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Ultimately the tunnel and bridge junction problem needs to be solved, not just for metro, but all modes of transport. That's one of the few big design features holding the game back at this point, and would really make the game even more absolutely outstanding.
Even a temporary solution, such as the ability to make a tunnel/bridge switch "building" would be most welcome. (Somewhat like forklift junction, but for trains.) Modders could then iterate different types of junction.
Not the best solution, but perhaps easier as a stopgap until proper infrastructure only junctions work for all types.
Speaking of - forklift roads should probably be updated to not require the junction building. Just disable direct transfer if the total length is too long. Or don't, and leave it to the player to decide. I've also brought up how direct connections to warehouses should work like helipads and firestations, through a proximity joining mechanism. Then forklift roads could be allowed to be any length - direct transfer would only happen with proximity joining of warehouses with production.
For the love of the Republic, give us signals in Metro Tunnels and make rail tunnel signalling easier to do.
I do not have a single underground working yet so I cannot provide too much feedback. You know those tunnels take ages to build especially if you do not prioritise them.
I suggest a possible workaround compromise: make metro stations have built-in signals like they do in Transport Fever. We can build extra stations along long routes trains don't necessarily stop but will serve to create more blocks.
this is how i manage my metro rite now
refer to photo above post
One time I built two lines, both underground completely and another time I built one long line. It was split into two different lines, never coming above ground. Some trains ran on one end and others on the other end, they shared the end station in the middle and had their own on either end.