Cities: Skylines

Cities: Skylines

327 ratings
Sunken Infrastructure
By GCVos
An in-depth guide on how you can build below-ground networks using terraform tools and assets.
I will be creating one gigantic railway trench that could run through an entire city.
   
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Introduction
Before I get into this I should emphasize how much precision is required if you want to make it look good. Think of it as a construction project: the end result depends on planning things ahead of time.



In these examples I will presume you have some basic knowledge of road networks. For those completely new to this I will summarize the most important tools.
Required and/or Useful Mods
Assets involved:

Railway Trench 4x
https://sp.zhabite.com/sharedfiles/filedetails/?id=543610836
Railway Tunnels
https://sp.zhabite.com/sharedfiles/filedetails/?id=543811162

Boformer's Sunken Stations
https://sp.zhabite.com/sharedfiles/filedetails/?id=538157066
[+ Extra Train Station Tracks]
http://sp.zhabite.com/sharedfiles/filedetails/?id=515489008

Mods required:
Terraform Tool 0.8
https://sp.zhabite.com/sharedfiles/filedetails/?id=411095553

And/or
Extra Landscaping Tools
https://sp.zhabite.com/sharedfiles/filedetails/?id=502750307

Useful:
No Pillars v1.1
Advanced Road Anarchy
Fine Road Heights
Precision Engineering
Terraform Tools
The first tool in 0.8 allows you to raise or lower the terrain cell by cell. This makes it perfect for creating trenches, because it will create them at a precise depth (rightclick and drag for -12 meters).



Next to it you will find a more general purpose bump tool. Extra Landscaping Tools gives you a lot of brush size and shape options from the map editor which is always useful.



Third is the smoothing tool. Not much to explain there. Smooth criminal.
Then there's the flatten tool (fourth in TT, second in ELT). You will need it a lot in a lot of situations. Right-click to select the height, left-click to flatten.

You can also use the ramp tool and any other tools provided, but these are the essential ones.
Boston Big Dig
To show you how you can use the assets in a modular way, I will be creating one gigantic trench that could run through an entire city. I will use some improvisation along the way.



Starting out, and this is probably the most important step, we will want to flatten a large enough area. We will need a lot of space to do this. I recommend focusing on the lower level first. This should (ideally) be 12 meters below the rest of your city, or 24, 36 etc if you want to stack and terrace assets and use default 'steps'.



Your layout does not have to be final here, just give yourself a rough template to work with.
Layout
With our construction zone ready, we have to build a road grid. The zoning cells are extremely important and should be used whenever possible. Let's build roads on the side of the trench first.



Generally you can't build roads in close proximity to each other because of snapping / collision. So going road by road, track by track is the way to go.



Here I have built some large sections. If you want any bridges to run accross, you'll want to leave space between the walls (2, 4, 6 cells).


Terrain
At this point you may notice small bumps in your terrain. Remove the assets and roads involved, flatten the area and rebuild, or your trains will sink through the floor and it will not look as good as it could.

Transitions & Bends
We can transition to underground tracks or sunken stations using tunnels, which I will cover later.



Curves and bends are possible but most assets don't play well with them. So it helps to create some hidden 'hubs' where you can submerge intersections without having to create complicated wall layouts.
Milestone
At this point you will want to wait a second and think twice before you move to the next steps. It can be very hard to replace parts later without having to redo large sections.



If you are happy with your layout, you can start replacing the roads with train tracks.

DO NOT EVER REMOVE ALL YOUR ROADS!

We need roads at the end of our trenches to hook up our tracks, adjacant roads and later on bridges. If you lose your grid by demolishing too much it's your own fault, don't blame me or the game. :D

Bring in the Dozers
Now you can slowly start tweaking your network and the terrain. It can be hard to place tracks directly next to each other, so sometimes you will have to drag them in from outside the initial build area. Another reason why I emphasize not to remove all your roads at once.




With everything placed, it is safe to go all the way to the edge of the trenches with the flatten tool.




You will want to avoid increasing the height inside the trench and near your tunnels! You may not notice it, but you can create invisible bumps underneath placed assets which can cause glitches later on. It will also prevent you from building bridges, because the game will detect the wrong elevation.



It helps to go back in and flatten the lower level even if it already looks flat.
Building Bridges
I'm starting to expand the roads outside of the initial build area. This allows for early connections with the rest of your city, but more importantly, bridges!



Make sure you trace roads on the same grid, that will give you the best end result and prevent collisions with the walls.



If you are having issues creating bridges, please refer to the section 'Bring in the Dozers'.
Almost done!
Congratulations, the bulk of your work is done! Now you can start decorating and interconnecting your network.



Tunnels are kinda iffy, so I left those for last down below.
Tunnel Connections


Very short tunnel entrances can cause some glitchy situations, which is why the assets kind of hide any gaps. It helps to tweak the length of the tunnel entrance as well as the terrain you are intersecting with.



A very short entrance might work, but sometimes a smooth long one underneath a large avenue bridge can actually look better. The entrances require a lot of trial and error, again don't blame me for wonky stuffz, it's just the mechanics of the game. No Pillars and Advanced Road Anarchy can really help out.



Ideally you get an 'at-grade' connection, meaning the tracks themselves are flat where the ground is angled. If all else fails demolishing and having a second try works wonders. :)

Conclusion
Okay everyone, that's all for this guide, thanks so much for reading all that! (Yeah I know you didn't :D) If you have any further questions hit me up or leave a message down below!

I will leave you with some more pics...



FAQ
I often get asked the same questions, so here are some answers to the ones I see the most.

This is very difficult. Can you make these assets more easy to use?
No. If you are impatient or want something that only requires the click of a button, this is not for you.

How do you build those tunnels?
You snap them to the last cell of a trench. If you place them in the correct spot, they work like an endcap. They are not free-to-place, they work like any other roadside asset.

Will you be creating curved parts?
Not likely. I would rather avoid them because of collision and viewing angle issues.

Does this work for highways?
Oh yes it does! But the assets above are not intended for them. I'm planning to create other meshes for road trenches. Until then, please use other sunken wall assets.
28 Comments
sharkpuppy 🩷 5 Feb, 2024 @ 5:37pm 
this is so cool. I am planning on doing some LXRA style trenching in my city (it's rail network is based off Melbourne) so this will come in handy.
gbuck70 23 Jan, 2022 @ 2:25pm 
I'm a bit embarrassed that I had forgotten all about this awesome rail trench system. I can't remember if we even had quays, let alone the quay anarchy mod when GCVos published this. It speaks highly to his talent that this thing still looks amazing in 2022. And is a bit easier to use now with all the new tools like Move It :steamthumbsup:
wombatbreath 1 Dec, 2021 @ 9:07pm 
Great guide - thank you!
♥Morrigan♥ 16 Jun, 2019 @ 6:43am 
Can't seem to flatten the ground around the trenches since they move with the terrain if my brush gets even a little bit close to the trench
Şnorkl℮ 23 Jan, 2019 @ 8:50pm 
whats preventing you moving the tool close enough?

is your train track too close to the edge of the trench which is pulling down the ground to its level? try selecting ur track and shifting it slightly away from the wall of the trench.
montchr 11 Dec, 2018 @ 4:54pm 
Everything's making sense to me except for the end where the terrain is leveled to match the height of the wall. I'm using Extra Landscaping Tools. I'm prevented from moving the tool close enough to the wall to make a smooth transition -- there's always a large gap between the terrain and the wall. In the screenshots it looks like the walls intersect the terrain but I don't see how that's possible.
Diego Nunes 14 Apr, 2018 @ 8:46am 
how i to place the tracks? I can't place the tracks, help me please?
RA 3 Aug, 2017 @ 1:01am 
so what if i dont delete all of the road ? is it okay ? just my thought , yeah i already how it feels created a layout and replace with track already but something just wrong and when i delete the track, boom , better restart new game...
Agamemnicon 4 Feb, 2017 @ 10:57am 
baChewieChomp I kinda sorta agree, but using these assets that road-snap is MUCH faster and easier provided you set it up properly according to this awesome guide. Having said that, if you mess something up, MoveIt is way better than demolishing and starting over again.

Another trick I use is with Anarchy and the Fine Road Tool: force "ground" level roads right on the top edge of this asset, and use Move It to tweak. It forces the ground up to the top of these tunnel pieces (as it often wants to sink behind it if you make a mistake or move something). You can also develop stuff very close to the ledge of this asset this way.
baChewieChomp 4 Feb, 2017 @ 10:17am 
This is clearly written before MoveIt Mode. Working with trenches is much easier now, and much of the trial and error above is no longer necessary.
Great guide!!! Thanks for the clear writeup and imagery.