
I know that irl runways which are exclusively used in one direction often only got this stuff in place on one end (as it makes no sense to invest millions on something which would not be used, and I know that runways in C:S are also just oneway but honestly most airports are configured to be flexible when it comes to wind directions so they got these features on both ends The first section features like touchdown zone markings and approach lights but the last section features just none. Thank you for this nice dev diary - well written and structured as I'd have expected from youīesides I like the concept and the new functionalities there is something which get's me puzzled - or better said which triggers my inner Monk in fact the new runways look really good, however I don't like the fact that the first section is so different from the last section. Last but not least check out the video tutorial by CityPlannerPlays and don't forget to subscribe to our YouTube channel for more!


We hope you enjoyed this first look at Cities: Skylines Airports, which arrives in stores on the 25th of January and don’t forget to check in on Friday 4 PM CET / 7 AM PST when we explore Airport Levels & Public Transport Links! With the basics of creating an Airport Area covered, we come to the end of this Dev Diary. The Policies tab lets you apply area-specific policies, like Hotel Discounts, which gives your airport a direct increase in attractiveness, Great Maintenance, which adds a Land Value bonus to the whole airport, and Car Rentals, which encourages tourists to use cars but may cause increased traffic.

And the attractiveness of the airport also increases the City Attractiveness, which helps bring in even more tourists! Instead, it brings in tourists to your city, who visit attractions and commercial buildings, adding to your income. Like most public transport you will find an airport to be a costly investment with little direct income. The Airport Area Info Panel gives a quick overview of your airport
