Cities: Skylines II

Cities: Skylines II

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CTH2004 Oct 16, 2024 @ 1:39pm
Flooding and Toll Booths
I'm just wondering, does anyone know if flooding is planned, both from (if they work on them) tsunamis, and from rain storms, in which case at least some drainage mechanic? (basically, after heavy rain, will my tunnels one day flood)

then, are toll booths planned? If yes, great, I have some ideas on improvments. If no, here's some thoughts on them.

toll booths come in 2 types (this is the simple mechanic)
1. manual: cars have to stop, then pay
2. more expensive (both to make and maintain), automatic. I could get into how it works irl, but basically, it will work like manual, only they don't have to slow down.

You also can set the toll booths price (higher means more money, but people won't like it as much), and so on.

On the more complex side, perhaps things such as RFID methods (where I live, EZ-Tag), and you can choose (both per-toll both, and the cities default), wether it just works (so no effect), charges people without that thing more (you can show how much), and wether it's a fine (somehow connected to crime, as people might dispute the fine), or just a "convinience fee". many people from out of town wouldn't have that tag, and if you fine them for entering, well, they might not want to use your roads!
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Showing 1-13 of 13 comments
john.glossop Oct 16, 2024 @ 6:45pm 
There is a more modern alternative, used in progressive places, that rely on a microchip in a little box on the inside of the windscreen. It's a transponder that signals another little box on a simple gantry above the road in question, and which directly debits the car owner's bank account. It's a MUCH better solution than one of the old fashioned devices, because tolls can be applied, at varying rates, for different sections of a single road, and allow drivers to pay cumulative tolls as they go along. If the transponder in the car is missing, or there's no money "behind" it, then a camera takes a picture of the vehicle's registration number, and if the owner doesn't phone in to make the payment, an invoice for the amount is issued.
Much easier to use, and much easier to implement. Instead of building large barriers across major roads that stop traffic unnecessarily so that a toll can be collected, with this system, the driver can keep going without slowing down.
I can't understand why all toll roads don't operate this way.
Originally posted by john.glossop:
There is a more modern alternative, used in progressive places, that rely on a microchip in a little box on the inside of the windscreen. It's a transponder that signals another little box on a simple gantry above the road in question, and which directly debits the car owner's bank account. It's a MUCH better solution than one of the old fashioned devices, because tolls can be applied, at varying rates, for different sections of a single road, and allow drivers to pay cumulative tolls as they go along. If the transponder in the car is missing, or there's no money "behind" it, then a camera takes a picture of the vehicle's registration number, and if the owner doesn't phone in to make the payment, an invoice for the amount is issued.
Much easier to use, and much easier to implement. Instead of building large barriers across major roads that stop traffic unnecessarily so that a toll can be collected, with this system, the driver can keep going without slowing down.
I can't understand why all toll roads don't operate this way.
Japan does a lot of this, and the states (US) has implemented it in the last 20 years. It's actually quite nice, especially if you rent a car with one in it while on business trips or vacation. One less thing to worry about, especially if you drive around a lot.
Who wants to spend their vacation sitting in traffic?
CTH2004 Oct 21, 2024 @ 7:57pm 
Originally posted by john.glossop:
There is a more modern alternative, used in progressive places, that rely on a microchip in a little box on the inside of the windscreen. It's a transponder that signals another little box on a simple gantry above the road in question, and which directly debits the car owner's bank account. It's a MUCH better solution than one of the old fashioned devices, because tolls can be applied, at varying rates, for different sections of a single road, and allow drivers to pay cumulative tolls as they go along. If the transponder in the car is missing, or there's no money "behind" it, then a camera takes a picture of the vehicle's registration number, and if the owner doesn't phone in to make the payment, an invoice for the amount is issued.
Much easier to use, and much easier to implement. Instead of building large barriers across major roads that stop traffic unnecessarily so that a toll can be collected, with this system, the driver can keep going without slowing down.
I can't understand why all toll roads don't operate this way.
Well, part of it is cost. Part of its technology. Most of its behrocracy.

In Texas, they started using a small coin-battery powered transmitter in the early 2000’s. At first you had to pay extra, but… then as RFID got better, they used that. The signal emmited from the toll-“booth” (a beam with scanners), is enough to power the antenna in the tag. Over time they started phasing out toll booths. Problem is, removing toll booths isn’t easy, and until then it still slows people down (at least you no longer have to stop).

Alas, the wirless pay thing is not universal. Houston area? EzeeTag, elsewhere in Texas, it’s run by the same company, but it’s TollTag. As we have the first one, while compatible with TollTag, you have to manually pay as they don’t integrate.

And the ones in other states… yeah. Something needs standardization, no wonder it’s not happened!
Brother Rogue Oct 22, 2024 @ 12:49am 
I highly doubt it, the water physics in this version compared to the first one have very strange physics, its one of the reasons I'm just not playing anymore.

Its so disappointing
CTH2004 Oct 25, 2024 @ 9:10am 
Originally posted by Brother Rogue:
I highly doubt it, the water physics in this version compared to the first one have very strange physics
True, but it’s still in-progress. And (I wasn’t around in the beginning) if I heard right, didint the original cities skylines have, while revolutionary at the time, confusing and somewhat glitchy water? This might be an artifact of utilizing a new engine.

Also, I want this for the challenge. Though unless they add flood control methods, I’m not sure how I would modify my massive underground road infrastructure… eh, cross that tunnell when it comes, or maybe do less underground?

Originally posted by Brother Rogue:
its one of the reasons I'm just not playing anymore.
Fair enough, and I completely agree with that logic. Though I must ask, just out of curiosity, is it truly the water physics that made you stop for the time being?

I just ask because I really want to know if there’s someone else who can be bothered primarily by one feature!
(As I can. Want to know if you are a candidate for the club of “one feature can drive us nuts, yet a dozen others can be ignored”)

Though trust me, every so often re-try it. Just, trust me. Check back every so often.
Last edited by CTH2004; Oct 25, 2024 @ 9:22am
Elysia Oct 27, 2024 @ 7:27am 
the water physics are also my primary reason why i dont play much, i always try to make flat land to build on, but its like rivers are fixed in height and lowering the bottom doesnt drop the water level.
Zigzag9000 Oct 27, 2024 @ 11:02pm 
Originally posted by Brother Rogue:
I highly doubt it, the water physics in this version compared to the first one have very strange physics, its one of the reasons I'm just not playing anymore.

Its so disappointing

The water physics don't seem to exist in City Skylines 2.
I just spent 3 hours trying to deliberately create a deluge by backing up a river.

The water just stays in one place.
I dont have natural disasters on but my city still experiences flooding, all roads/buildings at the waterfront edge. Be busy in one section of my city for a while and i come back to a bunch of flooded streets and buildings...

Trying to get rid of the flooded area is a pain as i can raise the banks but the water will remain.
CTH2004 Oct 29, 2024 @ 3:27pm 
Originally posted by Zigzag9000:
Originally posted by Brother Rogue:
I highly doubt it, the water physics in this version compared to the first one have very strange physics, its one of the reasons I'm just not playing anymore.

Its so disappointing

The water physics don't seem to exist in City Skylines 2.
I just spent 3 hours trying to deliberately create a deluge by backing up a river.

The water just stays in one place.
hopefully that changes...


Originally posted by ⋠Ĝ๏ą✞⋡'ƦэŁĨq.:
I dont have natural disasters on but my city still experiences flooding, all roads/buildings at the waterfront edge. Be busy in one section of my city for a while and i come back to a bunch of flooded streets and buildings...

Trying to get rid of the flooded area is a pain as i can raise the banks but the water will remain.
do the roads stop working? (I haven't noticed). And do tunells get effected worse, and bridges not?

Also, #AddDrainage
Maybe some roads have it build in, and it's an upgrade for others?
or maybe all roads have it, but an upgrade is for an extra set, that's connected to a pump (making it require electricity, and output water?)
Originally posted by CTH2004:
Originally posted by Zigzag9000:

The water physics don't seem to exist in City Skylines 2.
I just spent 3 hours trying to deliberately create a deluge by backing up a river.

The water just stays in one place.
hopefully that changes...


Originally posted by ⋠Ĝ๏ą✞⋡'ƦэŁĨq.:
I dont have natural disasters on but my city still experiences flooding, all roads/buildings at the waterfront edge. Be busy in one section of my city for a while and i come back to a bunch of flooded streets and buildings...

Trying to get rid of the flooded area is a pain as i can raise the banks but the water will remain.
do the roads stop working? (I haven't noticed). And do tunells get effected worse, and bridges not?

Also, #AddDrainage
Maybe some roads have it build in, and it's an upgrade for others?
or maybe all roads have it, but an upgrade is for an extra set, that's connected to a pump (making it require electricity, and output water?)
The roads actually continue to function, i see people driving under water and walking their dog under water. All buildings get water damage and have to be deleted though. I tried making drainage canals but this does not remove the existing flood water.

I 'fixed' the problem by just removing the buildings/roads of the flooded area and never use it again:/
CTH2004 Dec 23, 2024 @ 7:57pm 
Originally posted by ⋠Ĝ๏ą✞⋡'ƦэŁĨq.:
Originally posted by CTH2004:
hopefully that changes...



do the roads stop working? (I haven't noticed). And do tunells get effected worse, and bridges not?

Also, #AddDrainage
Maybe some roads have it build in, and it's an upgrade for others?
or maybe all roads have it, but an upgrade is for an extra set, that's connected to a pump (making it require electricity, and output water?)
The roads actually continue to function, i see people driving under water and walking their dog under water. All buildings get water damage and have to be deleted though. I tried making drainage canals but this does not remove the existing flood water.

I 'fixed' the problem by just removing the buildings/roads of the flooded area and never use it again:/
That fix is definitely one soloution!

Though, just storm drains… hmmm… and weather based flooding. And…
Toll Booths:
Player makes x money,
x +15% if you have the toll booth tickbox.

Anything else is fantasy world and people don't understand how CO "works".
CO always goes for simple and broken solutions,
if at all.

They probably are working on Cities 3 since a year,
remember to preorder and to send your cash in advance to CO.
CTH2004 Dec 30, 2024 @ 6:24am 
Originally posted by Bum Bum:
Toll Booths:
Player makes x money,
x +15% if you have the toll booth tickbox.
tickbox? wdym?
and "x money", I guess that's one way to look at it. Though it does depend on traffic (more cars = more money), and vehicles often path around them...
ultimately, they could just use the same system (ish) from cs1.
Originally posted by Bum Bum:
Anything else is fantasy world and people don't understand how CO "works".
CO always goes for simple and broken solutions,
if at all.
Eh, yeah, the weather-based flooding is a bit much.... still, I think flooding mechanics similar to CS1. CS2 is better in some ways, but CS1 is better in some. (flooding being an example)

Originally posted by Bum Bum:
They probably are working on Cities 3 since a year,
remember to preorder and to send your cash in advance to CO.
okay... what makes you send that?
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Date Posted: Oct 16, 2024 @ 1:39pm
Posts: 13