The Beginner's Guide to Traffic
Preface
Welcome to my traffic guide. Whether you are a beginner or a master city builder, I hope you find this guide helpful. If you do, don't forget to favourite or rate up so others can find it.
The examples are all using a very basic grid on a super flat map, but these practices can be applied to any map on any terrain. While I will refer to certain "rules" you should follow, rules are meant to be broken. Once you have gotten a handle on the "rules" in your city building, start bending and breaking rules to build crazy beautiful cities. (For city beautification tips read How CRAP makes your cities look great[imgur.com] )
You can find links to more in-depth guides in the Additional Resources section.
I don't need donations but I do love screenshots of your cities! Link in the comments or tag me in your reddit post at /u/bmulvihill
Traffic 101 - Getting Off the Highway
The first thing you need to know to master traffic is how to get your Cims on and off the highway. The goal of this guide is to show you the basic ways to connect your city to your highways and help prevent you from making some common mistakes.
If you are playing without everything unlocked you don't get access to highways but we can use one way roads and upgrade later.
Here is a basic pre made diamond you can use http://steamcommunity.com/sharedfiles/filedetails/?id=480144824.
Here is a basic pre made SPUI you can use
http://steamcommunity.com/sharedfiles/filedetails/?id=480145246
While I covered mostly service interchanges here, the same logic applies to highway interchanges. The bigger the interchange the more traffic it can handle.
For a great interchange resource checkout Timboh's Marvelous Interchange Emporium http://steamcommunity.com/sharedfiles/filedetails/?id=406303686
Traffic 102 - Road Hierarchy and Zoning
In this guide you will learn how the road hierarchy works and how to use it with your zoning. By the end you should be able to identify what type of street you live on and what type you work and shop on.
There are a number of different terminologies for describing road hierarchies. For the purposes of this guide I will be using Highway --> Arterial Road --> Collector Road --> Local Roads
Arterials are the cities major roads and often connect to your highway network using service interchanges. Arterials should only intersect with other arterial and collector roads. Those intersections should be few and far between.
Getting off the highway I like to leave about 30 squares before my first intersection with a collector road.
Many people will use a roundabout for large arterial on arterial intersections to keep a steady flow of traffic but I don't want flow. I want my traffic to be chopped up a bit so delivery trucks can make deliveries without stopping a flow.
Answer: 3 but I would have accepted 2.5
With the roads illustrated it is easier to see I have not treated all the arterial roads equally. The two lane roads have more collector roads intersecting with them. That's cool, but if we decide to upgrade to a six lane road and convert the SPUI to a DCMI, the collectors closest to the highway and horizontal arterial will lose their intersections and become local roads.
Whether a downtown grid, a suburban grid, a geometric pattern or a road system conforming to the landscape, the pattern of Arterial -> Collector -> Local will hold up provided you don't overload your zoning
Traffic 103 - Public Transit
Buses
To start placing bus lines you need to build one bus depot. That one depot will supply all the buses your city needs. The only occasion where you may need a second depot is if you build a Bus Rapid Transit System (BRT) where some buses are isolated from the rest of the road network.
Buses make frequent stops and generally run a short route around a neighbourhood. Think of buses like the collectors roads in a public transit hierarchy. They collect cims, bring them somewhere busier and then bring them back.
Metro
Cims love metro. It's fast, and works best with a few well placed out stops. Just like arterial roads, the metro system is your high capacity portion of the public transit hierarchy.
Rail
If buses are like collectors, and metro like arterials, rail is a lot like highways. It's very fast (and awesome to watch) but like highways works best with a few rules. Use straight lines and wide curves so trains don't have to slow down. They don't corner as well as metro so a long winding rail line will be slow, and under used. Just like you don't intersect a highway with a local road, intersecting a rail line with a road is not a good idea.
Harbour and Airport
While not normally considered a part of a transit hierarchy, if you're feeling bold, it is possible to create island communities with the only way in or out is an airport or harbour.
A bus line needs to bring people somewhere and then bring them back. The easiest set-up is to have the bus bring people from the residential neighbourhood inside the arterial block to the metro station on the edge of the block. From there they can take the metro to any store.
Traffic 104 - Paths and Parks
And my Cherry tunnel park here
http://steamcommunity.com/sharedfiles/filedetails/?id=511532997
http://steamcommunity.com/sharedfiles/filedetails/?id=511868886
Traffic 201 - Industrial Strategy
In this guide you will learn how industry works, how to keep industry working, and strategies for tackling the traffic challenge. A big part of handling industry traffic are trains and harbours which we will cover in Traffic 202.
Unlike the lessons in 101-102, I don't have rules for industry. Because you can build a city with a million people using only office and residential, how much industry or what types of industry you build is entirely a creative choice. Your only restrictions are the game's mechanics and your imagination.
As your cims average education increases it becomes harder to keep them in crappy jobs. If you have a bunch of educated workers labouring on a farm, the minute you unlock and zone office, your cims will quit the farm for a chance at a cubicle.
Often your first industrial sector is not in the ideal location. Since I know I am going to move my industrial sector, when I start zoning office I dezone the industry buildings which start complaining about no workers until my original site is empty. Once I have unlocked all the tiles, I can move it to a better location.
Processed products are delivered to generic industry. They turn it into Goods for sale in your commercial sector. At each point along the production chain you will have heavy trucks coming and going to different industrial buildings, with light trucks make deliveries to your commercial sector.
If you are wondering where that point, at which you can't import enough or export enough is, I don't know. If you can make use of all the highway, rail, and ship connections, (and your map has all 4 of each) your point will be higher than if you don't have those things.
Unlike the not enough smart or dumb workers icons, which are easily solved, the bad icons can quickly cripple your budget. If you see these start popping up, pause and diagnose the problem. Traffic will probably be your first one, but even if you have a solid road network you might have reached a capacity limit on your external connections. Or a harbour burned down and you didn't notice. Or you placed a harbour to close to a shipping line and the boats are getting confused and stuck. Or you have found a new way ♥♥♥♥ can go wrong.
Oil and ore will run out eventually (without using the infinite oil and ore mod) while farm and forestry are renewable resources. NOTE: Planting trees on fertile land will soak up the fertility resource and you can't get it back.
A 4x4 farms or forestry plot will create 16 low education jobs.
You have a good problem and there are 3 easy ways to fix it..
- Do nothing
- Zone more residential
- Level up industry
In this picture, the solution to the not enough workers problem is to do nothing. Half the city are kids in school. When they graduate they will need a job. If I don't zone any more industry or office, those jobs will get filled and the unemployment rate will start to go up.
Highly educated cims will take lower education jobs, eventually. From my experience, a 10% unemployment rate will get them to work in generic, 12-13% for coal and oil, and 14-15% for farm and forestry.
If you don't have a ton of kids and unemployment gets too low, you will need more residential. If you don't have demand for residential, level up your existing residential buildings and you will increase your population. A great way to level up residential is to add schools, which means one solution to not enough uneducated workers is to build more schools!
A 4x4 Level 1 generic industry building has 16 uneducated jobs, while a 4x4 Level 3 generic industry building has 32 jobs, 16 of those being highly educated positions.
Traffic 202 - Industrial Traffic
I tried a number of different industrial layouts, with varying degrees of success until I found the IHT by Brian, which you can find in this collection
http://steamcommunity.com/sharedfiles/filedetails/?id=482947010
The IHT was built based on the examples and concepts from this post by /u/mitchells00
You can see /u/mitchells00's initial IHT in action here[gfycat.com].
The key lesson from the IHT and /u/mitchells00's design is to separate and evenly disburse the incoming and outgoing traffic while still allowing for trucks to drive around the industrial sector to make multiple deliveries.
Now that you know how goods get made and how to keep industry running you can go out and build a massive industrial city, a single industry town, or a thriving commercial hub.
The most import thing you should take away from this guide is that you can build a fairly big city without any industry and just import finished goods. You can have a bigger city by adding generic industry and importing raw products and exporting excess goods. You can have an even bigger city with specialized industry, generic industry, and export the excess. Or you can have a city with a million cims and no traffic by zoning only residential and office.
Traffic 203 - Cargo Trains
In this guide I will try to illustrate a few tips and tricks for a decent cargo network.
Like everything else in City Skylines, there is no best way to train, rather there are different set-ups which work better in different cities. That said, if you are going to have an internal passenger rail system, keep it separate from the external lines or your internal cargo lines.
For an excellent detailed guide to trains check out High Train Traffic Solutions by notydino
http://steamcommunity.com/sharedfiles/filedetails/?id=408643569
As /u/City_Master demonstrated in this post http://redd.it/316rd3 the most important rule to remember is to allow enough space for trains to get by each other when making train intersections.
This is not meant to be a representation of a final train system. I've put a few systems together to help illustrate the differences.
Currently the city is importing a lot of goods, producing a bit of goods, and importing a bit of processed products. Imported goods are all going to through the transfer stations because they are closest to the commercial sector. Locally produced goods are all being delivered by the hybrid station since it is faster than taking the highway. Imported processed products are coming in by the bottom station closest to the external borders.
Everything is awesome when the stations are working as a team, but what would happen if I filled the grid and began importing lots of processed products and exporting excess finished goods?
The transfer stations would sit unused. All the commercial goods would go out through the hybrid station and in through the one commercial station. Half the excess exports would go to the bottom station and half to fight with the trucks importing processed products. The other half of the exports would try to go out through the hybrid station but rather than use the external line they would go to the commercial station to highways with external connections on the other side.
I first saw the transfer station idea in this post http://redd.it/31cyoy by /u/KapitanWalnut.
The transfer station set-up lets you easily move goods between an external rail line and an internal rail line while helping to consolidate imports and exports onto fewer fuller trains.
You want to ensure you add a garbage facility and fire station otherwise they burn down.
For a cool transfer station set up check out this gif by /u/redsquizza https://gfycat.com/HarmfulGoodIndianelephant
I couldn’t find the original post to give proper credit, but the Hybrid or controlled access station functions like 2 transfer stations. An importing train carrying both processed products and finished goods will drop the entire load at the hybrid station. The hybrid station will spawn a new train and send it and the finished goods to the commercial station while releasing trucks to deliver processed products to industry.
This is achieved by not allowing the external trains to drive through the hybrid station and by not connecting the internal line in a way they can go directly to the external line.
Each station is connected to two external connections and neither is overwhelmed with traffic as they’d be if it was one station handling four external connections. A similar effect can be achieved with cargo harbors, so long as the map maker hasn’t blocked access to one shipping line by another.
Because your needs for raw products or finished goods can fluctuate, external rail lines should have both an incoming and outgoing road.
The same set-up can be achieved with harbours close to commercial but a harbor near your industrial sector would need both a way in and out.
We've reviewed some common set-ups for controlling train traffic that you can implement depending on your city's needs.
As I described earlier, a cargo system which works great at importing goods might not be the best for exporting goods, and could potentially cause more traffic. You really need to monitor your exports and imports and manage your lines accordingly.
Traffic 204 - Getting On the Highway
If you have adopted the practice of using well spaced out interchanges to get off the highway, you don't have to worry, but sometimes you can't fit in a full sized service interchange. That is why I have included this short guide to how the highway pathfinding works and why it makes roundabouts useless.
Additional Resources
For the best all round start your city guide checkout The Road to Tomorrow[imgur.com] by reddit user /u/blackether
For a great tutorial on highway transitions check out /u/WF187's guide here: http://imgur.com/a/gA81F
For more in-depth traffic guides
HOW TO TRAFFIC: Imgur Album Version[imgur.com]
http://steamcommunity.com/sharedfiles/filedetails/?id=410236188
Traffic Planning Guide for Realistic Cities
http://steamcommunity.com/sharedfiles/filedetails/?id=475455648
You can grab a copy of Traffic School City, the city used in much of this guide. http://steamcommunity.com/sharedfiles/filedetails/?id=480146471
You can also find a copy of city road layout which incorporates all of the concepts demonstrated in this traffic guide
http://steamcommunity.com/sharedfiles/filedetails/?id=470421923
You can find my city albums and city guides at http://brendanmulvihill.imgur.com/
Credits
These guides would not have possible without the mods and many different contributors to www.reddit.com/r/CitiesSkylines/
Special thanks to /u/blackether and /u/mitchells00 for their posts and comments helping me understand and conquer traffic.
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