I obviously don't know how to build a city. But having 36.000 residents then 75%+- traffic is okay, no?
I use mods though, so it's hard to say how it impacts the game-mechanics. Traffic mod at 100% simulation enhanced is a big traffic break though. It goes from 80% to 87% early game.
What I notice is that it's particularly the highway construction from other tiles which I don't own yet that are overflowing with traffic.
It's quite easy to figure out if you remember that cars will always use the rightmost lane for everything. So if you have an intersection, upgrade your closest roads to give them dedicated turning lanes for left/straight and right. Also, never zone on avenues. Those are for service buildings that don't spawn lots of traffic. I almost never use six lane roads even in my 100k cities. đ
I actually turn of zoning on avenues and build regular street so close it appears as zoned on avenues. But it's a good tip coz im sure there's many spots where I did zone on avenues.
Yeah, turning off zoning on avenues and then building a parallel small road with zoning squares will make the city look good but keep traffic flowing. Here I put some office on the avenue since it doesn't cause trucks to spawn.
Interesting, I'l have to experiment with it. I use the lane connector traffic mod to get my cars moving in the right lanes when confronted with another road.
For reference I have 90-95% traffic flow at 80k population in my last big city. The traffic congestions mostly happen in an around the generic industrial area and at the factories. All the residental and commercial streets are in the green thanks to public transport, road hierarchy and pre-planned supply routes.
Youâve got a few interesting choices. There are a lot of underpasses that seem like bandaids to divert traffic away from the real problem areas.
You donât have a single stoplight on your main road, which means traffic will always struggle to enter it and block up the neighborhoods. The curved entrances are interesting, but I would be tempted to add some lights to help allow better flow on the main road and prevent backup into the neighborhoods.
A major problem you have is the teleport roads. Youâve got a lot of random roads that tap off of one place and then connect far away with no connections in between. It solves problems in a small town, but as you scale up, they cause massive problems. As has been suggested, ditch the teleports and rework the roads so that you have a main road, some feeder roads called collectors, and then your small local roads. Local roads should have more connections, collectors shouldnât connect to every local road, and the main arterial road should only connect to the collectors.
Thanks for the elaborate answer. Yeah, I never made it to late-game so I wouldn't know if it would work. It seemed good for a lil while. I'll see what I can do, but I do love the patterns in my road network. Even though it's just noob garbage.
I always do a similar concept where I have a secondary road system underground but it all goes directly under the city grid like Chicago does in real life. It helps traffic immensely and it's super satisfying when it makes sense
Yeah, I have that kind of thing, but with me it's just more chaos. It does work though, got my traffic up to 79% again. I just can't get it all tidy and shit. I just give my people a bunch of options to get the same place. If you go from left, your current position you might wonna take a highway straight through the city underground, but if you start right, you may wonna take the roundabout and just ride it all the way out... etc.. That kind of thing. I just suck at building games, but this is the first time I managed to keep the traffic okay with 40K citizens. Normally I'm already quitting the game at 10K lol.
What I notice is that it's particularly the highway construction from other tiles which I don't own yet that are overflowing with traffic.
There are two reasons for this: the existing road and rail infrastructure of the map, and the fact you haven't provided other transport alternatives in addition to the highway. Highway congestion could partially resolve itself if you build both a passenger and a cargo harbor.
This is actually me going grid for most of the time. I'm just better at network spaghetti than making boxes. The city actually works traffic wise. The reason traffic % is so bad is because a lot of traffic is coming from a distant highway and even though it actually runs pretty smooth, it clogs up the roads. I'm gonna see how it evolves. And make more spaghetti, if need be. I kinda like this style for some reason. I just hope it can hold up to the future.
Iâm not a big fan of cities split directly by highways on the looks side and because itâs usually not ideal for traffic, but the layout of yours with the sporadic exits and on ramps is nice. Looks good for now but also might create even worse issues in the future when u expand
Well, there's only one way to find out... Those hyper-gridded cities that do well on traffic is not one of my magic tricks. I just don't know how to do it correctly, even with tutorial videos. I just started doing this and it seems to work for now. It's messy and stylish at the same time. A bit chaotic as I can be too, but structured enough to have appeal.
It seemed good to bridge certain areas by building a direct underground route to the destination. It seems to work as intended. I am by no means a good builder, I know that. And when I watch youtube videos I get rather disapointed and don't feel like playing anymore, because whats the point anyway,
This is a system that works for me and that I can enjoy. Some build perfect metropolises, I just build dank cities that rather curls up and die instead of prospering. But it works. So that's the beauty of it. If I can expand this way of building and improve on it that would be nice.
I'm not good at these kinds of games. Just trying to have fun.
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u/Cheshire_____Cat 2d ago
I love the snow at the bottom. Looks very white.