Cities: Skylines – Mass Transit disembarking May 18th

I don’t really ‘get’ driving cars in cities. Having always lived places where I can get everywhere I need by foot, bus, train, or bike, I am bamboozled by city-building games nudging me to build intersections resembling Celtic knots. I’m relieved that Cities: Skylines [official site] will focus on public transport in its next expansion, Mass Transit, which publishers Paradox have announced will launch on May 18th. Mass Transit will bring new forms of public transport, from ferries to whimsically utopian blimps, along with new transit hubs to ease interchanges. Here, have a look at all this in a new trailer:

Mass Transit will introduce ferries, cable cars, monorails, and blimps. Helping connect all those and your other forms of public transport are transit hubs, magic buildings joining lines for easy transfers.

Going along with all this are new scenarios which Paradox say “will test your traffic management skills and transit system vision”.

Before making Cities: Skylines, Colossal Order focused on transportation with the Cities in Motion games. It’s interesting to see them return, though this expansion of course isn’t as deep as those standalone plan ’em ups.

Mass Transit will cost $12.99, which is a touch cheaper than Natural Disasters.

Skylines lead designer Karoliina Korppoo talked about Skylines with our Adam during EGX Rezzed in March, and handily that’s preserved on the datanet for us all to see:


  1. Lumière says:

    Seens nice; I’m just waiting for a GoY, Especial Edition, or anything with all the DLCs.

    • AngoraFish says:

      See, for that to happen they would have to stop developing the game. Looks like you might be waiting a few years yet for your fix.

  2. Heliocentric says:

    Cities in Motion are what lead to Skylines, they were wonderful mass transit planning and often formed into curious natural puzzles.

    Skylines avoided all of this for a beautiful toybox where you always win, I mean that’s fine, and it served them really well financially, but I can’t held but feel like I missed out of Cities in Motion 3, hopefully this will reach some way towards that.

    • FriendlyFire says:

      They’ve clearly stated that they’re never fixing the underlying traffic simulation, so it’s never going to be a particularly interesting or intricate traffic management game. You’re managing something, but it’s not real traffic or even an approximation of it. The quirks and limitations of the model are large and immersion breaking.

      • badmothergamer says:

        This is still the biggest problem with the game. I started a new city again last week and quickly ran into the situation where I have a 6-lane highway with a huge line of traffic in a single lane backing up all the way to the interstate with all the other lanes completely empty. It’s really frustrating to spend hours building an intricate, well-planned road system only to have it fail because the traffic simulation is awful.

        I’d really hoped they would at least try to fix these problems that have existed since day 1 rather than release a new DLC with blimps.

        • Hunchback says:

          This is a big problem with the game, i was hoping it would be patched by now…
          Aren’t there mods that fix this kinda thing?

          • FriendlyFire says:

            Sort of. Fixing the traffic sim is unfortunately a big undertaking which modifies a lot of things, so not only are very few people actually able to do it, but every update to the game will break it in various, often large ways.

            Your best bet right now is Traffic Manager: President Edition, which can change the AI and adds new road features. Its help/feature list also details some of the shortcomings of the fundamental design of how the traffic network is handled. Fixing those shortcomings would just be a monumental task, something the developers really should be doing themselves.

        • P.Funk says:

          The incredible thing is that by continuing to make money off of DLC they’re bringing in funds to use for paying to fix this through development time, yet they aren’t.

          This is why for all its downsides the Paradox model is in my opinion better for the end user.

        • Neurotic says:

          The reason we get huge tail-backs in a single lane is because the AI only changes lanes at specific ‘nodes’. These nodes are the places where one stretch of road ends and another begins, or where a road curves or bends. So one thing we can do to alleviate the problem is to make sure that we have not too many nodes right before a junction or interchange etc. The other thing is, as FriendlyFire says, to use the Traffic Manager PE mod, which amongst many other things, allows us to manually adjust lane usage on all our multi-lane roads.

          • bedel says:

            Surely, when the jams occur they can just detect it and add in a temporary node and then remove it? Maybe not even remove it because what is needed once is likely needed again.

            It would add nodes but also, you can remove nodes that are not being used. Eventually the system will move to some form of equilibrium.

        • sarnoc says:

          So I completely respect your opinions on the traffic sim in Cities: Skylines (who doesn’t have the same issues!). But on the other hand, frustrating though the mechanic might be, there’s an element of truth to the whole thing.

          By day I’m a transport analyst working for a national infrastructure company, and these kind of issues are what we come across every day: infrastructure is hard to get right, because what you design one day for a particular service flow no longer functions anything like as efficiently when the service flow completely changes 10 years later. What looks efficient on paper sometimes doesn’t work in practice, and sometimes what shouldn’t work on paper does work in practice (genuinely!). Indeed, offering faster journey opportunities will result in once huge flows switching very quickly. One of the – sadly lacking in most countries and cities – skills to urban planning is anticipating what those flows will do and putting in place the correct infrastructure to efficiently deal with those flows.

          That said, humans genuinely do often pick ‘the quickest’ route based on time, even though they know that they’re going to get stuck in a traffic jam on the M25, because that’s what they always do (like cims); it’s only when they’re driving to Heathrow that they’ll suddenly pick a slower but more reliable route. The same is true on metro systems and conventional heavy rail: faster journey times is directly linked to increased passengers and increased revenue.

          In my opinion, the main issue with Cities: Skylines is that there hasn’t been enough of a way of forcing ‘modal shift’ on passengers in large cities because of the underpowered public transport systems. That said, an efficient metro system can solve huge traffic issues (just like in real life). Whether Mass Transit can solve that is an open question – but I certainly hope there’s a bit more detail to the public transport simulation, as well as the (ultimately) meaningless ‘fun’ systems like hot air balloons.

          One final point I would make is that more or less the only challenge to the game is creating a functioning (and efficient) transport system which reduces the pressure on roads by encouraging multi-modal systems.

          Without wishing to criticise anyone in particular, there was a time when gamers liked a challenge and tried to work out how to ‘beat the system'(or work with it) rather than complaining about ‘broken mechanics’ – not saying that’s what people on here are doing, but it certainly does happen and I think it shows that gaming has become less strategic over the years – probably as attention spans have reduced.

    • April March says:

      As someone who loved CiM (and still have it installed) but never really clicked with Skylines, I agree entirely.

      Though there’s CiM2 to show a newer CiM with more features wouldn’t necessarily be a better CiM. CiM is a very janky game, but its jankiness is in some ways what made it flourish.

  3. Montag says:

    May they let us ban cars from our cities and rely only on public transportation.

  4. ludde says:

    Back in my day expansion used to mean another half or so of a game. I wish they’d make one for this game rather than all these small DLCs.

  5. Neurotic says:

    The Rezzed video is a one-two punch of sexy accents.