Transportation
Light Rail and
"Rail for Industry"
With
the ideas coming in for light rail, one person suggested that the rail system
should be categorized as "light rail" and "industrial rail".
Whilst the concept would require a bit of work from Maxis, the concept is quite
valid in real life.
The
rail system in the next version should become more realistic by including
normal rail (industrial rail) which services the industrial sector and light
rail (subways and tramlines) which would services the commercial and residential
sector.
The concept of normal rail has been
covered well on this site, however, light rail is an area which needs
clarification if it is to be placed in the game. Light rail can mean quite a lot
of things in different parts of the world. Trams, small railroads and elevated rail lines
are just a few examples of light rail systems that can be found throughout the
world. Rather than having Maxis replicate all these system, a better idea would
be to provide a generic light rail system that acts as an above-ground subway
system.
Basically,
the light rail system would plug into the existing subway system and run through
commercial and residential neighborhoods. This allows for a more realistic
system of passenger rail networks within a city.
You've
probably read up to this point and are screaming "but what about the
specific system I want to model?". Ok here is the good part, assuming that
Maxis would allow full customization of graphics in the next version, the rail
lines used in this network could be modified by the user to represent monorail
lines, elevated rail systems or what ever your heart desired.
The
added benefit of having this additional system is that you can still maintain
the existing rail network in your city (without modifying the graphics set), and
be able to modify the "light rail" tiles to look like the passenger
rail system used in the city you are modeling.
Train Station
Placement
- Stations would plug into
existing track work rather than sit on the side. A station is placed
on the track and when built, replaces the track with a picture of station.
North-south and east/west alignment is automatically
decided by the system.
- Trains sprites should be
drawn to look like they are traveling over these tiles.
- This concept allows a
station to service multiple lines at once and with the terminal you can represent how busy it can really get by having up to four rail
connections going into the station.
- By keeping the tile size
of rail facilities to even numbers, stations can accept multiple
connections into them.
The Yard Concept
The diagram on the
right looks complicated but would work fine if applied to Simcity.
Looking at the diagram the
following would occur:
Facility
with track |
Yard
Track |
Yard
Track |
Yard
Track |
Yard
Track |
Yard
Track |
Merging
Track |
Yard
Track |
Yard
Track |
Yard
Track |
Double
Track |
Switch
Point |
Switch
Point |
Switch
Point |
Double
Track |
Yard
Track |
Yard
Track |
Yard
Track |
Merging
Track |
Yard
Track |
Yard
Track |
Yard
Track |
Yard
Track |
Yard
Track |
Yard
Track |
- The yard would be available in two
positions being north-south and east-west connections.
- Trains would start or end from edge of
red tiles and only travel over the red and green tiles.
- Existing tracks would plug into edge of
red tiles (using parallel concept for track work - see above).
- Green tiles would be drawn to represent
interlinking lines.
- Blue tiles would be drawn to represent
tracks going off to side yard lines.
- Orange tiles would be drawn to show
various yard
tracks with carriages waiting
- Purple tile would be drawn to show a
locomotive servicing facility and a track.
- "Live" connections can only be
made to red tiles (other tile edges are "dead".
- The above layout allows for players to
place multiple yards together to form a larger facility as the orange
and purple tile tracks would go all the way to the edges.


Track Schema (left) and a close
example made in BAP (right)
Miscellaneous
and Bits for Transport |
There have been several
people who have suggested some good ideas which don't quite fit in with
the ideas in this section but are worth the mention.
Naming
Streets - It might be complicated for Maxis to include,
but a huge amount of people want the ability to name streets. This could
be possible based on storing the grid co-ordinates for each road.
Intersections could be tricky.
Shipping
Variety - Whilst the various ships that float around in
SC3000 provided a cool bit of 'eye-candy', the next version of Simcity
should model more realistic the elements of shipping. Players have
suggested that large container ships, cruise liners (specific to the Recreation
ideas), coastal patrol boats and private vessels should be presented on
the water. In addition, a variation in colours for each type of vessel
would make this 'eye-candy' even more appealing to players.
Some people have even suggested the odd
naval ship should appear such as an aircraft carrier or destroyer!
Plane Variety -
The same idea as with shipping has been presented with planes. Most
players complain that the planes in SimCity should be more up-to-date. A
good idea would be to provide a wide variety of "generically"
jet planes in the game. This way you don't have players complaining that
they have propeller planes in the 22nd century.
Traffic
Lights - A little eye candy should be added to
intersections. When an intersection is created, tile with traffic lights
replace the current intersection tiles in SC3000.
Diagonal
Crossings - Some people have suggested that you should be
able to diagonally cross railroads and roads (even highways!)
Choice of
Highway Lanes - Some players have suggested that the
width of a highway should be selected. This way you could have 2,3,4 and
5 lane highways
Median Strips
- Median strips could be included between highway lanes to make them
look more realistic. The picture below shows (hypothetically) what
highways, arterials and lowered highways could look like.

|
Roads
Streets |
1x1 |
Good |
Good |
Good |
This road type
would apply to residential and non-built up areas. Traffic can only
reach a certain limit on these streets. When you lay a street parallel to another
street (construct avenue) it will automatically upgrade your street to a
arterial route.
- Residential areas and "quite
suburbs" remain that way. Currently a suburban area can become
a traffic nightmare in SC3000.
|
Arterial
Routes |
2x2 |
Good |
Good |
Good |
Taking the avenue
concept and applying it as an independent tile. These roads are treated
as main arterial routes where heavy traffic passes through.
- Business districts are more spaced out
and look more realistic.
- Heavy traffic is controlled through
these roads as the city grows.
- Allows for realistic modeling of
traffic and gives the player slight control of traffic conditions
within the city (currently the randomization of traffic or
"hoarding" effect is unrealistic)
|
Round-about |
3x3 |
Good |
Good |
Good |
The
roundabout idea has not been suggested very often, however, it
is a symbolic transport design throughout the world. Major
cities use roundabouts to control the flow of traffic through
large central business districts. Currently the player can
create a 'rough' roundabout in the game such as those shown in
the picture, however, they tend to not look realistic and as the
arterial example shows the roads create intersections around the
roundabout.

In SimCity terms, the roundabout
would be a 3x3 tile, as above, that allows road connections to
tiles 2,4,6 and 8. Some people have also suggested tile 5 be
hollow to allow the player to place a park, fountain or 1x1
landmark in the middle. The same concept could also be applied
to arterial routes by expanding the size of the roundabout to 4x4 (as shown in the
picture).
|
Highways
- Raised |
2x2 |
Bad |
Good |
Good |
Existing highway
tileset from SC3000. The look of the tileset could be modified so that
it does not give the "Berlin Wall" look when placed. Maybe
applying piers under the road would be more suitable.
- If the walled look is changed, makes
raised highways look better.
|
Highways
- Lowered |
2x2 |
Bad |
Good |
Good |
Existing highway
as in SC3000, but running at ground level. Would have barriers to
symbolize the difference between arterial roads.
- Looks better than the walled in look
of SC3000 highways
- Can represent specific city highways
more realistically (i.e. New York, Berlin autobahns)
|
Onramps
- Raised |
3x1 |
N/A |
N/A |
N/A |
Use the existing
onramps from SC3000 for raised highways
|
Onramps
- Lowered |
3x2 |
N/A |
N/A |
N/A |
A new tile would
be developed that takes the shape of a stretch out "S" shape.
Three spaces would be needed parallel to the road as you would have to
take into consideration the one tile space for where the land bridge
raises the terrain.
|
Onramps
- Lowered to Raised Highways |
3x3 |
N/A |
N/A |
N/A |
Same tile concept
would be used when creating onramps in SC3000 when highways intersect,
except that the new set would have to drop down to ground level.
|
Intersections
and Junctions |
N/A |
N/A |
N/A |
N/A |
Street
to Arterial |
Street
to Lowered Highway |
Arterial
to Lowered Highway |
All
to Raised Highway |
Would work in the same
manner as existing roads going through avenues. |
A
narrow land bridge would be built over the highway. |
A
wide land bridge would be built over the highway. |
Same
as currently exists in SC3000 |
|
Connection - Raised to Lowered Highways |
4x2 |
N/A |
N/A |
N/A |
This
would be a 4x2 tile that automatically raises the road to an
appropriate level (can only be done on flat terrain - not possible on
gradients).
Example of diagram:

- Tiles 1 and 2 would lay over or next
to the lowered highway.
- Tiles 3, 4, 5 and 6 would be drawn as
piers under the road being raised to meet at height of raised highway.
- Tiles 7 and 8 would lay over or next
to raised highway.
This special tile could also be
automatically applied by the game if you drag a raised highway over a
lowered highway to create a connection (normal structural warnings would
be given if not possible).
|
|
Railroads
Tracks |
1x1 |
Bad |
Neutral |
Good |
Same effects and
style as existing SC3000 track except that when two lines are laid
parallel to each other they should not cause the looping effect that
occurs in SC3000. Parallel tracks should confirm to the same rules as
avenues in SC3000.
- Heavily used tracks can be rectified by
laying another line next to the existing line.
|
Depots |
2x2 |
Bad |
Neutral |
Good |
Depots are used for
industrial areas.
|
Station |
2x2 |
Neutral |
Good |
Neutral |
Small stations can
be used in residential and small business districts. Their effects are not
as bad as large stations and they only cover a smaller radius than larger
stations.
- SC3000 did not really use railroads for
residential and commercial purposes. This model allows for Sims to
actually use your rail network.
|
Terminal |
4x4 |
Bad |
Good |
Neutral |
Larger stations can
be used for heavily populated areas and business districts. These stations
serve a larger radius than small stations.
- More realistic classification and usage
of rail system in CBD areas.
|
Yard |
5x5 |
Bad |
Bad |
Good |
Yards need to be
brought into the next Simcity as a better representation of railroads.
Yards can replace the existing shed that appears where a rail line ends.
Assuming that a player has placed at least
one yard in the city, the rail network will start to be used.
- Gives the game a better way of
representing where trains originate and end when traveling.
- Gives the industrial areas that
"hustle and bustle" look.
- Eliminates the small shed look of
SC3000.
- Improves industry as most industries are
realistically located next to railroad yards.
|
|
Buses
Bus
Depot |
3x3 |
Bad |
Good |
Neutral |
This tile should replace the bus
stops in SC3000 which became too much to manage. Players eventually got
sick of placing stops everywhere that bus stops became a neglected part of
the game.
- Bus Depot would cover a larger radius
and bus services would be more manageable in the game.
|
|
Waterways
Ferry
Wharf |
2x2 |
Bad |
Good |
Neutral |
This building would be a special
water based tile like the marina in SC3000. The building would be drawn to
have little piers going off each direction so that logically one edge can
make it to the shoreline.
Restrictions would apply so that the
building must be adjacent to the shoreline (stops isolated building in
middle of water).
Logically two wharf stations would need to
be established to make this service work.
- Finally represents a missing element
from the Simcity games.
- Boosts commerce.
- Solves the problem of how Sims can cross
water if no bridge exists (good early in the game when you can not
afford a bridge).
|
Passenger
Terminal |
3x3 |
Bad |
Good |
Neutral |
This building would serve for
the purpose of tourism and commerce. It has the same variables and effects
as an airport in that more than one makes no difference.
Must be based next to shoreline to have any
effect.
- Helps commerce and tourism.
- Gives Maxis an excuse to include a
cruise liner floating on the water.
|
Water
Buoy |
1x1 |
N/A |
N/A |
N/A |
A
suggestion that would improve on the use of ferries would be to
place these tiles around your lakes and oceans and mark specific
routes for the ferries to take. Basically these tiles act as
markers in the game which are used by ferries. When a ferry
travels, it looks for a buoy in the direction it is traveling
and heads that way. It keeps repeating this process until it
reaches a wharf or a "dead-end".
This way you don't have ferries traveling
aimlessly through the game and it makes the waterways concept
more interesting.
|
|
Bridges
and Tunnels
Bridges |
N/A |
N/A |
N/A |
N/A |
The
game needs to bring back the option where
a player can select the type of bridge to build. A wider choice of
bridges should be made available for all road types. Obviously
the street and arterial route tiles would have the biggest
choice of bridge types.
Example
of bridge types that could be included: |
 |
Connection to
Bridges for Arterial Routes
Its no secret that SC3000
allowed you to place two bridges against each other in order to allow
the avenue effect to stretch over a river.
-
The solution to bridges
or tunnels (if arterial routes are introduced - see below) would be
to either let players get away with the way it is currently done or
actually produce two sets of bridges. Normal ones for streets and
widened ones for arterial routes.
-
Lowered Highways would
not have any problem as when a bridge is required, it must raise the
terrain anyway. In essence it becomes a raised highway
automatically.
|
Tunnels |
N/A |
N/A |
N/A |
N/A |
Tunnels need to be changed
so that they can also go underwater like most modern cities use. New York and Sydney
are great examples of such underwater tunnels. The concept would be the same as
laying subways under water except that the terrain could not be too
steep as this would be unrealistic.
In addition, players have
suggested that they would like to have a tunnel tool as an
option in the menu, rather than making the game decide when a
tunnel should be built. This way, the player is free to create
unique combinations both through mountains and underwater.
|
|
|
Light
Rail
Light
Rail Track |
1x1 |
Neutral |
Good |
Neutral |
This
tile would function in the same manner as the subway tile,
except it is above ground. The track would have a less
industrial look than the normal rail tracks.
|
Track
Linking Tile |
3x1 |
N/A |
N/A |
N/A |
This
tile would be used to link the subway system to the light rail
system in order to allow continues transport. This tile would
have the same effect as the track linking tile in SC3000. The
tile size is important as it realistically reflects the gradient
needed for a subway car to go up to ground level. In addition,
if this tile was graphically modified by the user, it could
easily interlink into an elevated rail system.
|
Light
Rail Station |
1x1
or 2x2 |
Neutral |
Good |
Neutral |
The
light rail station would be able to "plug" into the
track system in the same manner as rail stations. This station
would have the same variables as the subway station.
|
|