The city builders have always been shit railroad simulators, though if you abuse Cities Skylines with enough mods you can almost get something that's like a very discount bargain bin at the going out of business sale at the dollar store version of transport tycoon.
Maybe if the grid was 4x as dense or something you could have more decisions and realism (a one-way road should be about as wide as a single rail, etc).
CS2 is adding depos to everything, but none really model the correct "it's a fucking siding next to a building" freight unloading that is possible; one of the whole values of a freight railroad is that you can have a rail car dropped off on your siding and unload it yourself, and it takes basically not much space at all.
To say nothing of the spurs where you back trains into, too.
It's just a damn shame that there's so much that
could be corrected, and you
know none of it will, if not be made worse, it won't be corrected through patches or DLC, and mods won't magically fix it.
Anyway, the page on
public transportation dropped a few days ago.
This thread is spawned from the NJB/anti-car thread, and there's a lot of crossover. A lot of the urbanists were crying about Cities: Skylines II being too "car-centric" but this latest post shows that they'll bend backwards to add viable public transit to the game.
Now, first off, as much as I disagree with these retards, there
is some room for light rail to urban areas. Both Houston and Dallas, pre-2020, had their original "Red Line" wildly successful with park-and-rides in the suburbs and hitting up popular destinations (both hit the zoo, for instance). Unfortunately, nowadays with the crime wave, ridership has decreased as people drive more cars.
Simulating this wouldn't be difficult, an agents' preferred method of travel would factor in crime, and dissuade them from public transit. Of course, even in the best of circumstances, taking 5% traffic off the associated highway is a smashing success, but despite everything working in hand with conventional "good city" logic by city sims...lower crime -> encouraged mass transit -> lower mass transit -> less traffic -> less pollution -> ??? -> profit. However, the same sorts that like mass transit are the same ones crying about police, so police = more trains is antithetical.
But the trains aren't really great because rail mass transit in America either takes one of two tracks (pardon the pun): a legacy system that dates back to private streetcar lines that were popular enough that they were adopted by the city, or a new system pushed by politicians once the size of the city reached critical mass. Remember, 100,000 is a time for a fancy achievement of "Six Figures" but in real life that is still not skyscraper city populations.
We all know that a super-sprawling empire a la Houston is not going to be possible, and even making a scale New York City probably isn't possible either (and NYC has a
lot of smaller municipalities that power the beast, especially the money-munching MTA).
What I
haven't heard is what if you build your city to be "car-centric" with no bus systems? The young typically don't have anywhere to go, and I doubt that you'll see 1980s bicycle-era Hong Kong unless everyone is
really poor...so would it simply just add cars to the highway?
But I digress. Let's look at what the blog says.
Buses unlock first and form the backbone of the city’s public transport network in the early game. They are a tried and true method, cheap and flexible even though they are very much affected by the traffic conditions of the city. Buses require the Bus Depot for periodic maintenance and come in two flavors: traditional fuel-operated buses and environmentally friendly electric buses. To use electric buses in your city you will need to update the bus depot to maintain them.
OK...this is not
bad per se but it does show that they still don't have what SimCity had. Even though SimCity games generally simulated post-WWII America, they still had inventions where after a certain point in the game's time, new stuff would be unlocked, and electric buses just are "more expensive"...which is a bit of a shame because that's one thing where C:S could've been actually improved.
Taxis are a staple in most cities and that is also true in Cities: Skylines II. Taxis operate on a similar logic to personal vehicles, able to transport passengers to where they need to go, and in the early game, taxis also bring new citizens to the city who don’t have their own personal vehicle. Taxis are an extremely flexible public transport option as they don’t require lines to operate. However, they are low capacity, contribute to the city’s traffic congestion, and are also held back by it.
Now we're this is an actual disadvantage. One of the things that started becoming bad with
SimCity 4 but got worse with the clones and inferior successors is the need to control
everything, and taxis are not one of them. I'm not sure if the developers understand that taxis aren't a form of public transit, they are effectively contractors that the city manages. New York, Boston, Chicago, and others sell a
transferable permit that they sell to individuals or taxi companies, and this permit effectively creates a contract with the city and in exchange for using road space, they contribute a small amount of profit. Therefore, taxis should be a way to add to your coffers, not take out. The idea of door-to-door service in terms of public transit
does exist, but it's used primarily for the disabled. (If you aren't disabled, the cost/benefit is usually so bad you should just get a car). There is no mention of anything like Uber or Lyft, which is not so much a new idea but rather a recreation of the old one. Before taxi companies were organized in a single cohesive unit, the idea of transporting someone else in a car for a small fee is as almost as old as cars themselves, and in the mid-1910s, the idea had grown so popular that the streetcars were losing hundreds of dollars a day to them (which in 1916 was not chump change). The idea of yellow cabs being a drain on your finances is absurd and either they don't care or don't understand why taxis are what they are--and thinking that they're a staple in "most cities" (they are not) indicate that.
Trains carry large amounts of passengers and cargo and while their infrastructure size makes them better suited for intercity transport, they can be used locally as well. To create train lines you need to first build a Rail Yard, which sends out and maintains your trains, and connect it to the tracks. Trains naturally require tracks to run on and building a train infrastructure is a high initial expense but due to their transport capacities, they more than make up for the initial cost over time.
Train infrastructure allows you to create two-way and double tracks as well as one-way train tracks, elevated tracks, bridges, tunnels, and cut-and-fill tracks running lower than the ground level. Trains and other rail transports are able to drive backwards and forwards, and thus they can utilize track switches created by combining two-way and double train tracks. Stations also feature pre-built tracks which create track switches automatically when tracks are connected to them, regardless of track type.
A lot of train track in the United States was first laid down back in the 19th century by railroad companies who got cart blanche from the federal government, and all the train infrastructure is built from that, either with trains operating on track that is leased from the same companies (which have since dropped passenger service), or purchasing the track themselves.
Plus, the idea of "one way track" still rears its head because Cities: Skylines is too lazy to set up a signal system. The trains run more effectively in
Factorio (which can also do single-track spurs, though Factorio still requires dual-engines). Also, freight train tracks for intra-city transportation is extremely rare. Austin does it (though with diesel-electric operated trams, no wires), Syracuse did it (that bombed), and a few others do. There's no mention of wire-operated trolleys either (either interoperability with the freight train system or not)...guess they're saving that for DLC.
Subwayis a fast, high-capacity local public transport option. The initial investment in the rapid transit infrastructure is high but due to its speed, it is a popular transport choice for many citizens who value their time when making pathfinding calculations.
The only time when subways are faster than the road system is when the road system is packed and there's no highways, like New York, and even then they only "win" during business hours. Scrolling down, they seem to have an option to have day or night service, but there's no more advanced options. For example, you can't have trains running until last call (middle of the night), or slow down service after around 7 pm, or have different weekend schedules...and the day/night service is probably not advanced enough to have any real consequences.
For example, if you want a robust 24/7 city with night shifts, all-night restaurants, where revelers will party until 6 am, then limiting night service.
This is why I have no confidence in CO/Paradox. They merely did an imitation of SimCity without understanding what made the game fun, and didn't have the passion to actually research why some things are the way they are. In terms of freight rail, for instance, overpasses or underpasses are useful not just for congestion reasons and emergency times, but that means that trains don't have to blow their horn (no more crossing), which means quieter neighborhoods, more desirability.