pollux_ar said: + stations with multiple platforms (like Cim1 Metro Madness DLC) Click to expand...

Hanitora said: I need this so badly. I have several areas which are a hub for 4 or more metro lines and having several separate stations is a huge pain since I have to route peds between them above ground. Click to expand...

AustinPowersFas said: If there are 5 busses on 1 line, they now exit the bus-depot right after eachother without ANY schedule. That just does not make sense and it completely inefficient. You have 5 busses coming to a stop every 5 minutes, and after the last one you have to wait an hour. Click to expand...

A transit specific DLC is a great idea. And yes, it's very difficult to build metro transfers because of both the street dependency for the entrance and the inability to superimpose two stations because everything is at the same level. It would be good if we could manage our infrastructures on multiple levels below ground the way we already do it above ground.Here are pictures of the metro transfer stations from CIM1. They are really necessary for the players who want to build an integrated metro system.I agree. Instead of implementing a schedule system (like in CIM2), I think a more efficient solution would be to automate a traffic regulation system as follows:The game already defines a starting station which is the point where buses are shown as having travelled 0% of the line. Now let's assume that there are 10 buses on the line. Each time a bus reaches that station, it will wait there untill the bus ahead of it has travelled the first 10% of the line length. If the bus ahead has already travelled that far, the bus won't wait and move straight away of course.If there would be 5 buses, the percentage of the line to be travelled would be 20%, and if there would be 20 buses, it would be 5%. It's a simple 1/n math logic.This should allow a regulation of traffic which would signicifantly reduce the phenomenon of buses/metros/trains following one another.