should be same as an alley width. Car Parks causing traffic jams. The original pre order bonuses are the best assets in the game and unobtainable - derp. No editor. Overly large single train stations, need more variety and modular train stations that start with a single double track... Not enough unique buildings. Development tree end buildings should have upgrade options. You should be able to off set or "set back" a zoneing line by placing in a secondary footpath for road bridges / underpasses for pedestrians. Where is my trade tower?
Here's a simple one. Let us mirror buildings when plopping them like in Workers and Resources Soviet Republic. Really handy for making sure the transport connections come out where you want them.
How about how all the utility networks (power lines, water pipes, etc.) are super fiddly when connecting them and constantly get in the way of road construction. Half the time when I'm trying to figure out why a road won't place how I want it, I zoom in and see thER'ES A FREAKING POWER LINE IN THE WAY.
Power lines should bulldoze or reposition automatically. Same for overpass pillars. Having to bullzone a whole road segment because the pillar is in *just* the wrong spot for a road I'm building under it is so annoying.
When day/night visuals are turned off, we should be able to manually set the time of day. I hate that it either has to be peak noon 24/7 or pitch black for 15 minutes at a time.
Let us save the camera settings so we don't have to re-set 500 different little configurations again if we accidentally click out of Photo Mode.
It should be more obvious what the welfare office actually does. Because I still don't know.
Tornadoes should not happen in broad daylight.
Car crashes should have replays, or we should at least get a notification when one is happening. Otherwise what's the point of the crazy ones that explode 20 cars across the map?
Road maintenance vehicles should not stop and go every 50 feet on the highway blocking traffic.
Tunnels should not be full of water.
There should not be terrain tearing where the road meets the grass if you zoom in.
The zoning grid should not shift and cause all the buildings on it to abandon if I add a road connection or a crosswalk somewhere.
Zoning should be toggleable on all road types.
There should be rail bridges. There should be bridges of all types with pillars wide enough to span sea ways.
There should be stairs when pedestrian paths reach a certain incline.
There should be better texturing for pedestrian paths, alleys, sidewalks, asphalt, grass... just as a start. Everything just looks flat and low-res even though it isn't when you zoom in, it's just a really repetitive texture.
Assets should not have a grass texture on top of the landscape grass. If there's ever a desert map this is going to look ridiculous.
I could go on for so long...
Cities2 is starting to have alot of the same problems sims4 has been having since it's release.
1. Cargo
Endless traffic jam because of slow trucks by the terminals. Import doesn’t exist.
2. Dead assets
Schools, cemeteries, hospitals, parks etc. not a single citizen is animated.
3. Broken education
100.000 population; 15 elementary schools, 2 highs schools are needed.
4. Economy
Economy is a complete mess.
5. Traffic AI
Those lane changes are still an issue, unnecessary traffic jams coz a stuck vehicle..
6. Roundabouts
Useless. Also the size of the large roundabout is a joke.
Still love the game, but there is so much to fix.
Land Value. Like who thought it would be a good idea to make industry buildings of a certain level have a such high land value that new business' cant move in to that area.
What I love is when cars tries to do a u-turn into oncoming trafic.Therefore creating a trafic jam that then gridlock the city, and where the only solution is either destroying the road or waiting for the car to magicaly desapear. Or when cars just stop inside a roundabout to let pass oncoming vehicles. In wich those vehicule will also stop for the car inside the roundabout... Or just cars that are exiting roundabout giving way for no reason to the cars who are sill in the roundabout .. Wtf xD
Lane Management should be added. Just the whole TM:PE mod
Cities Skylines 2 would be a great game if it were made 21 years ago by EA.
My biggest problem on this game is that I cant prioritize a road. So if i dont want a traffic light somewhere, I have to make people even from the busiest road to stop!
I agree with all of them except the third one... if you have snapping on it doesnt mess anything up
It would just be nice if the, basically road type, doesn't *change* , just because you move it around ever so slightly.
You have some very good points. Especially the buildings that are all the same, no historical button and modify public transport lines are some things that irritate me to.
My one big issue is vehicle pathfinding. Cargo station usually bog down because every box truck on the map just goes to one station to buy their goods.
People using freeway sidewalks, cars using pedestrian roads
Choosing a transit line is easy.
1) Go into the transit menu.
2) Hit the hide all lines button.
3) Turn on the one line you care about.
4) Fix it.
5) Unhide all lines.
6) Profit.
5 steps to move a point.
"Easy"
the waterphysics are also broken! it is not possible to build a waterfall with the groundtool. the water flows throw the ground.
1. map editor
2. pier, quay
3. Tropical theme
4. variety of buildings, houses etc
5. more prop/assets
Going along with the Trees: can’t we just have them spawn at full size. Don’t really see the point or fun of having them spawn as babies in the vanilla game
@1:12, unless I am misunderstanding this, you can change road direction by using the road upgrade tool, select the one way direction road you want, then hold and drag left click in the direction you want traffic to go.
it would've been amazing to be able to build stairs instead of theese terrible pedestrian passages. No, really, have you tried to build an under/overground passage for pedestrians?
The simulations of pedestrian behavior in crossing roads has to be much law-abiding.
Sims logic in traffic accidents gets me into frustration. 2-way road. 1 lane is paralyzed, the flow moves slowly. oh, here comes the police... and parks the car right on the second lane, blocking it too.
We were promised some pretty advanced simulations in choosing lanes and ways. Instead the cars can't change the lane without stopping the entire flow
1. Unrealistic Traffic / Parking. City is 20.000 People, but its like Manhattan Rushhour
2. Trucks / Semis entering/leaving any kind of storage area (habour, cargo terminal etc). Long Long jams because only one entry/exit is used.
3. Car / Truck Pathfinding/lane selection is still broken
The whole freaking game is a bug😢
Finally someone is honest about this broken beta..I mean game
The transit line thing is solved the same way as in CS1. You go into the line list for the mode in question (click on the entry for that mode in the Transportation overview) and hide the lines you don't want to change. Then you can change the one you want to change. It took a couple of tries to get the hidden lines to stay hidden but it eventually worked.
The biggest thing I miss is not having path view. If I can't see where the traffic intends on going, I can't change road layouts to help flow!
1:48 There was the same problem in CS1. The only solution I found is to hide all the lines execpt the one I want to edit in the transport panel.
That last one is actually the main annoyance for me. It seems to happen a lot when you place roads directly next to ploppables like the airport too. Terrain is buggy as fuck sometimes when placing objects especially roads
My elementary schools and high schools now show people. Elementary schools have kids that line up outside them. (But nowhere near 1000/1500 of them.) High schools have people that do recreation outside of the stadium. Also that sometimes enter through the front. (But nowhere near the volume that attend school.)
1 - the image of the windows causing lags, but when u zoom out, it disappears for lower LOD, u cant see windows light from far at all, making it less interesting to look from afar
2- in the trailer , theres construction animation, but in real game theres only crane and building magically completed at 40%
This just scratches the surface of issues. They can fix all 10 and the game still won't be GREAT.
Regarding Number 5 - Transport Line Selection - you can actually hide transport lines now, so just hide all other transport lines and you can perfectly work with the one you want to edit.
1 - They didn't implement ambient light, where there is sun the light is very strong and where there is shadow, for example the shadow of a tall building, there is total darkness, there is practically no atmosphere, like on the moon!!!
2 - Shadows in general suck, all squared...
3 - The roundabouts are practically untouchable, as soon as you try to connect a pedestrian path they go crazy.
These are all fair points, but there's one single fix that needs to happen before anything else - PERFORMANCE!
I fully bought into the hype and was really looking forward to the game release, but on hearing of the performance issues and seeing the spec requirements vs my system I opted to hold off, and am so glad I did. Now I'm waiting for the day they release an update that won't require a NASA spec computer to run, then I might actually think about playing.
I was such a fan of CS:1 and I cannot be the only one that feels virtually alienated by the devs and the whole CS community, just because I don't have a $5000 computer...
If CO can fix all that - they might have a chance at claiming a "great game".
When buildings burn down because they are waiting for a fire truck from the neighbor, even though there is a fire station with plenty of available trucks just 100m away.
There is also the fire station headquarters. Its expansion will cause the ground to be uneven, as if the designer ignored its ground level.
In terms of road bulding, power poles should be present if the road is cheap, and if going to upgrade for underground wiring, it should be significantly expensive, lets say 5x the original road price.
Theres a Tip:
At the Public-Transportline editing on the map you can hover with your mousecursor over the line from far left to far right, it will switch the lines one after one. You got your line showed which you want to edit, hold and drag mouse to edit.
Its still annoying but it is in the Game already. I got it by accident.
At least half of your list are problems from the first game as well. Wasn’t CSII supposed to be a brand new ground up engine?
Unrealistic emergency services responses, especially Fire, are absurd.
In trying to evolve the city in a plausible way, basic emergency services that respond in the background should be plausible too.
The annoying thing is that it appears the key components already exist, it’s like no one has bothered to connect them.
Streets and addresses tool. Why the hell is there no tool to make streetnames just continue on straight instead of turning corners every time a new piece of street is branched off?!
a. [CO fix] the same line tool for transport with waypointing could be used for this feature.
b. [mod idea/CO fix?] customizable Street name catalog. Auto numbered/lettered streets for grids. (we have 1st, 2nd, 3rd sts along with A, B, C, etc sts in almost every city in this country and this adds realism. (I usually have some part of my cities with alphabetical trees/birds/flowers/etc as well. Ash Av, Birch Av, Cedar Av, Date Av, etc.)
c. [Mod idea] another option could also be having "radiating addresses". Usually in the US, buildings are numbered from a "zero post" somewhere where the city was started, and not by where the street itself starts. So it's possible to live on a street only a block long and have a house numbered "24323 VeryShort St" because it's 243 blocks away from wherever that marker is.
When placing down bus stops, the road view changes to a solid grey, so you can no longer tell which roads have dedicated bus lanes on them.
Amen Bruder!
Bin wieder zurück zu TPF2 :)