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Cities: Skylines II News

Get your very own Captain Chirper!

[p][/p][previewyoutube][/previewyoutube][p][/p][p]You can now get your hands on the new Captain Chirper Plushie from Makeship! Your favorite blue bird comes dressed in a Captain's hat and is ready to enjoy all that your new Ports have to offer! 🐦[/p][p][/p][p]You can get yours now at https://pdxint.at/CptChirper![/p]

Bridges and Ports - 1.3.6f1 Patch Notes

[p][/p][p][/p][p]Hello Mayors!

Bridges & Ports has docked, and we have a shipment of Patch Notes! We hope that you have enjoyed the two Developer Diaries and the two Feature Highlight videos, but if you have missed them, you can find them here.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Bridges & Ports are now available on PC via the Ultimate Edition or for purchase for $19.99/£16.99/€19.99 — or bundle it with the brand-new Cold Wave Channel Radio Station for $22.49/£18.89/€22.49.[/p][p][/p][p][dynamiclink][/dynamiclink] [/p][h2]Patch Notes for 1.3.6f1:[/h2][p][/p][p]Important changes:[/p]
  • [p]Increased noise pollution from zoned industry: This includes both the amount and the radius affected by noise pollution. New cities will need additional space between industrial and residential zones, and existing cities may need to rezone residential areas that are too close to industrial zones.[/p]
  • [p]Population drop when loading an existing save: This is expected, as we have fixed some incorrect calculations in the citizen numbers. The numbers are corrected when you first load your save, but the population should stabilize after a short while (5-10 min). [/p]
  • [p]Increased truck traffic: With the resource balancing and addition of resources being delivered to buildings before they level up, existing saves are expected to see significantly more traffic for a while. This will normalize once the buildings waiting to level up have received resources, but may require improving areas with traffic jams.[/p]
[p][/p][p]Known issues:[/p]
  • [p]Fish amount is not displayed correctly for custom maps. This affects the New Game map selection and the Info View, both in-game and in the Editor. Despite the missing information in the UI, the fish resource is simulated and functions normally.[/p]
[p][/p][h2]New Paid Content[/h2][p][/p][p]Bridges & Ports[/p]
  • [p]10 New Moveable Bridges:[/p]
    • [p]Two-Lane Drawbridge \[Small Roads] [/p]
    • [p]Four-Lane Drawbridge \[Medium Roads] [/p]
    • [p]Six-Lane Drawbridge \[Large Roads][/p]
    • [p]Four-Lane Highway Double Train Track Double-Decked Liftbridge \[Highways][/p]
    • [p]Two-Way Train Track Liftbridge \[Train][/p]
    • [p]Double Train Track Liftbridge \[Train][/p]
    • [p]Double Tram Track Lift Bridge \[Tram][/p]
    • [p]Double subway track Lift Bridge \[Subway][/p]
    • [p]Cable-Stayed Pedestrian Drawbridge \[Pathways][/p]
    • [p]Pedestrian Bascule Bridge \[Pathways][/p]
  • [p]2 New Double-Decked Bridges[/p]
    • [p]Two-Lane + Four-Lane Double-Decked Extradosed Bridge  \[Medium Roads] [/p]
    • [p]Three-Lane Highway Double-Decked Suspension Bridge \[Highways][/p]
  • [p]8 New Bridges[/p]
    • [p]Four-Lane Truss Arch Bridge \[Medium Roads][/p]
    • [p]Two-Lane Suspension Bridge \[Small Roads][/p]
    • [p]Four-Lane Extradosed Bridge \[Medium Roads][/p]
    • [p]Four-Lane One-Way Extradosed Bridge \[Medium Roads][/p]
    • [p]Six-Lane Suspension Bridge \[Large Roads][/p]
    • [p]Six-Lane One-Way Suspension Bridge \[Large Roads][/p]
    • [p]Double Subway Track Truss Arch Bridge \[Subway][/p]
    • [p]Wooden Covered Pedestrian Bridge \[Pathways][/p]
  • [p]7 New Quays[/p]
    • [p]2 Medium Quays with Driving Lanes \[Small Roads][/p]
    • [p]2 Wide Quays with Driving Lanes \[Medium Roads][/p]
    • [p]2 Pedestrian Quay \[Pathways][/p]
    • [p]1 Port Quay \[Transportation Water][/p]
  • [p]Passenger Ferry[/p]
    • [p]Ferry Depot[/p]
    • [p]2 Ferry stops[/p]
    • [p]Ferry Terminal[/p]
    • [p]Ferry Line Tool[/p]
    • [p]Narrow Boatway[/p]
  • [p]New Port Assets[/p]
    • [p]3 Port Sizes \[Transportation Water][/p]
    • [p]23 Port Upgrades[/p]
      • [p]2 Auxiliary Gates[/p]
      • [p]Customs Office \[Medium & Large Port][/p]
      • [p]Reach Stacker Garage \[Large Port][/p]
      • [p]Passenger Terminal[/p]
      • [p]Employee Canteen[/p]
      • [p]Port Security[/p]
      • [p]Emergency Response[/p]
      • [p]3 Cargo Container Yards[/p]
      • [p]3 Cargo Warehouses[/p]
      • [p]3 Tank Farms[/p]
      • [p]3 Bulk Storage Yards[/p]
      • [p]2 Container Cranes [/p]
      • [p]Intermodal Train Terminal [/p]
    • [p]7 Port Roads \[Transportation Water & Port Upgrade][/p]
  • [p]3 New Storage Yards \[Transportation Road][/p]
  • [p]New Specialized Industry: Fishing [/p]
    • [p]Fishing & Open Water Fish Farming \[Specialized Industry][/p]
      • [p]Fishing Area \[Fishing Harbor Upgrade][/p]
      • [p]Open Water Fish Farming Area \[Fishing Harbor Upgrade][/p]
      • [p]3 Cold Storages \[Fishing Harbor Upgrade][/p]
      • [p]Fishing Harbor Pier \[Fishing Harbor Upgrade][/p]
      • [p]Fishing Routes \[Fishing Harbor Upgrade][/p]
    • [p]Inland Fish Farming \[Specialized Industry][/p]
      • [p]3 Cold Storages \[Inland Fish Farming Upgrade][/p]
  • [p]New Specialized Industry: Offshore Oil Industry [/p]
    • [p]Offshore Oil Drilling Hub \[Specialized Industry][/p]
    • [p]2 Oil Platforms \[Offshore Oil Drilling Upgrade][/p]
    • [p]3 Tank Farms \[Offshore Oil Drilling Upgrade][/p]
    • [p]Oil Harbor Pier \[Offshore Oil Drilling Upgrade][/p]
    • [p]Oil Tanker Routes \[Offshore Oil Drilling Upgrade][/p]
  • [p]4 New Lighthouses[/p]
    • [p]Small Lighthouse \[Parks & Recreation][/p]
    • [p]Lighthouse \[Parks & Recreation][/p]
    • [p]Large Lighthouse \[Large Parks][/p]
    • [p]Old Lighthouse \[Tourist Attractions][/p]
  • [p]9 New Large Parks[/p]
    • [p]Bouncy Castle Park[/p]
    • [p]Merry Mare-Go-Round Carousel Park[/p]
    • [p]Jetset Jubilee Carousel Park[/p]
    • [p]Parkside Cafe[/p]
    • [p]The Parkview Eatery[/p]
    • [p]The Pavillion Restaurant[/p]
    • [p]Haunted House Park[/p]
    • [p]Old Ferris Ride Park[/p]
    • [p]Spin Vista Park[/p]
  • [p]8 New Leisure Piers \[Pathways][/p]
    • [p]Narrow Concrete Leisure Pier with Concrete Pillars [/p]
    • [p]Narrow Concrete Leisure Pier with Metal Pillars[/p]
    • [p]Medium Concrete Leisure Pier with Concrete Pillars [/p]
    • [p]Medium Concrete Leisure Pier with Metal Pillars [/p]
    • [p]Medium Solid Concrete Leisure Pier [/p]
    • [p]Wide Concrete Leisure Pier with Concrete Pillars [/p]
    • [p]Wide Concrete Leisure Pier with Metal Pillars [/p]
    • [p]Wide Solid Concrete Leisure Pier[/p]
  • [p]4 New Commercial Signature Buildings[/p]
    • [p]Bait & Bistro[/p]
    • [p]Villa Maré[/p]
    • [p]Maritime Museum[/p]
    • [p]Conference Center[/p]
  • [p]2 New Industrial Signature Buildings[/p]
    • [p]Seafarer Shipyard[/p]
    • [p]Fish & Chippery Seafood Factory[/p]
  • [p]New North American Low Density Waterfront Business Zone (21 buildings, 63 assets)[/p]
  • [p]New European Low Density Waterfront Business Zone (21 buildings, 63 assets)[/p]
  • [p]New Props:[/p]
    • [p]Yacht \[Nature][/p]
    • [p]Sailing Boat \[Nature][/p]
    • [p]8 New Industrial Props \[Industrial Props][/p]
  • [p]5 New Maps[/p]
    • [p]Driftwood Reach [/p]
    • [p]Lakeside Harbour [/p]
    • [p]Ribbon Isles [/p]
    • [p]Sanctuary Bay [/p]
    • [p]Verdant Vale[/p]
  • [p]New Companies[/p]
  • [p]New Chirps[/p]
  • [p]6 New Achievements[/p]
  • [p]What’s New Panel[/p]
[p][/p][p]Cold Wave Radio[/p]
  • [p]16 New Songs[/p]
  • [p]New DJ Content[/p]
[p][/p][h2]Base game changes[/h2][p][/p][p]Gameplay Fixes & Improvements:[/p]
  • [p]Fixed game crashes to desktop after hovering the Small Elevated Subway Station over a Bus Stop.[/p]
  • [p]Fixed a rare crash to desktop related to extractor areas[/p]
  • [p]Fixed office max workers decrease to 5/5[/p]
  • [p]Fixed incorrect calculation of max number of employees in commercial zone buildings[/p]
  • [p]Fixed Recycling Center not exporting produced resources.[/p]
  • [p]Fixed Post Facility with full storage not delivering local mail[/p]
  • [p]Fixed MotorbikeDelivery01 not spawning[/p]
  • [p]Fixed prison vans not spawning[/p]
  • [p]Fixed issues related to specialized industry buildings not leveling up, earning a profit, and constantly collapsing[/p]
  • [p]Fixes to the building leveling process[/p]
  • [p]Fixed office/industrial demand not showing empty building factor when there is a need to fill empty office/industrial buildings.[/p]
  • [p]Fixed “High Rent” for single homes and adjusted the home pathfinding to make the rich household prefer low density and the poor prefer high density.[/p]
  • [p]Re-enabled building abandonment and fixed bugs related to it[/p]
  • [p]Balanced resource chains and company profitability.[/p]
  • [p]Increased the number of vehicles for warehouses from 3 to 10[/p]
  • [p]Rebalanced signature building company profit[/p]
  • [p]Rebalanced pollution[/p]
    • [p]Increased the amount of noise pollution generated by both zoned and specialized industry[/p]
    • [p]Increased the range of how far noise pollution spreads from buildings[/p]
    • [p]Updated Residential Suitability to consider air and noise pollution[/p]
    • [p]Increased the penalty citizens take from noise pollution slightly[/p]
  • [p]Updates and fixes to all maps in relation to the water system updates[/p]
    • [p]Water added outside the playable area[/p]
  • [p]Updated City Hall bonuses to:[/p]
    • [p]-5% City Service Base Upkeep Cost (city-wide)[/p]
    • [p]-15% City Service Import Cost (city-wide)[/p]
  • [p]Updated Central Bank bonuses to:[/p]
    • [p]-50% Loan Interest (city-wide)[/p]
    • [p]+1% Happiness Tax Tolerance (city-wide)[/p]
  • [p]Updated Sickness to now reduce target citizen health by 50%[/p]
  • [p]Added unemployment effect to citizen wellbeing[/p]
  • [p]Added “Not enough Clearance” notification for bridges[/p]
  • [p]Added small electricity and water consumptions for Small Emergency Shelter[/p]
  • [p]Increased Overground Parking Building’s upgrade (Car Wash) Comfort Level to increase its effect.[/p]
  • [p]Lowered Maximum City Specialization Bonus to 10%. Cities now also need to produce more Resources to gain the City Specialization Bonus[/p][p][/p]
[p]UI/controller fixes:[/p]
  • [p]Multiple controller fixes[/p]
  • [p]Improved production panel with more information for the production chains[/p]
  • [p]Improved warehouses' Selected Info Panel[/p]
  • [p]Added InfoView showing buildings that trade with Outside Connections[/p]
  • [p]Added new tooltip when hovering over zoned buildings: [/p]
    • [p]Residential and mixed zones show building level and number of residents[/p]
    • [p]Other zones show building level[/p]
  • [p]Added vehicle multiselect. This allows for one or more vehicles to spawn for a selected line.[/p][p][/p]
[p]Art/graphics:[/p]
  • [p]Fixed prop outside the lot of Large Hadron Collider[/p]
  • [p]Fixed visual issues with citizen models[/p]
  • [p]Fixed birds sinking when idling on water[/p]
  • [p]Updated road textures[/p]
  • [p]Updated oil and agriculture lot range colors so they are more visible in different lighting conditions[/p]
  • [p]Added animation to Radio Telescope and Satellite Uplink[/p]
  • [p]Added swaying for watercrafts[/p]
  • [p]Added animation for Oil Drilling Rig and Oil Pump
    [/p]
[p]Misc:[/p]
  • [p]Added an error message & better handling for corrupted packages error.[/p]
  • [p]Water system updates[/p]
    • [p]Replaced old water source system with a new and improved one[/p]
    • [p]Option to convert maps to the new water system in the Editor[/p]
    • [p]Improved water simulation[/p]
    • [p]Updated all maps to use the new water system[/p][p][/p]
[p]Modding Fixes & Improvements:[/p]
  • [p]LocalizationManager tracks locale sources added by mods and reloads them when localization gets rebuilt. This fixes code mod localization getting lost for the rest of the session when saving assets or maps in the Editor.[/p][p][/p]
[p]Paradox Mods Fixes & Improvements:[/p]
  • [p]Updated to PDX Mods UI 1.12.1 and PDX SDK 1.38.1[/p]
  • [p]Added the functionality to cancel mod downloads; mod downloads are then resumed if the previous attempt was canceled.[/p]
  • [p]Reworked the cache files to fix playset conflict notifications.[/p]
  • [p]Fixed crashes on startup related to invalid files or files not being accessible[/p]
  • [p]Fixed selected mod version not updating correctly during the same session.[/p]
  • [p]Fixed new playset sometimes getting the same ID as a previous one.[/p]
  • [p]Fixed image and metadata files not getting deleted when updating a mod to a newer version.[/p]

Bridges & Ports is Available Now!

[p][/p][p][/p][p]Hello Mayors![/p][p][/p][p]Bridges & Ports, the newest major expansion for Cities: Skylines II, is now available, and it’s all about bringing life to your shores![/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][/p][p]Bridges & Ports are now available on PC via the Ultimate Edition or for purchase for $19.99/£16.99/€19.99 — or bundle it with the brand-new Cold Wave Channel Radio Station for $22.49/£18.89/€22.49.
[/p][p]You can find more information and links to all Store Pages here: [/p][p]https://www.paradoxinteractive.com/games/cities-skylines-ii/add-ons/cities-skylines-ii-bridges-and-ports[/p][p] [/p][p]Features of Bridges & Ports include:[/p]
  • [p]20 new bridges: Including an array of drawbridges and lift bridges, these movable road structures can now allow ships through city waterways and offer new ways to manage traffic from shore to shore. Multiple sizes and styles allow players to prioritize vehicles, pedestrians, or rail traffic.[/p]
  • [p]Ferries: With smoother seaways, ferries become a natural choice to connect neighborhoods and get commuters where they’re going. Ferries also bring city life closer to the shore by making it part of people's daily routines. But why not make it a destination?[/p]
  • [p]Customizable ports: Three different sizes of harbor gates give players a range of options to scale up for more traffic. Available also are expansions and upgrades that boost the port’s efficiency, safety, and security. New storage facilities and ore yards, passenger terminals, a customs office, and an emergency response unit help fill out local services, while options like maritime museums and conference centers attract tourism.[/p]
  • [p]Expanded maritime industries: Bring new business on shore with fishing operations, from fishing piers to inland fish farms, or harvest the bounty of the seas with offshore oil rigs, pipelines, and tankers.[/p]
  • [p]An ocean of new content: Over 100 new assets, plus new achievements, and never-before-seen maps, including a peninsula, a bay, and vast great lakes.[/p]
[p]
[/p][p]Download it now and sea all the new cool things that you can build right now![/p][p]
[/p][p][/p][p][/p][p] [/p][p]
[/p]

Bridges & Ports - Status of Mods

[p][/p][p][/p][h2]Bridges & Ports - Status of Mods​[/h2][p]
The latest patch for the new Bridges & Ports DLC for Cities: Skylines II changes quite some stuff under the hood. This requires many mods to be updated to be compatible with the new version, even though no major changes in the Mods' code should be required.

If you're a modder yourself, most mods should work fine after recompiling again after the update, so if your mod is included in a list as "broken", it could be as simple as that.

This thread should help you get a quick overview of what you can expect, how you can help yourself, and the current state of the mods for Cities: Skylines II after the Bridges & Ports release.

[/p][hr][/hr][p]
Table of Contents:
[/p]
  1. [p]Patch Day 101 - Basic information[/p]
  2. [p]Back up your save files[/p]
  3. [p]Dealing with broken mods[/p]
  4. [p]The community has done the heavy lifting![/p]
  5. [p]Is your game still broken?
    [/p]
[hr][/hr][p][/p][h2]1. Patch Day 101 - Basic information​
[/h2][h3]First question first;​[/h3][p]Do you play without custom content?
[/p]
  • [p]If you play without any custom mods, you are good to go at the time of release! (Assets like the Official Region Packs are not affected.)[/p]
[p]Do you play with custom content?
[/p]
  • [p]If you do use mods, you might encounter issues if you try to launch the game at the time of release. This is because some mods you rely on may need to be updated, and might not work as intended immediately at release. Some mods might also cause your game/specific save to not work without a mod that might be broken, and it will be altered/glitched/unbootable.[/p]
[h3]Patch Day 101​[/h3]
  • [p]Everyone receives the new patch.[/p]
  • [p]Because new features and code changes are introduced into the base game, mod creators may have to implement their code in a new or different way for their mods to function again.[/p]
  • [p]Mods shown as "Compatible" by Paradox Mods don’t necessarily work in the new patch immediately. This is due to many modders marking their mod to be compatible with all 1.3.* versions - with Bridges & Ports being 1.3.6f1, this means it might automatically show as compatible, without the modder actually having updated the mod yet.[/p]
  • [p]Many mod creators have been given early access and have been able to work on their mods ahead of time, but these might not update immediately when the Bridges & Ports patch is released.[/p]
  • [p]Please be patient. Everyone, even Cities: Skylines II mod creators, has a personal life and might be unable to update a game mod immediately at launch. Do not bug creators to update their mod.
    [/p]
[hr][/hr][p][/p][h2]2. Back up your save files​[/h2][p][/p][p]Something that could happen if you try to play before all your mods are updated is that you can accidentally overwrite the city you're working on, so it's always good to back up your save files.[/p]
  • [p]The easiest way to do this is to load into your game before the release on the 29th of October at 18:00 CEST, and create a manual save file (from the escape menu in-game) and name it something different; this means it won't be overwritten by autosave, which can potentially lock any harmful effects permanently into your save file.[/p]
  • [p]You can also make a backup of your most recent save file by copying it to your desktop. Once your required mods have been patched, copy this file back to the previous folder, and you should be able to load it safely. The save file location is as follows:[/p]
    C:\\Users\\%username%\\AppData\\LocalLow\\Colossal Order\\Cities Skylines II
    [p][/p]
[hr][/hr][p][/p][h2]3. Dealing with broken mods​[/h2][p][/p][p]The creators of many of the most popular mods on Paradox Mods have had Early Access to the update and have prepared patches for their mods for this release. If you are already subscribed to these mods, you will receive the updates automatically once their creators publish the patches to Paradox Mods (unless you have specifically chosen not to use the latest mod version).

In the days after the release, modders often release multiple patches as they address unexpected behavior, so you might see a large increase in updates on Paradox Mods.

Remember, mod creators have real-world commitments that may mean they can't immediately publish updates to the Paradox Mods, even if they have confirmed to us that they have an updated version ready to go. Please have patience, and don’t go out of your way to pester, complain, or harass these mod creators while they work towards updating their mods.

TLDR;[/p]
  • [p]If you use a mod that you know to be broken, DISABLE IT or REMOVE IT FROM YOUR PLAYSET.[/p]
[p]No sense in using mods that you know are not up-to-date.​[/p]
  • [p]You can use the third-party software Skyve to check the status of your mods.[/p]
[p]Skyve is a great tool if your mod collection is starting to grow quite big, and can help you identify issues with outdated and/or incompatible mods you're currently subscribed to.​[/p]
  • [p]Respect modders' personal lives and give them time to update their mods.[/p]
[p]They’re all human and work on these mods out of love for the game and the community, so be nice to them with this large update.​
[/p][hr][/hr][p][/p][h2]4. The community has done the heavy lifting!​[/h2][p]
Many community volunteers have made the gargantuan effort of compiling a list of popular mods and their status after the patch. Please note that this list is not a complete list of all mods that are on Paradox Mods, but a collection of the most popular ones.

You can find the sheet thatkjmcihas created with the help of many other community modders and testers here:[/p][p]https://bit.ly/ModsBnP

[/p][hr][/hr][p][/p][h2]5. Is your game still broken? Here's how to get help:​
[/h2]
  • [p]If you have a mod that you know is broken, REMOVE IT FROM YOUR PLAYSET.[/p]
[p]Nothing good can come from knowingly playing with mods that you know are broken, and if you want to play the game before a specific mod updates, you will experience glitches, big or small.​
[/p][p]We have shared a list of the most common issues so that you can help us by helping yourself in diagnosing and solving common issues. Give this a look over to see if you can recognize your issue here before moving on to #3.​
[/p][p]If you have ruled out mods as the cause of your game acting weird, please head over to our bug reporting board on our forum to get help from Paradox directly. Filling in a form with all the information about your game really helps us diagnose game bugs. Any bug related to the usage of mods needs to be reported on the mod itself and addressed by the modder themselves.​
[/p]
  • [p]Go to our Discord’s ⁠#cs2-tech-support channel and follow the steps there.[/p]
[p]Our official Discord server has many good resources that could help you fix your game, and the members on there are usually happy to help you try to fix your game. Just one quick reminder: our dear moderators and tech-support are volunteers, so please thank them for their help. During large updates like this, there’s usually a large influx of people needing help, so please be patient and allow them time to answer.​
[/p]
  • [p]Want to turn your mods off until they’re updated?[/p]
[p]If you want to play the Vanilla game while you wait for mods to be patched but don't want to remove your mods, you can create an empty playset or temporarily add --disableModding to the game's launch options to disable all mods.​[/p]

Ports - Bridges & Ports Dev Diary #2

[p]Welcome back to the second Bridges & Ports development diary. We covered our motivation for the expansion’s theme and the new bridges it includes in the first diary, “Bridges,” found here. Today is all about the Port and its many upgrades. If you have dreamt of quays lined by cranes and container stacks as far as the eye can see, you’re in for a treat! But the Port can be so much more than that. With its various storage upgrades, you can customize it to match the area it serves, whether that’s an offshore oil industry, a small fishing town, or a dryport in the mountains servicing your mining areas. Or you can take it in a different direction entirely with the Passenger Terminal and combine it with the new waterfront businesses, parks, and ferries to make it the beating heart of a holiday destination city. The choice is yours.[/p][p][/p][p]We will go through the different parts that make up the Port, how they are unlocked, where to find them, and what you can do with them, so you’re ready to customize your coastlines when Bridges & Ports is released on the 29th of October. And without further ado, let’s get started.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]The flexibility of the Port lets you build a harbor that fits your unique city.[/p][p][/p][h2]THE GATE IS JUST THE BEGINNING[/h2][p]No matter what type of port you set out to build, they all start with a main gate. Once you have unlocked the Water Transportation Menu, you have access to the Small Port, Medium Port, and Large Port. Each size varies not only in cost and building footprint but also in the amount of traffic they can support and the building upgrades, specifically extensions, each has available - more on those later in this development diary. While you can expand your port with Auxiliary Gates to create more entry points to the port and distribute traffic, you cannot change the Port main gate once you start building your port, so choose wisely. [/p][p][/p][p]Once you place your Port gate in a suitable location, select it to open the Upgrades Menu to see everything you can build. Right away, many of the upgrades are locked, at least if you don’t play with Unlock All enabled, as they require you to ship certain amounts of cargo to unlock them. But fret not, you have everything you need to get started shipping cargo in and out of your city: Four different small storage facilities to store your cargo, a Cargo Crane to load and unload your cargo ships, a Port Quay to place your crane on, a Seaway to connect your port to the outside world, and a Cargo Ship Route to bring in ships importing and exporting cargo.[/p][p] [/p][p]In just six steps, you have built a custom port that is ready to import and export cargo.[/p][p] [/p][p]You do not have to follow the steps outlined above exactly in that order. For example, you may want to line the shore with Port Quays, which can also be found in the Water Transportation Menu, if defining the shape of your port is the best starting point for you. Or you might decide to add the storage facilities last instead of immediately after placing your Port gate. You just need to keep in mind that the upgrades must be placed within a 1 km radius of the Port gate.[/p][p][/p][p][/p][p]While there are limits, the Port complex can be very large, and you can always build another next to it if needed.[/p][p][/p][h2]RUNNING A TIGHT SHIP[/h2][p]A port needs storage to be functional, and while every storage facility adds to the port’s overall capacity, they are tied to different resources. This enables you to specialize your port with, for example, Tank Farms, which only store oil, petrochemicals, and chemicals, or diversify your harbor with a combination of some or all options. There are four different types of storage facilities: Cargo Warehouses, Cargo Container Yards, Tank Farms, and Bulk Storage Yards, which all come in Small, Medium, and Large sizes. [/p][p]
To see all the resources your port can and has stored, all you need to do is select the Port main gate.[/p][p][/p][p]With a storage facility in place, your port is now open for business, meaning trucks can start to deliver and pick up cargo. While trucks can enter the port and reach the storage facility using any available road, all depending on which has the lowest pathfinding cost, the key to running an efficient port is the Gates. Gates control traffic in and out of the port, and bypassing them with a non-gated road results in a 50% reduction in Efficiency. When you first build a port, you have just the Port main gate, but as you ship more cargo through the port, Auxiliary Gates unlock, allowing you to add multiple entry points to the area, ensuring full Efficiency and smooth traffic in and out.[/p][p]
The new notification warns you if a bypass into the port exists.[/p][p][/p][p]To unlock all upgrades, you need to transport a lot of cargo via ships. While one Cargo Crane and one Ship Route can certainly get the job done, you can add as many cranes along the quay as you can fit. The Cargo Crane serves as a place for Cargo Ship Routes to stop, and while several lines can share a stop, more stops let your ships dock at the same time, meaning more cargo can be shipped in and out simultaneously.[/p][p][/p][p]However, trucks and ships aren’t the only traffic visiting the port. Once you have your port up and running, you will see a new type of vehicle driving around the port: the Reach Stackers. These specialized vehicles are designed to transport cargo containers around the port, and as they are wider than other vehicles, they are only allowed to drive on the new Port Roads. These special roads can be found in both the Port Upgrade Menu and the Water Transportation Menu. If you prefer to use normal roads in either most or just part of your port, you can absolutely do that. Cargo is still transported to and from ships and storage facilities, even if your Reach Stackers cannot get there. [/p][p]
No cargo port is complete without Reach Stackers moving containers back and forth[/p][p][/p][h2]UPPING YOUR SHIPPING GAME[/h2][p]Now that we have covered the basics, let’s discuss how you can expand and personalize your Port through its various upgrades. First, we will have a look at Extensions. These are added to the Port main gate, and only the Medium and Large Ports have them. The Medium Port can be upgraded with a Customs Office, which reduces the risk of crime in the Port, but at the cost of lower profit for companies. The Large Port also has the Customs Office, but offers one additional upgrade: The Reach Stacker Garage Extension. This upgrade adds a garage to your Port gate, increasing the speed of loading and unloading cargo for an even more efficient harbor. [/p][p][/p][p]Next, we have Sub-buildings, which can be placed anywhere within a 1 km radius of the Port building. All three Port sizes have access to 21 sub-buildings of varying size and function, unlocking as you ship more cargo through your Port. With 12 storage facilities, two cargo cranes, and two auxiliary gates covered in the previous sections, we are left with five sub-buildings to discuss: The Employee Canteen, the Port Security, the Emergency Response, the Intermodal Train Station, and the Passenger Terminal.[/p][p]
[/p][p]As you ship more cargo through the port, new upgrades become available.[/p][p][/p][p]The Employee Canteen provides a place for port workers to take a break and get a bite to eat, which makes for happier employees. Happy employees work more efficiently, and increased Efficiency means more available vehicles to distribute cargo around the city. But the upgrades aren’t just about efficiency. They’re also about keeping your Port safe, and that’s where the Port Security and Emergency Response upgrades come into play. The Port Security reduces the Crime Accumulation in buildings nearby, which is the risk that a building is chosen as the scene of a crime. Similarly, the Emergency Response building decreases the Fire Hazard nearby, so all your cargo doesn’t go up in flames. All three of these sub-buildings are Unique, meaning they can only be placed once per Port.[/p][p][/p][p][/p][p]The Employee Canteen, Port Security, and Emergency Response sub-buildings help keep your port running smoothly.[/p][p]
[/p][h2]PICK YOUR PORT[/h2][p]Next, let’s talk about the Intermodal Train Station and Passenger Terminal sub-buildings. The Intermodal Train Station adds two train tracks to the Port, so you can connect Cargo Train Routes either to other parts of the city or to an Outside Connection. Meanwhile, the Passenger Terminal adds a place for passenger ships to dock, providing both citizens and tourists with a new way of entering or exiting the city. Once unlocked, both upgrades can be added to an existing Port or used in a separate one to create a custom dry port or passenger port, respectively.[/p][p] [/p][p]Yes, that’s right. While cargo transport via ships is the main focus of the Port, its flexibility allows much more. To create a dry port, all you need is a Port main gate, an appropriate storage facility, and the Intermodal Train Station connecting it to your harbor, city, or Outside Connection. It can serve as a more flexible option to the Cargo Train Terminal, storing as much or as little cargo as you need. [/p][p][/p][p]Build a dry port with just the amount and type of storage your industrial area needs.[/p][p][/p][p]Or take your port in a different direction with the new Fishing Industry and Offshore Oil Industry coming in Bridges & Ports. While we’ll let you explore the details yourself, both of these can be found in the Specialized Industry Menu and have a main building, just like the Port. You build out their piers, storage facilities, and extraction areas to best utilize the resources on your map, and set up Pipelines, Boatways, and Routes to connect the main buildings and extraction areas – all through the Upgrade Menu. Then you can sit back and watch the waters of your city come to life with fishing boats and oil tankers.[/p][p][/p][p][/p][p]Fishing offers a new way to provide your city with locally-sourced food.[/p][p][/p][h2]ALL ABOARD[/h2][p]Before we end this dev diary, let’s take a step back from the industrial side of ports and talk about how the Passenger Terminal can be used to build a tourist-focused harbor using just a Port main gate and any number of Passenger Terminals that make sense for your city. You can even start small and expand it with multiple terminals if the area gets busy over time. Add any of the existing tourist attractions or leisure piers to the area, or dive into the new parks, lighthouses, or waterfront businesses included in Bridges & Ports to make the area the highlight of your city.[/p][p][/p][p]In cities with a lot of waterways, you can also add ferries to connect your passenger port area and the rest of the city, letting citizens and tourists hop on a “water bus” cruising the waterfronts and beating traffic to their destination. While passenger ships bring people to and from your city, ferries are all about moving them around inside your city. Bridges & Ports features both a small Ferry Stop that can be placed on quays and a larger building that can be placed on shorelines, but for a busy harbor, you might want the Ferry Terminal, which can be extended with additional stops along the piers or upgraded to house a bus terminal.[/p][p][/p][p][/p][p]Ferries go well with a passenger port, taking people further into the city through its waterways. [/p][p][/p][p]With that, we have reached the end of this development diary. Thank you for reading along. Did it spark any new ideas for your cities? Do you already have a plan for how to use the new content? Tell us all about it in the comments below. We look forward to seeing your ports and waterways buzzing with new life, and hope you will enjoy everything Bridges & Ports has to offer once the expansion is available on the 29th of October.[/p][p]
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