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This article is considered accurate for the current version of the game.

A harbor and cruise ship, one example of transportation in Cities: Skylines.

Transportation is one of the services in Cities: Skylines. There are many modes of transportation which are unlocked through milestones; you can set up a bus network, dig metro tunnels, lay down tracks for passenger and cargo trains, build both passenger and cargo terminals for ships and build an airport. Bus and metro networks are for inner city transport while train network can service both inner-city and intercity needs (both passenger and cargo trains). The harbors and the airport service intercity connections.

The different modes of transportation are suitable for different purposes, and together make it possible to build a dense network of public transportation across your city. The budget of each mode of transportation can be adjusted separately in the Economy menu. Public transport increases land value and, if built correctly, reduces traffic congestion. To make the education efficient, you need to provide public transportation to education buildings. Offices and universities are the most demanding buildings for public transport, industry the least demanding (supposing all workers are using their cars).

Traffic Manager in its last version shows the efficiency of the public transportation.

If traffic congestion is too severe, the unmodded game will unspawn vehicles to reduce the congestion. This will also unspawn your goods from the city, causing problems for your commercial and industrial zones, and in the worst case denying fuel to your power plants and unspawning service vehicles.



There are several types of airports. The first type is the airport that comes with the base game. It becomes available at the "Metropolis" milestone. It has 3 gates (4 jetways) and a single runway. Its terminal is blue and has a curved shape roof-line on a simple rectangular building, seemingly based around Washington DC's international airport, Dulles. The second type is the "International Airport", which is included with the After Dark DLC and the third type is the "Cargo Airport", which comes with the Industries DLC, all of which are discussed below.

When you create an airport, airplanes will automatically path to it; the player does not need to create any routes. However, the map needs to have some pre-existing airplane paths that the airport will connect to. Airports can be difficult to place, because they need very flat land to be placed. Even slight slopes that do not prevent placement can cause it to look quite bad. The international airport is even larger, increasing the difficulty of placement.

Each plane has a capacity of 200 passengers. Airports will bring tourists and business people to your city. Construction requires the metropolis milestone. Place public transportation lines, such as buses, metro stations, train stations, tram stops, and monorail stations, near your airport to help prevent tourists from using cars. The planes landing and taking off from the airport appear to be modeled on the real-life Airbus A380, although the A380 has over twice the seating capacity as displayed in the game.

International Airport[edit]

International airport.png

The second type of passenger airport is only available in the After Dark expansion, and is the "International Airport". It becomes available at the "Megalopolis" milestone. It is a big right-angle shaped terminal with 8 gates, 2 runways and it has a metro station inside of it. The International Airport increases greatly the number of tourists which travel to the city by increasing the number of planes. The built-in metro station will increase greatly the use of public transportation compared to the classic airport.

Cargo Airports[edit]

The "Industries" expansion DLC added two cargo airports to allow for air transport of cargo.

Cargo Airport.png

The Cargo Airport allows for cargo to be transferred between trucks and cargo planes.

Cargo Airport Hub.png

The Cargo Airport Hub functions like the Cargo Airport, but consumes more water and electricity, and has a greater cost and upkeep. In addition to cargo planes and truck access, the hub also includes a cargo train terminal within the airport.


Blimp depot.png
Blimp stop.png

Each blimp has a capacity of 35 passengers. You need to mark Pathways for the blimps to travel. Blimps fly from stop to stop and need a route to the Depot. Pathways are two-way, basically like virtual roads for Blimps. Stops need a road connection, but other than that, can freely be placed anywhere on the map. Depots need to be connected to roads as well, but can send vehicles to any line they have a Pathway connection with.

As an extra benefit, there is space on the sides of Blimps for advertisements. By default they show adverts from various companies, but if you wish to use the space to your city’s benefit, you can set a policy so that Blimps show educational posters. This boosts your city’s education facilities a little bit.


See also Sightseeing Bus Depot.

Bus Depot.png

Buses are the first mode of public transportation available to the player in Cities: Skylines. Before one can set up bus routes a bus depot needs to be constructed. This is quite expensive (₡30,000 standard, ₡40,000 for biofuel); however, a single bus depot can spawn 125,000 buses, so a single depot is sufficient for smaller cities.[1] Larger cities may require more depots to avoid temporary localized congestion of empty buses en route to their first stops.[2]

Also, an in-game day is not enough long to let buses reach their destination from only one bus depot. This can be remedied by building additional bus depots or using Steam Workshop modifications.

Bus Stop.png

To create bus lines, place bus stops along roads anywhere in the city. Continue to place bus stops for the desired route and then end the line at the first bus stop built. The line will then automatically start once closed. Loop lines and bi-directional lines can be built in this manner. At the ends of bi-directional lines, buses will need to find a loop, roundabout or dead-end road to allow them to reverse their direction.

Bus stops are free to place; however, the maintenance cost of the bus system will be related to the number of buses in operation. The number of buses per line is primarily based on the line's length and can be modified to a limited extent by increasing or decreasing the bus system's budget. In the unmodded game, each bus has a capacity of 30 citizens.

Additionally, while you have the Bus Stop tool selected, you may:

  • Remove a bus stop: right click.
  • Relocate a bus stop: left click, drag, and drop.

To remove an entire bus line, find a bus from the line you want to delete, left click the bus, then click Modify Line, and in the next window click Delete Line. This can be done from either the normal city view, or whilst viewing the Transportation Info View. Citizens can be seen waiting at bus stops. Both unused and overcrowded bus stops are indications of a failure in the public transport system.

Buses can form cheap and effective transportation links, however care must be taken. Buses stopping may block traffic (especially with standard two lane roads), including other buses. While there are exceptions, bus lines should always return along the same path as lines that do not may force people to drive in one direction (as they cannot take a convenient bus route back). Bus stops should not be too close to an intersection — even a round-about — because they can block the lane, or even block the intersection while passengers board the bus. Also, if bus spawns are too close, the buses will not be efficient. To help with this problem, bus/taxi only roads and roads with bus/taxi only lanes were released in After Dark.

Biofuel bus depot.png

Biofuel Bus Depots are more expensive to build and upkeep is also higher than for a standard Bus Depot. Benefits of the Biofuel Bus Depot are less space required, lower noise pollution, and less water and electricity consumption. They also spawn Biofuel buses, which have the same capacity as a regular bus, but are quieter.

Bus station.png

To reduce road and bus stop blockage when there are multiple bus lines stopping in one location, the player can build a terminal using roads and pedestrian paths. After Dark added the Bus Station, which can do the same thing in less space. It allows cims to change from one bus route to another easily, or to change to a different mode of transport (metro, train, tram, etc.) if placed nearby.

Bus Model

In the "Public Transport - Lines Overview" panel, there is an option for "model" where you can select which bus type to use on each route. You can designate random, regular bus, biofuel bus or school bus. The school bus model has the same stats as the regular bus, and can spawn from either the regular or biofuel bus depot.[3] Note that the school bus behaves exactly like the regular bus, and picks up all cims going anywhere on the route, not just children going to school.

Players' observations

  • Buses start their journey at the bus Depot, and will head to its assigned route.
  • Buses will spawn at the Depot Closest to the first stop on its route.
  • A number of buses will spawn in relation to the number of stops on the route and the Budget set in the budget panel.
  • When day and night budgets are set equally, e.g. 100% Day, 100% Night, all buses will remain on their route at all times.
  • If the budget is set differently for day and night, e.g. 150% Day, 100% Night, half the buses on the route will physically return to their depot at night fall.
  • In the morning, all buses will return to their route.
  • If only one bus depot is used, buses returning to shift can get stuck in traffic on the way to their assigned route, should the depot be on the other side of a large city. This may cause long delays and queues at bus stops for passengers.

Cable Cars[edit]

Cable car stop.png

Cable car stop end of line.png Cable car cables.png

The Cable Cars are very useful on slopes, but can also be placed on level ground. They can be used to cross rivers or other bodies of water. There are two types of stops: end-of-line stops and stops where Cable Cars can pass through and continue to further stops. Pass through stops can also be used at the ends. Cable Cars lines are somewhat easier to set up than other types. Build the stops you want to have in the city and connect them with cables. When any two or more stops are connected, the line will start to operate automatically. All stops connected to each other are considered one line. Cables can go over roads and their height can be adjusted with PgUp and PgDown, just like roads. However the cables cannot pass over houses. Cables can be built on water, even so that the concrete bases of the pylons are standing in the water.

Cable Cars don’t have a huge capacity, but they run often, allowing a constant stream of passengers to be transported.


Bicycle path.png

Many Cims will take advantage of cycle lanes on roads or the chance to cycle on paths. This form of transport is used to cover longer distances than walking. Various policies exist which can impact cycle usage in the city. Cycling is allowed on main roads and some types of road have dedicated cycle lanes to speed commuters to their destination. Cycle lanes can increase the number of cyclists, but they delete parking spaces, increase noise pollution and decrease land value. Cyclists can use sidewalks to travel, and increasing the number of cyclists in the city will both decrease car and public transport use, especially if the path is short. There are no cycling related service buildings, only the paths and roads.


Metro Station.png

Metro stations are advantageous for heavily populated areas because, unlike train tracks, they can be connected by underground tunnels and therefore take up very little room on the surface. Metro also avoid intersections, so there will never be any traffic congestion and metro will be extremely efficient.

Metro stations are much cheaper to place (₡15000) and maintain (₡240/week) than train stations, although the metro track itself is slightly more expensive. After placing metro stations and connecting them with tunnels, metro lines must be placed between stations by using the Metro Line Tool and clicking the stations in the desired order. Like other forms of public transportation, metro lines must form a closed loop, but metro lines, like train lines, tram lines, and monorail lines, can reverse their direction at a station. It is also possible to create multiple lines between different sets of stations. In the unmodded game, each metro train has a capacity of 180 citizens.

Metro stations can accommodate two trains at the same time if they are traveling in opposite directions. Direction is determined by the station order on a line. Connecting multiple metro loops through a common station with trains traveling in opposite directions can be an effective way to interchange passengers. Conversely, overlapping lines traveling in the same direction can cause metro congestion. Some metro stations are available on the Steam Workshop that consist of two or more sets of platforms, enabling the ability for a metro station to serve more than two trains at a time and eliminating metro congestion. Those stations may require Steam Workshop modifications in order to work properly.

Generally speaking, a metro station will not handle more than 1 line passing through each platform without becoming congested — 2 lines can be used if 1 line per platform. If the metro station is a terminus station (that is, the line ends and metro trains reverse out the way they came) then you should avoid having two lines terminating from the same direction, however if they terminate from opposite directions the lines will use both sides, eliminating congestion.

As with buses, metro lines should always come back on themselves, stopping at the same places (but going the other direction) so that people can return the way they came. If a metro line is built in a circular fashion, a second parallel line should be created in the opposite direction. When developing metro lines, which are generally more expensive (and thus require pretty high capacity) it is important to remember that citizens travel to and from work places (industrial, offices and retail), retail opportunities and recreational places (parks and monuments). As such lines that link together residential areas are generally less utilized.

You can change the color of the Metro lines by opening the transportation overlay Transport.png (not the build menu) and clicking on either the trains or directly on the route.


Monorail station.png

Each monorail has a capacity of 180 passengers. For the monorail, you need to build stations. Monorails can be built on top of roads. A new avenue type has been added with monorail tracks going on top of the section between lanes. This avenue is just like a regular road, so that you can easily upgrade existing roads to use it. While the monorail has stand-alone stations that work just like stations for any other transport type, you can also place it on top of a road. The tracks also work without a road, so you can connect sections of stand-alone track and sections of track on top of an avenue. Like with the updated train tracks, both one- and two-way monorail tracks are available.

Postal Service[edit]

The Postal Service is a special cargo transportation service, delivering mail and packages locally and outside the city. Much like the Garbage service, routing is automatic; the player simply locates the service buildings throughout the city. Coverage can be seen using the "Post Offices" infoview.

Post Office.png

The Post Office spawns a fleet of vans for local delivery and a small number of larger trucks. A fully loaded van leaving the post office will take away 1,000 sorted mail, and when it returns, it will drop off 1,000 unsorted mail. Large trucks carry up to 5,000 mail and will drop off sorted mail and pick up unsorted mail.

Post Sorting Facility.png

The Post Sorting Facility spawns a large number of larger trucks.


When you create a port, ships will automatically path to it. You don't need to create shipping routes yourself. However, the map needs to have some pre-existing ship paths that are reachable from the port.

Ships are unlocked when a city reaches the Capital City size milestone. Ships come in two forms: cruise ships and cargo ships, each of which will only visit their respective harbors. Both types of harbour are primarily for external connections (and can only be placed where such connections are available), however a city's citizens and internal freight traffic will occasionally make use of routes between ports.

Harbors create noise pollution, consume a large amount of water and energy, and have very high cost.

Cruise ships[edit]


Harbors will allow cruise ships to dock in your city. They will bring tourists to your city. To unlock the harbor, you need to reach the capital city size.

Harbors cost ₡80,000 to build and ₡1,600 per week to maintain.

It is a good idea to place public transportation, such as bus stops, train stations, taxi stands, and metro stations, next to the passenger harbor to provide tourists easy access to public transportation. In the unmodded game, each passenger ship has a capacity of 100 passengers.

Cargo ships[edit]

Cargo Harbor.png

A cargo harbor will allow cargo ships to dock in your city. They will take industry goods in and out of your city. Cargo ships may also travel between two Cargo Harbors (or Cargo Hubs) within the city. To unlock the cargo harbor, you need to reach the capital city size.

Cargo harbors cost ₡60,000 to build and ₡1,920 per week to maintain. Ensure that the cargo harbor is supported by an efficient road system since materials and goods will be flowing in and out. One tip is to place a freight station near the cargo harbor. Freight, like citizens, will take multiple forms of transportation to get to the final destination.

Cargo Hub[edit]

Cargo hub.png

The cargo hub combines the cargo harbour and the cargo station and allows direct transferal between the ship and rail networks. This is especially useful if the shipping lane is a long distance from rail network and you don't want to flood the city with cargo traffic. Like the Cargo Harbor, Cargo Hubs can also handle trucks. Cargo hubs are unlocked at Colossal city and cost ₡90,000 to buy and ₡2,400 to maintain. Cargo hub can manage more freight than a cargo harbor, but cost more.


Ferries are small ships, and require the player to make lines for them similar to bus routes, which is something you cannot do for cruise ships.

Ferries require depots, where they can spawn from. For stops, they have the small "Ferry Stop", and the larger "Ferry Pier" and "Ferry and Bus Exchange Stop" which is a ferry-bus hub. Stops are very small and don’t have a lot of room for waiting passengers. Piers are larger and allow two ferries to dock at the same time. Ferry-bus hubs allow two ferries to dock at the same time, but they also have many bus platforms.

Ferries also need Pathways so they can find their way from stop to stop. Pathways are markers, functionally like roads for water, sort of watercourses. Many lines can use the same Pathways. The Depot also needs Pathway connections to lines, so ferries can find their way from the depot to the lines. Canals automatically have Pathways that are built with the canals. Ferries cannot carry citizen's cars, although a pedestrian leaving a ferry may spawn a "pocket car".


Taxi depot.png
Taxi stand.png

The Taxi service consists of two buildings:

  • A depot from which taxis start their work shift and to which they return at the end of their work shift.
  • A taxi stand where they await customer calls. They can also wait at the taxi depot, but the depot is generally farther from the customer than the stand. If the taxis are busy, they will never have to wait, and therefore will not utilize the taxi stand.

The taxi service allows tourists and citizens to order taxis to take them to their destination. Taxis do not use lines, they receive requests from tourists and citizens and travel automatically to pick the customers up. If a taxi does not have a new customer in line, it will go to the nearest taxi stand to wait for a call if there’s still work shift left. Taxis provide good solutions for airports and railways. Taxis also do not need to park, which is useful when there are no parking spaces.

Taxis are important for the Commercial specialization districts. Tourists visiting tourism districts and citizens in leisure districts will both make use of a good taxi system.[4]


Hot Air Balloon Tours.png

"Hot Air Balloon Tours" organizes hot air balloon tours over the city. Tours with a high appeal value around the starting point are more popular.

Although categorized in game as a transportation service, the "Hot Air Balloon Tours" site is functionally more like a park, as it does not transport cims from place to place like other forms of transportation. Balloons take off from the tour site and fly over the city, eventually returning to the starting location to land. The player does not designate routes.

Sightseeing Bus Depot.png

The "Sightseeing Bus Depot" automatically sends out buses to the bus tour lines, in the same way that regular buses are dispatched from their associated depots. The player places "Sightseeing Bus Stops" to determine the route. Tours going through areas with high appeal attract more tourists.

Walking tour point of interest.png

The "Walking Tour" is defined by making a route using "Walking Tour Point of Interest" signs. Tours going through areas with high appeal attract more tourists.


Train Tracks.png
Train tracks one way.png

Both types of train need tracks to run on. Tracks can be placed like roads, however trains cannot turn as easily as cars and the design of train junctions will need a different approach. Level crossings will occur when tracks and roads cross at ground level. Tracks can be elevated. As of Patch 1.1.0, tracks can be placed underground, however they cannot intersect with the metro system. One-way tracks were added in Patch 1.7.0 for free alongside the "Mass Transit" paid DLC. While bi-directional tracks consist of two tracks, one for each way, the one-way tracks consist of a single track.

Passenger trains and cargo trains can share the same tracks and even pass through the others' terminals on their routes.

Similar to roads, metro tracks, and monorail tracks, train tracks can have traffic congestion problems if too many trains are using the same rail line at the same time. When your track becomes too congested, cargo and passengers may fail to reach their destinations. You will therefore need to be careful when placing junctions on heavily used tracks, taking into account many of the same traffic considerations as with road intersections. A few steps can be taken to help avoid rail congestion. Separate lines can be made to accommodate freight and passenger trains, bypass lanes can be made around stations, and when building junctions, it is best to make it long enough for a full train (14 cells for passenger trains, 18 cells for cargo trains) to fit on so that if it is stopped, trains behind it going to a different location can pass unimpeded.

Passenger trains[edit]

Train Station.png

Passenger trains will move tourists and citizens in and out of the city. When a passenger terminal is connected to the outside connections, trains will start automatically spawning. Train stations are more expensive to place (₡45,000) and maintain (₡960/week) than metro stations, although the track itself is slightly less expensive than metro track when it is placed at ground level; elevated and underground railway track is considerably more expensive to place.

Passenger trains can also be used to move people between train stations within the city. To do that, you need to create train lines in the same manner as bus, metro, or tram lines. This is done by placing stations, connecting them with tracks and then clicking on the "Line" icon in the train transportation menu. As with other transport lines, you must start at one station, connect other stations along the desired route and then repeat the process until you arrive back at the first stop where you will get a "complete line" message. It is best to segregate lines used within your city from intercity lines.

You can edit the train lines by selecting a train belonging to that line and clicking the Modify Line button on the info window. It is useful to give each line a different color. Like buses, passenger trains will be painted the same colors as the lines they service. In the unmodded game, each passenger train has a capacity of 240 citizens.

In the free patch that came out at the same time as the DLC Mass Transit, an option was added to allow one to set if a station can accept intercity trains, so one can decide if trains coming from outside the city stop at all stations or maybe some of them.

Cargo trains[edit]

Cargo Train Terminal.png

Cargo trains will move goods more efficiently than cargo trucks. When a cargo terminal is connected to another cargo terminal or to the outside connections, trains will start automatically spawning.

When goods come into the cargo terminal via the tracks, they will be taken out to their final destinations by a small fleet of cargo trucks. When cargo trucks bring goods into the cargo terminal, a cargo train will spawn to take those goods to their destination, be it the outside world or another cargo terminal that is closer to the destination. Cargo terminals are traditionally used to connect industrial zones to import and export materials and goods, and because they offer a service boost to the industrial zone. However, freight stations can be placed outside large commercial zones and be used to import finished goods and bypass other road systems.

Every time a cargo train arrives, a lot of trucks will leave the terminal. When facing in front of cargo train terminal, trucks will always enter the terminal on right side and exit on left side. To control flow, build a one-way road heading to the left. This will minimize the need of vehicles yielding to each other. Please note about the one-way road:

  • Only one lane is useful to reach the terminal; the others don't have any purpose. Using a 6-lane one-way road will also cause some bugs from the AI;
  • If the intersections of the one-way road are saturated, vehicles would not be able to reach the terminal, and will unspawn or serve no purpose;
  • If the road of the terminal is saturated, vehicles would not be able to exit the terminal and thus the train might unspawn "with all its goods" inside the terminal

See also Cargo Hub in the Ship section. It is a cargo train station connected directly to a Cargo Harbor.

See also Cargo Airport Hub in the Airplane section. It is a cargo train station connected directly to a Cargo Airport.


Tram depot.png

Trams (also known as streetcars) are a railed transport system which can exist within the road network or independent of it. They offer an intermediary option between buses, metro lines, and passenger train lines, and can therefore be used to replace busy bus routes or to offer higher-order transit to areas whose density does not yet merit a metro line or train line. Trams operate much like buses; however, they are slightly more expensive to maintain, with the advantage that they are not hampered by poor road conditions and snow. Tram lines should allow either two contra-rotating loops or a bi-directional line to allow cims to complete their return journey with ease. The tram depot spawns the trams for the network, and independent networks can be created with the use of multiple depots. In the unmodded game, each tram has a capacity of 90 passengers.

Tram stop.png

When designing tram lines, the stops are created using the same method as for buses and additional lines can be recoloured using the transport interface.


Citizens can use multiple modes of transport in order to get to their destination, so a common route can be split across more than one public transit line, either of the same or different types.

As an example, a citizen might walk to a bus stop, take the bus to a train station, take the train to get closer to their job, then take a bus the rest of the way there. A useful side-effect of this is that train stations can be placed in less densely populated areas as long as some other mode of transport can get your citizens there. A well-designed public transport system will make such transitions easy for your citizens.

Some buildings act as hubs, containing more than one mode of transport in a single building. The International Airport from the "After Dark" DLC has a metro station built into it, allowing cims to transfer between air and metro travel within the building. The "Mass Transit" DLC added several hub-type transportation buildings, connecting metro, passenger rail, monorail, ferries and buses together in various combinations.

Pedestrian paths may be useful to provide quick routes for the walking segments of your citizens' journeys.

Like citizens, goods can take multiple modes of transport in one journey whilst being transported. They can be transferred between road, ship and trains.

List of Transport service buildings[edit]

Default buildings[edit]

Building Unlocked Cost
Pollution Noise
DLC Notes
Metropolis 150,000 4,800 0 150 960 1,600 64×22 - Provides tourist access to city.
Biofuel bus depot.png
Biofuel Bus Depot
Boom Town 40,000 960 0 25 240 640 6×4 DLC icon green cities.png Source of Biofuel buses.
Bus Depot.png
Bus Depot
Boom Town 30,000 720 0 50 320 800 6×6 - Source of buses.
Bus station.png
Bus Station
Busy Town 65,000 1,200 0 75 320 800 16×8 DLC icon after dark.png Not a source of buses. Allows multiple bus routes to have a stop in one location without blocking the road.
Cable car stop.png
Cable Car Stop
Small City 15,000 272 0 50 80 160 3×6 DLC icon mass transit.png Cable car lines can end at or pass through this stop.
Cable car stop end of line.png
Cable Car Stop, End-of-Line
Small City 15,000 272 0 50 80 160 3×4 DLC icon mass transit.png Cable car lines end at this stop.
Cargo Airport.png
Cargo Airport
Metropolis 200,000 3,200 0 150 800 1,920 64×26 DLC icon industries.png Airport specializing in cargo delivery. Truck and plane cargo transfer area.
Cargo Airport Hub.png
Cargo Airport Hub
Megalopolis 250,000 4,000 0 200 1,120 2,400 64×26 DLC icon industries.png Airport specializing in cargo delivery. Truck, train and plane cargo transfer area.
Cargo Harbor.png
Cargo Harbor
Capital City 60,000 1,920 0 120 1,040 1,600 15×8 - Allows trucks to transfer cargo to/from ships. Must be built on shoreline with access to shipping route. Ships travel to/from outside connections (off the map), and to other Cargo Harbors and Cargo Hubs within the city.
Cargo hub.png
Cargo Hub
Colossal City 90,000 2,400 0 120 11,020 19,200 24×8 DLC icon after dark.png Combination of "Cargo Train Terminal" and "Cargo Harbor". Provides direct rail access for cargo arriving/departing via ship, in addition to trucks.
Cargo Train Terminal.png
Cargo Train Terminal
Small City 60,000 1,440 0 115 400 1,200 16×6 - Trucks transfer cargo to/from trains. Trains travel to/from outside connections (off the map), and to other Cargo Train Terminals in the city. Unlike Passenger Trains, players do not create "routes".
Ferry depot.png
Ferry Depot
Boom Town 33,000 752 0 75 320 800 12×8 DLC icon mass transit.png Spawns Ferries and must be connected to ferry pathways. Does not act as a stop.
Ferry stop.png
Ferry Stop
Boom Town 5,000 96 0 50 80 160 4×7 DLC icon mass transit.png A small ferry stop that fits in a canal easily.
Ferry pier.png
Ferry Pier
Boom Town 7,000 112 0 70 80 240 12×12 DLC icon mass transit.png A large ferry stop with room for two ferries at once.
Ferry and bus exchange stop.png
Ferry and Bus Exchange Stop
Busy Town 75,000 1,040 0 75 80 160 12×8 DLC icon mass transit.png Connect ferry and bus networks with this combined stop.
Capital City 80,000 1,600 0 120 1,040 1,600 15×8 - Provides tourist access to city. Must be built on shoreline with access to shipping route. Ships travel to/from outside connections (off the map).
Hot Air Balloon Tours.png
Hot Air Balloon Tours
Big Town 7,500 64 0 0 0 48 7×13 DLC icon parklife.png Organizes hot air balloon tours over the city. Tours with a high appeal value around the starting point are more popular.
International airport.png
International Airport
Megalopolis 250,000 8,000 0 175 1,280 4,800 64×64 DLC icon after dark.png Provides tourist access to city. Metro station built in.
Requires additional 60×14 cells for the runway.
Metro Station.png
Metro Station
Big Town 15,000 240 0 50 160 480 2×2 - Metro station tunnels have a length of 10 tiles (this length can be changed with Steam Workshop modifications).
Metro-monorail-train hub.png
Metro-Monorail-Train Hub
Small City 70,000 1,040 0 135 400 1,200 20×8 DLC icon mass transit.png Passengers can switch between metro/monorail/train inside the building. Metro trains/Monorails/Passenger trains travel between stations as dictated by player made routes. Passenger trains will travel to/from outside connections (off map) if "Allow Intercity Trains" is enabled.
Monorail station.png
Monorail Station
Small City 15,000 240 0 115 160 480 10×3 DLC icon mass transit.png Monorail station built beside a road.
Monorail station with road.png
Monorail Station With Road
Small City 20,000 320 0 115 160 480 8×4 DLC icon mass transit.png Same as "Monorail Station", but built on top of a road.
Road is a 'medium' "Four-lane Road".
Monorail-bus hub.png
Monorail-Bus Hub
Small City 32,000 512 0 125 400 800 16×10 DLC icon mass transit.png A monorail station built on top of road, with built-in bus stops on both sides of the road.
Road is a 'medium' "Four-lane Road".
Post Office.png
Post Office
Boom Town 6,000 80 0 10 160 640 4×3 DLC icon industries.png Provides local postal service.
Post vans: 10
Post Trucks: 2
Post Sorting Facility.png
Post Sorting Facility
Big Town 25,000 400 0 30 240 1,280 9×12 DLC icon industries.png Large trucks collect mail from local post offices for sorting and delivery outside the city.
Sorting Capacity: 8,000 pieces of mail/week
Post Trucks: 20
Sightseeing Bus Depot.png
Sightseeing Bus Depot
Busy Town 35,000 800 0 50 320 800 6×4 DLC icon parklife.png Sends out buses to bus tour lines.
Taxi depot.png
Taxi depot
Boom Town 15,000 160 0 40 160 160 6×3 DLC icon after dark.png Source of taxi cabs. Taxis are dispatched as required, and return here at the end of their shift.
Capacity: 25 taxis
Taxi stand.png
Taxi stand
Boom Town 1,000 16 0 10 32 80 4×1 DLC icon after dark.png Not a source of taxi cabs. When a taxi cab is not busy it will return to the closest taxi stand to wait for a fare - unless a taxi depot is closer.
Capacity: 5 taxis
Train Station.png
Train Station
Small City 45,000 960 0 115 400 1,200 16×3 - The train station platforms have a length of 60 tiles. Passenger trains travel between stations as dictated by player made routes. Passenger trains will travel to/from outside connections (off map) if "Allow Intercity Trains" is enabled.
Multiplatform train station.png
Train Station, Multi-platform
Small City 60,000 960 0 125 400 1,200 20×16 DLC icon mass transit.png A train station with 12 platforms (six pairs of track). Passenger trains travel between stations as dictated by player made routes. Passenger trains will travel to/from outside connections (off map) if "Allow Intercity Trains" is enabled. Built-in Metro station.
Multiplatform train station end.png
Train Station, Multi-platform End Station
Small City 60,000 960 0 125 400 1,200 16×25 DLC icon mass transit.png An end-of-line train station with 12 platforms (six pairs of track). Passenger trains travel between stations as dictated by player made routes. Passenger trains will travel to/from outside connections (off map) if "Allow Intercity Trains" is enabled. Built-In Metro station.
Tram depot.png
Tram depot
Boom Town 40,000 768 0 75 80 240 10×12 DLC icon snowfall.png Source of trams and must be connected to tram tracks.

Custom buildings[edit]

Custom public transport buildings, like multi-platform stations, elevated metro stations, and underground train stations, are available in the Steam Workshop. Some of those stations require Steam Workshop modifications in order to work properly (for example: elevated metro stations require the Metro Overhaul Mod, which includes elevated and ground level metro tracks, as well as metro depots).


  • Having a large amount of exports is just as bad as having the same amount of imports, since trucks squeeze into whatever roads, terminals and harbors they can reach.
  • Harbors will always have pre-built two-lane roads on their entrance and cannot be modified. This is a problem on cargo harbors since trucks enter and leave in the same manner as in cargo train stations. To solve this, have an outgoing one-way road on the left side and incoming one way road on the right. It is therefore advisable not to place intersections on the harbor's road.
  • Space Elevator is the monument that handles the bulk of inter-city transport. If city is attractive enough, the Space Elevator will be fully utilized by tourists and immigrants (or emigrants, if the city becomes hostile), sometimes even more so, than airports, harbors, and train stations.
  • The cargo train's locomotive resemble the EuroSprinter, particularly the ES 64U.