HomeNewsCities: Skylines II

Cities: Skylines 2’s traffic simulation includes car crashes, better pathfinding, car parksAnd no hardcoded limits on resident numbers

And no hardcoded limits on resident numbers

An overturned car on a road in Cities: Skylines 2.

Among the new additions: car crashes, much improved pathfinding, and car parks. I find all of these as exciting as each other.

You can watch the videoabout roadsfor a look at construction tools, sound-blocking walls, roundabouts and more, but let’s embed the traffic AI video:

Traffic AI I Feature Highlights Ep 2 I Cities: Skylines IIWatch on YouTube

Traffic AI I Feature Highlights Ep 2 I Cities: Skylines II

Cover image for YouTube video

One of the issues with Cities: Skylines was that your citizens wouldn’t always make the predictable, sensible choice to drive on the fancy new road you created for them. Cities: Skylines 2 overhauls traffic pathfinding in a way that sound much more logical.

“In Cities: Skylines II agents choose a route based on a pathfinding cost. This cost is calculated using multiple factors such as the city’s road network, traveling time, travel cost, agent preferences, and more”

It’s been a while since I’ve read any Ballard, so I’m not sure whether a liminal space like a multi-storey car park is more or less sexy than a car crash, but Cities: Skylines also lets you construct parking structures for the first time. Drivers will factor the availability and cost of parking into their decisions about where in the city they’re willing to travel.

Cities: Skylines 2 is due to launch on October 24th.